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How to get the converter working on Linux: A Guide

Hey everyone. If you’re looking to get the converter running on Linux natively, you can! Just follow this guide.

First are some prerequisites (if you don't have them already installed.) These are CMake and wxWidgets.

Getting CMake out of the way first, just go to your terminal and type the following command:
Code:
sudo apt-get install cmake

Your mileage may vary because Linux is Linux, there are different package managers for different distros. You could be using apt or apt-get, if you have a Debian-based distro like me. You could use dnf if you have a RedHat distro. Pacman is another one. What I'm getting at here is there are a lot of different ways to get it working.

Now that that is over, we can move onto the harder part of the prerequisites, wxWidgets.

First, you'll want to go to the website and install it here. Now, you'll want to follow the next few code steps.

Code:
sudo apt-get install build-essential
sudo apt-get install libgtk-3-dev

Now, if it hasn't been done before this, you'll want to make a directory called "wx", the name doesn't matter, it's just what I went with, and extract the installed folder from the website earlier here, and then change directory into /wxWidgets-3.2.5/. In the end, the file structure should look like this

Code:
~/wx/wxWidgets-3.2.5/

Now, you'll want to create a new directory under this, called gtk-build. Change into it, and run these commands one after the other:

Code:
../configure
make -j3
sudo make install
sudo ldconfig
../configure --with-gtk=3 --with-opengl

Congratulations! You have done the prerequisites! But you're not done yet! Now we will need to install the converter itself!

Go to the GitHub and click on the green button on the to right called "Code", and it should create a directory under your Downloads folder called "CK2ToEU4".

Next, you'll want to go back to the terminal again, and type this in after going into the folder called "CK2ToEU4":

Code:
git clone https://github.com/ParadoxGameConverters/CK2ToEU4.git

If you don't have git installed and it gives you an error, use this.

Code:
sudo apt-get install git

Now, you'll have to run this command to ensure everything was gotten, otherwise if you don't, you'll get errors:

Code:
git submodule update --init --recursive

Now, if you go into the directory we were in, you should see a folder called "Release-Linux", along with other folders, a few of them called "build", "Fronter", and another folder called "CK2ToEU4", if not, then I probably told you to create the directory when it wasn't needed and I'm sorry. If I made a mistake, then just go into the only folder and you should see them. Now that you're here, you should also see a file called "build_linux.sh"

IF YOU DO, DO NOT CLICK THIS YET! You need to change something in a file, otherwise it won't work.

SO, go into your folder called "Fronter", there should be another folder called "Fronter" inside of that, and a folder called "Source", then "WorkerThreads", and finally a folder called "ConverterLauncher". In the end, your path should look like this:

Code:
/CK2ToEU4/Fronter/Fronter/Source/WorkerThreads/ConverterLauncher


Click the file that says "LinuxConverterLauncher.cpp", it should open as a text file. Now, you'll want to look for a line that says this:
Code:
if (result > 0)
And change it to this
Code:
if (result == 0)
ENSURE THAT YOU PUT TWO EQUALS SIGNS, NOT JUST ONE. Save the file and exit it.

Now, click on the file "build_linux.sh", and run it in terminal, and if everything was done correctly, (and if I remembered everything), it should go through without an error. Now, get into the folder titled "Release-Linux", and you should see a file called "ConverterFrontend", click this and the converter should pop up for you!

Beware though, if you put the right path to the CK2 Documents Directory, an error will pop up that says "An Assertion Failed!" If this happens, just uncheck the box titled "Show this dialog the next time", and it should go away when you hit "Continue". It will allow you to continue, but it will show up after you close and open the converter again. Just keep unchecking the dialog box, and you’ll be okay.

Congratulations! You should now be able to convert a game natively in Linux!

I would personally like to thank u/Empty_Change on Reddit for their help in getting this to work. Without them, I would still have no idea what to do! Thank you again, if you're here!
 
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So default behaviour when converting religions that were reformed in CK2 is that the reformed religion is named exactly that in EU4, for example "Reformed Slavic". If I happened to manage to wipe out the old pre-reformed version of the religion, and instead I wanted to name "reformed slavic" simply "slavic", and the pre-reformed version "old slavic", what would I have to edit?

CK2: slavic_pagan -> EU4: Old Slavic
CK2: slavic_pagan_reformed -> EU4: Slavic
 
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So default behaviour when converting religions that were reformed in CK2 is that the reformed religion is named exactly that in EU4, for example "Reformed Slavic". If I happened to manage to wipe out the old pre-reformed version of the religion, and instead I wanted to name "reformed slavic" simply "slavic", and the pre-reformed version "old slavic", what would I have to edit?

CK2: slavic_pagan -> EU4: Old Slavic
CK2: slavic_pagan_reformed -> EU4: Slavic
Normally, you only need to edit the appropriate localization in the converted mod:

1728985352652.png


If you want to change the actual codenames so slavic_pagan goes to slavic_old_pagan, you'd need to change the religion definitions, all related localizations, related mappings in configurables/religion_map.txt, along with religion's rebel type definitions, heresies etc. Quite a bit of work.
 
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Normally, you only need to edit the appropriate localization in the converted mod:

View attachment 1202349

If you want to change the actual codenames so slavic_pagan goes to slavic_old_pagan, you'd need to change the religion definitions, all related localizations, related mappings in configurables/religion_map.txt, along with religion's rebel type definitions, heresies etc. Quite a bit of work.

Thank you! I'll check this out! I do not really care about changing the actual codenames, just the localisation, "Reformed Slavic Pagan" on a religious EU4 screen is just longer than it needs to be. :D
 
Any progress on the Tianxia mappings and support?
I might just do some work myself... if i ever finish a campaign;)
No info. I'm not doing the compatch, and all patches such as this are contributor-based. There hasn't been any activity on this in the last few years. If you wish to map the provinces and everything else, feel free, we can incorporate it easily.
 
Did a test cenversation of my current game and I quite like it, the mod, so far. But I have several questions:

First: Is it intended that the ruler history is not transfered over? If it is intended, how can I 'mod' it in? I'm quite savvy when it comes to CKII (and Stellaris) save edits but never have done it for EUIV.
Second: Is it intended that Outremer does not inheirit the Kingdom of Jerusalem Ideas/Mechanics? Again, if it is intended that it does not - how can I mod it into my game?
Third: Is it intended that the Tutons get generic german 'roof' culture if they're based outside the baltics? Mine are in ukraine and got the generic german in the provinces they converted. That I probably can fix on my own though.

Fair warning for everyone else: The converter mod does only break up cultures that are 'shattered' in EUIV, e.g. german, russian, french ect. - so one has to save edit quite a lot, like me who is currently stuck with a big fat bolghar blob that streches from Bulgaria to Belorus. ;)
 
Did a test cenversation of my current game and I quite like it, the mod, so far. But I have several questions:

First: Is it intended that the ruler history is not transfered over? If it is intended, how can I 'mod' it in? I'm quite savvy when it comes to CKII (and Stellaris) save edits but never have done it for EUIV.
Second: Is it intended that Outremer does not inheirit the Kingdom of Jerusalem Ideas/Mechanics? Again, if it is intended that it does not - how can I mod it into my game?
Third: Is it intended that the Tutons get generic german 'roof' culture if they're based outside the baltics? Mine are in ukraine and got the generic german in the provinces they converted. That I probably can fix on my own though.

Fair warning for everyone else: The converter mod does only break up cultures that are 'shattered' in EUIV, e.g. german, russian, french ect. - so one has to save edit quite a lot, like me who is currently stuck with a big fat bolghar blob that streches from Bulgaria to Belorus. ;)
1. If you're referring the history of country where there would be a list of rulers, then yes, we don't transfer that. EU4 has no button to show such info and the only reason some EU4 countries have extended histories is because of the bookmark system where you can scroll through the dates, whihc is something that works forward in time, not backwards, so there's no point in us adding that.

if you meant regnal numbers such as Louis III, we do go though all the history and record this so your heir Loius would be Louis IV properly.

You can mod histories in history/countries/ folder of the mod.

2. I really don't know. You can mod ideas in common/ideas - try searching for !_jerusalem_ideas.txt and then add outremer's tag in ther eunder an OR block along with KOJ.

3. This is a matter of mappings. We map all germanic cultures in and around prussia to prussian, but in bavaria the same culture would become bavarian. Edit configurables/culture_map.txt and change it is you want, we really don't know what german offshoot would be called in the middle of russia or persia for example.
 
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Thanks for the quick reply! :)

if you meant regnal numbers such as Louis III, we do go though all the history and record this so your heir Loius would be Louis IV properly.

Yeah, that's what I meant with 'ruler history'. I haven't played EUIV in a few years and can't boot it up right now so I don't know what's the button called but there is one that shows you your previous ruler and in the base game for some nations that history goes back before the 1444 start date.
Just worried because the nation I Am has 600+ years of history and several ruler going into the III. or IV. and one VIII.

As for the rest, I will try your suggestions.
 
Small update for you:


You can mod histories in history/countries/ folder of the mod.

try searching for !_jerusalem_ideas.txt and then add outremer's tag in ther eunder an OR block along with KOJ.

Both things sadly don't work or I'm to stoopid to make it work.
Thanks non the less for this great mod!
 
Hi, i don't now how to have the FAQ for conversion, do you now where is it
You can find the FAQ in the same folder where you installed the converter. It's shown in first post.
 
Respectfully, are we done yet? Release
As you know, CK2ToEU4 is getting long in the tooth, and we're approaching its natural EOL. There's not much to be added to it that we haven't already, and outside expanding support for incoming and outgoing converters, this is as good at it gets.

I think a couple of nice and important things could still be added if possible!

1)* Converting Papacy controller and cardinals
2)* Converting units
3)* Converting generals, including the ruler and the heir, with a trait they had in ck2.
4) Adding some extra flavour to Pagans, f.e. new dieties like that one for Norse, maybe smth else, esp. for Suomensko and Slavics.
5) Taking hospitals and its buildings into account when calculating provinces development in eu4.

* - can I mod these outcomes for my current conversions? Went through all the mod folders and files a couple of times, but couldn't find according files.

** upd: 1) and 3) definitely can be converted via editing the text eu4 savefile.
 
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I think a couple of nice and important things could still be added if possible!

1)* Converting Papacy controller and cardinals
2)* Converting units
3)* Converting generals, including the ruler and the heir, with a trait they had in ck2.
4) Adding some extra flavour to Pagans, f.e. new dieties like that one for Norse, maybe smth else, esp. for Suomensko and Slavics.
5) Taking hospitals and its buildings into account when calculating provinces development in eu4.

* - can I mod these outcomes for my current conversions? Went through all the mod folders and files a couple of times, but couldn't find according files.

I know #2 definitely isn't possible, I'm not sure about #s 1&3.