Your test faith has the Pope as it's head. For all intents and purposes it's Catholic, same as Insular is.Oh, sorry, I forgot to add it. Here it is. I hope that alongside the screenshot I sent, it helps you solve the issue.
Your test faith has the Pope as it's head. For all intents and purposes it's Catholic, same as Insular is.Oh, sorry, I forgot to add it. Here it is. I hope that alongside the screenshot I sent, it helps you solve the issue.
Oh, that is what happens when you use the Rite Tenet? At conversion, you're turned into your head of faith's religion? But...then how I'm supposed to use the Rite Tenet and remain at the same time separated from my "parent" faith at conversion? I read in the configurables, and find the effects having the Rite Tenet gives you very useful.Your test faith has the Pope as it's head. For all intents and purposes it's Catholic, same as Insular is.
If you want your religion to not be converted as Catholic, you can do a couple of things.Oh, that is what happens when you use the Rite Tenet? At conversion, you're turned into your head of faith's religion? But...then how I'm supposed to use the Rite Tenet and remain at the same time separated from my "parent" faith at conversion? I read in the configurables, and find the effects having the Rite Tenet gives you very useful.
link = { eu4 = catholic religious_head = k_papal_state }
Thanks for answering, I'm going to try those methods. Just one question: how do I make someone else have the head of faith title of my custom faith, in-game? As far as I'm aware, the only way custom faith heads titles are made is the moment the faith is created, and there's no other way to make one afterward, right?If you want your religion to not be converted as Catholic, you can do a couple of things.
1. Do not have the Pope as your head of faith, either in-game or through a save-edit.
OR
2. In the configurable file for religion_map, remove this line*Note - This also means that ALL religions not mentioned in the following line that convert to catholic, will convert to their own custom religion. You yourself will also not have access to any of the Curia mechanics.Code:link = { eu4 = catholic religious_head = k_papal_state }
Depends, usually removing entire line is not a good idea. But if you want to "unfuse" them you will also have to later assign them to correct religious group or they will appear standalone. So many Hindu denominations are converted into a single one. comment out or delete what you want to be separate, Converter will moan about undefined faiths but that is fine, later in mod folder created by converter in common/religion find the dynamic faiths and assign them to correct religious group, or not then they will appear standalone.Also, when looking at the file you mentioned, I noticed, how many faiths are fused. Therefore, what would happen If I erased the entire file? Would that mean that the world would have quite a lot more religions? Or would it mess with the converter's correct functionality?
In-game? You'd have to reform the faith or create a small mod to modify your faith via event or decision.Thanks for answering, I'm going to try those methods. Just one question: how do I make someone else have the head of faith title of my custom faith, in-game? As far as I'm aware, the only way custom faith heads titles are made is the moment the faith is created, and there's no other way to make one afterward, right?
Deleting the whole file? Uh, I guess every religion would be treated as a custom one. (I would recommend deleting the contents of the file rather than the file itself)Also, when looking at the file you mentioned, I noticed, how many faiths are fused. Therefore, what would happen If I erased the entire file? Would that mean that the world would have quite a lot more religions? Or would it mess with the converter's correct functionality?
Thanks for telling me that. Now, what about the Muslim religions? I noticed that the vanilla Muslims in EU4 use a religious school mechanic. Is there a potential issue with this system if I choose to unfuse all the Muslim faiths that get fused together?Depends, usually removing entire line is not a good idea. But if you want to "unfuse" them you will also have to later assign them to correct religious group or they will appear standalone. So many Hindu denominations are converted into a single one. comment out or delete what you want to be separate, Converter will moan about undefined faiths but that is fine, later in mod folder created by converter in common/religion find the dynamic faiths and assign them to correct religious group, or not then they will appear standalone.
You will have to be more specific. Screenshots, save, mod in question, conversion log.txt, etc. Best if you can upload an example of how it happens.I have a problem, in Ck3 i created Slavia and converted it so it has HRE mechanics. Now when i'm trying to invoke Renovatio Imperii, my country disappear. Is it possible to do anything to make it work?
No, they will simply all be custom religions with no school assigned at game start.Thanks for telling me that. Now, what about the Muslim religions? I noticed that the vanilla Muslims in EU4 use a religious school mechanic. Is there a potential issue with this system if I choose to unfuse all the Muslim faiths that get fused together?
Unfortunately i don't have conversion log anymore, but here is save, mod and recording of how it happensYou will have to be more specific. Screenshots, save, mod in question, conversion log.txt, etc. Best if you can upload an example of how it happens.
This is very unfortunate. Issue is you're supposed to form Z62, which is I assume Slavia, but there isn't a Z62 in the country defines. This is an oversight.Unfortunately i don't have conversion log anymore, but here is save, mod and recording of how it happens
Already answered, More Bookmarks is a mod that introduces invalid colors.Hello,
I am new with using the converter mod. Just wanted to do a test run with a CK3 save. The converter crashes at 10% (see log in attachement) because of the error "color has wrong number of components". I assume it is because I play CK3 quite heavily modded. I would understand that the converter can't handle a heavily modded game, buit before I give up on the matter I just wanted to make sure it is a "mod-related" error.
Thanks for your help.
Upload your CK3 save and the conversion's log.txt.Ive been having an issue were the mod only lasts once, so when I save and relaunch the launcher this happens, its been happening for the last three times I tried to convert.View attachment 862435
Upload your CK3 save and the conversion's log.txt.
I can't replicate this. I let the game run normally, saved and reloaded several times during it, and no issues.Ive been having an issue were the mod only lasts once, so when I save and relaunch the launcher this happens, its been happening for the last three times I tried to convert.View attachment 862435