• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
So I'm using BAP mod and my religion is a form of Islam not present in vanilla. After conversion EU4 identifies it as an Islamic religion, but it doesn't give me access to defender of the faith.

Is there some file I can change in the converter to fix that?

edit: sorry now that I look at it it may not identify the religion as a version of Islam.

edit2, the fail continues: I don't have Emperor. I don't know if one needs it to have defender of the faith.
 
Last edited:
With all due respect, HSV by definition supports 3 values - the aforenamed hue, saturation and value (alternatively Light in HSL model). Neither wikipedia nor various implementations mention a fourth value. The fact that PDX engine supports 4 values honestly looks to me more of a bug-handling measure.
It's likely not directly related to HSV values. That 4th number is a transparency value.
 
So I'm using BAP mod and my religion is a form of Islam not present in vanilla. After conversion EU4 identifies it as an Islamic religion, but it doesn't give me access to defender of the faith.

Is there some file I can change in the converter to fix that?

edit: sorry now that I look at it it may not identify the religion as a version of Islam.

edit2, the fail continues: I don't have Emperor. I don't know if one needs it to have defender of the faith.
You can alter configurables/religion_map.txt to map your mod's religions to whatever you desire. I wouldn't know beyond that.
 
It's likely not directly related to HSV values. That 4th number is a transparency value.
Are you using the 4th (alpha) value exclusively with HSV (eg. color= hsv { 0.5 0.9 0.1 1 }), or with RGB colors as well (eg. color = { 0.5 0.5 0.5 1 }, color = { 128 128 200 1 }?

Issue is it's not clear whether you are actually using HSV or just RGB doubles?
Meaning does { 0.5 0.5 1 1 } actually translate to HSV or is it just RGB's { 128 128 255 1 } equivalent?
 
Last edited:
Are you using the 4th (alpha) value exclusively with HSV (eg. color= hsv { 0.5 0.9 0.1 1 }), or with RGB colors as well (eg. color = { 0.5 0.5 0.5 1 }, color = { 128 128 200 1 }?

Issue is it's not clear whether you are actually using HSV or just RGB doubles?
Meaning does { 0.5 0.5 1 1 } actually translate to HSV or is it just RGB's { 128 128 255 1 } equivalent?

I don't really understand anything about it besides the fact that Celticus showed me it and it works to do what I want in game.
 
I remember reading on Github that someone added mod support for Historic Invasions (ck3). Just as a heads up, when ck3 v1.8.0 releases, I'll be switching over to a new title naming scheme (e.g. e_ghaznavids -> e_ghaznavid, e_delhi -> e_ghurid, e_latin_empire -> e_vlaanderen, ...). The titles already exist in my mod files.
 
I remember reading on Github that someone added mod support for Historic Invasions (ck3). Just as a heads up, when ck3 v1.8.0 releases, I'll be switching over to a new title naming scheme (e.g. e_ghaznavids -> e_ghaznavid, e_delhi -> e_ghurid, e_latin_empire -> e_vlaanderen, ...). The titles already exist in my mod files.


I'm already using a save with HI. It worked out great although tbh I don't really pay attention to names and such.

@Zemurin Sorry if this has been brought up before but I noticed that house branches aren't considered as same dynasty. Is that something that can be changed?
 
I'm already using a save with HI. It worked out great although tbh I don't really pay attention to names and such.

@Zemurin Sorry if this has been brought up before but I noticed that house branches aren't considered as same dynasty. Is that something that can be changed?
Not really. If we use dynasties as dynasties, due to the nature of CK3 dynasty spread half the world will be related. So we opted to separate the houses instead to get more of a vanilla EU4 setup.
 
Hi, an bug regarding a culture group??


2022-11-25 15:31:40 [WARNING] Failed to map ck3 culture: venedian into an EU4 culture. Check mappings!
2022-11-25 15:31:40 [INFO] Converter exited at: 21 seconds.
2022-11-25 15:31:40 [ERROR] Converter Error! See log.txt for details.
2022-11-25 15:31:40 [ERROR] If you require assistance please upload log.txt to forums for a detailed post-mortem.


it was at 55%
I never heard of venedian. I heard of venetian, and we map venetian into EU4. It's probably added by some unsupported mod you're using, but I can't be sure since you haven't uploaded log.txt.

You can try adding it to configurables/culture_map.txt.
 
Hi, I don't know how to add it it to culture_map.txt as in how do I write it down in it?
It's in the culture group with the italian ones

Edit the file using a text editor, read the instructions ontop and add it to a correct mapping line. Somewhere in the italian section I'd say. Like the last line there (Fallback one).

1669388798042.png
 
I'm already using a save with HI. It worked out great although tbh I don't really pay attention to names and such.
No, I am saying that once I update HI for ck3 1.8.0, the links in the converter that assign unique eu4 missions to the invaders HI introduces will likely be broken.
 
  • 1
Reactions:
Anyway for me to get past this not sure whats going on, using Drottenssten's Curated Modlist on Steam
You have many mods that change stuff in a manner not compatible with the converter. You won't get past this unless you strip down the mods used.
 
is there ones in particular that are the problem or a list of incompatible mods what should i be looking out for, appreciate the quick response btw
Anything that's changes the map, for one.
 
is there ones in particular that are the problem or a list of incompatible mods what should i be looking out for, appreciate the quick response btw
These mods change the map layout as far as converter can tell. VIET and RICE are probably ok. Others I don't have a clue.
1669478502271.png


However you have over 60 enabled mods which is absurd. Any one of them could be changing actual map, which is unsupported.
You also have mods adding new cultures, new faiths, and to make matters worse, you seem to have enabled map-altering mods in the middle of a run, corrupting the save.
 
My mod list hadn't changed since i started the play through, i used the curated mod list i had referenced in the initial post from start to finish on this run, i've used Culture Expanded with your converter before and it threw some errors but all converted without issue. I thank you for the guidance on this i had no clue that these mods altered the map at all i kinda just blindly used this collection and just started playing which is definitely a bit of a failure on my part, i'll try to figure out which mods in particular are causing the problems, would you want me to reply back to you with what i find? Maybe it could save others from these issues in the future. From my past experiments with your converter, i believe that Culture Expanded & Historical Invasions are "compatible" in the sense that the save will convert unless a recent update has made them incompatible. @Zemurin
 
Last edited:
My mod list hadn't changed since i started the play through, i used the curated mod list i had referenced in the initial post from start to finish on this run, i've used Culture Expanded with your converter before and it threw some errors but all converted without issue. I thank you for the guidance on this i had no clue that these mods altered the map at all i kinda just blindly used this collection and just started playing which is definitely a bit of a failure on my part, i'll try to figure out which mods in particular are causing the problems, would you want me to reply back to you with what i find? Maybe it could save others from these issues in the future. @Zemurin
Keep in mind that because a modlist is curated by someone, that doesn't actually mean anything. A ton of those mods are adding custom titles to the basegame and I'm willing to bet they are actually incompatible with each other. Anyway. Select a few you really want to have around, make a test save and test conversion with them alone. If that works, go and play that game, or try expanding the modlist until stuff breaks.
 
Keep in mind that because a modlist is curated by someone, that doesn't actually mean anything. A ton of those mods are adding custom titles to the basegame and I'm willing to bet they are actually incompatible with each other. Anyway. Select a few you really want to have around, make a test save and test conversion with them alone. If that works, go and play that game, or try expanding the modlist until stuff breaks.
Sounds like a plan thank you for your assistance, love the work you do man.
 
You can alter configurables/religion_map.txt to map your mod's religions to whatever you desire. I wouldn't know beyond that.

I don't know if I did something wrong but that didn't work; I ended up editing the mold file common->religion->islam and just c/p it there.

edit: bah that still didn't work. I thought it did because it said I was in the tech group Muslim, but nothing else says it's Islamic religion.
edit2: lol I forgot to hit save on the religion_map.txt . Works fine now.
 
Last edited: