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You can mod your ideas to like any other mod. Check the wiki for a modding guide how to add your own or change existing ones.
As for Catholic variants in particular, ifthey have the pope as head of faith, they count as catholic. You can alter that in configurables/religion_map.txt and map them to whatever you wish.
Oh, thank you for pointing out /religion_map thingie. I created a sub-sect of Nestorianism, and it had same head of faith, and i wondered why it converted wrong. Now i know.
 
How does the converter define what dynasties get converted with their name as the nation name rather than just the title? I saw that last time i converted and thought it was pretty cool, so i wanted to know if I can make it happen but only to certain dynasties which i want it to.

Second question, i'm playing with the historic invasions mod. Is there any way i can make it so historical kingdoms who are still around by the time they convert get properly converted into their according EU4 tags?

BTW it would be pretty cool if the converter had some predefined national ideas, flags, and etc, like essentailly having premade tags for some of the kingdoms or cultures that might exist in ck3. In my current game the Danelaw exists and i feel like it would be a waste for them to have generic ideas and such.
 
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How does the converter define what dynasties get converted with their name as the nation name rather than just the title? I saw that last time i converted and thought it was pretty cool, so i wanted to know if I can make it happen but only to certain dynasties which i want it to.

Second question, i'm playing with the historic invasions mod. Is there any way i can make it so historical kingdoms who are still around by the time they convert get properly converted into their according EU4 tags?

BTW it would be pretty cool if the converter had some predefined national ideas, flags, and etc, like essentailly having premade tags for some of the kingdoms or cultures that might exist in ck3. In my current game the Danelaw exists and i feel like it would be a waste for them to have generic ideas and such.
1. Some titles in landed_titles/ of CK3 have "can_be_named_after_dynasty". If the ruling dynasty has a flag "good_for_realm_name" (see dynasties/) then we use it instead of the title name, baring some hardcoded exclusions.

2. I have no idea if we even support Historic Invasions. I strongly suggest you try before you commit to it - I seem to recall there were some serious issues with it. But the answer is edit configurables/tag_mappings.txt and add links that match your titles.

3. That's a matter of general modding and contributions. If you feel like creating some and contributing, please go ahead, I'll happily merge such additions.
 
1. Some titles in landed_titles/ of CK3 have "can_be_named_after_dynasty". If the ruling dynasty has a flag "good_for_realm_name" (see dynasties/) then we use it instead of the title name, baring some hardcoded exclusions.

2. I have no idea if we even support Historic Invasions. I strongly suggest you try before you commit to it - I seem to recall there were some serious issues with it. But the answer is edit configurables/tag_mappings.txt and add links that match your titles.

3. That's a matter of general modding and contributions. If you feel like creating some and contributing, please go ahead, I'll happily merge such additions.
1. So basically any dynasty which has their name as the realm title in CK3 will get transfered as such? By hardcoded do you mean some titles are hardcoded not to have dynasty names or some dynasties are hardcoded to not name any titles? And what happens if multiple titles have the same dynasty?

2. Good idea, i should've done that beforehand but i can't imagine there would be a massive problem. Only thing i can imagine is some of its custom kingdom titles mapping wrong into eu4 which is exactly what i was planning to fix anyways. I'll let you guys know if it is compatible or not either way.

3. I could do that, especially since i'm probably going to end up modding these tags in my game anyway. But i feel like i'd need to show the custom ideas to someone to make sure they're not OP or just generally fit historically.
 
1680299267088.jpeg


I ran the converter on my current game as a test, and it worked out perfectly, even better than i expected it to. Even the custom titles from Historical Invasions somehow converted to their correct titles like the Seljuk Empire getting the persian tag and so on. Only things that were pretty odd were the africa ducky becoming "African Africa" and Andalusia somehow not getting the proper andalusia tag, which is kind of odd considering they're unrelated to the historical invasions mod.
 
View attachment 962895

I ran the converter on my current game as a test, and it worked out perfectly, even better than i expected it to. Even the custom titles from Historical Invasions somehow converted to their correct titles like the Seljuk Empire getting the persian tag and so on. Only things that were pretty odd were the africa ducky becoming "African Africa" and Andalusia somehow not getting the proper andalusia tag, which is kind of odd considering they're unrelated to the historical invasions mod.
African Africa might be because the capital is elsewhere and disconnected. It''s a common EU4 meme.
As for Andalusia if you figure out what went wrong we can fix it.
 
African Africa might be because the capital is elsewhere and disconnected. It''s a common EU4 meme.
As for Andalusia if you figure out what went wrong we can fix it.

That was my immediate thought too, but if you look at the upper right side of the screenshot it actually says "African Africa" as the name of the state. I have no idea how this could be even possible aside from there being two realms named africa in the map and one of them not being in africa, assuming this is one of the ways the converter is programmed to name nations with the same name.

As for andalusia my only theory is there is this one possible ending to the Iberian struggle which makes all kingdoms into empires (which did happen in my game but i don't know if it was before or after this conversion test) which might be fucking up with tag assignment. It's either that or some dev removed the andalusia tag from automatically applying cause i do recall that in a previous conversion of mine andalusia would switch back to islam in EU4 as an AI even if it was a christian kingdom beforehand.
 
Hi! Sorry for the dumb question, but I misinterpreted the patch notes and was playing with RICE, so now I wanna manually add Greenland and whichever area Vinland would be to my realm's titles because I worked pretty hard on getting these in CK3, how do I do that?
I assume I have to change something in the files, but I don't really know where to look and what to change. If there's already a guide on how this works, I'd happily consult it if someone links it to me!
 
Hi! Sorry for the dumb question, but I misinterpreted the patch notes and was playing with RICE, so now I wanna manually add Greenland and whichever area Vinland would be to my realm's titles because I worked pretty hard on getting these in CK3, how do I do that?
I assume I have to change something in the files, but I don't really know where to look and what to change. If there's already a guide on how this works, I'd happily consult it if someone links it to me!
add_core = BEL
owner = BEL
in the history/provinces folder in the mod (Paradox Interactive/Europa Universalis IV/mods/name of mod) find the province ids (use console in-game and type tdebug) and swap out or add add_core = and owner = for whatever your nation's tag is. if that doesn't work you can send me your discord or something and I can screenshare to you how to do it.
 
add_core = BEL
owner = BEL
in the history/provinces folder in the mod (Paradox Interactive/Europa Universalis IV/mods/name of mod) find the province ids (use console in-game and type tdebug) and swap out or add add_core = and owner = for whatever your nation's tag is. if that doesn't work you can send me your discord or something and I can screenshare to you how to do it.
Thanks a ton! The command was debug_mode, but with that, it worked!

One more problem I'm having is that the patron gods tenet appears to have been carried over, but, while asking me to select a deity, does not actually give any deities for me to select. This goes for my custom norse faith, as well as Asatru. Is something I can change, or is this just kind of an unfortunate side effect that can't be changed much?
 
Thanks a ton! The command was debug_mode, but with that, it worked!

One more problem I'm having is that the patron gods tenet appears to have been carried over, but, while asking me to select a deity, does not actually give any deities for me to select. This goes for my custom norse faith, as well as Asatru. Is something I can change, or is this just kind of an unfortunate side effect that can't be changed much?
It's just text files. You're modding a mod. You can change whatever you wish.

For this case, edit the religions next to the dieties you wish to appear in common/personal_deities.

For futher general modding questions, please consult the wiki, it's very useful and can help you with examples.
 
Hello! I have tried test converting a save file from a campaign that I've continued from Imperator, where I chose to have Christianity be represented by Chalcedonism (which I borrowed from Fallen Eagle), Nestorianism and the Coptic Church. I was excited for the dynamic reformation which should apply to all Eu4 converted faiths effects from their Ck3 doctrines and tenets, but it doesn't seem like it worked correctly, seeing how my modded Chalcedonian faith had the default modifiers I set for it instead of the dynamic ones from the system. Is there a way to trigger it specifically?
 
Hi. Just loaded the converter and I'm having file location problems. My ck save was on stupid one drive so I copied it to another directory, but I'm still getting the same error message. How do I tell if something is a symlink folder or not? God, I long for the days of XP when I understood windows file directories. Also, if the CK3 documents file is on one drive (I'm guessing it is since it didn't find it) can I copy that folder over or do I need to uninstall CK3 and then reinstall it after I figure out how to stop windows from putting stuff on one drive?
 
Hi. Just loaded the converter and I'm having file location problems. My ck save was on stupid one drive so I copied it to another directory, but I'm still getting the same error message. How do I tell if something is a symlink folder or not? God, I long for the days of XP when I understood windows file directories. Also, if the CK3 documents file is on one drive (I'm guessing it is since it didn't find it) can I copy that folder over or do I need to uninstall CK3 and then reinstall it after I figure out how to stop windows from putting stuff on one drive?
Most likely the issue isn't with onedrive, but with you giving it a wrong path. But I can't be sure since you didn't upload log.txt.
 
Well, the error message specifically said that the converter doesn't support one drive or symlink folders. I did get it to convert by copying the entire CK folder over to my D drive. But now EU4 isn't seeing my mod which I put in the D:\SteamLibrary\steamapps\common\Europa Universalis IV\mod directory.

edited to add:
I created a mod folder under C:\Users\jscar\OneDrive\Documents\Paradox Interactive\Europa Universalis IV and put the mod files there and the game now shows them as installed. But it still looks like a normal eu start. What am I not doing?
 
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Well, the error message specifically said that the converter doesn't support one drive or symlink folders. I did get it to convert by copying the entire CK folder over to my D drive. But now EU4 isn't seeing my mod which I put in the D:\SteamLibrary\steamapps\common\Europa Universalis IV\mod directory.

edited to add:
I created a mod folder under C:\Users\jscar\OneDrive\Documents\Paradox Interactive\Europa Universalis IV and put the mod files there and the game now shows them as installed. But it still looks like a normal eu start. What am I not doing?

D:\SteamLibrary\steamapps\common\Europa Universalis IV\mod is most certainly not the correct mod folder.
The mod should be in your documents folder, usually C:\Users\<user>\Documents\PDX\EU4\mod. With or without the onedrive inside the path.
Game will see the mod een if it's in your workshop folder (the path above) but can't load it.
 
Got it working. I just needed to create a playset to add it to. One thing I've noticed is that as of 1650 there has been no reformation. Tech development seems much more even between tech groups than in the vanilla game. By 1650 even the surviving native american states have renaissance-level tech.
 
Got it working. I just needed to create a playset to add it to. One thing I've noticed is that as of 1650 there has been no reformation. Tech development seems much more even between tech groups than in the vanilla game. By 1650 even the surviving native american states have renaissance-level tech.
Reformation is a lot slower if the HRE doesn't exist because there are a ton less tags.
 
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This might be a bit of an odd question, but - Say I only wanted to convert the (de jure, not custom) kingdom I played as in CK3 to EU4 and beyond, but wanted everything else to remain historical, then what's the best way to go about editing the converted mod? Should I even be editing the converted mod or am I better off creating a new mod folder on my own and the simply sticking in files from the converted mod that mention my kingdom/hybrid culture?
 
This might be a bit of an odd question, but - Say I only wanted to convert the (de jure, not custom) kingdom I played as in CK3 to EU4 and beyond, but wanted everything else to remain historical, then what's the best way to go about editing the converted mod? Should I even be editing the converted mod or am I better off creating a new mod folder on my own and the simply sticking in files from the converted mod that mention my kingdom/hybrid culture?
at that point it would just be easier to create a mod from scratch.