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I have the lastest version and trying to update it or reinstall it doesnt change the outcome unfortunately, neither does settings the true values to false.
Then it's something else. If you can upload log.txt from that exact folder after crash it might help. I assume it crashes before frontend even initializes.

In the meantime go to ck3toeu4 folder. Inside copy configuration-example.txt to configuration.txt. then edit it manually to set the paths and options (i don't recall if I put config selections on wiki) and start the backend itself. Once it's done the mod will be in output folder.
 
Then it's something else. If you can upload log.txt from that exact folder after crash it might help. I assume it crashes before frontend even initializes.

In the meantime go to ck3toeu4 folder. Inside copy configuration-example.txt to configuration.txt. then edit it manually to set the paths and options (i don't recall if I put config selections on wiki) and start the backend itself. Once it's done the mod will be in output folder.
whenever i try to attach the log; it says the file is empty and if i open it up this is the only text that appears after i try to launch the converter.
2024-05-24 04:22:42 [INFO] Frontend configuration loaded.
2024-05-24 04:22:42 [INFO] Frontend options loaded.
Trying to do it the other way seems to seems to function properly. However i am very forgetful and I did not see any of what the configuration options were on the wiki, so I been messing around with them so I can get the converted save i wanted. Thanks for the help; I relieved I could get it to work at least.
 
Will there ever be support for Rajas/Asia Expansion? I remember a while ago a developer saying it wasn't currently on the list but has anything changed there?
 
Will there ever be support for Rajas/Asia Expansion? I remember a while ago a developer saying it wasn't currently on the list but has anything changed there?
Until someone comes along with both ability to make a compatch and dedication to support it for years and keep it regularly updated whenever the mod itself updates, I don't think so.
 
I'm curious how to make a Turkish culture with Anatolian tech. I made a Greek-Turkic (not Oghuz) culture with Turkic heritage but they ended up with nomadic units in Anatolia which is just wrong. It seems the converter turns Arabic heritage to Levantine group, which, eh I guess is accurate but in EU4 the Turkish culture is Levantine so Ottoman Empire can accept the Arabs without trouble but that would mean I'd need to give it Arabic heritage in CK3? Yeah overall not sure how this is supposed to work.
 
I'm curious how to make a Turkish culture with Anatolian tech. I made a Greek-Turkic (not Oghuz) culture with Turkic heritage but they ended up with nomadic units in Anatolia which is just wrong. It seems the converter turns Arabic heritage to Levantine group, which, eh I guess is accurate but in EU4 the Turkish culture is Levantine so Ottoman Empire can accept the Arabs without trouble but that would mean I'd need to give it Arabic heritage in CK3? Yeah overall not sure how this is supposed to work.
If you want to change your culture group, edit the common/cultures/<whatever file contains your custom culture>.txt and move entire culture to some other culture group.
If you want to just change the tech group, edit history/countries/<your tag>.txt and change technology_group to whatever you desire.
 
If you want to change your culture group, edit the common/cultures/<whatever file contains your custom culture>.txt and move entire culture to some other culture group.
If you want to just change the tech group, edit history/countries/<your tag>.txt and change technology_group to whatever you desire.

Does that allow me to graft cultures on existing cultures? e.g. If I just name it Turkish, will it be able to form Sultanate of Rum via the decision or fire events that require Turkish culture in the vanilla game? I'm also not sure any culture at all should ever get Nomadic tech group if they're not nomads, as vanilla game doesn't give nomadic group to hordes when they settle but instead gives them Eastern or Chinese based on their religion, so maybe that should remain the case?

Also on an unrelated note, how does the league war/official faith thing work? Can you HREify a Hellenic Roman Empire for example and still get proper electorates and all? Does it need to be a Catholic HRE for leagues to form or would an HRE-ified Confucian India work properly and let you have dominant faith? League war and dominant faith has implications for how HRE mechanics work so I'm curious to know if those things can be adjusted.
 
Does that allow me to graft cultures on existing cultures? e.g. If I just name it Turkish, will it be able to form Sultanate of Rum via the decision or fire events that require Turkish culture in the vanilla game? I'm also not sure any culture at all should ever get Nomadic tech group if they're not nomads, as vanilla game doesn't give nomadic group to hordes when they settle but instead gives them Eastern or Chinese based on their religion, so maybe that should remain the case?

Also on an unrelated note, how does the league war/official faith thing work? Can you HREify a Hellenic Roman Empire for example and still get proper electorates and all? Does it need to be a Catholic HRE for leagues to form or would an HRE-ified Confucian India work properly and let you have dominant faith? League war and dominant faith has implications for how HRE mechanics work so I'm curious to know if those things can be adjusted.
1. You can do whatever you wish with any part of the mod. Check the requirements for RUM formation, move over your culture to appropriate culture group and you should be able to use it.

2. We give nomad tech to tatar and altaic culture groups since they are inherently nomads. You can change this in configurables/culture_map.txt. Since you aren't turkic but some custom culture from that group, you don't get ottoman tech, though remapping them all to ottoman would work. In any case, it's a trivial edit in the completed conversion.

3. You can HREify anything. If it's catholic, regular mechanics apply. If it's not, it's treated as religious peace (peace of westphalia) and anyone can be emperor. In that case, anyone not following emperor's religion will be treated as heretic as usual, but since it's religious peace there's no leagues or anything like that.
 
1. You can do whatever you wish with any part of the mod. Check the requirements for RUM formation, move over your culture to appropriate culture group and you should be able to use it.

2. We give nomad tech to tatar and altaic culture groups since they are inherently nomads. You can change this in configurables/culture_map.txt. Since you aren't turkic but some custom culture from that group, you don't get ottoman tech, though remapping them all to ottoman would work. In any case, it's a trivial edit in the completed conversion.

3. You can HREify anything. If it's catholic, regular mechanics apply. If it's not, it's treated as religious peace (peace of westphalia) and anyone can be emperor. In that case, anyone not following emperor's religion will be treated as heretic as usual, but since it's religious peace there's no leagues or anything like that.

I brought up Rum specifically because it isn't tied to a culture group but the Turkish culture specifically; I was wondering if the game would recognize my converted-Turkish to be Turkish as long as the string itself was the same. Anyway, thank you for the responses and keep up the good work!
 
1717802123409.png

Converter seems to have a preset levantine Christian idea set for converting Outremer to EU4, but it seems to be missing localization. The culture also defaults itself to Latin heritage even if created with Arabic heritage to fit the Levantine cultures.
 
When I looked at the files, I could not see that dev should be calculated using a mathematical formula. But every time I converted the same save with the same conversion settings - the dev every time seems to be random. sometimes he is 5, then 22 in Rome. then 3 to 40 to Constantinople
 
When I looked at the files, I could not see that dev should be calculated using a mathematical formula. But every time I converted the same save with the same conversion settings - the dev every time seems to be random. sometimes he is 5, then 22 in Rome. then 3 to 40 to Constantinople
This is really odd bug report. Please put screenshots of such alternating devs on same save. Also upload log.txt from converter folder and original ck3 save.

It is far more likely you have additional eu4 mods that alter dev worldwide than the converter spewing random results. However I need to test it on your save to see what's up.
 
Це дійсно дивний звіт про помилку. Будь ласка, розміщуйте скріншоти таких змінних розробників на одному збереженні. Також завантажте log.txt з папки конвертера та збережіть оригінальну ck3.

Набагато ймовірніше, що у вас є додаткові модифікації eu4, які змінюють розробників по всьому світу, ніж конвертер, який видає випадкові результати. Однак мені потрібно протестувати його на вашому збереженні, щоб побачити, що відбувається.
I am very sorry! It was not a converter, but one of my previous games, where I included a random dev on the map. (I asked to figure out the development for several hours, but then I read your comment and thought "MINUTE")
 
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Is there a way to make asia have normal development? mostly the india area, also having an europe that could get colonization before 1515 (even though uk existed from the start of the game owning iceland and norway too) i love getting empires outside europe, in my current save the mali empire goes from morocco to nigeria being one of the great powers and its great, but europe looks underdeveloped in comparison with other continents (also comparing to normal eu4), i think its mostly black death in ck3 fault. And then you have india that even after shattering the 2 empires and 3 kingdoms there (that occupied 5 of the great power spots in the first converting try i did) i still get orissa to basically form india through tributary states and being third great power after ming and uk. If there is a way to do that i would be so thankful.
 
I'm running into an issue with a converted game that I'm playing through right now. Basically it's a Pomerania into Prussia game. Sometime after I formed Prussia the Prussian Monarchy reform got replaced with something called a "Stratocratic Monarchy". I don't know what this is and I can't find any reference to it in the mod files, however it basically removes the Prussian Monarchy modifiers and militarization mechanic. I've gone into the save file to ensure that the first government reform is the "prussian_monarchy_base" reform and add the militarization mechanic back in, however when I unpause the gov reform and mechanic get abolished and replaced with the "Stratocratic Monarchy" again. The weirdest thing is that in the save file this reform is just the "prussian_monarchy" reform, and there's no other reference as far as I can tell. Does anyone know what's going on?
 
Is there a way to make asia have normal development? mostly the india area, also having an europe that could get colonization before 1515 (even though uk existed from the start of the game owning iceland and norway too) i love getting empires outside europe, in my current save the mali empire goes from morocco to nigeria being one of the great powers and its great, but europe looks underdeveloped in comparison with other continents (also comparing to normal eu4), i think its mostly black death in ck3 fault. And then you have india that even after shattering the 2 empires and 3 kingdoms there (that occupied 5 of the great power spots in the first converting try i did) i still get orissa to basically form india through tributary states and being third great power after ming and uk. If there is a way to do that i would be so thankful.
No, we do not have a system to affect different world superregions differently. Rules for all of the converted provinces are identical. If the world looks underdeveloped, edit:
CK3ToEU4\configurables\dev_weights.txt
and bump the numbers a bit.
 
I'm running into an issue with a converted game that I'm playing through right now. Basically it's a Pomerania into Prussia game. Sometime after I formed Prussia the Prussian Monarchy reform got replaced with something called a "Stratocratic Monarchy". I don't know what this is and I can't find any reference to it in the mod files, however it basically removes the Prussian Monarchy modifiers and militarization mechanic. I've gone into the save file to ensure that the first government reform is the "prussian_monarchy_base" reform and add the militarization mechanic back in, however when I unpause the gov reform and mechanic get abolished and replaced with the "Stratocratic Monarchy" again. The weirdest thing is that in the save file this reform is just the "prussian_monarchy" reform, and there's no other reference as far as I can tell. Does anyone know what's going on?
Stratocratic monarchy is a converter edit of the standard prussian monarchy, which we renamed as it could apply to nonprussians:

1718474838498.png


It relaxes the religion requirements so any reformed christian faith (and we may have many odd ones coming from ck3) can use it, not just the 4 major ones. I assume you also have all the required DLCs listed above.

I see they made a change about that tooltip there, so try deleting the "_tooltip" so the red line is:
has_unlocked_government_reform = { government_reform = prussian_monarchy }
Maybe it helps.

Base version is the same thing, but for people without Domination DLC. We also made just a small edit to flex the religion requirements:
1718475030676.png


Ditto for the _tooltip.

If you can't get it to work, please upload log.txt, ck3 save, and any conversion mod if you used those.
 
View attachment 1145416
Converter seems to have a preset levantine Christian idea set for converting Outremer to EU4, but it seems to be missing localization. The culture also defaults itself to Latin heritage even if created with Arabic heritage to fit the Levantine cultures.
Thanx for the report. I pinged the author of those ideas and he provided the missing locs. Please update the converter to get them or just copy over the separate file with locs from converter's blankMod\output\localisation\replace\plati_levantine_christian_ideas_english_l.yml into your mod.
 
So out of curiosity since I can't really find anything conclusive on the topic in a little over a cursory search through modding resources, but is there any way to enable religion propagation with other faiths through the converter?