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Excellent, thanx. Please upload your save now.
 
Btw, your issue is not the same as above, he had missing DeJure vassals, you have missing DeJure liege. This happens when you use new CK3 version using old save - the titles inside go messy. I have no idea how to assign titles to dejure land when they're disconnected like that. I expect CK3 will also have the same issue and that title will be broken.
 
Me and 4 friends have started a mega campaign in CK3 and recently converted to EU4 using the latest development release. Upon entering multiplayer in EU4, we are able to play for a few months at a low speed, but have been having many issues with desync and the occasional crash. I know that upon converting we each had to individually change the pathing of the mod for it to load inside of the EU4 launcher, and that there was initially an adamite faith country that had to be converted to orthodoxy as it caused a crash upon loading the save. If you have any suggestions on how the desync issues could be dealt with that would be greatly appreciated!
 
Me and 4 friends have started a mega campaign in CK3 and recently converted to EU4 using the latest development release. Upon entering multiplayer in EU4, we are able to play for a few months at a low speed, but have been having many issues with desync and the occasional crash. I know that upon converting we each had to individually change the pathing of the mod for it to load inside of the EU4 launcher, and that there was initially an adamite faith country that had to be converted to orthodoxy as it caused a crash upon loading the save. If you have any suggestions on how the desync issues could be dealt with that would be greatly appreciated!
Mods you play with have nothing to do with desync issues. File a bug report in the bugs forum, that's a core game problem.
 
Mods you play with have nothing to do with desync issues. File a bug report in the bugs forum, that's a core game problem.
We've been able to play EU4 with the same group consistently with different sets of mods with no desync, the only variable that has changed to cause this desync is using a mod that came from the converter.
 
We've been able to play EU4 with the same group consistently with different sets of mods with no desync, the only variable that has changed to cause this desync is using a mod that came from the converter.
Just to confirm, only you converted a save and then distributed the mod to your friends?
 
I want to start a mega campaign but I’m not sure if the mod works. I’m currently in 1.3 and i wasn’t sure how to use it since it says in compatible with 1.1.
0.4dynamic (from the first post of this thread) works for 1.2. There is no 1.3 yet.
 
My bad, I meant 1.2. Once I download the file though, it isn’t appearing in the paradox launcher like other mods have. How would I enable the mod?
I suggest you read up on the docs then. You want to run the converter, create a mod and enable it in the launcher.
 
Just to confirm, only you converted a save and then distributed the mod to your friends?
Yes, we had to individually change some of the files' PATH variables so the mod could show up, but we were able to join a multiplayer game with no issues, however there were severe desync issues every 10 minutes or so when actually playing
 
Yes, we had to individually change some of the files' PATH variables so the mod could show up, but we were able to join a multiplayer game with no issues, however there were severe desync issues every 10 minutes or so when actually playing
Mm, thanx for confirming. See, we don't alter anything spectacular. We don't dabble in defines.lua (much), nor is there any game-engine-specific setting that a mod can alter that would destabilize, or affect at all - multiplayer. I'd advise looking at error.log after a desync, maybe youu can spot the cause. AFAIK no mod has the ability to intervene on multiplayer lever, whatsoever, and desyncs are a bane of this and other PDX games for years now.
 
Mm, thanx for confirming. See, we don't alter anything spectacular. We don't dabble in defines.lua (much), nor is there any game-engine-specific setting that a mod can alter that would destabilize, or affect at all - multiplayer. I'd advise looking at error.log after a desync, maybe youu can spot the cause. AFAIK no mod has the ability to intervene on multiplayer lever, whatsoever, and desyncs are a bane of this and other PDX games for years now.
I apologize for the misdirection, but it appears that the desync issues largely have to deal with the latest hotfix that was put out, as we reverted to an older version and it appears to have fixed the issues. Should have checked this first!
 
(nevermind, this is the right thread)
The HRE makes the converter crash. Whenever I convert with HRE shattering on, the converter crashes.
Relevant log below
 

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(nevermind, this is the right thread)
The HRE makes the converter crash. Whenever I convert with HRE shattering on, the converter crashes.
Relevant log below

Did you try the 0.4dynamic build? (also, Cainite is not compatible with CK3 1.2)
 
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