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I've got some weird behaviour in my 1412 converted game (I'm converting early because I get a game-ending bug where they think my ruler has no successor despite having many - this does not seem to carry over).
- Developments generally seem low (I'm aware I can tinker with this in the converter files, I thought I'd just flag up that Byzantium is on 9 development in case it influences future development)
- I've HRE-ified my main title, which is the Russian empire, which covers most of Europe, but a) some states (e.g. Norway) seem entirely left out of the new HRE, despite being part of the CK3 empire, and this has a strong knock-on effect for imperial authority by taking scattergun chunks out of the empire (Norway's capital is in Southern Germany); b) my capital has moved from Byzantium to Stockholm (I originally thought that this might be due to development, but no, Stockholm is lower than Rome, at 21 development, and some other options); c) As emperor, I have some territories (e.g. Rome) that different display options disagree whether are in the empire or not - tooltip yes, map shading no, "move capital to" says no too.

CK3 save and convert log attached - thanks for anything you can do!

Just also to say that I'm using the Responsible Blobbing mod, but I can't imagine that this would change any of this functionality.
 
Just also to say that I'm using the Responsible Blobbing mod, but I can't imagine that this would change any of this functionality.
Yes, so. I took a peek. The issue is the converter is designed to shatter a single empire. If you hold multiples we have a problem, as lines of dejure hierarchy stop working. Shattering e_russia leaves e_mongolia active and its denizens are not counted as HRE, or if they are it's by accident due to the case not being defined.

I think fixing this is not worth the effort, to be honest, as we rely on the dejure hierarchy to shatter anything, and if you have several of those, we can't merge them together easily or at all (we need the hierarchy to map to anything in eu4 part).

So yeah, a bit too large for any sensible eu4 conversion anyway. I'd convert this as a single empire and then let it shatter via responsible blobbing, and then tag into a successor state and go on.

As for development, yeah. Sometimes it's too high, sometimes is too low, no game is the same. You need to tweak the weights in dev_weights.txt to match what you want.
 
Yes, so. I took a peek. The issue is the converter is designed to shatter a single empire. If you hold multiples we have a problem, as lines of dejure hierarchy stop working. Shattering e_russia leaves e_mongolia active and its denizens are not counted as HRE, or if they are it's by accident due to the case not being defined.

I think fixing this is not worth the effort, to be honest, as we rely on the dejure hierarchy to shatter anything, and if you have several of those, we can't merge them together easily or at all (we need the hierarchy to map to anything in eu4 part).

So yeah, a bit too large for any sensible eu4 conversion anyway. I'd convert this as a single empire and then let it shatter via responsible blobbing, and then tag into a successor state and go on.

As for development, yeah. Sometimes it's too high, sometimes is too low, no game is the same. You need to tweak the weights in dev_weights.txt to match what you want.
Ah - interesting - if I did want to run with it, could I fix it on the CK3 end by destroying all non e_Russia empire titles in game?
 
Ah - interesting - if I did want to run with it, could I fix it on the CK3 end by destroying all non e_Russia empire titles in game?
It should work, yes.
 
[got asked to move post here, not sure if converter related issue tough]

My converted CK3 game crashes in 1666 (got it to delay a year once somehow).

I read on some posts that when given the game files some others dont have an issue.

So if someone would be so kind to load up my save with the conversion mod enabled, and just play my Greece til 1670, whatever causes my crash might have been solved.
Then just send me back the save file and I hope that works.

In rar is included the conversion output mod and my save file.
The game may ask for another mod but you can ignore that since it did not affect the crash. (I hope without that second mod enabled countries dont go haywire cause its an anti blob mod)
 

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[got asked to move post here, not sure if converter related issue tough]

My converted CK3 game crashes in 1666 (got it to delay a year once somehow).

I read on some posts that when given the game files some others dont have an issue.

So if someone would be so kind to load up my save with the conversion mod enabled, and just play my Greece til 1670, whatever causes my crash might have been solved.
Then just send me back the save file and I hope that works.

In rar is included the conversion output mod and my save file.
The game may ask for another mod but you can ignore that since it did not affect the crash. (I hope without that second mod enabled countries dont go haywire cause its an anti blob mod)
This is error.log before crash, on load (and none of those errors listed are important):
1612690836522.png

After crash:
1612690913831.png

C09 is a colonial nation. Province 910 is Chippewa:
1612691015329.png

1612691241816.png

The event it references is not a converter but vanilla event and I don't know which. So, tagging into C09 to see what's going on, it doesn't even fire but fires elsewhere:
1612691481013.png

Province 18 is Lappland, no cores for Bjarmaland in there:
1612691685054.png

However the year did advance, so maybe that was it. Since I don't know which mod you used other than conversion, I'll attribute this bug either to vanilla or to that mod, certainly not us as we don't have events doing this.
 
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This is error.log before crash, on load (and none of those errors listed are important):

After crash:

C09 is a colonial nation. Province 910 is Chippewa:

The event it references is not a converter but vanilla event and I don't know which. So, tagging into C09 to see what's going on, it doesn't even fire but fires elsewhere:

Province 18 is Lappland, no cores for Bjarmaland in there:

However the year did advance, so maybe that was it. Since I don't know which mod you used other than conversion, I'll attribute this bug either to vanilla or to that mod, certainly not us as we don't have events doing this.


I taught so, the other mod isnt it probably, since it also crashes with the mod off.

Could you send me the save file back? somewhere at 1668? (preferably 1670 to make sure)
maybe the issue is fixed by then and I can just continue playing.
 
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I taught so, the other mod isnt it probably, since it also crashes with the mod off.

Could you send me the save file back? somewhere at 1668? (preferably 1670 to make sure)
maybe the issue is fixed by then and I can just continue playing.
I didn't save it. Tag into C09, play till 1668 and tag back.
 
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I didn't save it. Tag into C09, play till 1668 and tag back.
`discovered the issue.

i went into C09 and saw they had 100% warscore. I granted them independence and formed canada.
When picking new ideas and traditions the game breaks and CTDs

When keeping their roots nothing happens.

thx for the help, Ill look into it a bit more
 
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Hey, Ran into a weird issue, Trying to mess around with the religions and can't seem to make the dynamic faiths an option for conversion. Can get the vanilla religions to show up, fine however.
 
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Hey, Ran into a weird issue, Trying to mess around with the religions and can't seem to make the dynamic faiths an option for conversion. Can get the vanilla religions to show up, fine however.
I don't understand.
 
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I don't understand.
sorry, Trying to add one of the dynamically converted religions as a conversion option for Orthodox and Catholic. I can't seem to get it to show up in the options, I double checked that they were in the same faith group and i added them to the allowed_conversion list. I am using the 1_vanilla_relgions.txt to modify the vanilla religions.

catholic = {
color = { 204 204 0 }
icon = 1
allowed_conversion = {
reformed
protestant
converted_dynamic_faith_119
}

I also made sure to include a on_convert line in the Dynamic faith file

on_convert = {
change_religion = converted_dynamic_faith_119
add_prestige modifier = -100

add_country_modifier = {
name= "conversion_zeal"
}

I can edit the dynamic faith and get the Norse personal deities (though it seems to only work with one faith at a time, 2 Norse reformed faiths only one seems to read the "personal_deity = yes" that being the religion of the saves player kingdom) I can also get a dynamic to to a vanilla religion

converted_dynamic_faith_119 = {
color = { 229 191 255 }
icon = 29
allowed_conversion = {

catholic
protestant
reformed
orthodox

and a vanilla to a vanilla

catholic = {
color = { 204 204 0 }
icon = 1
allowed_conversion = {
reformed
protestant
Orthodox
}

But cant seem to get dynamics to show up as an option for conversion, sorry hope that clears it up kinda learning as I go here, thanks!

Edit more details:


Poland with converted_dynamic_faith_107 has catholic, orthodox and converted_dynamic_faith_119 added to it's allowed _conversion line, but can only convert to the first 2. All 3 are in the same faith family

1612715553840.png


North Rome with converted_dynamic_faith_119 seems to be able to convert to converted_dynamic_faith_107 and the other 2 as well

1612716615428.png



Navara with the the edited 1_vanilla_religions.txt can convert to Orthodox, but not converted_dynamic_faith_119
1612716560696.png


these are them written out

119:
christian = {
defender_of_faith = yes
can_form_personal_unions = yes

center_of_religion = 184 # Orleanais

converted_dynamic_faith_119 = {
color = { 229 191 255 }
icon = 29
allowed_conversion = {

catholic
protestant
reformed
orthodox
converted_dynamic_faith_107
}
on_convert = {
change_religion = converted_dynamic_faith_119
add_prestige modifier = -100

add_country_modifier = {
name= "conversion_zeal"
}
}
country = {

diplomatic_reputation = 1


ae_impact = -0.15


tolerance_own = 2


heir_chance = 0.5

}
country_as_secondary = {

diplomatic_reputation = 1


ae_impact = -0.1

}
province = {

local_missionary_strength = 0.01

}

heretic = { OLD_NORSE }
personal_deity = yes
misguided_heretic = yes # Other christians hate them less
personal_deity = yes

107:
christian = {
defender_of_faith = yes
can_form_personal_unions = yes

center_of_religion = 1 # Stockholm

converted_dynamic_faith_107 = {
color = { 0 0 127 }
icon = 21
allowed_conversion = {

catholic
protestant
reformed
orthodox
converted_dynamic_faith_119
}



diplomatic_reputation = 1


land_morale = 0.1


ae_impact = -0.15


heir_chance = 0.5

}
country_as_secondary = {

diplomatic_reputation = 1


land_morale = 0.1

}
province = {

local_missionary_strength = 0.01
}
personal_deity = yes
}

heretic = { OLD_NORSE }
 
Last edited:
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sorry, Trying to add one of the dynamically converted religions as a conversion option for Orthodox and Catholic. I can't seem to get it to show up in the options, I double checked that they were in the same faith group and i added them to the allowed_conversion list. I am using the 1_vanilla_relgions.txt to modify the vanilla religions.

catholic = {
color = { 204 204 0 }
icon = 1
allowed_conversion = {
reformed
protestant
converted_dynamic_faith_119
}

I also made sure to include a on_convert line in the Dynamic faith file

on_convert = {
change_religion = converted_dynamic_faith_119
add_prestige modifier = -100

add_country_modifier = {
name= "conversion_zeal"
}

I can edit the dynamic faith and get the Norse personal deities (though it seems to only work with one faith at a time, 2 Norse reformed faiths only one seems to read the "personal_deity = yes" that being the religion of the saves player kingdom) I can also get a dynamic to to a vanilla religion

converted_dynamic_faith_119 = {
color = { 229 191 255 }
icon = 29
allowed_conversion = {

catholic
protestant
reformed
orthodox

and a vanilla to a vanilla

catholic = {
color = { 204 204 0 }
icon = 1
allowed_conversion = {
reformed
protestant
Orthodox
}

But cant seem to get dynamics to show up as an option for conversion, sorry hope that clears it up kinda learning as I go here, thanks!

Edit more details:


Poland with converted_dynamic_faith_107 has catholic, orthodox and converted_dynamic_faith_119 added to it's allowed _conversion line, but can only convert to the first 2. All 3 are in the same faith family

View attachment 678857

North Rome with converted_dynamic_faith_119 seems to be able to convert to converted_dynamic_faith_107 and the other 2 as well

View attachment 678862


Navara with the the edited 1_vanilla_religions.txt can convert to Orthodox, but not converted_dynamic_faith_119
View attachment 678860

these are them written out

119:
christian = {
defender_of_faith = yes
can_form_personal_unions = yes

center_of_religion = 184 # Orleanais

converted_dynamic_faith_119 = {
color = { 229 191 255 }
icon = 29
allowed_conversion = {

catholic
protestant
reformed
orthodox
converted_dynamic_faith_107
}
on_convert = {
change_religion = converted_dynamic_faith_119
add_prestige modifier = -100

add_country_modifier = {
name= "conversion_zeal"
}
}
country = {

diplomatic_reputation = 1


ae_impact = -0.15


tolerance_own = 2


heir_chance = 0.5

}
country_as_secondary = {

diplomatic_reputation = 1


ae_impact = -0.1

}
province = {

local_missionary_strength = 0.01

}

heretic = { OLD_NORSE }
personal_deity = yes
misguided_heretic = yes # Other christians hate them less
personal_deity = yes

107:
christian = {
defender_of_faith = yes
can_form_personal_unions = yes

center_of_religion = 1 # Stockholm

converted_dynamic_faith_107 = {
color = { 0 0 127 }
icon = 21
allowed_conversion = {

catholic
protestant
reformed
orthodox
converted_dynamic_faith_119
}



diplomatic_reputation = 1


land_morale = 0.1


ae_impact = -0.15


heir_chance = 0.5

}
country_as_secondary = {

diplomatic_reputation = 1


land_morale = 0.1

}
province = {

local_missionary_strength = 0.01
}
personal_deity = yes
}

heretic = { OLD_NORSE }
So, let's go through this one step at a time.
Firstly, let's quickly address the Personal Deities. The reason this only works for Norse is because of how Personal Deities work. If you check the "ZZZ_enhanced_old_norse_deities" file in the personal_deities folder in common, you will notice that each deity has an allow = { religion = XXX }. This determines which religions get these deities. If you wish to have these deities be available for your own converted religion, be sure to change the code to look more like this:
Code:
allow = {
    OR = {
        religion = norse_pagan
        religion = CONVERTED_RELIGION
    }
}

Secondly, let's look at the conversion issue.
Being in the same religion group has nothing to do with it. (Shikh can convert to Sunni/Shia for example in the base game)
So, let's try to diagnose the problem and the possible fixes.
1. I know it's basic, but double check your naming conventions, I have, on more than occasion, gone crazy trying to figure out why something wasn't working, only to realize that I had accidentally misnamed something somewhere, breaking everything.
2. Make sure that the add_country_modifier section of on_convert has a duration. (e.g: duration = 3650) [Counted in days, so 3650 is ~10 years)
3. Check the game's error log upon launching the game, it may tell you that something is breaking

For now, that is what I have. If you are still experiencing problems, please let me know.
 
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So, let's go through this one step at a time.
Firstly, let's quickly address the Personal Deities. The reason this only works for Norse is because of how Personal Deities work. If you check the "ZZZ_enhanced_old_norse_deities" file in the personal_deities folder in common, you will notice that each deity has an allow = { religion = XXX }. This determines which religions get these deities. If you wish to have these deities be available for your own converted religion, be sure to change the code to look more like this:
Code:
allow = {
    OR = {
        religion = norse_pagan
        religion = CONVERTED_RELIGION
    }
}

Secondly, let's look at the conversion issue.
Being in the same religion group has nothing to do with it. (Shikh can convert to Sunni/Shia for example in the base game)
So, let's try to diagnose the problem and the possible fixes.
1. I know it's basic, but double check your naming conventions, I have, on more than occasion, gone crazy trying to figure out why something wasn't working, only to realize that I had accidentally misnamed something somewhere, breaking everything.
2. Make sure that the add_country_modifier section of on_convert has a duration. (e.g: duration = 3650) [Counted in days, so 3650 is ~10 years)
3. Check the game's error log upon launching the game, it may tell you that something is breaking

For now, that is what I have. If you are still experiencing problems, please let me know.
Okay so went back through the "ZZZ_enhanced_old_norse_dieites" and changed it to (EDIT IM AN IDIOT FORGOT THE BLOODY OR OMFGSDHFADHGFH)

odin =
{
legitimacy = 0.1
horde_unity = 0.1
core_creation = -0.10

allow = {
religion = converted_dynamic_faith_119
}

allow = {
religion = converted_dynamic_faith_107
}

sprite = 7

ai_will_do = {
factor = 1
modifier = {
factor = 2
personality = ai_militarist
}
modifier = {
factor = 0.5
personality = ai_diplomat
}
}
}

repeated for each except the custom one. the result was the custom personal deity showed up fine, but the rest were replaced with sprite or didn't show up, but on the bright side found out why 107 couldnt make the choice, so 107 can now attempt to pick one lol

1612730544137.png


The log:
[virtualfilesystem.cpp:255]: Failed to find pre specified enumerate for 'localisation/replace'(.yml, (null), -1)
[virtualfilesystem.cpp:255]: Failed to find pre specified enumerate for 'localisation/replace'(.yml, (null), -1)
[religion.cpp:796]: Unknown religion converted_dynamic_faith_119 defined for conversion
[religion.cpp:796]: Unknown religion converted_dynamic_faith_119 defined for conversion
[religion.cpp:796]: Unknown religion converted_dynamic_faith_119 defined for conversion

so the top two errors I have no clue what they mean, the next block however explains a lot. now why it can't find it is the big question lol

Thank you for the help!
 
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I cannot get the mod to work. Details post converstion on how to get this to work are rather light.

After I created the conversion - the steam guidance instructs.
  1. Start the EU4 Launcher. Click Mods.
  2. Click Manage Mods.
  3. Click Initial playset and select Add new playset (or select the playset you're currently using).
  4. For a fresh playset, directly select the converted mod. Otherwise, on an existing playset in the bottom right corner click Add more mods and add it.
This isnt possible.

Mods in the launchpad details "browse mods" or "mod tools"

Browse mods instructs you to upload and create the mod on paradox's website and then install the mod from there. No guidance in the readme if that is correct or not.

I cannot load the mod from the local files held on the computer where the converter places them.

When uploaded to Paradox and brought back into game. I get "some of your mods are not compatiable with your version of the game"

Please help.
 
I cannot get the mod to work. Details post converstion on how to get this to work are rather light.

After I created the conversion - the steam guidance instructs.
  1. Start the EU4 Launcher. Click Mods.
  2. Click Manage Mods.
  3. Click Initial playset and select Add new playset (or select the playset you're currently using).
  4. For a fresh playset, directly select the converted mod. Otherwise, on an existing playset in the bottom right corner click Add more mods and add it.
This isnt possible.

Mods in the launchpad details "browse mods" or "mod tools"

Browse mods instructs you to upload and create the mod on paradox's website and then install the mod from there. No guidance in the readme if that is correct or not.

I cannot load the mod from the local files held on the computer where the converter places them.

When uploaded to Paradox and brought back into game. I get "some of your mods are not compatiable with your version of the game"

Please help.
 
Okay so went back through the "ZZZ_enhanced_old_norse_dieites" and changed it to (EDIT IM AN IDIOT FORGOT THE BLOODY OR OMFGSDHFADHGFH)

odin =
{
legitimacy = 0.1
horde_unity = 0.1
core_creation = -0.10

allow = {
religion = converted_dynamic_faith_119
}

allow = {
religion = converted_dynamic_faith_107
}

sprite = 7

ai_will_do = {
factor = 1
modifier = {
factor = 2
personality = ai_militarist
}
modifier = {
factor = 0.5
personality = ai_diplomat
}
}
}

repeated for each except the custom one. the result was the custom personal deity showed up fine, but the rest were replaced with sprite or didn't show up, but on the bright side found out why 107 couldnt make the choice, so 107 can now attempt to pick one lol

View attachment 678942

The log:
[virtualfilesystem.cpp:255]: Failed to find pre specified enumerate for 'localisation/replace'(.yml, (null), -1)
[virtualfilesystem.cpp:255]: Failed to find pre specified enumerate for 'localisation/replace'(.yml, (null), -1)
[religion.cpp:796]: Unknown religion converted_dynamic_faith_119 defined for conversion
[religion.cpp:796]: Unknown religion converted_dynamic_faith_119 defined for conversion
[religion.cpp:796]: Unknown religion converted_dynamic_faith_119 defined for conversion

so the top two errors I have no clue what they mean, the next block however explains a lot. now why it can't find it is the big question lol

Thank you for the help!
Would you mind uploading the file with the converted faiths in it? I just want to take a look if there is still a problem. (Ignore the first two errors, those are vanilla bugs)
 
Would you mind uploading the file with the converted faiths in it? I just want to take a look if there is still a problem. (Ignore the first two errors, those are vanilla bugs)
Couldn't get the folder to fit so just kinda threw the contents up, sorry if there was a better way to do that lol.
so far I managed to get 119 to be able to convert to anything
107 to convert to vanilla but not 119
and vanilla to other vanilla but not 107 or 119
edit: im an idiot previous files were after I cleaned everything up after I managed a CTD re uploading them after a test to confirm still having the same issue plus the error.log with -debug going in steam
 

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Hello, I just came fresh out of converting an Imperator game into Ck3, I played several hundred years and decided to observe for the rest of the way up until 1444, which I then went around and edited things manually to make it 'more fun' when I convert it over to eu4 and I've ran into some trouble.

I did use some mods with it, a mod which increases the amount of doctrine slots, a mod that expands out building slots, and a mod that gives a 'metropolis' holding.

TLDR: I'm having trouble converting this save over, and I'm looking for help or reasons why it's having trouble.

Attached is the log, and the save respectfully and the configuration text file to show the configuration I've been trying to use.
 

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Hello, I just came fresh out of converting an Imperator game into Ck3, I played several hundred years and decided to observe for the rest of the way up until 1444, which I then went around and edited things manually to make it 'more fun' when I convert it over to eu4 and I've ran into some trouble.

I did use some mods with it, a mod which increases the amount of doctrine slots, a mod that expands out building slots, and a mod that gives a 'metropolis' holding.

TLDR: I'm having trouble converting this save over, and I'm looking for help or reasons why it's having trouble.

Attached is the log, and the save respectfully and the configuration text file to show the configuration I've been trying to use.
I need as least the imperator mod, but when I see a dozen other mods you used, especially ones that changes holdings etc, I don't hold much hope for your conversion.
Upload the imp mod here, together with its mod file.