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Is it bug that some countries have only one ruler name they always repeat? It's kind of immersion breaking Lotharingian duke must be called Simon and Croatian emperor must be called Ladislav.
How old converter are you using? This was fixed recently (11 days ago), grab the converter from the first post and delete the old one.
 
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Working as intended. Your Europe must be a wasteland. Alter the weights in configurables/dev_weights.txt so it starts with more development.

Heads up that this has happened for me on both my CK3-EU4 converters - in the first game, it was in Ming (bad), in (three runs of) the second game, it was Northern Italy (good!), a Chinese tributary (bad) and Anatolia (OK). I think it's just because the requirements are that dev >= 21 and it's part of a state: base EU4 Ming has quite a lot of eligible targets, whereas the monstrosities that come out of the converter (particular if, in both cases, it was alongside Responsible Blobbing) often do not. It's fine, and I understand the motivation to dehistoricise the institution spawn points, but I'd personally appreciate a little more historical binding, particularly for the Renaissance. (I say all that as very mild feedback for a great system that generally works really well!)

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.

Quick playtesting note: I decided to ignore your advice and use a shattered kingdom HRE with Responsible Blobbing, after deleting all non e_Russia empire-level titles. The capitals were still screwed up in some cases (which I was happy to fix to something sensible by tinkering with the converter files, but just a heads up), development was, on reflection, fine. And the game itself has proven really, really enjoyable! 30 years of absolute hell at the beginning (and a restart after going into a death-spiral), but just about manageable; it's now a very precarious game of trying to rebuild imperial authority (without "force religion" peace deals and personal unions, as Tengri, it's much harder to exploit the HRE systems) and gradually get governing capacity up to statify things without giving over the kitchen china to the estates. The Christian rebel states popping out and the general difficulty of managing rebels/vassals means that it's a much more domestic/foreign policy focused game than the standard EU4 war and colonisation fare. So thanks for working on two really great mods! The only thing I'd say is that if this works as a general pattern, and multi-empire-title empires are common by the end of CK3 conversions, it might be worth adding an option to strip all non-primary e_level titles for shattered nations in the converter.
 
It's distinctly possible that I'm screwing up somewhere, but I'm not receiving an "output" file from the converter. It doesn't generate a mod that I can see.

When I have finished the "Convert" option on the FrontEnd.exe the path to where the "mod" is published is impossible. It generates "...steamapps\workshop\content\236850/(converted save name)"

It seems to me that the issue is the forward slash before the name of the expected mod, which is breaking convention with the rest of the name format.

However, I noticed as I was dubbing around that I CAN see the mod files in the correct destination folder, but ONLY when I am accessing that folder FROM the extractor. That is, when I am setting the "EU4 Mod Folder" path, my previous attempts at converting the mod appear. However, they are NOT apparent when I open the folder and look as normal.

Because of this, there isn't a "log" to upload. There is a blank log file, utterly empty, in the Converter's root / home, but there is no data there, nor is there a mod to attach.

Any thoughts here? What do?
 
I have a small problem. I really want to shatter 3 empires that blobbed up. I can only apparently shatter one of them without the game breaking. Keep in mind, I do have a functioning EU4 game while shattering only one of the empires, so the CK3 save game is not the problem

Here is the log.txt
 

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It's distinctly possible that I'm screwing up somewhere, but I'm not receiving an "output" file from the converter. It doesn't generate a mod that I can see.

When I have finished the "Convert" option on the FrontEnd.exe the path to where the "mod" is published is impossible. It generates "...steamapps\workshop\content\236850/(converted save name)"

It seems to me that the issue is the forward slash before the name of the expected mod, which is breaking convention with the rest of the name format.

However, I noticed as I was dubbing around that I CAN see the mod files in the correct destination folder, but ONLY when I am accessing that folder FROM the extractor. That is, when I am setting the "EU4 Mod Folder" path, my previous attempts at converting the mod appear. However, they are NOT apparent when I open the folder and look as normal.

Because of this, there isn't a "log" to upload. There is a blank log file, utterly empty, in the Converter's root / home, but there is no data there, nor is there a mod to attach.

Any thoughts here? What do?
Have you tried changing the output destination? For most people, mods go to Documents\Paradox Interactive\Europa Universalis IV\mod. The mod can theoretically be output anywhere, but it makes the most sense to output to where EU4 stores mods.
 
It's distinctly possible that I'm screwing up somewhere, but I'm not receiving an "output" file from the converter. It doesn't generate a mod that I can see.

When I have finished the "Convert" option on the FrontEnd.exe the path to where the "mod" is published is impossible. It generates "...steamapps\workshop\content\236850/(converted save name)"

It seems to me that the issue is the forward slash before the name of the expected mod, which is breaking convention with the rest of the name format.

However, I noticed as I was dubbing around that I CAN see the mod files in the correct destination folder, but ONLY when I am accessing that folder FROM the extractor. That is, when I am setting the "EU4 Mod Folder" path, my previous attempts at converting the mod appear. However, they are NOT apparent when I open the folder and look as normal.

Because of this, there isn't a "log" to upload. There is a blank log file, utterly empty, in the Converter's root / home, but there is no data there, nor is there a mod to attach.

Any thoughts here? What do?
As @Elfangor567 said, you're exporting the mod directly into Steam workshop folder, which you should not do as this is not a steam mod you're producing. Dump it into eu4's mod folder, he explained where. As for the missing log.txt file, it gets cleared when you restart the frontend. After conversion you'll find data inside.
 
I have a small problem. I really want to shatter 3 empires that blobbed up. I can only apparently shatter one of them without the game breaking. Keep in mind, I do have a functioning EU4 game while shattering only one of the empires, so the CK3 save game is not the problem

Here is the log.txt
It's not an issue with the converter as much as the borked save, result of not fully compatible imperator mod. However I'd like to fix converter dying, and maybe I can salvage your save. Please upload both the imperator mod (and its .mod file - zip them together), your save and shatter_empires.txt you edited.
 
Have you tried changing the output destination? For most people, mods go to Documents\Paradox Interactive\Europa Universalis IV\mod. The mod can theoretically be output anywhere, but it makes the most sense to output to where EU4 stores mods.
Thank you for weighing in! I have tried changing the output folder - to the non-steam mod folder, and also to a new and otherwise empty folder on my desktop. I've tried to send to a number of folders and destinations actually. The constant is that the "mod" is prefaced with a forward slash rather than a backslash, and invisible except when viewed through the converter.
 
I am unable to culture shift in my converted games. (the button to make primary culture does not appear in the government screen) this works in the vanilla game however.
Show me a screenshot of your cultures screen and your states.
 
Thank you for weighing in! I have tried changing the output folder - to the non-steam mod folder, and also to a new and otherwise empty folder on my desktop. I've tried to send to a number of folders and destinations actually. The constant is that the "mod" is prefaced with a forward slash rather than a backslash, and invisible except when viewed through the converter.
Slash or backslash is completely irrelevant for windows. Please upload your log.txt or at least configuration.txt.
 
Show me a screenshot of your cultures screen and your states.
1613686561743.png

From looking at vanilla there should be the buttons that allow me to switch my primary culture. I have all Saxon states as is shown on the tab.
 
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From looking at vanilla there should be the buttons that allow me to switch my primary culture. I have all Saxon states as is shown on the tab.
100% of your stated land is Saxon. If you state non-Saxon land can you still not see an option to change culture?
 
Slash or backslash is completely irrelevant for windows. Please upload your log.txt or at least configuration.txt.
I'm assuming that I should upload the log.txt and fronter_configuration.txt from the folder where the converter is located. I don't see any other relevant .txts and there is no file created by the converter, or at least I can't see it.

The first picture shows the successful conversion process note at the bottom and the view of the existing mods folder ONLY visible when selecting a new path from within the converter application.

The second one shows the inside of my mods folder. Unfortunately, there are some missing items that should be there.

I don't know if it will allow me to upload the log from the Converter's folder - there's an error saying the file "appears to be empty". Which it is.

Am I missing something? Is there a different log or configuration file I should send? Thank you very much for the time and effort in making the converter and helping newbies like me.
 

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