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I am having trouble getting the converter to find the save game. It constantly gives me "Onedrive and similar symlink folders are not supported!" when I try to set Path to the CK3 savegame, even when I copied the save game to C:\temp.
 
I am having trouble getting the converter to find the save game. It constantly gives me "Onedrive and similar symlink folders are not supported!" when I try to set Path to the CK3 savegame, even when I copied the save game to C:\temp.
What is the current path to the savegame?
 
What is the current path to the savegame?
Original path is C:\Users\Patrik Spånning W\Documents\Paradox Interactive\Crusader Kings III\save games

The converter is in C:\Users\Patrik Spånning W\Downloads\CKEUconv

Tried moving the save game file to C:\temp as noted, but neither path works.
 
Original path is C:\Users\Patrik Spånning W\Documents\Paradox Interactive\Crusader Kings III\save games

The converter is in C:\Users\Patrik Spånning W\Downloads\CKEUconv

Tried moving the save game file to C:\temp as noted, but neither path works.
Ok, please upload log.txt from that temp experiment.
 
Here it is
That's not a conversion attempt, it only has iffy data. Next to the savegame path field click the [...] button and manually navigate to c:\temp\<yoursave>.ck3, and then see if you can start the conversion.
 
That's not a conversion attempt, it only has iffy data. Next to the savegame path field click the [...] button and manually navigate to c:\temp\<yoursave>.ck3, and then see if you can start the conversion.
Thanks, it worked out when I ran the converter. I read the error message as it was unable to find the save game at all.

Running the converted game, is there any way to adapt the terra incognita - playing a converted game started as Daurama Daura, EU IV seems to think an African country shouldn't know the Mediterranean Sea, even though I rule large parts of the Mediterranean shoreline. I would still like to do some exploring of the Americas though, so I want to avoid revealing all.
 
Thanks, it worked out when I ran the converter. I read the error message as it was unable to find the save game at all.

Running the converted game, is there any way to adapt the terra incognita - playing a converted game started as Daurama Daura, EU IV seems to think an African country shouldn't know the Mediterranean Sea, even though I rule large parts of the Mediterranean shoreline. I would still like to do some exploring of the Americas though, so I want to avoid revealing all.
The only way is to change the relevant province files in the history folder in the mod. You need to add a line saying that your country (or tech group) can see the province. One way to make this less painful is if you have notepad++, then you can search in all files in that folder and for every line that has discovered_by = western, add another line that says discovered_by =TAG (with tag being your country's tag). If you want to replace in files, be sure to have search mode set to extended, and then have this line for the replace:
discovered_by = western/ndiscovered_by = TAG
 
The only way is to change the relevant province files in the history folder in the mod. You need to add a line saying that your country (or tech group) can see the province. One way to make this less painful is if you have notepad++, then you can search in all files in that folder and for every line that has discovered_by = western, add another line that says discovered_by =TAG (with tag being your country's tag). If you want to replace in files, be sure to have search mode set to extended, and then have this line for the replace:
discovered_by = western/ndiscovered_by = TAG
Thanks for the tip - I'll try that.
 
What is the name of Adamite when I manually change a province religion in the console? As Nestorian and Paulician gives me no trouble. I am making a save for friends and we have an Adamite Iceland-Portugal. However it has no Adamite provinces. That and what do I do in the event cultures don't seem to convert as I expected. For example, Buccingham converted most of Britain to Anglo-Saxon with a single English province left after conversion but instead it ends up a huge mess of all the British Cultures after I converted the save. However changing cultures via the console is impossible. But Anglo-Saxon literally does not exist so I guess I need to add it back in via the files.

TLDR: Is there a spread sheet of cultures and and religions (And their groups.) as I don't mind manually changing some provinces in the files like I had to do with Vicky 2 before. Besides if Anglo-Saxon is part of the German group I would need to change the form GBR decision to any country which owns all of Britain.
 
What is the name of Adamite when I manually change a province religion in the console? As Nestorian and Paulician gives me no trouble. I am making a save for friends and we have an Adamite Iceland-Portugal. However it has no Adamite provinces. That and what do I do in the event cultures don't seem to convert as I expected. For example, Buccingham converted most of Britain to Anglo-Saxon with a single English province left after conversion but instead it ends up a huge mess of all the British Cultures after I converted the save. However changing cultures via the console is impossible. But Anglo-Saxon literally does not exist so I guess I need to add it back in via the files.

TLDR: Is there a spread sheet of cultures and and religions (And their groups.) as I don't mind manually changing some provinces in the files like I had to do with Vicky 2 before. Besides if Anglo-Saxon is part of the German group I would need to change the form GBR decision to any country which owns all of Britain.
Adamite is "adamites".

I don't know what you're saying about Buccingham. I also don't know why conversion via console or by editing the province history files would be impossible. How does Anglo-Saxon literally not exist? We have it in culture defines.

You have religions and cultural definitions of your mod in the common folder of your conversion mod. You also have mapping files in converter's configurables - see religion_map.txt and culture_map.txt. These link ck3 stuff to eu4 stuff.
 
Adamite is "adamites".

I don't know what you're saying about Buccingham. I also don't know why conversion via console or by editing the province history files would be impossible. How does Anglo-Saxon literally not exist? We have it in culture defines.

You have religions and cultural definitions of your mod in the common folder of your conversion mod. You also have mapping files in converter's configurables - see religion_map.txt and culture_map.txt. These link ck3 stuff to eu4 stuff.


You see I know nothing of EU4 file editing so I didn't know where to look for manually chanding the properties of a province or country, so my appreciations. I already made a CK-EU mod and I am editing the map via the console to me and my friends liking. I am already half way through getting everything in order.

Regarding Anglo-Saxon, for some reason it just did not continue to exist after the conversion even though it was most of England, and Scotland (Scottish and Highlander was almost wiped out having fled to Northern Ireland). With Cornish and Welsh being the other 2 big cultures of Britain which converted just fine. So I have no idea what the issues are. Also culture conversion via console is not possible the same way with religion. The religion can not exist and then be brought back with console. If a culture does not exist on the map it can not be brought back via console it must be added back in via save editing in the files. Which is why I asked my question.
 
You see I know nothing of EU4 file editing so I didn't know where to look for manually chanding the properties of a province or country, so my appreciations. I already made a CK-EU mod and I am editing the map via the console to me and my friends liking. I am already half way through getting everything in order.

Regarding Anglo-Saxon, for some reason it just did not continue to exist after the conversion even though it was most of England, and Scotland (Scottish and Highlander was almost wiped out having fled to Northern Ireland). With Cornish and Welsh being the other 2 big cultures of Britain which converted just fine. So I have no idea what the issues are. Also culture conversion via console is not possible the same way with religion. The religion can not exist and then be brought back with console. If a culture does not exist on the map it can not be brought back via console it must be added back in via save editing in the files. Which is why I asked my question.
Ok, I'm starting to understand what's bothering you.

Certian global CK3 cultures like "german" are split into localized regional cultures. So from ck's german you'd get franconian, swabian, westphalian and 10 more. This is what EU4 vanilla does and we try to emulate. Same thing is going on with anglo-saxon during the conversion.

You can edit converter's configurables/culture_map.txt file and look for anglo_saxon to see how and where it's done. If you dislike this behavior, comment out those lines.
 
I have a bunch of suggestions based on my recent experiences with conversion:

1. It would be probably be good to make some changes on the requirements for forming nations. Some nations in the game can only be formed by other specific nations or such. For example Russia can only be formed by nations of Novgordian, Muscovite or Ryazan culture. But due to the way conversion works any nation with russian culture that isn't in the vanilla eu4 roster of nations will be converted with "Russian" culture and therefore be unable to form Russia.

2. On a similar note, it would be pretty cool if there were more formable nations, or at least one for every culture/culture group. For example in my game a christian egyptian independent duchy conquered all of Egypt. Realistically they would be just called egypt, but since it is not a formable nation in vanilla it can't be formed in-game, even if an egyptian nation controls all of egypt. I'm sure there are other places in the game that could be formable but aren't.

3. This is probably the worst suggestion out of the 3, but maybe consider giving the player an option to remove dynastic specific events from the game? It feels weird having stuff like the war of the roses going on when there are no plantagenets, or timurids ruling kingdoms in asia when there was no Timur in your game.
 
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I have a bunch of suggestions based on my recent experiences with conversion:

1. It would be probably be good to make some changes on the requirements for forming nations. Some nations in the game can only be formed by other specific nations or such. For example Russia can only be formed by nations of Novgordian, Muscovite or Ryazan culture. But due to the way conversion works any nation with russian culture that isn't in the vanilla eu4 roster of nations will be converted with "Russian" culture and therefore be unable to form Russia.

2. On a similar note, it would be pretty cool if there were more formable nations, or at least one for every culture/culture group. For example in my game a christian egyptian independent duchy conquered all of Egypt. Realistically they would be just called egypt, but since it is not a formable nation in vanilla it can't be formed in-game, even if an egyptian nation controls all of egypt. I'm sure there are other places in the game that could be formable but aren't.

3. This is probably the worst suggestion out of the 3, but maybe consider giving the player an option to remove dynastic specific events from the game? It feels weird having stuff like the war of the roses going on when there are no plantagenets, or timurids ruling kingdoms in asia when there was no Timur in your game.
I appreciate the suggestions.
1. This has always been iffy. Very iffy. I'm not a modder myself but I agree global formation decisions should be better sorted. In all honesty this will likely wait for eu5 where we could - hopefully - finally have dynamic cultures and far more importantly dynamic culture groups. I know we currently rely on a combo of both vanilla and our own additional decisions (you can see those as having _extra next to the regular name so in the files it's "form_russian_nation_extra") - which loosen up the requirements already. But I didn't write these so can't really help. you are free to look them up and edit them to suit your needs. If you improve something, pass along and we'll incorporate.

2. Again yes, but time and effort. We're stretched thin and could use the extra help for expansions such as these.

3. This is a cup half-full/empty thing. Yes, we don't blank vanilla events (gods, how could we even do it? there are thousands to sift through!) but on the upside for a relatively historical conversion those will still function. And the main issue is it's all in common files. Every time PDX edits a typo in england's file - or heavens forbid general ones - we'd have to sync up. It's incredibly tedious already with just the monuments.

I'm sorry all these boil down to "not enough time" but that's the honest truth. Halp.
 
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Hey there,
I tried running the install script for linux today. Unfortunately, when I run build_linux.sh, it has the following problem


"Datei oder Verzeichnis nicht gefunden" means "File or folder not found"
Which is true, these files are not created. Do I have a dependency missing maybe?
 

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  • console-output.txt
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Hey there,
I tried running the install script for linux today. Unfortunately, when I run build_linux.sh, it has the following problem


"Datei oder Verzeichnis nicht gefunden" means "File or folder not found"
Which is true, these files are not created. Do I have a dependency missing maybe?
Maybe you didn't checkout all submodules recursively, or you're missing something relevant.
Look into .github\workflows\linux_codeql-analysis.yml to see how it runs on github's ubuntu runners. The job "Analyze Foreign"->"Build solution"
Installs all dependencies, you can follow the script and see if you're missing something.
 
Hello, I tried to use the convertor but nothing changed when I opened EU4, and I triple-checked to make sure that the mod was enabled in the launcher. I assume the reason why the mod isn't working is because of some errors I got when using the convertor (but it's very possible that I've messed something else up and have no idea what I'm talking about):


[WARNING] Title c_gode has defacto liege 16789726 which has no definition!
[WARNING] Title d_coptic_papacy has defacto liege 8787 which has no holder. Fixing error internally.


The log.txt file and save file are attached as I imagine that would be helpful.
 

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  • log.txt
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  • Emperor_Clemens_of_Ireland_1444_11_11-END.ck3
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