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It's just the base 1066 start date, I used it because every save game I try to convert doesn't work
I can't replicate, it converts for me without issues. Try deleting and redownloading the converter to start with, also do a steam verify of both ck3/eu4 installations.
 
First go to history of some province with neo-irish and lookup it's exact code. Or look in localizations. Should be dynamic-irish-culture-num3 or similar. Then add it to culture_map.txt and see if it sticks there.
As for remapping neocultures to base cultures, that's not possible. Traditions and language mutate too wildly and all we can determine from those is a culture group, at best, not base culture. After a culture diverdes 2-3 times, it bears little resemblance to its base culture anyway. If such stuff bothers you maybe there's a switch/mod that could disable culture divergence.

No dice, unfortunately. Neither the converter-generated names, nor the culture IDs, nor the basic culture names work for remapping.
I made a mistake, also- I meant heritage, not traditions. E.g., currently, Gaelic in Ireland becomes Irish but a purely Goidelic-spawned culture in Ireland does not.
The most handy thing would be to be able to remap custom cultures, of course, if that's possible somehow. There's little point (for me) to convert from CK3 rather than CK2 without the custom cultures , but the current process does leave a lot of culture clutter on the map, especially in Central Asia- which also messes with cultural cores.

Edit: Can definitely get around this problem in post, manually editing the mod, but it is labor-intensive.
 
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No dice, unfortunately. Neither the converter-generated names, nor the culture IDs, nor the basic culture names work for remapping.
I made a mistake, also- I meant heritage, not traditions. E.g., currently, Gaelic in Ireland becomes Irish but a purely Goidelic-spawned culture in Ireland does not.
The most handy thing would be to be able to remap custom cultures, of course, if that's possible somehow. There's little point (for me) to convert from CK3 rather than CK2 without the custom cultures , but the current process does leave a lot of culture clutter on the map, especially in Central Asia- which also messes with cultural cores.

Edit: Can definitely get around this problem in post, manually editing the mod, but it is labor-intensive.
Hm, yeah. So, there is no code in the game files or savegame itself for diverged cultures. You can't reference them in any way, which was surprising to me and caused complications when converting. There is just an internal ID which you can't use even through console.

Without being able to reference a culture, we can't make a mapping, we can only dynamically generate a name for it during conversion and file it in appropriate culture group.

I'm afraid what you ask is not possible due to savegame design limitations.
 
Hm, yeah. So, there is no code in the game files or savegame itself for diverged cultures. You can't reference them in any way, which was surprising to me and caused complications when converting. There is just an internal ID which you can't use even through console.

Without being able to reference a culture, we can't make a mapping, we can only dynamically generate a name for it during conversion and file it in appropriate culture group.

I'm afraid what you ask is not possible due to savegame design limitations.
Maybe I'm being stupid, but I'm pretty sure that in the save games, all diverged/created cultures have a data entry "parents={ x (y) }" If there is only one entry, the culture diverged from x, if there are two entries, the culture was a hybrid of x and y.
e.g. in the base game, culture 164 is Vlach which has parents={ 99 133 }, which represents Roman and Croatian culture respectively. And culture 98 is Italian, which just has parents = { 99 }

From that, you could just make whatever exceptions you need (i.e. some kind of wizardry to identify English, Outreamer etc.) and just make a list of all cultures with either one or two parents and handle them however you wish. You'd need to do several passes, because you might have a culture that is the hybrid of a diverged of hybrid culture or whatever but if you want to not dynamically generate cultures, that seems like a way to do it?
 
Maybe I'm being stupid, but I'm pretty sure that in the save games, all diverged/created cultures have a data entry "parents={ x (y) }" If there is only one entry, the culture diverged from x, if there are two entries, the culture was a hybrid of x and y.
e.g. in the base game, culture 164 is Vlach which has parents={ 99 133 }, which represents Roman and Croatian culture respectively. And culture 98 is Italian, which just has parents = { 99 }

From that, you could just make whatever exceptions you need (i.e. some kind of wizardry to identify English, Outreamer etc.) and just make a list of all cultures with either one or two parents and handle them however you wish. You'd need to do several passes, because you might have a culture that is the hybrid of a diverged of hybrid culture or whatever but if you want to not dynamically generate cultures, that seems like a way to do it?
You're talking of a custom configurables file, which would link some 2 parents to a player-pregenerated custom culture? Yeah, this is doable. I'll add it to the docket.
 
Whenever I try to convert, it says Saving Configuration: Failed!
Likely your antivirus prevents it from writing to disk. Or you unpacked it somewhere it can't write.
 
Likely your antivirus prevents it from writing to disk. Or you unpacked it somewhere it can't write.
elp.png

These are my settings, anything wrong with it that causes this error?
 
Didn't work, everything is still blank and lifeless. Could it be an issue with converter?

We need log.txt from the converter directory to even start to know.
 
Thanks, looks good so far. We'll also need your save.