You're welcome, anytime, I'm always happy to help!ok ill try it, thank for everything btw! edit it works thanks!!
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You're welcome, anytime, I'm always happy to help!ok ill try it, thank for everything btw! edit it works thanks!!
Indeed it is, although the map expansions it adds in aren't currently converted over and a couple of the new cultures/religions aren't mapped yetIs Invictus supported?
It's not something that I've intentionally scripted, but due to it's size and size of its governorship vassals, a large Roman Empire tends to be unstable when it is converted over to CK2. I go into more details on this post, but should some of the Roman provinces break free and remain free of Roman rule, the Roman culture in those areas will within 100 years diverge into Romance cultures like French, Italian, and Spanish.I noticed in my current campaign as Anglia that Rome suffers alot of independence revolts is that intentional?
Thank you, I'm glad that you enjoy it! You need to add reformed = egyptian_reformed within egyptian's definition in 50_convertedReligions.txt, and then add holysites for egyptian_reformed in common\landed_titles\holysites.txt.Love the converter.
Just one question. I converted my campaign all good, but would like to set the Egyptian polytheistic faith to be reformable.
In 50_convertedReligions.txt I added "egyptian_reformed" above "egyptian", copying all its contents and adding "reformed = egyptian_reformed" to the original.
In game I cannot see the reformation button. Is there anything else I need to add?
Thank you for your help!Thank you, I'm glad that you enjoy it! You need to add reformed = egyptian_reformed within egyptian's definition in 50_convertedReligions.txt, and then add holysites for egyptian_reformed in common\landed_titles\holysites.txt.
I'd also add the ability for both religions to intermarry eachother via "intermarry = egyptian" within egyptian_reformed and "intermarry = egyptian_reformed" within egyptian, since that's how most reformed/unreformed religions work, and get rid of use_new_crusade = yes and can_call_crusade = yes for the original unreformed egyptian religion, since vanilla CK2 unreformed pagans can't wage holy wars, but both of these are optional and aren't required for functionality.
You're welcome, any time! That is strange, try deleting your mod's flag cache in Documents\Paradox Interactive\Crusader Kings II\(mod_name)\gfx\flags, then reloadingThank you for your help!
I've found what my issue was. Turns out that the backup file I made was still being read and interfering (can you tell i'm new to modding?).
Can reform, although now it looks like my Empire's flag has turned into just a black box. Weird.
Thank you, I appreciate it. I apologize for my late response, I've been working on a big Invictus compatibility patch and forgot. Try converting with a test build I have attached and see if you have the same issue.Before I begin, I want to thank you very much for creating this converter! I have been playing a game of Invictus with the timeline extension and TE : Crisis of the third century, and I have been getting an error when the converter attempts to import localization information. Attached is my info file and the savegame in the case that helps. Thank you in advance!
Indeed, and Invictus converts better with the WIP test build I have attached that I'm currently working on:Greetings! Is conversion to CK2 supported with Invictus and Extended Timeline mods?
Thanks for the answer! This is very good news.Thank you, I appreciate it. I apologize for my late response, I've been working on a big Invictus compatibility patch and forgot. Try converting with a test build I have attached and see if you have the same issue.
Indeed, and Invictus converts better with the WIP test build I have attached that I'm currently working on:
No need to apologize, you are doing great work!Thank you, I appreciate it. I apologize for my late response, I've been working on a big Invictus compatibility patch and forgot. Try converting with a test build I have attached and see if you have the same issue.
Indeed, and Invictus converts better with the WIP test build I have attached that I'm currently working on:
I've finally figured out the issue: You used around 10 different mods in your playthrough, and each of the mods you used were individually perfectly fine, including old Invictus and old Timeline Extension.No need to apologize, you are doing great work!
I have tried running the savegame a few times through the WIP Converter and I am still getting errors related to 'Importing localization information'. I am not an expert at debugging, but I assume it ether has something to do with all the mods that I run (a strong possibility and I will post my list below), or the fact that I changed both versions of Invictus and the extended timeline mod to older versions mid-game due to the release of Invictus 1.6. I have tried coverting a save from before Invictus uptated, but I still get the same errors.
Assuming it is the mods I am running, here is my list:
2.0 Better UI
Antiqus Musica
Remove Governor Policy Influence Cost
Annex More Territory (Marius 2.0)
Cultural and Religious Conversion
Hellenistic Music
Supply Horses (2.0)
more inventions per tech
Imperitor: Invictus (before 1.6)
Historical Imperitor Pack - Invictus
Dementive's Utilities
Music Player +
Timeline Extension for Invictus (before 1.6)
TE: Crisis of the third century
Old-Invictus (after 1.6)
Old Timeline Extension for Old Invictus
Again, I thank you for your dedication!
No tribes currently convert as nomads, however, I plan to eventually have it so that there will be 3 options for nomad conversion: No nomad conversion, nomad conversion based on government, and nomad conversion based on both culture and government. The no nomad option would convert migratory tribes as tribes like they are currently, the government option would convert all migratory tribes as nomads, and the culture and government option would convert migratory tribes as nomads if they have a steppe-based culture, such as Scythian and Hunnic.Do any tribes convert into nomadic governments? Also, it seems like much of north africa which isn't provinces in Imperator, convert into muslim provinces, anyway to change that so they become neighboring religions or maybe just african?
It works! Thank you!I've finally figured out the issue: You used around 10 different mods in your playthrough, and each of the mods you used were individually perfectly fine, including old Invictus and old Timeline Extension.
However, a bug in my code accidently duplicated all localization already imported from the previous mods every time it went to import localization from the next mod, creating an array in memory that would grow exponentially as more mods were used. Normally with 1 or 2 mods it wouldn't be easily noticed, but with 10 mods, there were so many duplicate localizations being stored that the converter ran out of memory to use, lol.
Attached below is a beta build that fixes the issue and will allow you to continue your campaign into CK2:
You're welcome, I'm always happy to help!It works! Thank you!