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At the moment it does, but it may change in the future. I want to eventually make the breakup happen through CK3 divergence mechanic, or events in case of predefined cultures. You can edit ImperatorToCK3/configurables/culture_map.txt to suit your needs.

I'll leave it for others to answer, don't know any I:R mods for reducing bordergore.
Hello, Whenever i convert my game, it just ends up being "roman" in some regions i had ibero-roman, but overall most of the empire was just "roman"

Is there any way to just split up the mono cultures for all empires in the conversion?
 
Hello, Whenever i convert my game, it just ends up being "roman" in some regions i had ibero-roman, but overall most of the empire was just "roman"
I don't understand, please upload a screenshot from I:R and CK3 to show what's wrong.
Is there any way to just split up the mono cultures for all empires in the conversion?
The converter doesn't autogenerate cultures. If you want a new culture, you need to define it in configurables/converter_cultures.txt, add the necessary localization to blankMod, and then modify configurables/culture_map.txt to use your new culture.
 
I don't understand, please upload a screenshot from I:R and CK3 to show what's wrong.

The converter doesn't autogenerate cultures. If you want a new culture, you need to define it in configurables/converter_cultures.txt, add the necessary localization to blankMod, and then modify configurables/culture_map.txt to use your new culture.
apologies, here is an image, as you can see there are no "gallo-roman" or "hispano-roman" this is for TFE also. I may have misunderstood your original statement, but will the converter make these regions under roman culture, like gaul, gallo-roman, or will it just be the roman culture?
1710166404188.png
 
apologies, here is an image, as you can see there are no "gallo-roman" or "hispano-roman" this is for TFE also. I may have misunderstood your original statement, but will the converter make these regions under roman culture, like gaul, gallo-roman, or will it just be the roman culture?View attachment 1092877
The configurables/culture_map.txt file has a line that prevents the regional split in case the regions are still held by the ROM (Rome) tag.
You can remove line 495 from the file:
Code:
link = { ck3 = roman @ir_latin_cultures historicalTag=ROM }
and then regional split into Gallo-Roman, Hispano-Roman etc. will apply.
 
The configurables/culture_map.txt file has a line that prevents the regional split in case the regions are still held by the ROM (Rome) tag.
You can remove line 495 from the file:
Code:
link = { ck3 = roman @ir_latin_cultures historicalTag=ROM }
and then regional split into Gallo-Roman, Hispano-Roman etc. will apply.
thank you so much!
 
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Is there any easy way to convert smaller minor powers or lower in Imperator into Duchies or counties in CK3? (rather than every imperator nation being a kingdom) What would be the method?

For tribes any non-regional power I could uncolonize the nation, but is there a better way to do this?
 
Is there any easy way to convert smaller minor powers or lower in Imperator into Duchies or counties in CK3? (rather than every imperator nation being a kingdom) What would be the method?

For tribes any non-regional power I could uncolonize the nation, but is there a better way to do this?
I will make a new release today, there will be a new file in the configurables folder for that. Although conversion of independent countries to county level will have to wait.
 
I will make a new release today, there will be a new file in the configurables folder for that. Although conversion of independent countries to county level will have to wait.
No problem, I very much appreciate it. I’ve started a megacampaign with some others and have gotten a very good balance of tags that has great historicity with my ported mod: “BetterBlobs Crisis of the Third Century” and I have tested the converter twice and it works amazingly, but tribes (with my mod most tribes by 361 AD in Imperator are minor powers with 20-100 territories) but due to their rank they can easily form empires and do not break up as duchies. Such a feature like what I suggested I suggested would be amazing to increase the ‘historicity’ or plausibility when converting from IR to 361 AD Fallen Eagle; it makes for a very immersive experience.

But thank you, and I am looking forward to it!
 
No problem, I very much appreciate it. I’ve started a megacampaign with some others and have gotten a very good balance of tags that has great historicity with my ported mod: “BetterBlobs Crisis of the Third Century” and I have tested the converter twice and it works amazingly, but tribes (with my mod most tribes by 361 AD in Imperator are minor powers with 20-100 territories) but due to their rank they can easily form empires and do not break up as duchies. Such a feature like what I suggested I suggested would be amazing to increase the ‘historicity’ or plausibility when converting from IR to 361 AD Fallen Eagle; it makes for a very immersive experience.

But thank you, and I am looking forward to it!
Made the rank conversion configurable in new release 10.2.0! Update the converter and check out ImperatorToCK3/configurables/country_rank_map.txt.
 
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I keep getting a fatal error when trying to use the converter, System.AggregateException: One or more errors occurred. (The given key 'boy' was not present in the dictionary.)
I have tried using different versions of the converter (the latest and 9.0. neither worked)
I have verified my Imperator files
I have previously converted an earlier version of the Imperator save game which worked fine a couple hundred years back in the save using the same mod as I currently have, it had converted with no issue then. (This was a while ago though, I think around Christmas)
I have played this campaign with the extended timeline mod for quite some time, hoping I don't have to start all over again.
 
I keep getting a fatal error when trying to use the converter, System.AggregateException: One or more errors occurred. (The given key 'boy' was not present in the dictionary.)
I have tried using different versions of the converter (the latest and 9.0. neither worked)
I have verified my Imperator files
I have previously converted an earlier version of the Imperator save game which worked fine a couple hundred years back in the save using the same mod as I currently have, it had converted with no issue then. (This was a while ago though, I think around Christmas)
I have played this campaign with the extended timeline mod for quite some time, hoping I don't have to start all over again.
Please upload your I:R save and converter's log.txt file.
 
Please upload your I:R save and converter's log.txt file.
I have tried uploading both but apparently, my save game file is too large. I have the log though. I have messed around with scripts before, made and edited some very basic mods, so if you can't find the solution but have an idea of what to look for then you could potentially point me in the right direction
 

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I have tried uploading both but apparently, my save game file is too large. I have the log though. I have messed around with scripts before, made and edited some very basic mods, so if you can't find the solution but have an idea of what to look for then you could potentially point me in the right direction
You should do a full reinstall of CK3, this file shouldn't exist:
2024-03-16 00:49:12 [DEBUG] Parsing file: D:/Program Files (x86)/steam/steamapps/common/Crusader Kings III/game/common/genes/03_genes_accessories_beards.txt
2024-03-16 00:49:12 [WARN] Broken token syntax at ==
Also, I don't recommend using the RICE mod, it's not supported by the converter.