Hmm, got the converter to work via copying the Cultures folder from TFE into the created mod folder. However, I seem to be still in the Iron age era of culture innovations. Is that intended? If not, how would I fix that?
I fixed this manually by copying the innovations from TFE. For any culture not in the TFE and for a lot of the Latin and Hellenistic cultures you have to fix them manually. You should also check the tech you have unlocked in Imperator, if you haven't researched enough you will have less innovations. I think you can check this relationship in the configurations in the converter.Hmm, got the converter to work via copying the Cultures folder from TFE into the created mod folder. However, I seem to be still in the Iron age era of culture innovations. Is that intended? If not, how would I fix that?
Thank you! So, do I need to manually add innovations for every culture, or just latin/hellenistic/non-TFE cultures after copying over?I fixed this manually by copying the innovations from TFE. For any culture not in the TFE and for a lot of the Latin and Hellenistic cultures you have to fix them manually. You should also check the tech you have unlocked in Imperator, if you haven't researched enough you will have less innovations. I think you can check this relationship in the configurations in the converter.
Another TFE save file and log which fails for your debugging pleasure. TFE works fine separately. Waiting for the TFE update anyway but hopefully this helps.
Converter version: 10.15.6
Imperator version: 2.0.4
Imperator mods: Invictus, Timeline Extension, TE: Crisis of the third century, TE: Crisis of the third century BetterBlobs Submod, Fix Scorched Earth, Virtual Limes, Always show Christian / Gregorian Date
CK3 version: 1.12.5
CK3 mods: TFE
Works with WTWSMS instead though
Came back to this thread to see if there was any progress. Normal conversion was still failing but after copying the cultures folder as instructed it now loads!I managed to convert a game from Imperator to CK3 TFE. I posted this on the TFE discord but I'll leave a brief summary here anyway:
I made a copy of TFE mod in my mod folder. I took my converted game and copied it over my copy of TFE. This way I had a full mod that I could use the Tiger validator to check for errors (before I learned I didn't need to do this). I discovered there were two lines of code that were causing fatal errors. Both were related to a dynasty that had characters who were their own fathers. After fixing this, I ran the version of the mod I had copied and it worked. However, if I make the correction to an unmodified version of the TFE and enable a fresh converted save it still crashes. However the bookmark will load to about 80% instead of 30% so there is progress.
In short, I got this to work by combining the output of the converted save and the base TFE mod AND by correcting the typo in the dynasty.
Combining the mods is probably unnecessary, I am going to attempt some more testing to see.
A link to the conversion is in the workshop, it might show up as new folder in the mod list because I'm super lazy: https://steamcommunity.com/sharedfiles/filedetails/?id=3417230042
I am attaching the save I converted here.
For anyone who sees this post, you do not need to copy the mods together. Fix the dynasty issue and then copy TFE's cultures folder (common/culture/cultures) into the outputted mod. Make sure you overwrite it.
Thnks for the tip, replacing the culture folder made it load for me.I fixed this manually by copying the innovations from TFE. For any culture not in the TFE and for a lot of the Latin and Hellenistic cultures you have to fix them manually. You should also check the tech you have unlocked in Imperator, if you haven't researched enough you will have less innovations. I think you can check this relationship in the configurations in the converter.