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Found the problem. Go in adjacencies.csv and, in complete defiance of what it says, manually remove this :
62;62;portage;1;-1;-1;-1;-1;It will stop working if you remove this

This line was added because the game doesn't draw straits unless there is also at least a portage in the file. Turns out it just crashes if there is a portage and no straits...


Thank you very much! I've been breaking my head over what I've been doing wrong for a couple of days now. This would likely be one of the last things I would've expected! I do have a few more, less pressing, questions.

1. Is there an easy way to make impassable mountains? I haven't been working with these yet but my current assumption is to use the wasteland thing with a little bit of hands on work.
2. Is there a way for the game to randomize characters for provinces on its own or do characters really need to be hardcoded for each province?

In any case, thank you very much and keep up the good work! This program really makes these kinds of projects much easier!
 
Right click modify on launch.bat, though I'm not so sure it's a maximum memory problem... seems to work with even less.
It worked!!!

I have a problem with the dejure maps, its looks like the game did not recognize them, it looks like the app creates a empire, a kingdom and a duchy for every province. Maybe i failed at defining the capitals?
 
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1. Is there an easy way to make impassable mountains? I haven't been working with these yet but my current assumption is to use the wasteland thing with a little bit of hands on work.
I usually do this manually because my attempts of automating it haven't produced good results. Impassable mountains are always the black province on provinces.bmp, so usually I just paint some borders black with a 2-pixels wide brush wherever I want to. You can also pre-place them on the settlements.bmp, so when it comes to generating provinces, the tool will not fill over those spaces. The downside is that 2 provinces you meant to be separated by unpassable mountains just might share a border anyway, somewhere further, so you have some manual editting to do anyway.

2. Is there a way for the game to randomize characters for provinces on its own or do characters really need to be hardcoded for each province?
No, the game only generates barons, if there is no pre-defined count to hold a province, it becomes a wasteland forever, so it needs a fixed start state. Of course nothing's stoping you from having a script on game start that kills everyone and randomly generates replacements...

I have a problem with the dejure maps, its looks like the game did not recognize them, it looks like the app creates a empire, a kingdom and a duchy for every province. Maybe i failed at defining the capitals?
Yep, that's the default behaviour when dejure maps aren't present. I think your problem is the colors don't match : your duchies/kingdoms/empires need to be the same color as the province that will be defined as their capital. If it's the color of a province that is not part of it, it will throw an error, and if it's a color that is not used by any province, every province will be its own duchy.
 
Yep, that's the default behaviour when dejure maps aren't present. I think your problem is the colors don't match : your duchies/kingdoms/empires need to be the same color as the province that will be defined as their capital. If it's the color of a province that is not part of it, it will throw an error, and if it's a color that is not used by any province, every province will be its own duchy.

Thanks again, you are amazing, i re-started the process of making the map so i can add more details :D

I ran the game and crashed, it showed me this error:

######## EXCEPTION: 0xC0000005 at address: 0x0160F719: ACCESS VIOLATION read attempt to address 0x00010C18
Version: Unknown Version
03/30/19 19:03:02
z:\itt\branch_tbb30\tbb\1.0\src\tbb\custom_scheduler.h(421) +9 bytes (tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all)
z:\itt\branch_tbb30\tbb\1.0\src\tbb\arena.cpp(102) +0 bytes (tbb::internal::arena::process)

Im still working on the localization file.

I have seen two errors so far (aside from the crash, that happens when i click on the religions tab too):

- the tool generates "uncultured_swine caracters" as "an invalid culture" on regions with a valid culture. I dont even have that term on my files.
[characterhistory.cpp:462]: Failed to read culturechange for character 100041 to TAG: uncultured_swine
[characterhistory.cpp:462]: Failed to read culturechange for character 100042 to TAG: uncultured_swine
[characterhistory.cpp:462]: Failed to read culturechange for character 100043 to TAG: uncultured_swine
[characterhistory.cpp:462]: Failed to read culturechange for character 100044 to TAG: uncultured_swine
[characterhistory.cpp:462]: Failed to read culturechange for character 100045 to TAG: uncultured_swine
[characterhistory.cpp:462]: Failed to read culturechange for character 100046 to TAG: uncultured_swine
[characterhistory.cpp:462]: Failed to read culturechange for character 100047 to TAG: uncultured_swine
- the tool generates nordic rulers on regions with a valid culture (nordics are not included on my mod).( For example, Swedish ruler on a Mayan region)
- the tool generates random characters with the name of "Adam" and "eve" They dont even are rulers, they chill on the courts.
[eu3idler.cpp:6547]: Character 'Adam of d_papal_guards(1060008)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_great_company(1060018)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_company_of_st_george(1060019)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_star_company(1060020)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_little_hat_company(1060021)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_rose_company(1060022)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_swiss_company(1060025)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_victual_brothers(1060029)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_lombard_band(1060035)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_swiss_band(1060036)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_mamluks(1060053)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_venetian_navy(1060054)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_genoese_navy(1060055)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_hanseatic_navy(1060056)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_ghilman(1060059)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_monophysite(1060061)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_paulician(1060062)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_monothelite(1060063)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_zoroastrian(1060064)' has invalid culture
[eu3idler.cpp:6547]: Character 'Adam of d_jewish(1060065)' has invalid culture
 
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Hi, so first, check if you don't have the same problem as Dork117. If your map doesn't have any straits (a "bridge" over sea between 2 land provinces), the tool-generated portage will actually crash the game. Typically, localization stuff can generate lots of errors in the logs, but none that actually caue a CTD.

About uncultured_swine, Adam and Eve : This is generated by the tool as a last resort. If it fails to parse the culture files or cannot find a specific culture in it, it will assign provinces and characters to a culture called uncultured_swine, which contains only 2 first names : Adam and Eve. The game doesn't know that culture so it just replaces it with its own fallback culture : noculture, which uses norse portraits.

The use of the uncultured_swine culture should tip you off that something's not properly wired between the tool and your mod, but in itself it does not make the game crash (in fact it's put there to prevent it)

About your last quote it sounds like you still have the vanilla landed_titles in your mod, tied to a bunch of cultures that your mod doesn't have anymore, you should probably override that and remove them.
 
Hi, so first, check if you don't have the same problem as Dork117. If your map doesn't have any straits (a "bridge" over sea between 2 land provinces), the tool-generated portage will actually crash the game. Typically, localization stuff can generate lots of errors in the logs, but none that actually caue a CTD.

About uncultured_swine, Adam and Eve : This is generated by the tool as a last resort. If it fails to parse the culture files or cannot find a specific culture in it, it will assign provinces and characters to a culture called uncultured_swine, which contains only 2 first names : Adam and Eve. The game doesn't know that culture so it just replaces it with its own fallback culture : noculture, which uses norse portraits.

The use of the uncultured_swine culture should tip you off that something's not properly wired between the tool and your mod, but in itself it does not make the game crash (in fact it's put there to prevent it)

About your last quote it sounds like you still have the vanilla landed_titles in your mod, tied to a bunch of cultures that your mod doesn't have anymore, you should probably override that and remove them.

Thanks! I'll be fixing that.

I suppose that for the "strait" you refer to use only one zone between two landmasses, i'll test that.
 
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Would it be possible to import the vanilla map and use this to just fill in cultures and religions and such?
 
Okay, so i did everything, and the game still crash (if i put play).

I added a new "sea bridge", so i can see the religion tab and the game will not crash. (so, it was the lack of that "sea bridge" that i created manually the responsible for that particular crash).
If i remove the portage line, the "sea bridges" disappear and the game still crash. So removing that line do not help at all. At least with this particular and unknown crash.

I think the problem is with the mod itself and the files generated, not the tool as it does everything that can be done via that. i'll be testing what is causing the ctd.
 
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Would it be possible to import the vanilla map and use this to just fill in cultures and religions and such?

I want to say "maybe" but I've never really tried it.

Create an empty input folder and an empty output folder. Copy the map folder from the main game into output. Grab the provinces.bmp from that and also copy it directly to input.
In the tool, run the reverse settlements from the utilities tab. Then you can paint your own cultures, religions and dejure maps, and in theory the "make province setup" part should run. You can then pick and choose from the generated files which ones you want to keep.

The biggest problem I think is that province id's generated by the tool will not match those from vanilla, so you might have to replace or regenerate a lot of files...

Also there is currently no way to just grab the title names from vanilla so all the localization would have to be remade by hand.
 
Does it work when you run it when placing the example in the input folder ?
When I replaced the input.bmp and the climate.bmp with the ones from the example folder, It get stuck on the smoothing major river edges. When I replaced the the config.csv as well it performed correctly. When I replaced the input.bmp and the climate.bmp with mine again it got stuck on generating terrain.

Here's the zipped files
 

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Does this tool still work with the most recent version? I haven't used it in a while and I have some unfinished mods lying around...
 
Respected moder
It's just crazy big and needs more memory. You input map is already 3kx2k then you use a scale of 4 for a final size of 12kx8k. Try with an input scale of 1.

, I am an English beginner, using machine translation to ask you questions, so if you think my words are weird, please forgive me.

I use your device to make maps. The first step, which is "1 - Make Terrain Maps. bat", he played very well, but there was a problem with the implementation of "2 - Make Terrain Color Maps. bat", which is why I came here to ask you.

After I executed "2 - Make Terrain Color Maps. bat", there was no problem with "colormap_water. dds", at least I couldn't see the problem, but "colormap. dds" had a problem. He had a triple version.

One of his layers is probably what it should be. The other two layers, or at least two layers, seem shallow, which becomes even more disastrous when provinces are made.

Has anyone else in the forum ever seen this? Does this have anything to do with how many real Mediterranean Mediterraneans I set up? I am open-minded and eager for your reply.
 
Respected moder


, I am an English beginner, using machine translation to ask you questions, so if you think my words are weird, please forgive me.

I use your device to make maps. The first step, which is "1 - Make Terrain Maps. bat", he played very well, but there was a problem with the implementation of "2 - Make Terrain Color Maps. bat", which is why I came here to ask you.

After I executed "2 - Make Terrain Color Maps. bat", there was no problem with "colormap_water. dds", at least I couldn't see the problem, but "colormap. dds" had a problem. He had a triple version.

One of his layers is probably what it should be. The other two layers, or at least two layers, seem shallow, which becomes even more disastrous when provinces are made.

Has anyone else in the forum ever seen this? Does this have anything to do with how many real Mediterranean Mediterraneans I set up? I am open-minded and eager for your reply.

Hi, I will try to make this easy to translate back.

It seems that you are using the old version with batch files. There was a bug with older versions when the map is not a square. Please try the latest version and see if you still have the problem.

I am not 100% sure what your problem is (triple version ?), it sounds like an old bug, but if that is not it, could you upload the colormap.dds so I can have a better idea ?
 
Hi, I will try to make this easy to translate back.

It seems that you are using the old version with batch files. There was a bug with older versions when the map is not a square. Please try the latest version and see if you still have the problem.

I am not 100% sure what your problem is (triple version ?), it sounds like an old bug, but if that is not it, could you upload the colormap.dds so I can have a better idea ?
I looked at my version is 2.04. Is there any difference between version 2.05 and my version 2.04?

Maybe the machine translation caused my description to be a little inaccurate, so I sent this picture to show the problem.

In addition, I tried to ignore this problem and directly produce provincial maps, and then I found that provincial maps became quite mad.

The pictures were sent to you together, hoping to be saw successfully.
5b9fb18b87d6277fe051987e26381f30e824fc50.jpg

37660a4c510fd9f964b5c22f2b2dd42a2934a471.jpg
 
Hey! I've been playing around a lot with the map tool since you've helped me and am working on a bigger project. Unfortunately I now get a weird error in the province set up phase. I didn't get this before and I am not sure why it appeared now.

It is a weird Out of bounds exception eror. 2816 to be exact. I am sending my input file along with this as well. So far the only thing I can link this 2816 number to is the size of my maps. If it is linked to that then I find it weird because I have made larger maps.

I hope you can help me out again! Thank you in advance.
 

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