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philsomeblanks

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Oct 15, 2020
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I just spent several days digging through the forums, the Discord, and Reddit trying to figure out how the Map Editor in CK3 works. Since I finally got it working (phew), I thought I'd put together a little guide to help newbies like myself get started with editing maps. This won't be comprehensive, but should hopefully get folks where they need to be to start learning it on their own.

Getting Started:
First things first, how do you open the map editor in the first place?

1. Navigate to the Steam Library, right-click on CK3 and open properties.
2. Under the General tab, click the SET LAUNCH OPTIONS... button, and type -mapeditor in the following field
3. Simply open CK3. Do this with a map that functions before you try to use anything you've created. You'll import new assets later from within the editor.

Creating a new map for total conversion mods:
Things you'll need:

-An image editing software such as GIMP or Photoshop (your images will need to be pixel-perfect, so something like Procreate won't be precise enough for this job)

-A heightmap in PNG format to import. These need to be greyscale, and i've heard of people having issues with certain dimensions, so the safest thing is to stick to multiples of 1024 pixels for your image sizes. The dimensions of the vanilla CK3 heightmap are 8192 x 4096 pixels.

-You don't need them right away, but once you've edited your heightmap to your satisfaction, you'll need two more PNG files: a river map and a province map. The rules and some hints for creating these are helpfully laid out in the wiki. The dimensions of these maps will need to match your final heightmap, and you'll want to preserve the color profile of vanilla CK3's original river map and province map so the system can read your files properly.

-I recommend using this blank map resource from user rewinged as your starting point for map editing. It strips out the province and history data that directly conflicts with creating new maps and generally gives you a much more manageable coding landscape to work with.

Once you have these tools together, open the map editor, navigate to the Import Heightmap button in the top left menu, select your file, and use the selector tool to tell the system which parts of the new heightmap you want to import. Once you're satisfied with the thumbnail, click Accept and watch your new map come into being.

WARNING:
You'll want to make sure you save often, as the map editor can crash frequently especially if your computer is skirting the bottom end of CK3's system requirements.

That should get you started well enough to start learning the system on your own. Good luck out there~

10/26 UPDATE:
So after spending a week working with the editor, I've got a few more tips for people that will maybe help people develop their workflow.

Material Painting:
At first, it seems like the tools limit your ability to quickly cover area in the materials you want. This is because setting sizes for individual material brushes can be super finicky and only seems to work occasionally. However, this is because the primary tool you want to be using is the material mixer tool a little further down in the toolbox.

The best way I've found to establish a material profile for a region is to create a small patch of all the materials you plan to use for an area (so, if you want to use Northern Plains, Northern Hills and Mountains, place those materials together in a small patch somewhere on the map) and sample it with the material mixer. Then you can adjust the ratios of those materials in real time and keep the aesthetic of the region focused. There's even a small toggle to tell the system to save your samples, so you can keep your tools consistent between sessions (or crashes).

Object Painting:
Small objects, like trees and shrubs can be painted onto the map much like the material textures. The process for this is relatively simple, but the map will start with some objects already placed and it can be a big nuisance to erase them if you want to start with a completely blank slate. Luckily, you can modify these objects manually the same way you can alter a province or heightmap. Just navigate to:

content_source>map_objects>masks

and find the mask for the object you want to alter. Then if you wanna tell the system to clear all of the objects of that type off of your map, open the mask with your image editor of choice and paint the entire thing black. Next time the game loads, those objects will be completely gone, and you can paint them back on manually.

Side Note: you can do this with material textures as well by navigating to :

gfx>map>terrain

and editing the masks the same way. However, the game doesn't handle empty space with material masks very well, so be careful about removing these textures entirely. It's easier to simply pick a texture and cover the entire map with it (by painting the mask entirely white) and then building up from there from within the editor.

That's all I've got for now, I'll update as I discover useful tidbits~
 
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Strange that I wasn't able to find that thread while I was searching around, but I'm glad it exists! I just wanted to make sure the info was out there since I had so much trouble finding it
 
Any advice if the blank map one you mentioned doesnt work anymore (crashes)?

edit: installation was corrupt. blankmap works and is a good place to start
 
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How do I delete provinces? All I want to do is convert a couple of provinces near Italy into water. I've never made any mods for CK2 or CK3 before so I'm a total noob here, but I want to try my hand at making an edited map of Europe by just removing a dozen provinces or so and I can't figure out what I need to actually do.
 
How do I delete provinces? All I want to do is convert a couple of provinces near Italy into water. I've never made any mods for CK2 or CK3 before so I'm a total noob here, but I want to try my hand at making an edited map of Europe by just removing a dozen provinces or so and I can't figure out what I need to actually do.

There are a couple steps to doing this:

First, find the ID number for the provinces you want to remove. This can be done by entering the game in debug_mode and hovering your mouse over them.

Next, replace the RGB codes for those provinces in definitions.csv with dummy codes. probably something like provID;0;0;0;ITALIANPROVINCE;x;
(it's important you don't erase them outright, as province data in this file MUST be sequential, and non-sequential province codes will crash the game)

once you've done that, go into provinces.png and color over the provinces in question with the color of the nearby body of water (or define a new body of water if there isn't one nearby already)

Once you've done that, you'll want to erase any references to the titles, most importantly in landed_titles and the history folder. make sure nobody is holding the now nonexistant baronies or counties, clear out terrain, holding, faith, and culture info, etc.

You'll probably also want to open the map editor and edit the heightmap to match once you've done all this, but mechanically that should be sufficient for testing and such
 
Any advice if the blank map one you mentioned doesnt work anymore (crashes)?

hm, I'm not 100% sure what would cause it to crash, but you should be able to repair it without too much issue if you're willing to do some troubleshooting. I took a glance at the error log you posted in the blankmod thread, and it looks like the start date might have been changed somehow. The mod's history files are set up to start at year 1000, but it looks like it's trying to start at year 1, so the game is missing a bunch of information and is probably crashing as a result.
 
There are a couple steps to doing this:

First, find the ID number for the provinces you want to remove. This can be done by entering the game in debug_mode and hovering your mouse over them.

Next, replace the RGB codes for those provinces in definitions.csv with dummy codes. probably something like provID;0;0;0;ITALIANPROVINCE;x;
(it's important you don't erase them outright, as province data in this file MUST be sequential, and non-sequential province codes will crash the game)

once you've done that, go into provinces.png and color over the provinces in question with the color of the nearby body of water (or define a new body of water if there isn't one nearby already)

Once you've done that, you'll want to erase any references to the titles, most importantly in landed_titles and the history folder. make sure nobody is holding the now nonexistant baronies or counties, clear out terrain, holding, faith, and culture info, etc.

You'll probably also want to open the map editor and edit the heightmap to match once you've done all this, but mechanically that should be sufficient for testing and such

Thank you so much for the help!

How do I get the heightmap to match the provinces edit? It doesn't seem to show the provinces in it, so I'm worried I'll accidentally delete heightmap data from provinces I want to keep.

And how do I know which provinces on provinces.png are the ones I found in definitions.csv?
 
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Thank you so much for the help!

How do I get the heightmap to match the provinces edit? It doesn't seem to show the provinces in it, so I'm worried I'll accidentally delete heightmap data from provinces I want to keep.

And how do I know which provinces on provinces.png are the ones I found in definitions.csv?

1. If you look closely while you're in the in-game map editor, you'll see an outline between land provinces and bodies of water, so it shouldn't be too hard to avoid erasing the important bits

2. the provinces in provinces.png have colors that match the RGB codes in definitions.csv, so keeping track of those and checking the codes in the map is one way. The other way is simply to keep track of which provinces you're deleting and where on the map they are. provinces.png is a pixel-perfect representation of the in-game map, so if you know that you're deleting Venice for instance, it's not too hard to locate the Venetian provinces on the map and erase them
 
1. If you look closely while you're in the in-game map editor, you'll see an outline between land provinces and bodies of water, so it shouldn't be too hard to avoid erasing the important bits

2. the provinces in provinces.png have colors that match the RGB codes in definitions.csv, so keeping track of those and checking the codes in the map is one way. The other way is simply to keep track of which provinces you're deleting and where on the map they are. provinces.png is a pixel-perfect representation of the in-game map, so if you know that you're deleting Venice for instance, it's not too hard to locate the Venetian provinces on the map and erase them

Oh, the heightmap is edited in the in-game editor. Gotcha!
And I need to make a mod to play on the map right?

Also, I edited a bunch of the provinces - removed the titles, etc. I tried to define a new sea - "sea_austrian_sea" for all the provinces, but the provinces still show up as hills, mountains, etc. How do I fix that? Do I need to put details about my new sea in another file? All I did was just make up the name and change some provinces to say sea_austrian_sea instead of krain and the like. I can also see unnamed holdings after deleting all the relevant titles I can find. It'll just say (on the in-game map) something like the following:
1605469760565.png
 
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Also, I edited a bunch of the provinces - removed the titles, etc. I tried to define a new sea - "sea_austrian_sea" for all the provinces, but the provinces still show up as hills, mountains, etc. How do I fix that?

yeah, you should be working in a mod folder; messing with the vanilla files directly is risky. I recommend this video for a simple breakdown of how to create one if you don't know how. If you have already been editing the vanilla files directly, you may want to reinstall CK3 once you've transferred your edited files to the mod folder to avoid any weirdness with missing / broken files.

in default.map in the map_data folder you can define your provinces as a sea (or river, or mountain, or wasteland) zone so the game knows to treat it as water. This should also solve your unnamed holdings problem since the game won't be reading them as standard provinces anymore.
 
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yeah, you should be working in a mod folder; messing with the vanilla files directly is risky. I recommend this video for a simple breakdown of how to create one if you don't know how. If you have already been editing the vanilla files directly, you may want to reinstall CK3 once you've transferred your edited files to the mod folder to avoid any weirdness with missing / broken files.

in default.map in the map_data folder you can define your provinces as a sea (or river, or mountain, or wasteland) zone so the game knows to treat it as water. This should also solve your unnamed holdings problem since the game won't be reading them as standard provinces anymore.

oh, great! Thanks. I also had crashes for ages until I realised all the provinces I merged don't all need to be put into default.map individually - you just need the master province code for each new big merged province.

Do I need to do change rivers.png?

Also, when I zoom out far enough it displays the ocean tiles with impassable terrain art instead of sea art? What's the deal with that? Example screenshot here:
1605552633666.png


Also the water is all green, how do I fix that?

1605552666069.png
 
Also, when I zoom out far enough it displays the ocean tiles with impassable terrain art instead of sea art? What's the deal with that? Example screenshot here:


Also the water is all green, how do I fix that?

Both the zoomed out paper map and the ocean color are their own image files, so if you want them to match the new terrain you'll have to edit them manually. As far as rivers.png, it won't make any mechanical difference and i don't think rivers show up on ocean provinces, so it shouldn't really matter either way
 
Both the zoomed out paper map and the ocean color are their own image files, so if you want them to match the new terrain you'll have to edit them manually. As far as rivers.png, it won't make any mechanical difference and i don't think rivers show up on ocean provinces, so it shouldn't really matter either way

Why is it only applying that particular color to those specific provinces though? Is there a setting somewhere I missed? Or is there an image that sets the color of water in each province? It's weird because it seems to be recognising my new sea as a lake, even though in default.map it's all defined as sea_zones.

Also a weird glitch is this with province 3311. When I send units to travel there, they travel off the map before looping back and teleporting onto that province.

Pic for example:

1605611950079.png


And then a weird thing that happens is the boat model suddenly disappears once they arrive, even though they still count as embarked:

1605612019242.png


And the same bug happens if I set a route to travel to province 3011 from province 3079 - it wants to take a very strange route.

1605612164504.png


Any idea what's causing this?
 
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