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Saintrl

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oSVKSWG.jpg
Dat pzaz cross. :cool:

Do heresies cross over as well? Sorry, too lazy check. :/
 

cybrxkhan

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@OrdepNM: As Sainturl said, that cross looks funkily awesome.

As for everything else, what you say does make sense concerning me just stuffing the converter into the main VIET. You'll be able to release the converter whenever you like for those brave enough, and then I'll stuff it in the upcoming official version of VIET. Given that, indeed, a lot of people will end up posting bug reports and such about the converter here even if you have another thread for the converter and even if I direct them to go to your thread in gigantic big neon glowing letters at the top of VIET's first page, I suppose just having it all in the VIET thread works better as an arrangement. Of course, I am always more than happy to warn you of any impending changes that might affect the converter (there may, in fact, be a few in store for 1.4.2 and 1.4.3).


Dat pzaz cross. :cool:

Do heresies cross over as well? Sorry, too lazy check. :/

Heresies don't cross over, I believe. I think even the base CKII --> EUIV converter just turns heresies into parent religions.

Would be great to normalize tracks of the Music module. Some of them too loud, some quiet.

I probably won't go back to really fix up any of the old music modules (too much time and I'm lazy), but if there are any modules that have songs that are too loud or too quiet, feel free to point them out so I can have a good reference as to what might be too loud/quiet and I can adjust future modules. Or, if there is music you think is at a very good volumne, I'll look into those too and try to adjust future music modules to match those.
 

OrdepNM

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The converter is effectively done, Im just going over the code one more time right now.

Dat pzaz cross. :cool:

Look at the protestant cross and tell me it doesnt look like 2 neon bars. Theres alot of pzaz in EUIV :p

Do heresies cross over as well? Sorry, too lazy check. :/

As cybrxkhan said, they are converted to the parent religion, for now. Fleshing out heresies is high on my to-do list tough.

As for everything else, what you say does make sense concerning me just stuffing the converter into the main VIET. You'll be able to release the converter whenever you like for those brave enough, and then I'll stuff it in the upcoming official version of VIET. Given that, indeed, a lot of people will end up posting bug reports and such about the converter here even if you have another thread for the converter and even if I direct them to go to your thread in gigantic big neon glowing letters at the top of VIET's first page, I suppose just having it all in the VIET thread works better as an arrangement. Of course, I am always more than happy to warn you of any impending changes that might affect the converter (there may, in fact, be a few in store for 1.4.2 and 1.4.3).

That works for me. I say we do a trial, see if the two aspects can co-exist nicely within the thread without it getting to hectic. If it later looks like its too much, Ill separate the discussions.
 

cybrxkhan

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A few preview screenshots of 1.4.1 stuff to prove I haven't been that lazy. I'll probably have 1.4.1 out in a few days; the vanilla version seems good to go, and I'm working on the PB version now.

First is one of the Jewish features that didn't make it to 1.4.0 - basically a Mamluk-like group for the Kingdom of Israel called the "Shield of the Third Temple" (credits to OrdepNM for the cool name). You can't get it right away after you form the Kingdom of Israel, though, as you'll have to wait a while (possibly up to a few years) before an event pops up, allowing you access to the decision to create the unit.



The unit will be mostly dominated by the big Jewish cultures, namely the Sephardic, Ashkenazi, and Mizrahi Jews. However, several behind-the-scenes events will ensure that the composition of the unit (or, rather, the courtiers serving the unit's commander) will be of different Jewish cultures - again, Sephardic, Ashkenazi, and Mizrahi Jews are the most likely, but it's not impossible to see the other Jewish groups around. This is to stimulate the fact that this unit is the result of Jews from different parts of the world coming together; so, it is quite possible for the leadership of the group to pass from a Sephardic Jew to a Chinese Jew to an Ethiopian Jew, for instance.



Lastly, and mostly for shits and giggles, I've added in events allowing the Mongols to convert to Hinduism, Buddhism, Zoroastrianism, or Judaism. They aren't as likely to happen as the other conversion events (not to mention its unlikely these religions will be widespread enough anyways to meet the events' prerequisites, with the possible exception of Zoroastrianism, and perhaps Buddhism once I get to the Chinese/Khitan-themed update), but I think it's a nice touch for those who like their alt history to be a bit wilder. I mean, come on, Hindu/Zoroastrian/Jewish Mongol hordes, that's hilarious.





Here again is the current changelog for 1.4.1.

- Added 7 “Memory” generic flavor events (events having to do with memories about things)
- Added a 7 event Dance of Death flavor event chain (credits to Zaldax)
- Added music module: American
- Added in event where if a non-Jewish ruler takes over Israel (whether through Crusades/Jihads or other means) it will switch back to the Kingdom of Jerusalem
- Added in vassal mercenary force for the Kingdom of Israel, the “Shield of the Third Temple,” creatable via decision, that will generally contain soldiers from different Jewish cultures
- Events spawning Jewish, Indian, and Swahili courtiers now have the option of rejecting them
- Maintenance events forcing Jews to convert or preventing others from converting to Judaism will not fire if the top liege of the realm of the courtiers in question is Jewish
- Added events where the Mongol Hordes can convert to Zoroastrianism, Hinduism, Buddhism, or Judaism
- Added “Can Declare War on Pagans?” decision for PB war checks
- Added maintenance event that removes Age Customizer traits
- Added fictional son for the Khan of Cumania at 1066 start
- All Asian culture groups now get placeholder buildings and retinue
- Increased the dignity of the Sunni and Shiite Caliphates
- Integrated Velorian’s Modified Mediterranean GFX
- Reduced the chances of AI starting plots from AO

Bugfixes, optimization, etc
- Fixed Passover decision not having a cooldown (i.e. before it could be done right after it was just finished)
- Fixed localization for the province of Semien
- Fixed Jewish theocracies not having proper localization
- Cleaned the code for the Latinokratia events, fixing events popping up constantly for the ERE
- Fixed Rum being creatable
- Fixed first and second Vashts of the Zhayedan being active at the start of a game in the PB version
- Fixed in-game customization option to turn off childbirth mortality not working sometimes
- Fixed Jewish religion missing holy sites in the PB version
- Cleaned some of the Tajik and Pashtun “melting pot” events to prevent messy situations in Eastern and Northern Iran
- Fixed Britain in the compatch for PB’s No Ahistorical Empires module
- Fixed missing localization for several cultures
- Fixed Ransom All decision causing CTDs in vanilla version
- Cleaned up integrated Decadence Breakup Minimod
- Fixed Chinese and Khitan/Liao Empires appearing in the PB version when they shouldn’t be
- Fixed Mongol troops possibly being given to the Jewish, Eastern, or Vedic religion groups


The converter is effectively done, Im just going over the code one more time right now.

Sounds good. I expect VIET 1.4.1 to be out in a day or two, so that'll probably give enough time for a few brave souls to try out the converter before I add it "officially" to 1.4.1.

That works for me. I say we do a trial, see if the two aspects can co-exist nicely within the thread without it getting to hectic. If it later looks like its too much, Ill separate the discussions.

Yeah, we can play it by ear and see how that works.
 

OrdepNM

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The VIET->EUIV Converter 1.0.0

(Goddammit cybr, goddammit! I just spent the last hour and so trying to figure out why the heck the Mande werent appearing in PB+VIET conversions, to the point I was about to start tearing my hair out... and then I noticed their code name is "mande" in PB+VIET and "manden" in VIET.... Argh!)

Ahem... so, time to release the

VIET->EUIV Converter v1.0.0

VIET Version
http://www.mediafire.com/download/p8cqrr39jjihrro/VIET_converter_1.0.0.rar

PB+VIET Version
http://www.mediafire.com/download/vedq81puc8k91kp/PB+VIET_converter_1.0.0.rar


Instructions:

VIET version (follow this if you use VIET without Project Balance)
Simply download the VIET version of the converter, extract the contents and place them in the "common" folder of any VIET module you use (except VIET Assets), located in my documents/Paradox Interactive/Crusader Kings 2/mod. Afterwards, use the converter as in vanilla.

PB+VIET version (follow this if you use Project Balance with any combination)
!Important! 1: Go to your Project Balance mod files and in Project Balance/common delete the eu4_converter folder
2: Download the PB+VIET version of the converter, extract the contents and place them in the "common" folder of any PB_VIET or Project Balance module (except VIET Assets). Placing the converter in Project Balance is highly advised, just so you get to double check that you followed step one.
3:After converting a CK2 save game, the EUIV mod files will be located in my documents/Paradox Interactive/Crusader Kings II/Project Balance/eu4_export. Move this files to the EUIV mod folder like any other mod.

Notice: This initial version of the converter will be non-compatible with Ancient Religions. The reason is 2-fold: I'm still waiting on some assets from the mod's author and I believe it needs some additional testing. The next version will be guaranteed to be AC-compatible. Apologies for the inconvenience.

Changelog

1.0.0
-*all* VIET and PB+VIET cultures will now be converted into exact matches in EUIV
- Nestorian, Miaphysite and Jewish religions will now be converted in new fully functional religions in EUIV
- NEW provinces in Africa added by both/either VIET and PB will be converted to the best capability of the converter.


Credits:
cybrxkhan for the amazing VIET mod, which this converter could not exist without
Meneth for the PB provinces conversion table
Steam user TTFTCUTS for the jewish religious icon, and the authors of the "The Davidic Kingdom Of Israel Mod" for EUIV, for granting me permission to use it.
Me for everything else.

So, first release in the bag. Let's hope this goes smooth :) First of all thank you for your patience and I hope you all enjoy converting your VIET games and continuing your grand campaigns in EUIV. I'd like to take this opportunity to share with you the roadmap for the next few versions of the converter and what the short and long term plans are. The next version, besides any bugfixing, will be centered on reducing the number of dynamic tags going around to -hopefully- 0. While from a gameplay perspective theyre inconsequential, from a mod perspective they're in direct conflict with my plans going foward, so while not a lot will change in your gaming experience, its something I rather get out of the way sooner rather than later. Then my focus will be on overhauling the new religions and steadily adding the heresies into the game, a few at the time. I'll also be optimizing the province conversion table along the way per your feedback and my own observation. After that's done with, the fun part begins: national ideas will be added, starting with some rather unique titles that really call for them and then moving on from the top, starting with empire titles and moving down as far as it makes sense. I also will be adding custom events and decisions meant to enrichen the experience of playing with converted nations and overcome certain problems with converted games (more on this later). I also hope to borrow some more material from VIET to keep the link between VIET and VIET converts. All and all, there's alot of reasons to be excited about the VIET converter and I hope you enjoy where it is headed.
 
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Damocles

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@Damocles: Glad you're enjoying the mod. Many of the new ambitions and plots have actually been recently added in 1.4.0 and were integrated from the most excellent Additional Objectives mod (one of the first mods I enjoyed when I started playing CKII). Anyhow, several players have brought up the issue about several of the plots being too common. I don't know whether this is because the code simply encourages the AI to like plotting these plots more, or because there are simply more plots for the AI to use. I do think I have a way to possibly reduce their occurence, very similar to yours but not as heavy-handed - we'll see if it works out in 1.4.1.

As for the revolt risk stuff, I don't really like the idea of having intrigue reduce it (it does make sense, but I believe intrigue is useful enough already). Having some cultures be more risk-prone is a fascinating idea, though, and something I might throw in for a number of cultures just to make things a pain in the ass for would-be conquerors.

It depends on one's playstyle, I suppose. I used to prioritize Stewardship over everything. However, there have been various iterations and mods since, that have gradually given more weight to Martial, and made Martial meaningful to the resolution of battles. So if you're playing with a game where Martial has a substantial effect on the outcome of battles, and given the new Martial leader bonuses, and the duelling events...Well. Let's just say that unless my character is at least a trained fighter, he's going nowhere near a battlefield, and I seem to rarely get fighter upgrades unless receiving a martial education. Try starting a random game as some Norse raider with duelling events ennabled, and going pillaging with a Gruff Diplomat in 870...Your ass is coming home on a shield.

So these days, my main heir, if I'm focusing on territorial expansion, is almost always martial oriented. Which is fine, cause that's historical. After that, stewardship is still majorly important. But not quite all-consuming, depending. Typically daughters get a stewardship education, and I guide my sons to good stewardship-related traits.

Then it's down to Intrigue and Diplomacy. I find Intrigue rather nebulous, and that the success of plots is actually more dependent on how much people like you (your ability to recruit them into the plot), and your gift-giving, than your actual intrigue. Honest can actually trump Deceitful. In this respect, my characters with the highest diplomacy are actually far more effective at plots than my high intrigue characters. And that character diplomacy really adds up, when getting the most out of crown or feudal laws, and keeping people in the green.

A tiny way to balance this out, was the heavy-handed response of simply not allowing bastardly plots to your Honest Just Charitable Temperate Diligent Jonny Boy-Scout that everyone has like +40 relations to and would not mind killing the Baron's children for him.

When intrigue is low, I tend to not really even notice. Maybe one or two nebulous things turn out differently. But nothing worth prioritizing it over the above. Even Learning is probably more useful than intrigue, these days. Again, this is mainly because the success of plots is mostly to do with how much people like you.

Raising revolt-risks for certain things across the board, and then tying revolt-risk into Intrigue (in a modest way, not overpoweringly, but allowing for a 'good' intrigue to at least make revolt-risk about the same problem as it is in the game's current iteration), was the only thing that ever gave me a situation, where after conquering a bunch've non-culture, non-religious provinces, I very much wanted a high-intrigue heir to keep the realm stable, over the usual high stewardship/martial combination to keep expanding. Prior to that point, I had never once wanted a high-intrigue heir over stewardship or martial, before. And he did in fact, end up staying home, while his younger brother became martial, and took over army-leading duties. And then his brother died, and he had to find someone else. lol.
 
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Saintrl

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Lastly, and mostly for shits and giggles, I've added in events allowing the Mongols to convert to Hinduism, Buddhism, Zoroastrianism, or Judaism. They aren't as likely to happen as the other conversion events (not to mention its unlikely these religions will be widespread enough anyways to meet the events' prerequisites, with the possible exception of Zoroastrianism, and perhaps Buddhism once I get to the Chinese/Khitan-themed update), but I think it's a nice touch for those who like their alt history to be a bit wilder. I mean, come on, Hindu/Zoroastrian/Jewish Mongol hordes, that's hilarious.

LOL, this reminds me of the game where I force converted 3 successive mongol hordes to Zoroastrianism through intrigue (kill emperors until a Zoroastrian duke becomes leader).

Also converter looks SWEET! Can I use it to create more interesting EUIV maps? I promise to credit the both of you (it's so useful because of the large number of cultures you have really letting me flesh out some ahistorical scenarios). One question though, if there is a culture equivalent in EUIV (like say Lombardy), will those get matched up with their EUIV counterparts or does the converter create a new culture with the same name?
 

Damocles

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Also...What do you think is the feasibility of coding an event, Cybr, where certain cultures always get certain leadership traits? For example, if the Mongol cultured characters always got the 'Mounted Warfare' command trait. This would be appropriate for the cumans and pechenegs as well, etc. This would of course, take up one of their allowed traits, but they'd all always have it.

Honestly, I shed a little tear when I see a Mongol horde commanded by a Heavy Infantry/Mountain Fighter :p.
 

OrdepNM

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LOL, this reminds me of the game where I force converted 3 successive mongol hordes to Zoroastrianism through intrigue (kill emperors until a Zoroastrian duke becomes leader).

Also converter looks SWEET! Can I use it to create more interesting EUIV maps? I promise to credit the both of you (it's so useful because of the large number of cultures you have really letting me flesh out some ahistorical scenarios). One question though, if there is a culture equivalent in EUIV (like say Lombardy), will those get matched up with their EUIV counterparts or does the converter create a new culture with the same name?

The converter adds a new culture to EUIV for every culture in VIET or VIET+PB thats not already present in EUIV. No cultures get folded at all. At firstI considered folding some similar cultures like say, Griko and Greek, but the more I thought about it, the more I realized that just like the sicilians became a distinct enough culture IRL, nothing bars the grikos from doing the same in an alternative time line, ence I decided to go big or go home and add every single culture.

and yes, of course you can use it. Btw, you might want to make use of the converter's cultures to fix some out-of-CK2's-range mistakes, like the chagatai being mongols or the songhai not being of the songhai culture.
 

cybrxkhan

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(Goddammit cybr, goddammit! I just spent the last hour and so trying to figure out why the heck the Mande werent appearing in PB+VIET conversions, to the point I was about to start tearing my hair out... and then I noticed their code name is "mande" in PB+VIET and "manden" in VIET.... Argh!)

Ahem... so, time to release the

VIET->EUIV Converter v1.0.0

Nice to see that out, I'll add a link to that on the first page.

After that's done with, the fun part begins: national ideas will be added, starting with some rather unique titles that really call for them and then moving on from the top, starting with empire titles and moving down as far as it makes sense. I also will be adding custom events and decisions meant to enrichen the experience of playing with converted nations and overcome certain problems with converted games (more on this later). I also hope to borrow some more material from VIET to keep the link between VIET and VIET converts. All and all, there's alot of reasons to be excited about the VIET converter and I hope you enjoy where it is headed.

I like the sound of VIET extending its reach into the EUIV world. :D

It depends on one's playstyle, I suppose. [...]

I personally focus exclusively on Diplomacy and Stewardship, and only rarely on occasion give one of the younger sons a martial education. From experience I don't actually find martial too useful as long as you have a decent supply of good generals, despite the things mods may add, I simply need a good martial score for my rulers and that can easily be accomplished with some traits and guiding them towards certain decisions and events. I find martial as useful as intrigue; intrigue at least affects how powerful your plotting power is, though. It is though a passive power, in a sense, much more so than learning (well, at least the way learning worked before TOG, I haven't gotten the opportunity to delve deeper into how tech works post-TOG), so I can see your argument as to why it isn't exactly useful. I will say however that experience has taught me to be generally cautious about sweeping, larger changes to balance, and while your argument is sound I am not entirely convinced relating intrigue to revolt risk is needed (for now). I would rather re-balance how plotting power is calculated, although unfortunately I don't think that is possible.

I would recommend you bring it up to Meneth in the Project Balance thread, it might be useful for him too, though, I do think it is a good idea.

Also...What do you think is the feasibility of coding an event, Cybr, where certain cultures always get certain leadership traits? For example, if the Mongol cultured characters always got the 'Mounted Warfare' command trait. This would be appropriate for the cumans and pechenegs as well, etc. This would of course, take up one of their allowed traits, but they'd all always have it.

Honestly, I shed a little tear when I see a Mongol horde commanded by a Heavy Infantry/Mountain Fighter :p.

Yeah, that's also a good suggestion. I'll make a note of that for a later version after next. A very easy way to handle it would be to simply edit the events that give out the commander traits and block out some based on culture.

Although Mongol hordes with mountain fighting bonuses doesn't seem too far-fetched to me. They had to cross a lot of nasty terrain to get around the world, after all.
 

cybrxkhan

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Am I supposed to post the issues/bugs here?

Yes, of course! Any bugs or issues you believe are caused by VIET can be reported here.
 

OrdepNM

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Am I supposed to post the issues/bugs here?

Dont post too many bugs tough, we want cybr to focus on getting 1.4.1 out :p Those "barony" jewish temples are grinding my gears.

Oh right, new version of the converter. Time to make alot of happy pandas out of fans of druidism :)

VIET->EUIV Converter v1.0.1

VIET Version
http://www.mediafire.com/download/d6vwba4hxtus0cd/VIET_Converter_1.0.1.rar

PB+VIET Version
http://www.mediafire.com/download/b3xmls4i3v1dvig/PB+VIET_Converter_1.0.1.rar


Instructions:

VIET version (follow this if you use VIET without Project Balance)
Simply download the VIET version of the converter, extract the contents and place them in the "common" folder of any VIET module you use (except VIET Assets), located in my documents/Paradox Interactive/Crusader Kings 2/mod. Afterwards, use the converter as in vanilla.

PB+VIET version (follow this if you use Project Balance with any combination)
!Important! 1: Go to your Project Balance mod files and in Project Balance/common delete the eu4_converter folder
2: Download the PB+VIET version of the converter, extract the contents and place them in the "common" folder of any PB_VIET or Project Balance module (except VIET Assets). Placing the converter in Project Balance is highly advised, just so you get to double check that you followed step one.
3:After converting a CK2 save game, the EUIV mod files will be located in my documents/Paradox Interactive/Crusader Kings II/Project Balance/eu4_export. Move this files to the EUIV mod folder like any other mod.

Changelog

1.0.1
-Compatibility with the Ancient Religions mod, 2 new fully fleshed religions: Tautha (gaelic druidism) and Brythonic (britonic druidism).
-Fixed missing localization for some religions

Note: The converter will always work just the same regardless of wether you have Ancient Religions or not. When deciding which version you should download, the only question is wether you are using Project Balance (download the PB+VIET version) or not (download the VIET version)


Credits:
cybrxkhan for the amazing VIET mod, which this converter could not exist without
Meneth for the PB provinces conversion table
Steam user TTFTCUTS for the jewish religious icon, and the authors of the "The Davidic Kingdom Of Israel Mod" for EUIV, for granting me permission to use it.
superskierpat for his great Ancient Religions mod and help
lascupa0788 for the druidic religious icon
Me for everything else.

Note 2: In case someone is wondering wether this mod or that mod is compatible with the converter, if the mod is compatible with VIET and or VIET+PB (or PB, but let's not discuss that here), there's a good change it is compatible with the converter. There are basically 3 exceptions where compatibility will be broken: mods that add new cultures, new religions or change the map (mods that add new titles are "mostly" compatible). Map changes I wont be going anywhere near them anytime soon (except changes in the PB or VIET map for course) but if you'd like to see the VIET converter compatible with any other mod, in terms of cultures, religions and titles, feel free to ask and there'll be a good chance I'll add said compatibility :)

Nice to see that out, I'll add a link to that on the first page.

Nice, could I bug you edit the text to mention the converter now is also AC-compatible? :)

I like the sound of VIET extending its reach into the EUIV world. :D

Decision: "Form the Baklava Trading Company!"

Extension assured ;)
 
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cybrxkhan

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maitrecarotte

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VIET seems to not be exactly compatible with umbra sphere unfortunately. Any idea what causes retines to become not hireable when all vanilla viet modules and umbra sphere are active?

Im gonna try to work this out by disabling modules one by one, but Im asking just in case solution is simple )
 
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