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Hello all,

Its here! It has been a long month, and this project has been a huge time sink, but the amount I learned from this and the converter itself makes up for it. Thanks to my friend wyoian, basically taught me everything needed for this converter. Now on to the converter…

This is the open beta for the V2toDH converter, EXPECT YOUR GAME TO CRASH! I have had very little to test this with as I don’t have many V2 saves. I had about 1 vanilla game and 1 modded game to try, and since V2 is a pain to play observer games on I decided I would rather have anyone interested try it out and hope I can squash any remaining bugs and slowly add features when I can. Updates to come…

Download:
https://sourceforge.net/projects/paradoxgameconverters/files/V2toDH/?

Preview:
V2

DH

What V2toDH converts:
  • Mappings
  • Technology
  • Land/Naval Units
  • Relations
  • Alliances
  • Sliders
  • Shields
  • AI
  • TAGS
  • IC
  • Ministers
  • Tech Teams

  • Support for CWTT Mod! Download is "CWTT V2toDH" file on SourceForge page
What it does not convert

Counters :
If you are experienced with c# image processing, you can help with this! DH uses an 8 bit indexed picture with a specific color palette, and is beyond me and my friends expertise of c# coding and can’t seem to make an image with the DH color palette, so for now you have to use the counters you are assigned. I have spent at least 5 hours trying to get it to work, and thus will not be completed without additional help.

Colors:
As far as I know I cannot add colors to colorscales.csv and thus can’t really give countries their own colors. If you are an experienced DH modder and know how let me know. For now tag conversion helps with most, however if you converted your game from EU4 with custom countries, colors will be a mess.

Flag GIF:
Right now countries flags are static, and not really worth the effort to make them into gifs.

Forts, Naval Bases:
Forts will be eventually added in, it is fairly difficult and thus will not happen for a while. Naval bases and airports will most likely never be converted, and will use the naval/airport bases given at 1936 start.


How to convert
  1. Download the mod base (V2toDH Mod) folder and converter here.
  2. Extract anywhere.
  3. Run V2toDH.exe
  4. In the first text box, Load your save with the button “Load Save” or paste the location of your save
  5. Are you using a mod? Yes – go to step 6. No – go to step 7.
  6. Load the Directory of your mod using the button to the left of the V2 Mod Directory
  7. Click “Convert” at the bottom left. Wait about 1-2 minutes depending on computer speed.
  8. When conversion is complete a message box will appear saying “Done!” then click OK.
  9. Go to your Darkest Hour directory. Then go to your “Mods” folder. You should see your mods and the basic ones like “Darkest Hour Full” and “Darkest Hour Light”
  10. Copy and Paste the Darkest Hour Full folder, rename to V2toDH Mod or whatever you want.
  11. Go to the output folder where you placed the V2toDH.exe, there should be 5 folders, ai, config, db, gfx, and scenarios. Copy these inside the “V2toDH Mod” folder from step 10. Replace everything.
  12. Run Darkest Hour, choose V2toDH Mod from mod list, and choose the 1936 scenario (Scroll all the way to the bottom), Play!
Updates
V0.4
Features
* Ministers and Tech Teams now convert

V0.3C

Features
*Buffed IC for smaller countries. 20 IC is now base IC and any additional factories are added on top of that.

Fixes
*IC Conversion is now correct. Placement is still random
*Names should now be correct (Except Dynamic Provinces).

V0.3B
Fixes
*Fixed error with a Dictionary Key in code

V0.3
Features
*IC now converts! Check out the Darkest hour forum below to see how it is converted.
*Dreadnoughts now convert.
*Dove - Hawk Lobby now converts based on your government type.
*Starting Resources converts based on your country score in V2, if you are top 8 you will have tons of manpower, escorts, ect.

V0.2
Features
*Adds Tension and Tension Events

Fixes
*Made sliders more accurate in determining government type

Bug Fixes
*Added bases.inc to scenario folder to fix deployment issues

V0.1.2b
Bug Fixes
*Fixed an issue with scenario.csv

V0.1.2
Bug Fixes
*Fixed an issue with the conversion of infantry

V0.1.1
Bug Fixes
*Now adds vp.inc to your scenario folder
*Checks your V2 Directory for a flag if your modded folder does not have it

Featues
*Units are now placed where they were in V2 instead of all in your capital

Known Issues
*Provinces 1116 and 1117 sometimes have issues converting, add them to a national_provinces if you have this issue

Things to Come:
IC Placement/Calculation Improvement
Puppets
Doctrines
Improved VP Points
Improve Tension System
Start Date and Country Selection
 
Last edited:

thatsgerman

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FAQ:

Q: I get an error when converting/loading the game!
A: Post the error here or PM me along with the save/mod folder and I will do my best to get it to fix it!

Please post this info if the converter is not working

There is a problem with the conversion:
Please send me an image or paste what the error said during conversion.

There is a problem when I load the game:
1. Go to your Darkest Hour directory
2. Find "settings.cfg" and open with notepad
3. Find the line that says "Extra Debug logs", there should be a "0 #" before it, change the "0" to "1"
4. Load the mod and let it crash
5. In your Darkest Hour directory, copy the code from "savedebug.txt" and post it here (with spoilers).

Q: The country for the scenario isn’t the one I want to play.
A: Go to V2toDH/config/world_names.csv
Find the country name you want to play, then find the TAG (3 all caps letters that represent a country) on the same line
Go to V2toDH/scenarios/custom2.eug
Replace the TAG on line 6 “selectable = { TAG }” and on line 7 “TAG = {}” to the TAG you found

Q: Some of the countries did not transfer?
A: The V2 to DH map is not 1:1, V2 has around 2700 provinces, DH has around 2200. This means 500 provinces did not transfer. How it works is that every provinces in DH is linked to a V2 province, so that means 500 V2 provinces do not transfer. What happens if there is an OPM, and its provinces happens to not be linked to a DH province, the country is eliminated. Hope you weren’t that OPM!

Q: My or other countries units and capital are in a strange location?
A: As said above there is not a 1:1 conversion, and thus the capital might not transfer. To make sure a country has a capital, if the capital does not transfer the lowest number province ID a country owns is its capital. All of your infantry are placed at your capital at the start. The capital can be moved in TAG.inc in V2toDH/scenarios/custom

Q: How are units transferred?
A: Infantry are converted 1:1 all placed where they were in V2, or in your capital if the province did not transfer. Artillery are converted 1:1 as artillery brigades that are put in your production line with 1 day. Tanks are converted 1:1 as brigades that are put in your production line with 1 day. Airplanes are transferred as every 3 planes convert to 1 Int, 1 MR, and 1 TAC, all with 1 day production time. Ships are transferred as such, if you have a cruiser or dreadnaught, every 6 you own in V2 converts to 1 CV, 2 BB, and 3 DD all with 1 day production time.

Q: What are colorscales.csv and country.csv in the output?
A: Mistakes, ignore them. You can transfer them but they wont do anything.

Q: Does this work for EU4 to V2 games? Ck2 - EU4 - V2 games?
A: Yes, just check the mod box and select the directory of the V2 mod you used.

Q: Does this work with X mod?
A: I dont know, try with the mod option off and on and see if either work, if they do not let me know and I will do my best to make it work.
 
Last edited:
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NaViGare

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WOW! This is amazing! But why France and... Byzantine is one country?

UPD: Can I find RickyToDH converter?
 

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Awesome work but I got this error
This is strange, is ai_ministers.txt in your "V2toDH Mod/db/events/AI" folder? If not, go to "Darkest Hour Full/db/events/AI" and copy the ai_ministers.txt from there to your" V2toDH Mod/db/events/AI" folder.

I dont think it case sensitive, but you can rename it "AI_ministers.txt" from "ai_ministers.txt" as well

Make sure your game is running on 1.04_rc1

If these do not work, go to "V2toDH Mod/scenarios/custom2.eug" and find the line that says "event = 'db\events\AI\AI_ministers.txt'" and delete that line.

Let me know if that fixes it, and if it does which one so I can make note of it.
 

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Oh, I didn't realise I had to be running 1.04! I was about to post a question on the same errors, haha!
Forgot to mention that, sorry for the confusion! Ive updated install instructions and how to update to 1.04 if anyone has questions how to. Please let me know how conversions turn out!
 

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I use http://www.moddb.com/games/hearts-of-iron-2/addons/flagmakerv01 for flag making, it looks a little better, usually. Also, here is the error:

Edit: How do I hyperlink?
Flagmaker is amazing... however I dont have the source code for it so I cant impliment it. If the author of the mod releases the source then I can. And that error was my mistake, I added step 13 to correct this. Use a vp.inc in any of the scenario folders "Darkest hour/Mods/Darkest Hour Full/scenarios" I recommend the 1936 one. There should also be one in the V2toDH folder as well. Let me know if that fixes it and if there are any other errors!
 

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Flagmaker is amazing... however I dont have the source code for it so I cant impliment it. If the author of the mod releases the source then I can. And that error was my mistake, I added step 13 to correct this. Use a vp.inc in any of the scenario folders "Darkest hour/Mods/Darkest Hour Full/scenarios" I recommend the 1936 one. There should also be one in the V2toDH folder as well. Let me know if that fixes it and if there are any other errors!
I'll try it, thank you.
 

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Updated to 0.1.1
Bug Fixes

*Now adds vp.inc to your scenario folder
*Checks your V2 Directory for a flag if your modded folder does not have it

Featues

*Units are now placed where they were in V2 instead of all in your capital

Known Issues

*Provinces 1116 and 1117 sometimes have issues converting, add them to a national_provinces if you have this issue
 

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Can't start the DH mod. The coverter had problem with.NET Framework and message popped-out of "an unhandled script". I pressed "continue" and it stopped the conversion.
 

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Can't start the DH mod. The coverter had problem with.NET Framework and message popped-out of "an unhandled script". I pressed "continue" and it stopped the conversion.
Can you send a picture or paste what the error said?
 

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Hey thatsgerman, this is endlessmeow from Reddit. I said I would post here regarding the government conversion so here I am!
-------

Before your release of the V2toDH converter, I was working super slowly on my own custom by-hand conversion of a Vic2 game I converted from EUIV. While working on this, I tried to think over how governments should be converted and I think it may differ from how you have implemented it here. Take whatever I say here with a grain of salt, I don't expect you to use my logic wholesale but I hope it leads to conversions that will make more sense for governments.

Like I said in my reddit comment, I think government (positions of sliders) should be determined first broadly by the government type from Vic2 and THEN modified by reforms passed to tweak the sliders as needed (but possibly not at all). We can get into specifics but here is the mapping I would propose.

Fascist - Fascist Dictatorship with low number of reforms (or only certain reforms passed) OR Presidential Dictatorship with low number of reforms
National Socialist - Fascist Dictatorship with medium or high number of reforms
Paternal Autocrat - Absolute Monarchy with low or medium reforms if any
Social Conservative - Absolute Monarchy with high number of reforms OR Prussian Constitutionalism OR Presidential Dictatorship with medium to high number of reforms
Market Liberal - Democracy depending on policies dictated by party or Bourgeois Dictatorship (this one is iffy) or HM's Govt depending on polices
Social Liberal - Democracy depending on policies dictated by party or HM's Govt depending on polices
Social Democratic - Democracy depending on policies dictated by party
Left-Wing Radical - Democracy depending on policies dictated by party
Leninist - Proletariat Dictatorship with medium to high number of reforms
Stalinist - Proletariat Dictatorship with low number of reforms

This is just a quick write-up. Some of what I have here may not be totally square and since every Vic2 government type would need to be accounted for, weird ones like Bourgeois Dictatorship got thrown into Market Liberal with the idea they would support a free market. I almost want to say an Absolute Monarchy should ONLY be able to turn into a Paternal Autocrat but I gave some wiggle room. I'd be happy to talk through this in more detail.

This somewhat covers the first two sliders. The other sliders like Free Market - Central Planning would be dictated by ruling party policies from V2, Same with Hawk - Lobby (jingoism equals high Hawk lobby for instance). I think you already have some/most of this logic in the converter.

Overall, the idea is the Vic2 government set the values of the first two sliders with reforms tipping the slider one way or the other to push it into the other government types. The rest of the sliders would still look to policies and reforms to guide where on the scale they sit.
 

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Can you send a picture or paste what the error said?
I'm getting an error that sounds like white army's. See below:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at ClassLibrary5.country.ProcessINF(List`1 v2ToDHMap)
at ClassLibrary5.Form1.Convertgame()
at ClassLibrary5.Form1.button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
ClassLibrary5
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/V2toDHv0.1.1/V2toDH/V2toDH.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 

thatsgerman

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Hey thatsgerman, this is endlessmeow from Reddit. I said I would post here regarding the government conversion so here I am!
-------

Before your release of the V2toDH converter, I was working super slowly on my own custom by-hand conversion of a Vic2 game I converted from EUIV. While working on this, I tried to think over how governments should be converted and I think it may differ from how you have implemented it here. Take whatever I say here with a grain of salt, I don't expect you to use my logic wholesale but I hope it leads to conversions that will make more sense for governments.

Like I said in my reddit comment, I think government (positions of sliders) should be determined first broadly by the government type from Vic2 and THEN modified by reforms passed to tweak the sliders as needed (but possibly not at all). We can get into specifics but here is the mapping I would propose.

Fascist - Fascist Dictatorship with low number of reforms (or only certain reforms passed) OR Presidential Dictatorship with low number of reforms
National Socialist - Fascist Dictatorship with medium or high number of reforms
Paternal Autocrat - Absolute Monarchy with low or medium reforms if any
Social Conservative - Absolute Monarchy with high number of reforms OR Prussian Constitutionalism OR Presidential Dictatorship with medium to high number of reforms
Market Liberal - Democracy depending on policies dictated by party or Bourgeois Dictatorship (this one is iffy) or HM's Govt depending on polices
Social Liberal - Democracy depending on policies dictated by party or HM's Govt depending on polices
Social Democratic - Democracy depending on policies dictated by party
Left-Wing Radical - Democracy depending on policies dictated by party
Leninist - Proletariat Dictatorship with medium to high number of reforms
Stalinist - Proletariat Dictatorship with low number of reforms

This is just a quick write-up. Some of what I have here may not be totally square and since every Vic2 government type would need to be accounted for, weird ones like Bourgeois Dictatorship got thrown into Market Liberal with the idea they would support a free market. I almost want to say an Absolute Monarchy should ONLY be able to turn into a Paternal Autocrat but I gave some wiggle room. I'd be happy to talk through this in more detail.

This somewhat covers the first two sliders. The other sliders like Free Market - Central Planning would be dictated by ruling party policies from V2, Same with Hawk - Lobby (jingoism equals high Hawk lobby for instance). I think you already have some/most of this logic in the converter.

Overall, the idea is the Vic2 government set the values of the first two sliders with reforms tipping the slider one way or the other to push it into the other government types. The rest of the sliders would still look to policies and reforms to guide where on the scale they sit.
I have to say that I like your implementation a lot more and is probably something I can do fairly quickly. I think the list you provided is great and I will probably base the new way to convert on this, my way I just threw together in a couple of minutes since I wanted to get it done. Right now it converts the Democratic, Political Left, Open Society, and Free Market sliders, and you are correct with the Free Market slider being based off Upper house. There is no implementation of Standing Army, Hawk Lobby, or interventionism yet. I like the idea of Hawk Lobby converting from upper house, I will add this as well. I am curious on how do you think Standing Army and interventionism sliders should be converted? Im thinking they should just be in the middle, wasnt sure if you have any ideas.

Also curious if you, or anyone reading this, have tried playing, what do you think should be added to the converter next? Next update will probably be the sliders but after that Im not sure, curious on what you think is the most important missing aspect.