ParadoxGameConverters / EU4ToVic3

Converts Europa Universalis 4 saves into Victoria 3 mods.
MIT License
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Dynamic cross-converter stuff #42

Closed IohannesIohannium closed 1 year ago

IohannesIohannium commented 2 years ago

(Messages copied over from Discord, written by me, @IhateTrains and @Zemurin)

IhateTrains — Oggi alle 14:18 I was thinking, what if we allowed mods to provide their own configurables? In case of IRToCK3, they could be in mod's "ImperatorToCK3/configurables/" directory PDX' CK2 converter had this Zemurin — Oggi alle 14:21 While nothing would make me happier than mod creators to provide compatches in any shape or form, the reality is... well. when was the last time any outside modder provided a patch for converter for their own mod? Such things require a tighter cooperation like what extended mod family has for eu4 IhateTrains — Oggi alle 14:22 In case of Imperator, @TinWiz needed some culture mappings for his mod Zemurin — Oggi alle 14:23 I'm saying I'm all for it. I'd be glad to see people pushing own configs, a sthat'd mean they're keeping an eye ontop of converter development IhateTrains — Oggi alle 14:26 I know I can just do it in ImperatorToCK3, but it would be beneficial to have this somehow standardised among the converters For example, we could agree on every converter's configurable files being in mod's /confugurables directory Also, to specify whether a file should replace or add to the converter one, we could add replace = 1/0 in the begging of the mod's one IhateTrains — Oggi alle 14:37 Every converter that wants to support this, ofc Zemurin — Oggi alle 14:46 I see no reason not to do this, really. but not before there's a single mod that wants to make use of such feature, at least for non-impToCK3 Iohannes — Oggi alle 15:37 I'd consider adding a (target game)_converter folder to be used for overriding our default settings for all converters Iohannes — Oggi alle 16:00 We could also allow for more dynamic conversions without having to code in many scenarios E.g. Timeline where Bavaria became French, so Bavarian is now a French culture: solving it through minor generated overrides, rather than having t code a specific Bavaroise culture Or taking care of CK3 dynamic faiths and cultures Iohannes — Oggi alle 22:16 As a sidenote, we could recycle the glossary also for this E.g. set = { culture = bavarian pool = german named_after = "Bavaria" prim_tag = BAV } Same for religions, provided enough shenanigans: set = { religion = neocatholic group = christian prefix = "Neo-" named_after = "Catholicism" } (Maybe we could also port over religious icons and rgb values) Load order would be:

Zemurin commented 1 year ago

We mostly resolved all of cultural issues with fully dynamic culture transference and name pool transfer/use. Mods providing their own configurables is not something I'd ever expect or enforce.