Europa Universalis IV

Europa Universalis IV

Dynamic Province Names for the Entire World
248 Comments
deleteduser0  [author] 29 Jul @ 11:39am 
Let me know if that fixes this bug
deleteduser0  [author] 29 Jul @ 11:38am 
This may possibly be related to the DOM file which changes the requirements of a British mission, which takes in account that Inglis also belongs to the British culture group.

Be sure to check out our mod which only incorporates the vanilla cultures, as it doesn't also contain that DOM file: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3306979578

By the way, apologies for the late reply.
Eggman 23 Jul @ 9:12am 
non that conflict with Europa however using the Europa tree it doesn't have a mission that activates the issue
deleteduser0  [author] 23 Jul @ 8:35am 
That's strange, because for me, the option to fire the parliament issue and form Great Britain is available even with that mod. Which mods do you have activated?
Eggman 23 Jul @ 8:26am 
Yeah
deleteduser0  [author] 23 Jul @ 8:26am 
In Europa Expanded, with this mod?
Eggman 23 Jul @ 8:00am 
also you can't form great Britain since if you use the mods tree you don't have to pass it in parliament it is just through a separate decision which doesn't appear
deleteduser0  [author] 23 Jul @ 3:26am 
This is an unusual problem, as our mod does not interfere with files related to the mission GUI or estate privileges. I'll look into it today and let you know if I can find a solution.
Eggman 22 Jul @ 3:37pm 
it's with England it doesn't load up the Europa expanded mission tree properly so some stuff is missing and the tree itself appears to be a broken base tree and the welsh privilege for the nobility at game start doesn't appear
deleteduser0  [author] 22 Jul @ 2:29pm 
It seems to us that this mod works with Europa Expanded. What type of bugs or conflicts are you experiencing?
Eggman 22 Jul @ 12:02pm 
may be a weird question however anyway to have it working properly with the europe expanded mod
McAlkis  [author] 20 Jul @ 2:24am 
And there's still a lot more to come!
Morgan-Giggs 19 Jul @ 6:29pm 
Sweet holy mother... You've fixed the grand campaign for me.
deleteduser0  [author] 14 Jul @ 4:32am 
Thank you for your opinion
APTAKCEPKC 14 Jul @ 4:26am 
Thank you very much for your hard work! In terms of immersion, this is the best mode by a laaarge margin)
deleteduser0  [author] 13 Jul @ 3:39pm 
The new update is here!
deleteduser0  [author] 7 Jul @ 2:27pm 
It seems that this mod conflicts with the pre-included Inglis and French cultures. The French culture differs from both the Francien culture and the French culture group.

To play this mod with Xorme AI, use our submod, which incorporates only the vanilla cultures: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3306979578
R0B0T 7 Jul @ 6:50am 
I used this mod with xorme AI and England and France regions with the new culture now have “no culture”
suoncha  [author] 1 Jul @ 3:36am 
thanks, I have been chatting with deleteduser0
McAlkis  [author] 1 Jul @ 1:58am 
Sure you can message us to discuss the details.
suoncha  [author] 30 Jun @ 2:58pm 
hi, can I integrate some parts of your mod into AB?
McAlkis  [author] 30 Jun @ 12:31pm 
Ante Bellum adds many new provinces to the map, so any newly added provinces will just have the default names.
TheDash 28 Jun @ 6:37pm 
Question, is this mod compatible with Ante Bellum or no?
DunaMoose 10 Jun @ 8:05pm 
alright makes sense
deleteduser0  [author] 10 Jun @ 4:10am 
Not at all, we had already seen this problem even before these cultures weren't incorporated on this mod. If you check out one of our sub-mods, which is, this very same mod but with only vanilla cultures, you can see it's still not ironman compatible.

What causes the checksum to be different from vanilla EU4, and, in consequence, making the game not ironman compatible, is merely due to the fact that our province names are stored in the common/province_names folder, which is the only way possible that is for us to make it so that the province names change as a nation conquers a province, mostly depending on their primary culture.

I hope you can understand what we're trying to tell you, or else, you can just ask us any question you have in mind, as we are always willing to answer you or to any other person.
DunaMoose 9 Jun @ 10:12pm 
isn't what is causing the checksum to be changed the remaining nonvanilla cultures still in the files?
McAlkis  [author] 8 Jun @ 12:41pm 
It is meant to be run on its own.
McAlkis  [author] 8 Jun @ 12:41pm 
We have a vanilla friendly submod without additional cultures in the description. However it is still not ironman compatible, since changing province names changes the checksum.
DunaMoose 8 Jun @ 12:04am 
Why isn't this mod ironman compatible? Is there anything preventing it from being so besides the new cultures
deleteduser0  [author] 4 Jun @ 1:13pm 
Hello. We're aiming to release the next update as soon as possible, so this upcoming update will probably fix the bug. In the meantime, could you copy and paste all the text from your latest error.log file?

If you're using Windows, your error.log file can be found in C:\Users\USER\Documents\Paradox Interactive\Europa Universalis IV\logs\error.log.

If you're using a MacBook, it can be found in /Users/USER/Documents/Paradox Interactive/Europa Universalis IV/logs/error.log.

If you're using a Linux distribution, your error.log file can be found in /home/$USER/.local/share/Paradox Interactive/Europa Universalis IV/logs/error.log.
Leoneq 4 Jun @ 9:43am 
Dynamic names doesnt work for my colonial nations. I'm playing as Byzantium and I have Colonial nation in Thirteen Colonies. When I give myself a province there using my console it's changed to Greek name, but when my colony gets it, it comes back to boing native. Both me and my colonial nation have Greek culture as primary. Pls help
McAlkis  [author] 27 May @ 7:38am 
We sure do have it.
Talisin Arsalis-Laputae 27 May @ 6:10am 
Looking forward to it, I tried a different mod but it didnt have support for Andalusian
deleteduser0  [author] 26 May @ 1:12pm 
The new update for this mod is almost done, stay tuned for new content!
deleteduser0  [author] 24 Apr @ 3:23pm 
Thank you for the 2500 subscribers! And, as always, have fun playing with this mod.
McAlkis  [author] 22 Apr @ 8:49am 
We generally try to avoid those, would you like to dm me any names you've come across?
za dom spremni 21 Apr @ 7:27pm 
it’s honestly an issue to all provinces that exede 20 letters.
jurrasiczilla 21 Apr @ 10:47am 
@McAlkis hey there, i speak arabic, i'd be down to help :)
deleteduser0  [author] 21 Apr @ 8:49am 
We just renamed the Portuguese "Arquipélago dos Açores" and "Aquipélago da Madeira" to just "Açores" and "Madeira".
McAlkis  [author] 21 Apr @ 8:35am 
We can get those fixed. Could you provide any other examples you've encountered?
za dom spremni 21 Apr @ 6:07am 
Is there a fix for the long names on provinces that keep turning short and capped at some letters when i literally click on the province with a long name esp Portuguese Madeira and Azores
McAlkis  [author] 19 Apr @ 3:53am 
It is planned for the next update. Ideally we would get an arabic speaker to work with us.
AdamGenesis98 19 Apr @ 2:46am 
No Arabic?
McAlkis  [author] 18 Apr @ 6:28am 
We plan to massively overhaul all uncolonized provinces in the world to give them more accurate names in their respective native languages. However, names in the old world would be hard to do, unless we can find native speakers of those languages to help us. Korean will probably be reworked in the next update.
Daganhatch 17 Apr @ 12:23pm 
Hello Again! I was wondering if some languages like Korean would get more names for the surrounding areas? Also, will any of the Native American languages receive support for names in the old world?
McAlkis  [author] 29 Mar @ 3:23am 
Perhaps one of them at least. We already have names for Old Egyptian, Anglo-Saxon, Athenian, Spartan and Roman.
Daganhatch 28 Mar @ 9:32pm 
How Exciting! I have to ask, will the lost cultures be receiving any new names with this major update?
deleteduser0  [author] 25 Mar @ 9:19am 
We are releasing a bigger update to this game than the all other ones, and we're adding more coverage to almost all the cultures/languages have already have in this mod. It may actually be the biggest update we've ever done for this mod, so please stay tuned for more updates.
Daganhatch 24 Mar @ 8:31pm 
Hello! Thank you for the dedication put into this mod. Do you have a rough timeline for the next update?
McAlkis  [author] 24 Mar @ 12:44pm 
The mod actually simulates the evolution of the french and english languages. The english and french names in 1444 correspond to the Middle periods of these languages. A lot of them are historical, and the rest are reconstructed. As you keep playing you get events that change these names to their modern, recognizable forms.