Jump to content

Recommended Posts

4 hours ago, Vulvina said:

Heyo, i tried to add Planet-modifiers through the console but i cant get it to work (an empty modifer is added to the planet with no effect).

The command i used effect add_modifier = { modifier = pm_lv_breeding_planet }

Am i doing something wrong or is it intentional? My guess is that i used the wrong designation for the modifier, if so does anybody know the right ones?

Thank you and good day.

 

Quote

effect = { add_modifier = { modifier = "lv_breeding_planet" days = 1800 }}

effect = { add_modifier = { modifier = "lv_breeding_frenzy" days = 1800 }}

effect = { add_modifier = { modifier = "lv_fuck_fest" days = 1800 }}

effect = { add_modifier = { modifier = "lv_public_exhibitionism" days = 1800 }}

 

 

Link to comment

Out of curiosity, are there any plans to add branch office buildings for megacorps? Prostitution-specific additions seem like they'd be rather appropriate, especially if the industrialized option is turned on. Or is there not really a good way to implement them without making the mod dependent on the megacorp dlc to function?

Link to comment
On 8/6/2019 at 2:11 AM, Kjojo said:

Do you have the mods associated with the portrait patches? The patches are just, well, patches. They need the actual mod to show the portraits. Look for them on Steam. If you already have the mods but the portraits don't show up at all, try deleting the mods in the mod folder and reinstall them. There might be some issues with the files which resulted in broken mod, like how I got them.

i only downloaded the 4 mods from here and the UI one reccomended, which mod is the actual mod that has the portraits?

Link to comment
6 hours ago, Spiders_Venom said:

i only downloaded the 4 mods from here and the UI one reccomended, which mod is the actual mod that has the portraits?

If you already downloaded the Portrait Patches, you will see that inside there will be a lot of patches inside (obviously). They are to be used with other mods that actually have portraits, because normally there will be incompatibility issues.

 

For instance, I'm using Elves of Stellaris. You can download this mod on Steam Workshop (search for it and subscribe to the mod), then unzip the Elves of Stellaris patch. You will have to use both the EoS mod on Steam and the EoS Patch in order to have elven portraits working in LV. If you need some elven porns, then go to EoS Without Apparel thread to download the mod to complement EoS mod.

 

Basically, you will need to have the following mods:

- Lustful Void (obviously)

- The ACTUAL portrait mod (in my case, Elves of Stellaris). Most of the portrait mods in the patch as I see can be downloaded from Steam, since they are not lewd portrait mods.

- The corresponding portrait patch for LV. Only install the patches for the mod you need.

Link to comment
19 hours ago, Braidbourne said:

Weird Question,  But to me, the phrase Brood Parasite has very negative connotations,   but it doesn't seem to affect migration...  nor have I gotten the Brood parasite has begun breeding message after signing a migration treaty,     it just doesn't make sense to me,       the civs are just like, what's that? you're a rapey alien species that will use our women as breeding factories?     Sounds like someone I wanna hang out with        

Currently Brood Parasites only do their thing if they have full citizenship in an empire, and another species doesn't have citizenship (resident, slave (but not from Slavers' Guilds), being purged, whatever).

 

Otherwise:

"Greetings female entity, can this one interest you in being implanted with our spawn?"

"No thank you!"

"Okay then."

Link to comment

 

Spoiler
On 8/7/2019 at 5:42 PM, Ailine said:

effect = { add_modifier = { modifier = "lv_breeding_planet" days = 1800 }}

effect = { add_modifier = { modifier = "lv_breeding_frenzy" days = 1800 }}

effect = { add_modifier = { modifier = "lv_fuck_fest" days = 1800 }}

effect = { add_modifier = { modifier = "lv_public_exhibitionism" days = 1800 }}

 

 

Thanks and the Tentacle one?

Link to comment
On 8/7/2019 at 8:20 PM, bjc4yw said:

Currently Brood Parasites only do their thing if they have full citizenship in an empire, and another species doesn't have citizenship (resident, slave (but not from Slavers' Guilds), being purged, whatever).

 

Otherwise:

"Greetings female entity, can this one interest you in being implanted with our spawn?"

"No thank you!"

"Okay then."

That sounds like it may be the issue I've been having with syncretic hive species not triggering the events. If so then maybe an exception should be made for hive minds because consent for brood hosts would be a non-issue when both species are part of the same collective mind.

Link to comment
On 8/7/2019 at 1:06 PM, DMoney1331 said:

Out of curiosity, are there any plans to add branch office buildings for megacorps? Prostitution-specific additions seem like they'd be rather appropriate, especially if the industrialized option is turned on. Or is there not really a good way to implement them without making the mod dependent on the megacorp dlc to function?

There are plans to both add a couple of new Branch office buildings, but also to add flavor variants of most base branch office buildings for any Corporate empire with a Sexual Civic (And variants for Sexual Criminal heritage). 

 

Here is a sample of the replacements for the Private Military Industries and Wrecking Yards

Quote

Spaceship Decorators (Lewd) - Any spacefaring vessel, be it civilian, military, or even automated, is simply not complete unless it has a tastefully poised female embossed on the side. Scrap material is shipped away, “For the convenience of the customer”

[Replaces Private Military Industries]

+ 2 Whores

+ 3 Alloys

 

Dildo Factory (Lewd+Criminal) - Any suspicion that this innocuous sex toy factory is a front for military grade hardware is quickly dissuaded by lovely assistants, happy to offer a “personal” demonstration of the product.

[Replaces Wrecking Yards]

+ 2 Whores, +25 Crime

+ 3 Alloys

I think I did a decent jobs of making Alloys sexy :P

Link to comment
On 8/4/2019 at 11:34 PM, Qwarter said:

Eh i like this mod BUT
it's not compatible with mods modifying civics and ethics
could you make a patch that could make it compatible with
https://steamcommunity.com/sharedfiles/filedetails/?id=1790861374
pretty please uwu

Can you tell us what exactly makes it uncompatible? I use https://steamcommunity.com/sharedfiles/filedetails/?id=1100284147/

and it workes fine so far.

Link to comment
1 hour ago, anno said:

Can some one help me please. I'm playing as a materialistic empire and building robot pops. How do I change the default robot species picture to a sexy one from SSX? I am building sex bots after all. Thanks

You need to edit some file in the stellaris folder 

 

SSX don't do that so i'm currently testing some tweak in the file to do that with a custom set a portrait 

 

 

Link to comment

Great mod! It really helps keeping me invested in the game!

A question though: Does any of the upcoming updates contain features specific to corporate empires?

I'm planning to start a game as one. And was wondering if I should wait an update or two?

 

In any case, I'm looking forward to any and all updates! It is always a pleasure to see what you have cooked up for us

Link to comment
18 hours ago, anno said:

Can some one help me please. I'm playing as a materialistic empire and building robot pops. How do I change the default robot species picture to a sexy one from SSX? I am building sex bots after all. Thanks

There is a patch over on the SSX mod page, You want the !PatchSSXBuildableSynth patch. then you just robo-mod you robot pops with the SSX portrait.

Link to comment
On 8/16/2019 at 1:17 PM, Railgunner2160 said:

There is a patch over on the SSX mod page, You want the !PatchSSXBuildableSynth patch. then you just robo-mod you robot pops with the SSX portrait.

Sweet mother of god!! It works too :)   Thankyou very much kind stranger

Link to comment
On 8/15/2019 at 5:20 PM, Jp the Hoell said:

Great mod! It really helps keeping me invested in the game!

A question though: Does any of the upcoming updates contain features specific to corporate empires?

I'm planning to start a game as one. And was wondering if I should wait an update or two?

 

In any case, I'm looking forward to any and all updates! It is always a pleasure to see what you have cooked up for us

Yes, there are corporate features planned, however considering that it won't be the next update, and update progress is slow atm (irl stuff), it will likely be several months until ay corporate related features come out. So you'll have plenty enough time to enjoy a play through.

Link to comment
20 hours ago, Tamwin5 said:

Yes, there are corporate features planned, however considering that it won't be the next update, and update progress is slow atm (irl stuff), it will likely be several months until ay corporate related features come out. So you'll have plenty enough time to enjoy a play through.

Thanks for the answer. I might just go ahead with the play through then. 

 

If updates take a little extra time, then thats how it is.  Quality over quantity

Link to comment

So thoughts for genetic engineering, is there any way that we can get an option in the settings or civics to remove positive traits as well? Playing as a slave taking species, the ability to rewrite the genome of my slaves to make them better servants, for example Submissive and masochist traits can't be added if the Ai has already given them make traits. Also any trait that relates to specialist or ruler classes are worthless and disqualifies a species for slavery because they can't take their jobs.

 

Is it possible we can get more slave tiers so that it more closely resembles the roman republic, where specialists and rulers even can be slaves? Since there is precedent in history of slave being much more than colonial chattel slaves for farms, there were teachers, scientists, inventors, blacksmiths, ect. 
 

Also perhaps the ability to assimilate a species through genetic engineering so they are sanctioned xenos so xenophobic empires can deign themselves to interact with them?

 

Just a thought for the future.

Link to comment
1 hour ago, Aled190 said:

So thoughts for genetic engineering, is there any way that we can get an option in the settings or civics to remove positive traits as well? Playing as a slave taking species, the ability to rewrite the genome of my slaves to make them better servants, for example Submissive and masochist traits can't be added if the Ai has already given them make traits. Also any trait that relates to specialist or ruler classes are worthless and disqualifies a species for slavery because they can't take their jobs.

 

Is it possible we can get more slave tiers so that it more closely resembles the roman republic, where specialists and rulers even can be slaves? Since there is precedent in history of slave being much more than colonial chattel slaves for farms, there were teachers, scientists, inventors, blacksmiths, ect. 
 

Also perhaps the ability to assimilate a species through genetic engineering so they are sanctioned xenos so xenophobic empires can deign themselves to interact with them?

 

Just a thought for the future.

Removing positive traits is actually a feature of the base game's gene tailoring ascension path. The Evolutionary Mastery ascension perk specifically I believe. Also unlocks some of the high-tier species traits not normally available as well I think.

 

Slavery types, however, are regrettably hard-coded features, and not something I think any modder can really change (even though quite a few of us would absolutely love to).

 

Not sure about xenophobic options though as I've never played as one. So I'm not sure how restrictive their settings can actually get as far as non-primary species rights go.

Link to comment
6 hours ago, Raana said:

Removing positive traits is actually a feature of the base game's gene tailoring ascension path. The Evolutionary Mastery ascension perk specifically I believe. Also unlocks some of the high-tier species traits not normally available as well I think.

 

Slavery types, however, are regrettably hard-coded features, and not something I think any modder can really change (even though quite a few of us would absolutely love to).

 

Not sure about xenophobic options though as I've never played as one. So I'm not sure how restrictive their settings can actually get as far as non-primary species rights go.

 

For Xenophobes, my main desire is getting multicultural leaders, problem is you can't get make xenos citizens, so they can't be leaders, so gene modding them so they count as "human enough" to be made citizens seems like a neat "assimilate" Idea, like assimilate a species into your species to grow your numbers. Because, after all, you are perfection. You can of course make it as lewd as you want in how they're assimilated, a lot of "Slowly changed to Demon/trap" comics come to mind. 

Link to comment
On 8/20/2019 at 8:23 AM, Aled190 said:

 

For Xenophobes, my main desire is getting multicultural leaders, problem is you can't get make xenos citizens, so they can't be leaders, so gene modding them so they count as "human enough" to be made citizens seems like a neat "assimilate" Idea, like assimilate a species into your species to grow your numbers. Because, after all, you are perfection. You can of course make it as lewd as you want in how they're assimilated, a lot of "Slowly changed to Demon/trap" comics come to mind. 

ain't it simpler to shift out of Xenophobe? i mean, as a xenophobe no matter how much you change 'em they're still xenos, not "insert main species here", and you wouldn't let them lead anything. (if Fanatic xenophobe, why the hell do you even tolerate the xenos to live within your borders?)

only way it would make sense is for them to become "insert main species here" via assimilation, but then you are where you started, with only "insert main species here" as leaders.

Hell it makes so little sense that it actually makes more sense to prohibit subspecies from"insert main species here" to ever become leaders, as they are different, though maybe it only makes sense for F. Xenophobe.

 

 

If you want alien leaders, either play as anything other than Xenophobe/F.Xenophobe or use factions to shift out of it.

 

Link to comment
On 8/21/2019 at 10:02 AM, Darkimana said:

ain't it simpler to shift out of Xenophobe? i mean, as a xenophobe no matter how much you change 'em they're still xenos, not "insert main species here", and you wouldn't let them lead anything. (if Fanatic xenophobe, why the hell do you even tolerate the xenos to live within your borders?)

only way it would make sense is for them to become "insert main species here" via assimilation, but then you are where you started, with only "insert main species here" as leaders.

Hell it makes so little sense that it actually makes more sense to prohibit subspecies from"insert main species here" to ever become leaders, as they are different, though maybe it only makes sense for F. Xenophobe.

 

 

If you want alien leaders, either play as anything other than Xenophobe/F.Xenophobe or use factions to shift out of it.

 

As  a die hard F.Xenophobe leader, the idea of assimilating another species into my glorious race is heresy in the highest order. The only reason we even allow them in our borders is as slave labor forces or live stock. Maybe pleasure slaves on a distant planet where we send prisoners.

That aside, yeah, the easiest way would be to just not play as a Xenophobe, possibly just through an over all game play idea. The idea of assimilation of another race feels more of a spiritual or militaristic leader thing than a Xenophone concept.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use