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4 hours ago, joebno said:

im pretty sure i installed this correctly but the mod doesnt work. 

That really doesn't help, please add details. Did you unzip the mod? Did you place both the folder and the .mod into the mod folder inside the "Documents/Paradox Interactive/Stellaris/mod" folder? Did you activate the mod with the launcher?

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I am wondering if anyone else has tried playing the latest LV (0.4.6) with the cultural overhaul 2.5 from steam?

I am seeing that there is a wierd interaction with this mod and LV when it comes to the specific civic : "Divine coupling" for spiritualist empires.

It seems that regardless of what order you load the mods, the concubine job that is supposed to be added to the temples by the Divine coupling civic, is not added.

I am wondering if this is tied to a potential override that that mod makes? but since load order does not seem to affect the concubine job being there or not, i dont know. Turning off the culture overhaul mod restores the concubine job.

I am just not sure where to start looking. I kind of like the culture overhaul cause it makes the traditions more complex but I also like LV gameplay more, so if I have to choose one I will jsut stick with LV but it would be great if it was possible to combine the two without that conflict.

 

EDIT:

Looks like there is an overwrite of the temple building in the mod in question, going to try removing it's effects to see what happens.

 

EDIT 2:

That was it, even if the culture overhaul is loaded before LV it still causes the temple to ignore the trigger being added by the civic.

 

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Hello. New to Stellaris modding. Love this mod. So much depth to it.

 

I've been trying to play as Rogue Servitor Sexbots. A sex crazed all male pops create AI sexbots so they can just fuck night and day! 

 

But If i biuld any of the building from the mod the Trophy pop take the jobs. not the Sexbots. Do gestalt consciousness need their own biuldings? Or just thier own jobs?

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Warning: to anyone else considering giving this mod a shot, know that it suffers from a massive late-game slowdown. Apparently, by default, it runs an event on an individual pop each time they grow, shrink, are abducted, purged, built, etc. So if you're playing a game with thousands or tens of thousands of pops spread across the galaxy... that's thousands of events that could be queued.

 

However, you can partially fix this issue by removing the all "evaluate planet" (lv_event_mods.1) in the lv_on_actions file. It may break the mono-gender conversion decision but, as far as I can tell, won't break anything else so is well worth the performance boost. The code as a whole really needs some optimization, but that segment I mentioned earlier is the biggest offender and can be removed with the least impact on the mod itself.

 

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21 hours ago, veedanya said:

Warning: to anyone else considering giving this mod a shot, know that it suffers from a massive late-game slowdown. Apparently, by default, it runs an event on an individual pop each time they grow, shrink, are abducted, purged, built, etc. So if you're playing a game with thousands or tens of thousands of pops spread across the galaxy... that's thousands of events that could be queued.

 

However, you can partially fix this issue by removing the all "evaluate planet" (lv_event_mods.1) in the lv_on_actions file. It may break the mono-gender conversion decision but, as far as I can tell, won't break anything else so is well worth the performance boost. The code as a whole really needs some optimization, but that segment I mentioned earlier is the biggest offender and can be removed with the least impact on the mod itself.

 

I use "No Grow When Overcrowded 2.5.1". It doesn't really fix the core issue but that's what Stellaris v2.6 should help with. This will at least keep not only your pops but the AI's pops from growing to such insane numbers....

 

https://www.nexusmods.com/stellaris/mods/38

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On 3/4/2020 at 12:47 PM, Railgunner2160 said:

I use "No Grow When Overcrowded 2.5.1". It doesn't really fix the core issue but that's what Stellaris v2.6 should help with. This will at least keep not only your pops but the AI's pops from growing to such insane numbers....

 

https://www.nexusmods.com/stellaris/mods/38

 

Off-topic:

Actually, a better mod is EDAI. It not only stops runaway growth, but culls excessive numbers of unemployed pops so they won't waste resources constantly checking for jobs everyday. (An even better mod is Starnet AI is actually even better mod than EDAI, but it's a broad AI-enhancement mod, where was EDAI is solely for fixing the late game slowdown and nothing else).

 

On-topic:

After further testing, I figured an even bigger cause of slowdown: the job prerequisites. There's a list of something like 10-20 sexual traits, of which a pop needs at least one to do a dairy or sexual job. So I believe the game tests for those 10-20 traits on each pop. When I narrowed down jobs to only check for one or two traits, a huge portion (at least half) of my slowdown from this mod was eliminated. It seems like running a check on a huge list of traits, for every pop, is a big source of slowdown.

 

So any fellow modders in the future looking to salvage this mod, take note. Use one specific trait to toggle on/off dairy and sexual prostitution jobs, and have the game check only for that. It's obviously far more restrictive and require gene/robo-modding to use this mod's buildings -- but it's saves a ton of memory.

 

For reference, here's what I set the new pop_jobs prerequisites to:

 

Quote

    possible = {
        if = {
            limit = {
                AND = {
                    OR = {
                        pop_has_trait = trait_lv_sex_bots
                        pop_has_trait = trait_lv_sexually_gifted
                    }
                    NOT = { pop_has_trait = trait_lv_dominant }
                }
            }
            lv_specialist_job_check_trigger = yes
        }
    }

One trait for allowing mechanical pops, one for biological pops, and one override trait (so you can have a sexual main population that can still prioritize leadership or research). For dairy jobs I just swapped those traits with huge breasts, nutritious milk, or high volume lactation.

 

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8 hours ago, veedanya said:

 

Off-topic:

Actually, a better mod is EDAI. It not only stops runaway growth, but culls excessive numbers of unemployed pops so they won't waste resources constantly checking for jobs everyday.

 

It's actually the other way around. Stellaris pops don't check for jobs at all, unemployed pops don't have a "search for job" check, empty jobs have a "search for pop" check. So unemployment isn't actually that bad for lag while overbuilding murders your CPU.

 

I'm not saying it's a *good* thing, mind you. It just adds to the absurd whack-a-mole micromanagement in the game since you can't just queue up a dozen districts to be set for a few years without kneecapping your performance, instead you have to constantly pop back and make small adjustments and add jobs a bit at a time as they grow. It's far more tedious. :(

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In any case, I can't crack the mystery. For some reason Lustful Void jobs constantly have pops rotate in an out on a daily basis, unlike vanilla jobs where pops sit still once working, unless fired or circumstances forces them to quit. I've tried to figure out what's causing this constant churning of pops (and likely the relevant memory it gobbles up) in LV, but it's beyond my technical knowledge.

 

If a more veteran modder can figure out how to get LV pops to sit still and do their jobs like they do with vanilla Stellaris jobs, they very well may have solved the largest outstanding issue with this mod. Until then, we'll just have to minimize the in-game use of LV-related jobs to reduce the memory footprint it causes.

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I found it! I found the answer.

 

So, for those unaware, jobs normally have weights to determine how likely a pop is to take a job. So smart pops are more likely to take scientist jobs, charismatic pops more likely to take amenities jobs, etc. Nothing new here. But it turns out they also normally have a massive weight checking if they already have that job (so anyone already working at a job has 500% more weight than anyone not employed there). Which prevents the constant pop churning issue. The author of LV apparently forgot or did not know about that, so left it out.

 

So basically that's why the constant problem of pops leaving and rejoining jobs. All the jobs need a massive weight added along the lines of:
 

		modifier = {
			factor = [weight number goes here]
			has_job = [job name goes here]
		}

The default value for weight factor is about 5 or so. But the LV author's made it so that slaves/servants have a weight factor of 10 for some jobs, which might screw up or override the default values. So that may have to be decreased, or the weight factor for already having the jobs increased beyond the default of 5.

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Now that we have a release date for the fedarations expansions, anyone thinking of what we can do to "spice them up". I know that we do not have access to the code but brainstorming is fun.

 

Galactic Commune: Free migration treaties and bonus immigration pull to planets with lower species diversity. Unlockable perks may include things like bonus amenaties produced by non-core species pops (ie the sex is better) and bonuses to whore and escort jobs from this mod if staffed by non-core species? Basic idea is that this fedaration is all about blending its member states into a diverse population centered around inter-species sex and easy living.

 

Imperial Authority: Based around forcing weaker parties to submit to the federation leader. Grants bonuses to slave jobs and the enslavement of member species. Federation leader has almost total control of the federation policy and can go to war in order to force the target to enter the federation.

 

 

We also have the new origin system to play with. Symbiotic Evolution and Parallel evolution seem like obvious ones to port over to this system from basic LV. What about a unique pleasure planet start? Maybe with different district choices and unique jobs already built in?

 

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3 hours ago, IntellectualandOpenminded said:

What version does this mod run on? and is it compatible for future stellaris updates?

The current version is for 2.5.1, which is the latest version of Stellaris right now. 

As for it's comparability with future updates it's hard to say since we don't know or how they're gonna change things. Though it probably will need an update for the upcoming federation patch since they're reworking some civics and adding origins. 

 

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Potential Bug (with temporary fix):

 

0.4.7 seems to freeze early game if you have events pop-up (I've tried a couple of different UIs no effect.  But reverting to 0.4.6 fixes with all tested UIs.

 

Specifically: it was a triple event at the start of a new game.

Using syncretic evolution with a dominant, sadistic primary.

 

The events were - 'monogendered', 'dominant', and 'sexual injuries'. 

 

Maybe one of these?  or maybe events in general?

 

Either way, it was introduced with 0.4.7.

 

Thanks!

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1 hour ago, Everdark said:

it seems there is a new, minute long loading freeze on day 9 of a new game. It does continue to play OK after that, but gave me a bit of a scare

hmm..  i'll try again and wait the full minute this time.  :)

 

 

Verified.  Wait about a minute - a little longer on my slow machine. 

 

Cheers Everdark!

 

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A freeze at the start of a new game should be expected, but I'm testing some things so I know about the longer time it does freeze. Like Everdark said just wait and it should be fine...although in my testing it only did it for about 10-15 seconds so I thought it should be fine. It depends on what pc you have ofc. That being said the new dlc and the optimizations they promised with it should fix this as I'll be able to tune LV to whatever those optimizations are. So either wait for the dlc and my fix after that or try out the new version, but so far it seems to work fine if you're willing to wait that first freeze out :wink:

 

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