Jump to content

Recommended Posts

31 minutes ago, Zorlond said:

So far it seems to work mostly okay. I can't see the new Necrophage Origin, but I've got at least three other mods running that might cause that...

Im guessing must of installed it wrong, i grabbed LV lewd rooms, Elves of Stellaris, Base game portraits and LV 0.5.0.3 and installed them like i would for any other pdx game, however when in game i saw none of the traits or anything at all

edit: forgot the switch my playset, ignore this

Link to comment

Good to see you're back lithia!

 

Also I made some tweaks to some of the upgraded LV buildings to add jobs that scale with a planet's population. It was pretty simple actually.

All you have to do is add an additional value of "per_pop" for each job. For example the bordello building section would look like this (I also added a bit of housing to compensate): 

 

Quote

    resources = {
        category = planet_buildings
        cost = {
            minerals = 750
            exotic_gases = 50
        }
        upkeep = {
            energy = 6
            exotic_gases = 1
        }
    }

    planet_modifier = {
        planet_housing_add = 5
    }

    triggered_planet_modifier = {
        potential = {
            always = yes
        }
        modifier = {
            job_lv_whore_add = 5
            job_lv_whore_per_pop = 0.05
        }
    }
    
    triggered_planet_modifier = {
        potential = {
            always = yes
        }
        modifier = {
            job_lv_escort_add = 4
            job_lv_escort_per_pop = 0.025
        }
    }

This makes it scale so that the bordello adds 1 whore job for every 20 pops, 1 escort for every 40 pops. I also added a bit of housing for good measure (the dairy upgrades have even more jobs and housing)

I've attached the two modded buildings files for both brothel/bordello/sex market jobs, and for the dairy jobs. Not sure these are the best values but it's something to work with and quite easy to tweak, even mid-game.

lv_resource_buildings.txt lv_sex_buildings.txt

Link to comment

Also as a minor suggestion for tweaking the traits, maybe reduce some of the growth bonuses, as when they're stacked they can create extremely high pop growth that might be contributing to the lag/screw up the priorities for pop immigration.

 

I have mods like carrying capacity which adds a hard limit to pops per planet that scales based on various factors like housing, planet size, and available districts, and accelerates/decelerates the growth rate depending on how close to that limit you are. But even with that limit, LV's traits can make the growth rate stupidly high, overriding that limit, so it should probably be reduced somewhat.

Link to comment

Here is the patch to make things work with the new dlc. You have to extract it to (...\Documents\Paradox Interactive\Stellaris\mod) and say yes to overwrite. So you need LV itself in that folder first and then you can overwrite it with the patch. You can also just ignore the version warning for now.

 

Necroids Patch for LV 0.5.0.3.zip

 

@zelayasrevenge301 Thanks for the suggestions! If more people want buildings to give extra jobs the more pops you have, I'll conceder adding it. And I'll take a look at nerfing the growth on traits a bit lol

Link to comment

Hi Lithia ❤️

 

When using the beta -dx11 launch parameter the images in LV Lewd Rooms does not load correctly.

 

The images from the Diverse Rooms workshop mod loads correctly. Maybe your images are not using the exact same implementation of the DDS files as Paradox? I know from my CK2 image mods that its a thing. I just haven't seen it malfunction like that before.

 

I'll do without the improved loading for now, just giving you a heads up because its the kind of bug that is easy to miss.

 

Thanks for your work on this stellar mod!

Link to comment
6 hours ago, Lithia<3 said:

Here is the patch to make things work with the new dlc. You have to extract it to (...\Documents\Paradox Interactive\Stellaris\mod) and say yes to overwrite. So you need LV itself in that folder first and then you can overwrite it with the patch. You can also just ignore the version warning for now.

 

Necroids Patch for LV 0.5.0.3.zip 5.21 kB · 37 downloads

 

@zelayasrevenge301 Thanks for the suggestions! If more people want buildings to give extra jobs the more pops you have, I'll conceder adding it. And I'll take a look at nerfing the growth on traits a bit lol

Thank you so much for patching it. But can you put it up on the download page for easier access?

Link to comment

@Lithia<3 Thanks for all the considerations! Glad to use what little skills I have in tweaking values to help out this mod's development :)

 

Also another minor bug i found regarding the titanic life event: I conquered a planet from another empire that had the titanic life modifier. The event didn't happen at all, but when I later settled on another uninhabited planet that had the titanic life modifer, the event eventually fired off as normal. Not sure if this is an oversight or just a limit of the game, but it'd be nice for the titanic life event to fire off again when a planet changes ownership (after a war, as during a war it could get messy, code-wise and otherwise :P )

 

 

Link to comment

Oh and for lithia and anyone else who wants to make modding a lot easier: switch to Irony Mod Manager. Paradox's default launcher is complete ass, but Irony is a good tool for managing your modlist, checking for conflicts, and it comes with a merge mod feature (basic version, advanced doesn't work right quite yet).

 

After about 10 mins waiting for the mods to merge into one mega-mod, my loading times were reduced drastically from about 40+mins to 2-3 mins tops. So I recommend using Irony for a stellaris modding experience that isn't a complete headache

Link to comment
9 hours ago, Spiders_Venom said:

Can i ask if this mod adds traits to the AI or not? in my game none of the AI have these traits, some of them have an opinion modifier that they see my race with lust but thats it

It absolutely can. If you're using randomly generated spawns, it could just be that they didn't pick LV traits coincidentally. On the flipside, you can always create some custom empires with all the traits you'd like and force spawn them on galaxy generation if you're not getting the species you'd like.

Link to comment
20 hours ago, zelayasrevenge301 said:

Oh and for lithia and anyone else who wants to make modding a lot easier: switch to Irony Mod Manager. Paradox's default launcher is complete ass, but Irony is a good tool for managing your modlist, checking for conflicts, and it comes with a merge mod feature (basic version, advanced doesn't work right quite yet).

Whoa, what a difference combining your mods makes.

Before using it my game spend a couple of minutes at 30% when loading. With my mods combined it spends a second at 30%.

 

That's with a very fast SSD, i7-8700K, 32gb RAM and a 1080Ti.

Using the new beta -dx11 mode my game launches in a few seconds. I've got 6.51gb of mods, according to the PDX launcher.

 

Spend 10 minutes setting this up whilst watching a youtube how to and enjoy your brand new game.

Link to comment
8 hours ago, Schmee said:

It absolutely can. If you're using randomly generated spawns, it could just be that they didn't pick LV traits coincidentally. On the flipside, you can always create some custom empires with all the traits you'd like and force spawn them on galaxy generation if you're not getting the species you'd like.

How do i actually activate randomly generated spawns or is it a mod?

Link to comment
1 hour ago, Spiders_Venom said:

How do i actually activate randomly generated spawns or is it a mod?

The game spawns random empires anytime it runs out of options to pull from in your empire roster. So, have a larger galaxy with more starting empires in it, or use a mod like "No Default Paradox Species" (it's on the Steam Workshop) to remove all the pre-packaged empires.

Link to comment
1 minute ago, Zorlond said:

The game spawns random empires anytime it runs out of options to pull from in your empire roster. So, have a larger galaxy with more starting empires in it, or use a mod like "No Default Paradox Species" (it's on the Steam Workshop) to remove all the pre-packaged empires.

Ahh okay thank youu <3!!

Link to comment
On 10/30/2020 at 1:38 PM, Lithia<3 said:

Here is the patch to make things work with the new dlc. You have to extract it to (...\Documents\Paradox Interactive\Stellaris\mod) and say yes to overwrite. So you need LV itself in that folder first and then you can overwrite it with the patch. You can also just ignore the version warning for now.

 

Necroids Patch for LV 0.5.0.3.zip 5.21 kB · 131 downloads

 

@zelayasrevenge301 Thanks for the suggestions! If more people want buildings to give extra jobs the more pops you have, I'll conceder adding it. And I'll take a look at nerfing the growth on traits a bit lol

Not sure if it's specifically this patch, but I had the Titanic Life event give Sex Bots combo trait... to meatbags, so now I have humans with both Titanic Evolution and Sex Bots traits.

Link to comment

So, I am having an odd issue with the mod not working. The mod selector on the launcher is saying the following for me: "The path in this mod's descriptor file is invalid or does not exist". Given i've looked through the files and not found a Descriptor.mod like I did in other mods downloaded today at all, I have no idea if this was an oversight to the latest set of patches, or the download was messed up in some other way. Regardless, I have no idea what to do to fix this, so I will await a reply at the earliest convenience of the forum group. In the mean time, have fun gaming everyone. Thank you for your time.

 

To be clear, the .Mod file with the name of the mod itself does exist, but I was looking for 'Descriptor.mod', like I saw in several other mods, I assume either this mod doesn't have one, or it was the oversight thing again. However, I believe i've figured out the problem after looking into the .Mod file I did see and comparing it to another. A line regarding the pathing to the folder with all the mod assets is not present, whereas the other .mod file I checked DID have said line for pathing. I will attempt to insert the information necessary, and if it works, I will post it here.

Link to comment
1 hour ago, xanbalest said:

So, I am having an odd issue with the mod not working. The mod selector on the launcher is saying the following for me: "The path in this mod's descriptor file is invalid or does not exist". Given i've looked through the files and not found a Descriptor.mod like I did in other mods downloaded today at all, I have no idea if this was an oversight to the latest set of patches, or the download was messed up in some other way. Regardless, I have no idea what to do to fix this, so I will await a reply at the earliest convenience of the forum group. In the mean time, have fun gaming everyone. Thank you for your time.

 

To be clear, the .Mod file with the name of the mod itself does exist, but I was looking for 'Descriptor.mod', like I saw in several other mods, I assume either this mod doesn't have one, or it was the oversight thing again. However, I believe i've figured out the problem after looking into the .Mod file I did see and comparing it to another. A line regarding the pathing to the folder with all the mod assets is not present, whereas the other .mod file I checked DID have said line for pathing. I will attempt to insert the information necessary, and if it works, I will post it here.

If I understand what your problem is then
"You have to extract it to (...\Documents\Paradox Interactive\Stellaris\mod) and say yes to overwrite. So you need LV itself in that folder first and then you can overwrite it with the patch" 
The patch itself is not a standalone mod.
So you should still have ther base LV mod and you add this patch on top of LV.

Link to comment

The problem wasn't the Necroids patch. I was trying with the base one, and the launcher was saying the pathing file didn't exist or was invalid. After looking closer at the .mod file that came with it versus another .mod file, I found that the pathing line was there, just in a different location, and not as fleshed out. The other mod does work, so I figured by changing the path in the .mod for Lustful Void to at least mimic it, it would work. But it did not. Now, the launcher is saying the mod isn't even installed on the disk, which is, itself, a lie. However, to save time, i'm reinstalling it and trying to fix it there, THEN i'll worry about the Necroids patch.

Link to comment
14 minutes ago, xanbalest said:

The problem wasn't the Necroids patch. I was trying with the base one, and the launcher was saying the pathing file didn't exist or was invalid. After looking closer at the .mod file that came with it versus another .mod file, I found that the pathing line was there, just in a different location, and not as fleshed out. The other mod does work, so I figured by changing the path in the .mod for Lustful Void to at least mimic it, it would work. But it did not. Now, the launcher is saying the mod isn't even installed on the disk, which is, itself, a lie. However, to save time, i'm reinstalling it and trying to fix it there, THEN i'll worry about the Necroids patch.

Hm my bad then.
 

Link to comment

It says that this mod was made for an older version and even with the necroid patch it wont work. All that happens is the game loads then there is a screen with a floating asteroid, however you can't click on anything and eventually have to manually end the process. Any ideas of how to fix this? 

Link to comment

Also a public service announcement but there is a new bug introduced with the 2.8 patch for mod users.

 

If your game loading bar stalls out at 30% on initial start up and hangs there you will be affected. Mostly affects those with large and complicated load orders. The loading time of mods has been inadvertently increased (as in over 1h loading times reported) due to something done on the developer end. Only work around as of now that I have been able to find is to drastically cut down your load order until this is resolved. 

Link to comment

So I kind of messed around with the lv_species_traits file of this mod on my own to play around and test the values, but for some odd reason the actual values are not reflecting in game.

 

Here's an example:

Before:
planet_jobs_consumer_goods_produces_mult = 0.05

After
planet_jobs_consumer_goods_produces_mult = -0.05

And in game it still shows as the original stats as shown in before, however one thing that I do notice is if I remove the opposites ex. excess estrogen vs excess testosterone to not make the mutually exclusive, it is reflected in game, just not the stats for some odd reason.

 

Is there any a particular reason or perhaps a file that I'm might've forgotten to edit in the mod to make the adjustments show up? ?

 

If it matters, I used Notepad++ to key in the values.

Link to comment
8 hours ago, Ozvelpoon said:

Also a public service announcement but there is a new bug introduced with the 2.8 patch for mod users.

 

If your game loading bar stalls out at 30% on initial start up and hangs there you will be affected. Mostly affects those with large and complicated load orders. The loading time of mods has been inadvertently increased (as in over 1h loading times reported) due to something done on the developer end. Only work around as of now that I have been able to find is to drastically cut down your load order until this is resolved. 

I heard that using the Iron Mod Manager to combine mods makes it noticeably faster.

On 11/1/2020 at 8:15 PM, xanbalest said:

So, I am having an odd issue with the mod not working. The mod selector on the launcher is saying the following for me: "The path in this mod's descriptor file is invalid or does not exist". Given i've looked through the files and not found a Descriptor.mod like I did in other mods downloaded today at all, I have no idea if this was an oversight to the latest set of patches, or the download was messed up in some other way. Regardless, I have no idea what to do to fix this, so I will await a reply at the earliest convenience of the forum group. In the mean time, have fun gaming everyone. Thank you for your time.

 

To be clear, the .Mod file with the name of the mod itself does exist, but I was looking for 'Descriptor.mod', like I saw in several other mods, I assume either this mod doesn't have one, or it was the oversight thing again. However, I believe i've figured out the problem after looking into the .Mod file I did see and comparing it to another. A line regarding the pathing to the folder with all the mod assets is not present, whereas the other .mod file I checked DID have said line for pathing. I will attempt to insert the information necessary, and if it works, I will post it here.

Descriptor.mod file inside a particular mod's folder is completely irrelevant. What you need is a .mod file with a proper path= line in the main mod folder.

I installed LV yesterday and the .mod file does have the path line just fine, it's just on top of the file and not like usually people put it at the end, so you maybe missed it.

That shouldn't be a problem though.

What I noticed while installing another sizeable mod (SE - Human, in my case), is that launcher occasionally bugs out and refuses to completely read mod folder, even when reloaded, which completely prevents it from being able to enable it.

 

What you should do is remove the mod from the playlist and add it again, that should fix it, if it's the same problem.

Quote

Now, the launcher is saying the mod isn't even installed on the disk, which is, itself, a lie. However, to save time, i'm reinstalling it and trying to fix it there, THEN i'll worry about the Necroids patch.

Oh, yes, that is EXACTLY the same problem I had with SE-Human

Link to comment
5 hours ago, Arbiter_Belfast said:

So I kind of messed around with the lv_species_traits file of this mod on my own to play around and test the values, but for some odd reason the actual values are not reflecting in game.

 

Here's an example:


Before:
planet_jobs_consumer_goods_produces_mult = 0.05

After
planet_jobs_consumer_goods_produces_mult = -0.05

And in game it still shows as the original stats as shown in before, however one thing that I do notice is if I remove the opposites ex. excess estrogen vs excess testosterone to not make the mutually exclusive, it is reflected in game, just not the stats for some odd reason.

 

Is there any a particular reason or perhaps a file that I'm might've forgotten to edit in the mod to make the adjustments show up? ?

 

If it matters, I used Notepad++ to key in the values.

 

You also have to change the localization file for traits. The localization file contains all the tooltips for each trait when you hover over them.

 

Unfortunately editing localization files is  more difficult to get right, as every time I adjust, it doesn't work properly (visually at least, still works mechanically though)

Link to comment
4 hours ago, zelayasrevenge301 said:

 

You also have to change the localization file for traits. The localization file contains all the tooltips for each trait when you hover over them.

 

Unfortunately editing localization files is  more difficult to get right, as every time I adjust, it doesn't work properly (visually at least, still works mechanically though)

Does that mean that the traits are actually applied but are just not properly reflected in the tooltips?

 

Anyway I'll give it a shot and try

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   0 members

    • No registered users viewing this page.
×
×
  • 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