Ozvelpoon Posted January 10, 2021 Posted January 10, 2021 4 hours ago, Aoi3d said: Can anyone help me ? i have install this mode with The Sexopolis Project and More but it doesn't appear or work in game including those traits, names and other stuff. help me. I will give my basic troubleshooting, hope it helps. 1) Disable everything except Sexopolis in the paradox mod manager; start up the game and see if the mod works - If it does then add in more mods restarting as you go to test for compatibility. This can take a while if you have many mods. Never enable more mods at once then you can easily sort through if the game fails to work properly. 2) Remember that lower in the paradox launcher load order means higher priority. Big mods with sweeping changes to gameplay should be higher, and smaller focused mods lower. The exception being mods that absolutely MUST work as intended they go last in the list(very common one is District overhaul 2 from the steam workshop for example). 3) Once you have figured out what mods are causing you issues, try moving them to last in the load order, this will help you figure out if the mod is broken, or just misplaced in you load order. Generally if you have multiple mods all covering the same game features, they can conflict with each other. Mods higher in the list will be overwritten by mods lower, sometimes ending up making each other not work properly. If all else fails you will need to think it through carefully; Sexopolis mainly touches megastructures, Do you have any other mods that cover this area? They may be your culprit.
glanducra Posted January 11, 2021 Posted January 11, 2021 Let me first start by making two public announcement for other modders: Like teutonicguy, I wasted a lot of time trying to get create_half_species to work. I'd say don't bother. It's completely obscure, sometimes it fails for whatever reason and it seems you're hard-locked to one hybrid per species pair. Also it's not possible at all to use scripted localisation with species names. Any string used in a species name will refuse to resolve bracket commands. That being said here are a couple of little somethings: An updated Lustful Void compatibility patch for SE: Humanoids. It's updated from SE+_Humanoid_LV_WL_CP_Patch_1_01 and from Human SE Portraits Uncensored. There's a bunch of new costumes (Helltakers look pretty good). It uncensors SE:Humanoids, adds the LV and WL jobs and makes mono-gendered species have the correct portraits. You only need the base SE:Humanoids mod. A Lustful Void compatibility patch for SE:Humanoids DLC. Same deal. Pretty Humanoids Only: a mod that restricts randomly generated empires to humans, base humanoids and the two species from SE: Humanoid DLC. It is for those who'd rather play in a Star Trek Galaxy with pretty humanoid aliens. WARNING: seriously consider installing a mod that increase the size of the random species name list if you use it, otherwise you'll see a lot of similar names (something like Random Species Names on the workshop) And finally the meat of my mods: "LV Utilities : Prostitution Rights and Hybridization", something I made to save myself some micromanagement and a bit of immersion-breaking when playing Lustful Void. No more will your glorious race of all male space rapists resort to prostitution because of unemployment! It does the following: SEX JOBS: - Adds a prostitution gender policy: If set to Male only, all female species can't work prostitution jobs. If set to Female only, all male species can't work prostitution jobs. If set to no restriction, everybody can work those. - When using the slavery prostitution policy from Lustful Void, only slave pops can work prostitution jobs. - Robots need some kind of sexual attachment to work prostitution jobs. Any kind consistent with your prostitution gender laws. - You need a womb to be a breeder: all male species can't work those jobs anymore - You need breasts to be a milk cow: all male species can't work those jobs anymore - Even with gender laws on, pops from regular (both sex) species of either sex can work the prostitution jobs. This is because making sure the portraits fit the gender law would require a different compatibility patch for every portrait mod. That would be too many layers of mods at this point. HYBRIDIZATION REWORK: - It now does what it says on the tin: you need a species with intercompatible sperm AND a species with intercompatible womb to get hybrids - The hybrid will be created as a sub-species of one of the parent species. Now you can finally get "perfect hybrid" back into your main species without cheat mods! - Hybrids do not get preference for the kind of world they spawned in for free anymore. Getting Habitat preference that way was WAY too strong. Now they have a 50% chance of inheriting either parent's preference. - Hybrid inherit traits off their main parent species ONLY - Hybrids always inherit defining traits like necrophage or lithoid - Hybrids always inherit ascension traits like psionics and cyborg - Don't lose your hard-earned collection of special traits anymore! Hybrids will always inherit special traits like the speed demon bonus traits, uplift traits, servile trait, origin traits and other special event traits. - Hybrids always inherit the non-removable traits from Lustful Void : all male, all female, futanari, brood parasite and the like. Also young maturity from WL. - Hybrids do NOT inherit intercompatible womb and intercompatible sperm - Fixed a typo: you'll now get a notification when you get a perfect hybrid - Similar changes have been applied to bio-synth hybrids but I haven't tested them. Let me know if it turns out wrong. Edit: removed files, see below for the corrected ones. 7
amcorp Posted January 11, 2021 Posted January 11, 2021 @glanducra launcher is saying the path in the mod descriptiors are incorrect. [edit]Looks like they're pointing to the mod folder of the author's PC. Deleting the whole file path before 'mod' seems to fix it. So you'll end up with this for example path="mod/LVPortraitPatchSEDLC"
glanducra Posted January 11, 2021 Posted January 11, 2021 Whoops, here are the corrected paths. LVPortraitPatchSEHumanoid.zip LVPortraitPatchSEDLC.zip Pretty Humanoids Only.zip LVUtils.zip 6
amcorp Posted January 11, 2021 Posted January 11, 2021 @glanducra Does it matter if i'm using SE Human 2? Just wondering cause male humans seem to be fucked with half their faces stretched along their body
glanducra Posted January 11, 2021 Posted January 11, 2021 Ah yes it seems SEH2 and SEHumanoids share some assets I didn't notice. I'll fix that. Are you using SE Humans 2 and the patch or not, and what's your load order?
amcorp Posted January 11, 2021 Posted January 11, 2021 I was using SEH2 and the patch, but also stupidly left SEH- modest and SEH - Plus on as well. Gonna test it in a bit without it. If it still happens i'll add the load order in this post [edit] yeah, it was those 2 mods cuasing the issue. SO, if anyone has SEH2, they must not the other Human mods activated at the same time. 1
CaCO3 Posted January 11, 2021 Posted January 11, 2021 Greetings, I updated this mod and now have the problem that I just can pick 2 Species Traits, it is intended? And how can I change it, so I can use a lot more species traits in the beginning? Does I have to change the defines?
glanducra Posted January 11, 2021 Posted January 11, 2021 1 hour ago, CaCO3 said: Greetings, I updated this mod and now have the problem that I just can pick 2 Species Traits, it is intended? And how can I change it, so I can use a lot more species traits in the beginning? Does I have to change the defines? Just install something like 99 trait picks from the workshop. Lustful Void has way too many traits to be content with vanilla. 1
CaCO3 Posted January 11, 2021 Posted January 11, 2021 I really like your changing for this mod and I got - from a CK2 Mod here on loverslab - another Idea für some civics and/or an origin. It should be some kind of biological "rogue servitor". But in this special case there care some pheromonocial influenced women for some brood parasites (who did nothing more like breeding and spawning. The thing behind should be, that the parasite should reduce the pop growth from any other species than the parasite (I do not know if this works; or maybe on the other hand should every few years "eat" some women like in the necrophages start, but differently, the parasite will be not the ruler of this real) and may produce more breeder jobs, like for every 20 parasites there will be a nother breeder job. I think I try to mod some thing like this, but I really have no Idea, if I can do it, any tips and hints for this case? And how to start?
glanducra Posted January 12, 2021 Posted January 12, 2021 I guess I'd take ideas from the Wild Lascivity mod since there's some similarity to the motherly swarm empire. 1
Aoi3d Posted January 12, 2021 Posted January 12, 2021 I have installed this 2 mods Lustful Void & Wild Lascivity it seems they are not working. i don't see any sex jobs or prostituation and sex traits are also missing. btw how can i get sex trait for my species. i love these 2 mods but they are not working. plz help me.
catchyorbit Posted January 12, 2021 Posted January 12, 2021 On 1/11/2021 at 5:33 AM, glanducra said: Let me first start by making two public announcement for other modders: Like teutonicguy, I wasted a lot of time trying to get create_half_species to work. I'd say don't bother. It's completely obscure, sometimes it fails for whatever reason and it seems you're hard-locked to one hybrid per species pair. Also it's not possible at all to use scripted localisation with species names. Any string used in a species name will refuse to resolve bracket commands. That being said here are a couple of little somethings: An updated Lustful Void compatibility patch for SE: Humanoids. It's updated from SE+_Humanoid_LV_WL_CP_Patch_1_01 and from Human SE Portraits Uncensored. There's a bunch of new costumes (Helltakers look pretty good). It uncensors SE:Humanoids, adds the LV and WL jobs and makes mono-gendered species have the correct portraits. You only need the base SE:Humanoids mod. A Lustful Void compatibility patch for SE:Humanoids DLC. Same deal. Pretty Humanoids Only: a mod that restricts randomly generated empires to humans, base humanoids and the two species from SE: Humanoid DLC. It is for those who'd rather play in a Star Trek Galaxy with pretty humanoid aliens. WARNING: seriously consider installing a mod that increase the size of the random species name list if you use it, otherwise you'll see a lot of similar names (something like Random Species Names on the workshop) And finally the meat of my mods: "LV Utilities : Prostitution Rights and Hybridization", something I made to save myself some micromanagement and a bit of immersion-breaking when playing Lustful Void. No more will your glorious race of all male space rapists resort to prostitution because of unemployment! It does the following: SEX JOBS: - Adds a prostitution gender policy: If set to Male only, all female species can't work prostitution jobs. If set to Female only, all male species can't work prostitution jobs. If set to no restriction, everybody can work those. - When using the slavery prostitution policy from Lustful Void, only slave pops can work prostitution jobs. - Robots need some kind of sexual attachment to work prostitution jobs. Any kind consistent with your prostitution gender laws. - You need a womb to be a breeder: all male species can't work those jobs anymore - You need breasts to be a milk cow: all male species can't work those jobs anymore - Even with gender laws on, pops from regular (both sex) species of either sex can work the prostitution jobs. This is because making sure the portraits fit the gender law would require a different compatibility patch for every portrait mod. That would be too many layers of mods at this point. HYBRIDIZATION REWORK: - It now does what it says on the tin: you need a species with intercompatible sperm AND a species with intercompatible womb to get hybrids - The hybrid will be created as a sub-species of one of the parent species. Now you can finally get "perfect hybrid" back into your main species without cheat mods! - Hybrids do not get preference for the kind of world they spawned in for free anymore. Getting Habitat preference that way was WAY too strong. Now they have a 50% chance of inheriting either parent's preference. - Hybrid inherit traits off their main parent species ONLY - Hybrids always inherit defining traits like necrophage or lithoid - Hybrids always inherit ascension traits like psionics and cyborg - Don't lose your hard-earned collection of special traits anymore! Hybrids will always inherit special traits like the speed demon bonus traits, uplift traits, servile trait, origin traits and other special event traits. - Hybrids always inherit the non-removable traits from Lustful Void : all male, all female, futanari, brood parasite and the like. Also young maturity from WL. - Hybrids do NOT inherit intercompatible womb and intercompatible sperm - Fixed a typo: you'll now get a notification when you get a perfect hybrid - Similar changes have been applied to bio-synth hybrids but I haven't tested them. Let me know if it turns out wrong. Edit: removed files, see below for the corrected ones. I give you standing ovations for fixing the sex jobs. The game was using some very weird mechanics when distributing jobs. In order to have slaves do specialist jobs like escort or call girl (or maybe those are entertainer jobs falsly listed as specialist jobs in the game?), the slavery type needs to be set to domestic servitude. But the weird thing is that domestic servitude removes slaves from doing streetwalker and whore jobs and makes the master species do those instead. I compared the output of the jobs when done by the master species and by slaves. The slaves were more productive with the jobs and had a lower upkeep. Do you have any ideas why they don't do those worker jobs under domestic survitude? Or maybe I'm doing something wrong or missing something? I'll try your fixes to see how it goes later on.
LunosXV Posted January 12, 2021 Posted January 12, 2021 I'm totally confused on how the options menu works under edicts. If the button says "hide" and i click on it and it turns into "show", does that mean the events will be shown? Or is it the other way around?
glanducra Posted January 12, 2021 Posted January 12, 2021 2 hours ago, catchyorbit said: I give you standing ovations for fixing the sex jobs. The game was using some very weird mechanics when distributing jobs. In order to have slaves do specialist jobs like escort or call girl (or maybe those are entertainer jobs falsly listed as specialist jobs in the game?), the slavery type needs to be set to domestic servitude. But the weird thing is that domestic servitude removes slaves from doing streetwalker and whore jobs and makes the master species do those instead. I compared the output of the jobs when done by the master species and by slaves. The slaves were more productive with the jobs and had a lower upkeep. Do you have any ideas why they don't do those worker jobs under domestic survitude? Or maybe I'm doing something wrong or missing something? I'll try your fixes to see how it goes later on. The mod uses the weight system to attribute pop to jobs. There are a bunch of weight modifiers if the species has sex traits. But there are a couple issues there: first off the weight modifiers are not cumulative (so a species with soft, or adorable, or both only gets a 10% increase to this job weight), second some traits like psionic of latent psionic give a 50% increase to the job weight! Meaning if you go for psionic ascension you'll probably end up with your primary species working the sex jobs. And more importantly, as far as slavery goes, the weight modifier (for whores) is this: modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } So slave pops will always take those jobs in priority, but only if they are not domestic servants. And for call girls it's this: modifier = { factor = 10 is_enslaved = yes can_take_servant_job = yes } So its seems like the domestic servitude policy is intended to designate which species will be your specialist-tier prostitution workers. I haven't touched the job weight system at all in my submod, just added some hard locks for gender and non-slaves (when you have the slavery law on). 1
Muzolf Posted January 15, 2021 Posted January 15, 2021 The LV Utilities sounds like a heavily needed fix (Noticed the same problem with job allocations) sadly, if i run with that mod, the moment i unpause the game at the start, Stellaris just crashes to the desktop. If i disable LV Utilities, it runs just fine.
31zlapfk Posted January 16, 2021 Posted January 16, 2021 I have a question, Is event modding difficult? There are few sexy events, so it's boring. I wish there were more minor events.
ieraceu Posted January 16, 2021 Posted January 16, 2021 20 hours ago, Muzolf said: The LV Utilities sounds like a heavily needed fix (Noticed the same problem with job allocations) sadly, if i run with that mod, the moment i unpause the game at the start, Stellaris just crashes to the desktop. If i disable LV Utilities, it runs just fine. Agreed. It needs to be added to the download page, or wrapped into the main mod. Hybrids are virtually unplayable without it.
catchyorbit Posted January 17, 2021 Posted January 17, 2021 On 1/12/2021 at 6:05 PM, glanducra said: The mod uses the weight system to attribute pop to jobs. There are a bunch of weight modifiers if the species has sex traits. But there are a couple issues there: first off the weight modifiers are not cumulative (so a species with soft, or adorable, or both only gets a 10% increase to this job weight), second some traits like psionic of latent psionic give a 50% increase to the job weight! Meaning if you go for psionic ascension you'll probably end up with your primary species working the sex jobs. And more importantly, as far as slavery goes, the weight modifier (for whores) is this: modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } So slave pops will always take those jobs in priority, but only if they are not domestic servants. And for call girls it's this: modifier = { factor = 10 is_enslaved = yes can_take_servant_job = yes } So its seems like the domestic servitude policy is intended to designate which species will be your specialist-tier prostitution workers. I haven't touched the job weight system at all in my submod, just added some hard locks for gender and non-slaves (when you have the slavery law on). Thanks for the explanations. I've tested the LVUtilities mod and it works fine. It fixes the problem with job assignments. The only thing it doesn't address is the idyllic sex workers, deluxe sex workers and elite sex workers that are unlocked using the Sexual Idyll civic. Other than that, great work.
Railgunner2160 Posted January 18, 2021 Posted January 18, 2021 9 hours ago, catchyorbit said: Thanks for the explanations. I've tested the LVUtilities mod and it works fine. It fixes the problem with job assignments. The only thing it doesn't address is the idyllic sex workers, deluxe sex workers and elite sex workers that are unlocked using the Sexual Idyll civic. Other than that, great work. Well of course it wouldn't fix those. IIRC those are from SSX not Lustful Void! 2
Mangaking Posted January 19, 2021 Posted January 19, 2021 I'm having an issue, the mod isn't working when I see it on the launcher it says "the path in this mods descriptor file is invalid or does not exist" Anyone know how to fix this? I have redownload and it still doesn't work Edit: So i looked it up and added a path based on my other mods,based on info from a forum https://forum.paradoxplaza.com/forum/threads/local-non-workshop-mods-help.1268378/ But now the mod isn't appearing at all in the launcher mod list
ValdyrT13 Posted January 22, 2021 Posted January 22, 2021 Hey, not sure if this has been posted before. My search of the topic didn't turn up much except some posts that got ignored or weren't what I was looking for. The events and anomalies from this mod are exceedingly rare for me. In the first 100 years of play I had two appear. Is there any way I can increase the chance of such events/anomalies? Perhaps make their weight higher than those of the base game (if that is how it works)? I am comfortable with editing text files to change some things on my end, but I've had a look and I am not certain where to even begin to edit the spawn chance. Would a smaller galaxy work better instead?
bunt776 Posted January 25, 2021 Posted January 25, 2021 On 1/22/2021 at 4:41 AM, ValdyrT13 said: Hey, not sure if this has been posted before. My search of the topic didn't turn up much except some posts that got ignored or weren't what I was looking for. The events and anomalies from this mod are exceedingly rare for me. In the first 100 years of play I had two appear. Is there any way I can increase the chance of such events/anomalies? Perhaps make their weight higher than those of the base game (if that is how it works)? I am comfortable with editing text files to change some things on my end, but I've had a look and I am not certain where to even begin to edit the spawn chance. Would a smaller galaxy work better instead? It should be much more common than that. Have you tried choosing traits from the mod and enabling more content with the rules? As for editing spawn chance of anomalies: mod > Lustful Void > common > anomalies >lv_anomaly_categories.txt > spawn_chance modifier = { factor = 2 # Whatever you want always = yes }
Inanis Corvus Posted January 25, 2021 Posted January 25, 2021 I love this mod if only for how good it makes Bio Ascension feel. Seriously the techs that add a bunch of trait points makes me really feel like a master of biology when I use it. That said I was wondering if it would be possible to make a compatibilty file for this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2348100203 It helps the game run so much better, but this mod undoes a lot of that if I use the unique jobs and stuff, since it adds loads of jobs back. I doubt it would be easy or likely to happen just wanted to mention it.
ValdyrT13 Posted January 26, 2021 Posted January 26, 2021 On 1/25/2021 at 1:09 PM, bunt776 said: It should be much more common than that. Have you tried choosing traits from the mod and enabling more content with the rules? As for editing spawn chance of anomalies: mod > Lustful Void > common > anomalies >lv_anomaly_categories.txt > spawn_chance modifier = { factor = 2 # Whatever you want always = yes } I have tried choosing a bunch of traits multiple times at the start of the game using the mod More Trait Points and Picks (8 traits) and More Civic Points for 2 additional civics at creation.. Not sure if that's a good thing though since it seems you can gain a few traits through various events in this (so far I have only ever gotten Titanic Fauna). Given that there are researches to give me even more points than the 8 above, I'll start a more "legit" run to see if that has an effect. As for enabling content through the rules......I can activate the Edict but everything is already active within the menu. Perhaps my play style or choice of ethics might be getting in the way (Spiritualist/Materialist + Peaceful + Xenophile)? I'll give the code a try. While I am comfortable with diving into the text, I am still very much green as far as how to do things. In this case, I will hopefully put it in correctly as an additional modifier under the spawn_chance you mentioned. Should things go crazy, I'll experiment. Have to learn some time if I'm gonna do some modding myself one day. In all cases above, thank you so very much for helping me out, bunt. Edit: I think I placed the code in the correct space; I have received 3 of LV's anomalies since saving and starting anew. To those who might have the same issue I did (and unless this is corrected by someone more knowledgeable), copy the code into a new line just under spawn_chance on each of the anomalies you'd like to increase the chance of.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now