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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.

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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.

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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.

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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!

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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

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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?

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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
		}

 

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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.

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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.

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Hello all,  one of the features of the old MASSA mod was the ability to "breed out" competitive xeno species through "Invasive Copulation."  In one of the latest versions of LV, I was happy to see that it came back as an empire-wide edict with a strong boost to growth but I still miss the actual old ability.  I attempted to mod in the old ability back in but despite numerous attempts (and lots of frustration) and have come here seeking help.

 

Has anyone modded in the ability in the past and made it available and I just missed it?  Is anyone willing to work with me perhaps on Discord or through pms to get it modded in correctly?  I appreciate the help.

 

The old relevant portion from MASSA is below:

 

# Invasive Copulation
planet_event = {
    id = massa_pop.3
    title = "massa_pop.3.name"
    desc = "massa_pop.3.desc"
    diplomatic = yes
    show_sound = event_swarm_started
    location = ROOT
    
    picture_event_data = {
            room = invasive_copulation_room
        }
    
    trigger = {
        has_owner = yes
        any_pop = {
            pop_has_trait = trait_aggressively_adaptive_reproductive_organs
            is_growing = no
            is_enslaved = no
            massa_can_pop_procreate = yes
        }
        any_pop = {
            NOT = {
                pop_has_trait = trait_aggressively_adaptive_reproductive_organs
            }
            is_growing = no
            massa_can_pop_procreate = yes
        }     
    }
    
    is_triggered_only = yes
    
    Immediate = {
        random_pop = {
            LIMIT = {
                pop_has_trait = trait_aggressively_adaptive_reproductive_organs
                is_growing = no
                is_enslaved = no
                massa_can_pop_procreate = yes
            }
            save_event_target_as = massa_sexing_pop
        }
    }
    
    option = {
        name = massa_pop.3.a
        Trigger = {
            OWNER = {
                has_valid_civic = civic_invasive_copulation_evolution
            }
        }
        random_pop = {
            LIMIT = {
                NOT = { pop_has_trait = trait_aggressively_adaptive_reproductive_organs }
                is_growing = no
                massa_can_pop_procreate = yes
            }
            save_event_target_as = massa_sexed_pop
            change_species = event_target:massa_sexing_pop.species
        }
        IF = {
            LIMIT = {
                host_has_dlc = "Utopia"
            }
            OWNER = {
                add_monthly_resource_mult = {
                    resource = unity
                    value = 1
                    min = 1
                    max = 100
                }
            }
        }
    }
    
    option = {
        name = massa_pop.3.b
        Trigger = {
            OWNER = {
                NOT = { has_valid_civic = civic_invasive_copulation_evolution }
            }
        }
        random_pop = {
            LIMIT = {
                NOT = { pop_has_trait = trait_aggressively_adaptive_reproductive_organs }
                is_growing = no
                massa_can_pop_procreate = yes
            }
            save_event_target_as = massa_sexed_pop
            change_species = event_target:massa_sexing_pop.species
        }
    }
}

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16 hours ago, 2ManyMods said:

Hello all,  one of the features of the old MASSA mod was the ability to "breed out" competitive xeno species through "Invasive Copulation."  In one of the latest versions of LV, I was happy to see that it came back as an empire-wide edict with a strong boost to growth but I still miss the actual old ability.  I attempted to mod in the old ability back in but despite numerous attempts (and lots of frustration) and have come here seeking help.

 

Has anyone modded in the ability in the past and made it available and I just missed it?  Is anyone willing to work with me perhaps on Discord or through pms to get it modded in correctly?  I appreciate the help.

 

If you want something similar then SSX has you covered with both the Snu Fever and Snu Fever Light traits. If you want something similar those would be a better starting point than whatever MASSA had considering how outdated that code is.

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Two suggestions and two questions:

 

Suggestion One - Change choice options for Snu Fever (and other frequent popup choices) to be a policy option rather than a select window constantly invading your face, you could even put in behind an intermediate tech up to Fever Forever

 

Edit: I'm a moron, that belongs to SSX

 

Suggestion Two - Fauna hunting is tedious as hell, might want to make that an edict instead that costs a scalar amount of influence based on the number of habitable (thus valid) planets, this would have a secondary effect of binding it into a single event and not deafening you once they all proc at once because you paused to queue up fauna hunting across your 25-30 odd planets.

 

Edit: I'm a further moron, that belongs to Wild Lascivity

 

Question One - I'm having an issue with my mods where Lithoids just don't have traits, period, I'm not seeing any errors, nor anything overwriting it, and when I go to a "Normal" build (one lacking Lover's Lab content) the traits are there right as rain, I did a quick scan of the last page and not seeing anyone else having this issue so I'm sure I'm alone on the idea of rocks getting their rocks off. This could also be an issue with the Wild Lascivity add-on but I figured I'd try here first and work my way down the pipe.

 

 

Question Two - Modders, I'm using Irony at the moment to vaguely debug mod conflicts and the like, I'm noticing a LOT of missed closing brackets, missing quotes, and invalid characters (the accented E for example is throwing errors in one of the SSX or SSM namelists, can't remember which) which leads me to ask the question, what kind of validation tools are available for Stellaris mods? Is it just Irony or nothing? Keep in mind this isn't a just Lab thing but also mods in general, I spent the better part of an hour debugging my modlist to figure out why the traits were missing by cleaning up the code.

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Hey, some thoughts about the Prostitution-Slavery mechanic.

 

Right now it's really undesirable to use. As an empire-wide Policy, it affects everyone. Everyone. That tiny-dick, no-boob, ugly rat-alien? Yep, that's a prostitute. (yes, I know all kinks exist, hear me out) I don't get a choice in who is and who isn't qualified to be a prostitute other than by declaring them not to be slaves in the first place. This means all slaves in my empire get slammed with a hefty -35% happiness penalty. -10 for being the target, -5 for ambient unhappiness, and -20 for being a slave in this policy. This means you have to both: A) have no colonies with more slaves than non-slaves, and B) insure slaves have no political power, as in zero. Decent Conditions and Subsistence Living Standards are out of the question. You need Stratified Economy, which you can only do with Battle Thralls. Domestic and Indentured Servitude are out (they can't be Stratified). The cost of not Stratified Battle Thralls that are fewer than your non-slave population? Obliterated Stability, Crime up the wazoo, and open rebellions across your empire. All because Glur'dl'sklutch'hhh was forced to be a prostitute.

 

I think it would make more sense for this to be a Species Right Slavery Type rather than a Policy. You can have it so they can do no other work than sex jobs (and maybe Domestic Servant, you know, a personal sex slave) and give them a bonus to Amenities, thus affecting overall happiness, while also getting a much bigger Happiness penalty than other slavery types. This way the player has more control over the mechanic, rather than it's current Everybody-Or-Nobody state. The oversexed blue girls can be in the brothels waiting for customers and the warthogs can be out in the grain fields instead of vice-versa.

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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
		}

 

Hello all, If I replace the 2 of "add = 2" for 3, would I have less chance or more chance of events appearing ?

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I want to have only female pops in my race.
I'm having issues with - it seems - correct order of mods in loader, here's how I have it:

UI Overhaul Dynamic
More Picks & Points: Traits Civics Ethics [STANDARD]
Base Game Portraits Gender Patch
SE - Human - Modest
SE+ Human LV WL CP Patch
SE - Humanoid
SE+ Humanoid LV WL CP Patch
SE - Humanoid - No Horns
Lustful Void  
Wild Lascivity
Family Oriented
LV Lewd Rooms
Lustful Void Loading Screens Female Only (personalami)

Of course race created by me is having proper trait, so it would be females only race. I tried different order in loader and read relevant topics - perhaps I don't understand something, but I really tried my best. I did  some tests - it seems that issue is with this part:

SE - Human - Modest
SE+ Human LV WL CP Patch
SE - Humanoid
SE+ Humanoid LV WL CP Patch

as if I turn them off (everything else is turned on in order as at the beginning of my post), I have what I want. Just they're not decensored (for what I obviously need LV WL CP patches), what I want to have also. Please help me :)

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On 1/11/2021 at 3:33 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.

 

Do you have the "SE - Helltaker" patch for LV?

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13 hours ago, haunted34 said:

The LV WL CP patches need to be after Lustful Void, Wild Lascivity and SE - Human(oid). Otherwise they get overwritten.

so load order should look like that:

UI Overhaul Dynamic
More Picks & Points: Traits|Civics|Ethics [STANDARD]
Base Game Portraits Gender Patch
Lustful Void
Wild_Lascivity
Family Oriented
SE - Human - Modest
SE - Humanoid
SE - Humanoid - No Horns
SE+ Human LV WL CP Patch
SE+ Humanoid LV WL CP Patch
LV Lewd Rooms
Lustful Void Loading Screens Female Only (personalami)

correct? If yes, then something is wrong as I still have male portraits with all female trait.

after edition:
I've tried to use this (had to made proper folder and txt connection so mod would be seen in launcher, but that's secondary)

 also, to no avail

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Reading about this mod gave me a single idea that would be really awesome.

(Full disclaimer, I mostly know stellaris from watching playthroughs. Usually play CK2 and don't have any stellaris DLC so I won't play any stellaris mods in the foreseeable future anyway, unless I happen to find a lot of stellaris DLC bundled up in a humble bundle like I did for CK2.)

 

Anyway, the idea is what if we flip the whole idea of breeding slaves on its head? The usual idea would be that you play as some sort of parasitic empire, hive minded, or otherwise, that uses populations from other species for breeding. The idea I came up with is that this whole thing already happened in the past and the parasitic empire was wiped away, either by plague, or by rebellion, leaving behind confused and disoriented breeding slaves that now have to forge their own destiny in the galaxy.


So the whole idea is to create an origin with:

-The pops were biologically engineered to bear the children of their masters, so they have a lot of high end breeding traits for free.

-On the flip side, pops start with a lot of negative mental traits that turn them servile and their leaders unproductive.

-Some event chains about the pop's internal struggle about their purpose in life.

-Maybe even start close to the "remnants" of the old empire.

-Maybe a quest chain that grants the possibility of reviving the old masters... Any  single sperm (or egg) sample could potentially reboot the old empire in a new form and there would obviously be civil unrest regardless of which choice the player makes.

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