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3 hours ago, lindazana said:

As fun as the aggressive reproduction tactics are, is there really any use for it for anyone that isn't a slave-taker/population nabber? I had this fun idea of making a super social species with that and migration treaties with everyone to have my species take over... and they did, sort of, but all that really did was make it so the leader portraits changed when i talked to em. Didn't make enemies into allies, or really affect the game in any way. 

its usefull for xenophile Empires too, who still want to keep the main population a certain race, you can outbreed all those refugees and immigrants, withgout angering the xenophile faction by changing immigration or reprodutcion laws.

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I have been trying to debug my own copy of stellaris. I've got some strange things going on. (Like, for example, for a while, every time I would start stellaris, some of the .mod files would be reverted to an older version of those files. Very strange.)

 

Anyways, I noticed that I was getting some errors from my copy of the "Elves of Stellaris Portraits LV Patch" and that that patch is no longer being kept current for this mod. So I hacked together an updated copy. Which (if my copies of these files have not been reverted to an older version since I last examined them), I am attaching here.

 

(It seemed to work when I tested it, but until I track down the rest of the problems I am currently inflicted with, I cannot be completely confident about such things.)

 

P.S. for anyone trying to debug their copy of stellaris -- check in your Documents\Paradox Interactive\Stellaris\logs\ directory, especially the error.log file. There's probably lots of interesting stuff in there about problems. (You can delete it and start up the game so it only shows current problems. Otherwise, each time it just adds new stuff to the old file.)

 

EDIT: can anyone point me at documentation on how events get fired by stellaris? I am running into an issue where I select the Diamond Shoals origin for my custom species, and it's not working. But, also, after I complete my first "society" research project, hybridization mastery appears on my list, half way completed. And that's something which should only appear if I have selected an origin from this mod.

 

(Also, is there some way of generating messages when events get fired? So I could tweak things and see what's running in what order?)

 

Elves of Stellaris Portraits LV Patch.zip

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58 minutes ago, asura957 said:

I want to know why 'milk ranchers' civic didn't work. I choose 'milk ranchers' civic and start the new game, but 'farmer' still remains 'farmer' and does not change milk cow......

The civic grants the tech at game start, allowing you to immediately build milk buildings. It isn't meant to change farming jobs, though you'll likely be able to swap food districts over to minerals/energy/city districts instead.

 

It's similar to the Mechanist origin, which unlocks robots at game start. The robots are functionally the same as if you had researched them manually, you just get them earlier.

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I have recently learned that Lithia plans to update the mod by adding new features and fixes. I have a list of fixes and suggestions that could be implemented into the mod. It is only a rough draft that still needs many values and figures added:

 

 

1. Prostitution Slavery fix + New slavery type

 

There was a problem and inconvenience in the mod that chattel slavery made slaves occupy only whore and streetwalker jobs, while domestic servitude made them occupy only escort and call girl jobs. This is probably the only problem I have experienced with this mod. Glanducra did some great work creating the LVUtils patch that completely fixes the problem. Many thanks for that.

 

To implement that patch into the mod, you might add Sexual Slavery as a new type of species slavery where slaves occupy only sex jobs and no other jobs, but giving a bonus of +10% to sex jobs output and +10% amenities. Unemployed slaves become servants.

 

 

2. Xeno Lesbianism synergy bonus

 

(Condition: Having two species with the All Female trait on the planet.)

 

Description: Introducing another species consisting entirely of females opens the horizons for countless new lesbian experiences and fun in the bedroom.

 

Happiness: +5%
Society Research from jobs: +10%

 

(An analogue for two species with the All Male trait would be Xeno Sodomy)

 

As of now, having two species with the All Female trait on the same planet creates the All Female synergy bonus that breaks the immersion somewhat because the description says that the females are mating with males and robots, even if there are none present.

 

 

3. New type of economic policy: Lupanarian Economy

 

Description: This nation has mastered sexual exploitation to such a degree that it has become the core of its economy.

 

Consumer Goods from Specialist jobs: -10%
Alloys from Specialist jobs: -10%
Sex Jobs Output: +30%

 

 

4. New tech and buildings

 

New tech: Slave Sexual Training

 

(Condition: Prostitution Slavery + Lupanarian Economy)

 

Slave Sexual Training Center

 

Description: Slaves are forced to copulate in order to gain sexual practice under the watch of professional sexual instructors.

 

Sex jobs output on planet +15%
+1 Sexerciser job

 

Sexerciser description: This slave is used by other slaves for sexual practice and training.

 

Slave Sexual Academy

 

Description: Sex slaves undergo a harsh regime of sexual training, comparable to military drills, in order to be more enduring and skilled for prostitution and to satisfy their clients' lustful appetites better.

 

Sex jobs output on planet +25%
+ 2 Sexerciser jobs

 

(These two buildings are a sort of an analogues to buildings that increase the total output of credits, minerals, food, science, consumer goods or alloys on the planet)

 

 

5. New job types

 

I suggest adding new jobs types to the already existing jobs of the Sex Market annd Sex City buildings.

 

Sex Market: +1 Stripper job

 

Stripper description: Strippers captivate the gazes of their audience by dancing lasciviously, removing clothing and showing their naked bodies.

 

Sex City: +2 Stripper jobs
              +2 Exotic Dancer jobs

 

Exotic Dancer description: These skilled seducers offer their clients the most erotic and tactile dances, followed by sex in a private room, if one has enough money for such exquisite lechery.

 

 

6. New Civics

 

Lupanarian Statism

 

Description: Prostitution has gained so much prominence in this society that it has intertwined with the administrative, executive and bureaucratic powers.

 

Replaces Administrators with Sex Overseers (not considered sex job so that slaves cannot occupy this job)
Replaces Enforcers with Dominatrices (not considered sex job so that slaves cannot occupy this job)
Unlocks Ministry of Sex

+1 Dominatrix job per 25 pops

 

Sex Overseer description: Administers the planet, keeping sexual affairs of the society as one of the priorities.


(Produces slightly more unity and amenities than administrator.)

 

Dominatrix description: Clad in leather bandages, they patrol the streets and sexually humiliate lawbreakers in public before putting them behind bars.

 

Ministry of Sex description: Manages all the local sexual affairs, including availability of sexual services and healthcare.
Happiness: +5%
Pop Growth Speed: +5%
Sex jobs output: +10%
+1 Sex Overseer job

 

 

Lesbocracy

 

Description: Women hold the positions of power and production in all spheres of the society. Lesbianism has become the dominant sexual intercourse. Sex with males has been criminalized. The role of males in the society has been reduced to mere semen donors.

 

Happiness: +5%
Stability: +10%
Replaces Stronghold with Amazonian Corps that provide 2 soldier jobs and replaces Fortress with Amazonian Palace that provides 4 soldier jobs.
The buildings allow recruitment of Amazonian troops with improved morale damage and +20% bonus combat disengagement chance.
There should be a positive impact on the nation's attitude towards species with more feminine traits, especially the All Female trait, and a negative impact on species with more male traits.

New casus belli: Gender Wars (Can declare war on nations with the All Male trait)

 

 

7. New species traits

 

Voluptuous Body

 

Description: The species is well-nourished and has fat going in all the right places, making its breasts, belly and thighs more curvy. This makes the species overall healthier and physically attractive.

 

Happiness: +5%
Army Damage: +5%
Pop Growth Speed: +5%
Pop Consumer Goods Upkeep: +5%
Sex Jobs Output: +15%

 


Athletic Body

 

Description: It has become a deeply-rooted tradition for the species to invest time in physical exericses to keep the body fit, making it more productive in all walks of life and extending its lifespan.

 

Leader Lifespan: +10 years
Worker Pop Resource Output: +5%
Army Damage: +10%
Food Upkeep: +10%
Sex Jobs Output: +5%

 

 


Versatile Tail

 

Description: Through evolution, the species has learned to maximize the use of its tail for more practical purposes by acting as a counterbalance to improve equilibrium or as an appendage to hold items. The tail can be applied in combat situations, everyday lives and plays a bigger role in mating rituals.

 

Army Damage: +10%
Army morale damage: +10%
Sex Jobs Output: +5%

 

 


Superb Hair (you can also make analogues of this trait, such as superb fur or scales, for flavour purposes)

 

Description: The quality of hair of this species plays an important part in its social standing. Thick long hair indicates that an individual is well-nourished and healthy. therefore, more desirable in mate selection. This entails higher quality nutrition and hair maintenance.

 

Happiness: +5%
Leader Lifespan: +5 years
Pop Consumer Goods Upkeep: +5%
Food Upkeep: +5%
Sex Jobs Output: +5%

 

 


Permanent Youth

 

Description: The species shows little to no aging throughout its lifetime upon reaching full maturity. This prevents the species from losing productivity and requiring additional care at an advanced age.

 

Leader Lifespan: +10 years
Worker Pop Resource Output: +10%
Pop Consumer Goods Upkeep: -10%
Sex Jobs Output: +10%

 

 


Permanent Youth and Fertility (improvement over Permanent Youth)

 

Description: While not immortal, the species remains young and fertile throughout its lifetime, capable of producing more and healthier offspring at any age.

Leader Lifespan: +10 years
Pop Growth Speed: +20%
Worker Pop Resource Output: +10%
Pop Consumer Goods Upkeep: -10%
Sex Jobs Output: +15%

 

 


Extreme Emotional Sensitivity

 

Description: The species evoled to be highly sensitive to others' emotions, needs and behaviour. This allows it to form stronger pair bonds and cater better to the needs of partners.

 

Happiness: +5%
Pop Growth Speed: +10%
Unity from jobs: +10%
Leader Experience Gain: +10%
Society Research from Specialist Jobs: +10%
Sex Jobs Output: +20%

 

 


Revealing Clothes

 

Description: Having a warm, comfortable climate with very few temperature fluctuations has rendered wearing clothing unnecessary. The species uses clothes solely to preserve decency by covering only the sensitive parts of the body.

 

Pop Consumer Goods Upkeep: -5%
Pop Growth Speed: +5%
Xenophile opinion: +30
Xenophobe opinion: -30

 

 


Sensitive Clitoris

 

Description: The reproductive organs of the species are extra sensitive to even the slightest physical contacts. This encourages the species to seek more sexual interactions with partners and more tactile contacts.

 

Happiness: +5%

Pop Growth Speed: +5%
Synergy Bonus: Sensitive Clitoris pops + Versatile Tail pops or Long Tongue pops

 

 

8. New Leader traits

 

New Admiral trait: Sex Trophies

 

Description: This officer adds the most attractive of defeated enemies to a personal collection, which is used to relieve sexual needs and stress, keeping the officer satisfied and more focused.

 

Sublight Speed: +5%
Fire Rate: +5%
Ship Upkeep: -5%
Leader Lifespan: +10 years

 

New Governor/Ruler trait: Philopornist

 

Description: This governor/ruler loves regular sex with prostitutes and helps promote their business.

 

Sex Jobs Output: +20%

 

 

9. New purge type: Sextermination

 

Description: The masters have lifted all restrictions on the sexual exploitation of the species, reducing it to a mere sex toy. Members of the species get passed around and gangbanged, eventually dying of either injuries inflicted in the process or exhaustion. The few survivors resilient enough to withstand the treatment cannot reproduce due to being separated from their ilk and being continuously exploited.

 

(Each purged pop should logically produce a certain amount of unity and reduce crime/increase stability on the planet.)

 

Pop decline rate would be around 20% or 50% per month.

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4 hours ago, Schmee said:

The civic grants the tech at game start, allowing you to immediately build milk buildings. It isn't meant to change farming jobs, though you'll likely be able to swap food districts over to minerals/energy/city districts instead.

 

It's similar to the Mechanist origin, which unlocks robots at game start. The robots are functionally the same as if you had researched them manually, you just get them earlier.

I misunderstand that civic. Thanks very much!

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I don't know how this happened, but somehow, in my current game, my dominant species got a sub-species with the Sex Bots trait. They are biological, I have bio-hybrids turned off, I have never had a migration treaty, robots are outlawed under policy, they claim to have evolved on my capital planet, there's only two individuals of the sub-species, and I was never told of any special event to cause them to exist.

 

I also have another sub-species with Titanic Evolution and Elastic Orifices. That shouldn't happen as EO is part of TE.

 

Edit: Hang on, found the problem... Yo! Wild_Lascivity! Ya got coding problems! *stomps off to another topic thread*

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I want more EVENTS :D. GIVE me more. i have played the my first playthrow and it was fun. i made a race with snake women warrior race that have kidnaped human males and use them as breding. keep upp the good work :D

ohh ye btw when i typed that i remeber when i played i found a world with umm stone age ailen that you can build a observertory. mabe make so you can do somting sexy with them on it :D anyway i shall go and play another game last one took 80h :P

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I am getting errors in the error log from this mod.

 

Stuff like this:

 

[00:59:57][persistent.cpp:35]: Error: "Unknown modifier: country_resource_energy_mult, near line: 15
" in file: "common/edicts/lv_empire_edicts.txt" near line: 15
[00:59:57][persistent.cpp:35]: Error: "Unknown modifier: country_resource_minerals_mult, near line: 16
" in file: "common/edicts/lv_empire_edicts.txt" near line: 16
[00:59:57][persistent.cpp:35]: Error: "Unknown modifier: shipsize_corvette_build_cost_mult, near line: 17
" in file: "common/edicts/lv_empire_edicts.txt" near line: 17
[00:59:57][persistent.cpp:35]: Error: "Unknown modifier: shipsize_colonizer_build_cost_mult, near line: 18
" in file: "common/edicts/lv_empire_edicts.txt" near line: 18
[00:59:57][persistent.cpp:35]: Error: "Unknown modifier: spaceport_ship_build_cost_mult, near line: 21
" in file: "common/edicts/lv_empire_edicts.txt" near line: 21
[00:59:57][persistent.cpp:35]: Error: "Unknown modifier: spaceport_ship_build_time_mult, near line: 22
" in file: "common/edicts/lv_empire_edicts.txt" near line: 22

 

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i have a problem i try t omake a robot empire but the combo traint sexbot have so mutch minus points i cant get it to  0 or plus. how do i get that



and robbots dont have anny civic taint to pick not anny sexy ones.

one ide is

they consume sperm to energi.

give them few extra enegy credits. or somting :D

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On 2/21/2021 at 4:41 AM, catchyorbit said:

I have recently learned that Lithia plans to update the mod by adding new features and fixes. I have a list of fixes and suggestions that could be implemented into the mod. It is only a rough draft that still needs many values and figures added:

 

*snip*

 

I'm going to play around a bit with some of this. I'm not in any way related to the mod author, but some of these seem fun. Caveat: I'm not going to overwrite anything in the base mod. This means anything that modifies trade value for individual sex jobs won't be done, since the trait modifier for trade value is actually applied via a part of the job rather than a multiplier like most other resources. I can apply trade value modifiers to countries though, so I may use that in lieu of bonus to sex jobs. 

 

Things I've completed: New trade policy: "All you need is Love." Based on the old mod "All you need is Whores," balanced so that the total resources granted per trade value equals 1 energy, possibly unbalanced since it gives access to a small amount of every resource early. Might lock it behind having one of several civics.

Spoiler

Here's the numbers for this, resource values are based on the market trade, research value is just a convenient number, technically lower then the alloy/research/c.goods building ratio:  Energy =.2
Food =.2
Minerals =.2
Unity = .1
Consumer_goods=.1
Alloys=.05
Engineering =.05
Physics =.05
Society =.05
volatile_motes = .02
exotic_gases = .02
rare_crystals = .02
Nanites = .01
Living_Metal = .01
Dark_Matter = .01
Zro = .01

New Economic Policy: "Lupanarian Economy" -10% Alloys and Goods from Jobs, +20% trade value

 

New Trait: "Sex Trophies" per your comment

 

New Job: "Sex Slave" Unemployed domestic servants when the policy Prostitution: Slavery is selected or if you have the Institutionalized Sex Slavery civic produce a small amount of trade value and amenities, effected by sex jobs bonus. Amount of trade value is 1/2 a streetwalker.

 

 

Things I'm going to try later: All Male/Female civics and events (planet mods). I'm thinking amazon fortress equivalents that give +def army damage planetwide along with an army and a Valkyrie Academy that adds a small amount army and ship xp country wide along with a limited purchase army, ideally 1 per academy. The male equiv has gotta be spartan fortresses and something academys. Same benefits I think. For the casus belli, I think making it viable against all countries with a founding species that has the all gender trait opposite you while also giving those countries a casus belli against you. War goal would just be humiliate probably, but it might also add a trait that removes all opposite gender-specific traits from a certain percentage of pops. Not sure on that, might be more trouble to implement than it's worth.

 

The various traits I may do separately, as it is this mod only overwrites 2 things, vanilla trade policy and vanilla economic policy. I prefer keeping it that way in case the author wants to implement anything, but I also want to go wild with some things... Presapient tentacle monsters (mullosciods) is pretty high on my list. I think the purge idea is a bit too close to the neuter-purge that's already implemented, but most of the other I think are doable. Let me know what you think and if anything bugs out. 

 

Edit: You can just drop most of these files in the matching folder in Lustful Void/Common, while AYNIL_l_english.yml goes in Lustful Void/Localization/English. Maybe I should've just uploaded this as a mod...

love_economic_policy.txt love_trade_policies.txt love_worker_jobs.txt aynil_scripted_triggers.txt love_trade_conversions.txt aynil_admiral_traits.txt AYNIL_l_english.yml

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Far as purges go, I'd prefer something like 'Dwindling', where instead of actively seeking out a species to replace through forced reproduction, it's a far slower issue of less and less of a race are being born. Most likely because their masters are so oversexed the victim race is just constantly too tired to reproduce with it's own kind.

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5 hours ago, GoomytheGoodra said:

Snip:

New Job: "Sex Slave" Unemployed domestic servants when the policy Prostitution: Slavery is selected or if you have the Institutionalized Sex Slavery civic produce a small amount of trade value and amenities, effected by sex jobs bonus. Amount of trade value is 1/2 a streetwalker.

 

Thanks for all your work; looks very interesting.

 

Just wanted to throw this out there to see if there was any interest. I discovered this mod on the workshop a while back and was so happy. Someone figured out a workaround for the slavery system!

https://steamcommunity.com/sharedfiles/filedetails/?id=2264631052

and 

https://steamcommunity.com/sharedfiles/filedetails/?id=2343162103

 

Would this help you at all with your jobs? It seems like you are attempting to use similar ideas.

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5 hours ago, GoomytheGoodra said:

 

I'm going to play around a bit with some of this. I'm not in any way related to the mod author, but some of these seem fun. Caveat: I'm not going to overwrite anything in the base mod. This means anything that modifies trade value for individual sex jobs won't be done, since the trait modifier for trade value is actually applied via a part of the job rather than a multiplier like most other resources. I can apply trade value modifiers to countries though, so I may use that in lieu of bonus to sex jobs. 

 

Things I've completed: New trade policy: "All you need is Love." Based on the old mod "All you need is Whores," balanced so that the total resources granted per trade value equals 1 energy, possibly unbalanced since it gives access to a small amount of every resource early. Might lock it behind having one of several civics.

  Reveal hidden contents

Here's the numbers for this, resource values are based on the market trade, research value is just a convenient number, technically lower then the alloy/research/c.goods building ratio:  Energy =.2
Food =.2
Minerals =.2
Unity = .1
Consumer_goods=.1
Alloys=.05
Engineering =.05
Physics =.05
Society =.05
volatile_motes = .02
exotic_gases = .02
rare_crystals = .02
Nanites = .01
Living_Metal = .01
Dark_Matter = .01
Zro = .01

New Economic Policy: "Lupanarian Economy" -10% Alloys and Goods from Jobs, +20% trade value

 

New Trait: "Sex Trophies" per your comment

 

New Job: "Sex Slave" Unemployed domestic servants when the policy Prostitution: Slavery is selected or if you have the Institutionalized Sex Slavery civic produce a small amount of trade value and amenities, effected by sex jobs bonus. Amount of trade value is 1/2 a streetwalker.

 

 

Things I'm going to try later: All Male/Female civics and events (planet mods). I'm thinking amazon fortress equivalents that give +def army damage planetwide along with an army and a Valkyrie Academy that adds a small amount army and ship xp country wide along with a limited purchase army, ideally 1 per academy. The male equiv has gotta be spartan fortresses and something academys. Same benefits I think. For the casus belli, I think making it viable against all countries with a founding species that has the all gender trait opposite you while also giving those countries a casus belli against you. War goal would just be humiliate probably, but it might also add a trait that removes all opposite gender-specific traits from a certain percentage of pops. Not sure on that, might be more trouble to implement than it's worth.

 

The various traits I may do separately, as it is this mod only overwrites 2 things, vanilla trade policy and vanilla economic policy. I prefer keeping it that way in case the author wants to implement anything, but I also want to go wild with some things... Presapient tentacle monsters (mullosciods) is pretty high on my list. I think the purge idea is a bit too close to the neuter-purge that's already implemented, but most of the other I think are doable. Let me know what you think and if anything bugs out. 

 

Edit: You can just drop most of these files in the matching folder in Lustful Void/Common, while AYNIL_l_english.yml goes in Lustful Void/Localization/English. Maybe I should've just uploaded this as a mod...

love_economic_policy.txt 1.27 kB · 2 downloads love_trade_policies.txt 1.36 kB · 2 downloads love_worker_jobs.txt 12.05 kB · 2 downloads aynil_scripted_triggers.txt 435 B · 2 downloads love_trade_conversions.txt 1.74 kB · 2 downloads aynil_admiral_traits.txt 1.27 kB · 2 downloads AYNIL_l_english.yml 5.36 kB · 2 downloads

were do you put this files?

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@Ozvelpoon I actually use those mods and referenced them to see how they implemented their system (and avoid breaking them). They overwrite a part of the game rules to change how colonization works to turn it into a control method. I didn’t use that system for compatibility reasons, so currently the two mods work together. 
 

Currently having the Prostitution: Slavery policy or Sex Slave civic disables the maids, reproductive slaves, and trophies, so I’m probably gonna change that. All it takes is adding 3 lines in the trigger, so nothing too difficult. I do want to keep them slightly distinct, which is why I avoided adding any extra reproduction rate to the sex slave job. 
 

@FurryfurryEach file ends in _(file type), so you just put them in the folder that matches that type in the lustful void/common folders. _worker_jobs goes into documents/paradox/stellaris/mods/lustful void/common/pop_jobs.
 

The only exception is the localization file (aynil_l_english.yml) which goes in lustful void/localization/english 

 

@ZorlondI think that might be doable pretty easily actually. The neuter purge already has a “slow” extermination rate and an event fired on a certain trigger while that purge is active, so adding something similar that gives unity shouldn’t be terrible. Biggest issue is I lack a massive stockpile of smutty photos for event backgrounds, but I’m sure google will help there. I’m going to make the overwriting version today and I’ll probably post it as it’s own sub mod. 

 

@sen4miI'm not 100%, but I think if you start with intercompatible womb/sperm or aggressive it adds that tech as an option. I'll double check.

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Found a bug, I think. I inherited a bunch of Void Dweller habitats from a vassal, and on one of them are a pair of structures that I cannot demolish, replace, nor repair. One is a bordello and the other is a cow farm. They've basically broken the building slots they occupy and I can't do anything to fix them.

 

Never mind, me idiot. No rock to fix wit. When will I frickin' learn... *sigh*

 

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I have discovered a new hatred for a certain digital media. Localization files can go to hell.

 

So far, 4 functional species traits, just need to do job overwrites

 

Voluptuous Body - Combined trait, includes huge breasts and breeder hips for a reduced cost, requires hybridization mastery

Extremely Athletic - Combined trait, includes Very Strong, Traditional, Enduring with a 10% increase in food upkeep, requires hybridization mastery

Empathic Link - Originally Extreme Emotional Sensitivity, combines rapid breeders, traditional, quick learners, and Natural Sociologists but requires Telepathy researched.

Versatile Appendages - Originally Versatile Tail, acts as an advanced Long tongue trait with additional army bonuses.

 

Also, to learn events and decisions before diving into making new governments, I did 2 things:

Overwrote the planetary tentacle deposit. By linking it to Sexopolis's tentacle infestation deposit, you now can clear the deposit without losing the bonus. The yellow squares make me angry.

 

 Decision: Spawn Sapient Tentacles - Spawns 1 Fanatic Xenophile molluscoid pop with the traits "Empathic Link, Versatile Appendages, All Male, Multiple Penises, Dominant, Sex Crazed, Aggressive Reproduction, Brood Parasite, and Starborn with Tomb world preference." Usable once per planet, requires Epigenetic Triggers and Tentacle Symbiosis. Plan to create a mtth event on worlds with cleared tentacle blockers that will occasionally spawn them (with a disable option of course)

 

Going to do the job overwrites (there's about 4800 lines for 6 jobs, so I gotta be careful to not balls it up) tonight and try to get started on the civics and new buildings.

aynil_decisions.txt z_love_overwrite_blocker_deposits.txt aynil_species_traits.txt love_spawn_events.txt AYNIL_l_english.yml

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Hi. Love this mod, it's very fun and enjoyable to play through, but I find there is a problem with the cheat trait. Specifically, the numbers for it don't work right how many trait picks are left and how much traits you can get. Like the numbers literally overlap and cause the game to freak out about the traits. And once the games starts, the cheat trait can't be removed, or rather, I can't get any additional traits with any gene tech I grab. As someone who likes to roleplay, I would like for this to be fixed so I can use all the traits I want, but I know this is probably on the low end of your to-do list. At any rate, thanks for the fun mod!

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11 hours ago, GoomytheGoodra said:

Found the issue with Unofficial Hive Queen and LV origins, looks like an overwrite in scripted effects. Going to try making a patch that'll work with or without Hive Queen...

 

This should make the origins work, load LV second.

 

Edit: File goes in Lustful Void/common/scripted_effects

 

lv_start_of_game_effects.txt 6.65 kB · 1 download

You are my favorite person of the day sir. Thank you very much for this!

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