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[mod] [Stellaris] Lustful Void - WIP

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@njack46 Do you use any ui mods or any mods that change the number of traits and starting points you get? The vanilla UI gets strange sometimes (and doesn’t even properly show the full trait descriptions) and doesn’t display numbers over 100 very well. I use UI Overhaul Dynamic off the workshop and it is excellent. 
 

As for the cheat trait, it automatically removes itself from effected pops once the game begins, but normally the baseline species still appears with it. If you want, go into lustful void/common/traits and find the file called “lv_species_traits.” Open it in notepad or whatever text editor you prefer and find “lv_cheat_trait” Change the line that says modification = no to modification = yes. The trait will now appear on the gene modding page in species.

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14 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 · 5 downloads

I may have been a little premature; tested you patch by replacing the file in LV but still getting the origin bug of no second species for ones like sadomasochistic evolution. Any advice?

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4 hours ago, GoomytheGoodra said:

@njack46 Do you use any ui mods or any mods that change the number of traits and starting points you get? The vanilla UI gets strange sometimes (and doesn’t even properly show the full trait descriptions) and doesn’t display numbers over 100 very well. I use UI Overhaul Dynamic off the workshop and it is excellent. 
 

As for the cheat trait, it automatically removes itself from effected pops once the game begins, but normally the baseline species still appears with it. If you want, go into lustful void/common/traits and find the file called “lv_species_traits.” Open it in notepad or whatever text editor you prefer and find “lv_cheat_trait” Change the line that says modification = no to modification = yes. The trait will now appear on the gene modding page in species.

I have an UI Overall Dynamic mod that helps out Stellaris, but I don't have anything that changes the number of traits or starting points. What I want is to have more trait picks instead of just 5 so I can properly use the cheat perk, but if I use any other mod that allows more points or picks, it becomes useless to me since it allows the AI to use more traits and picks as well. I'm all for more traits, but having the AI use them as well kinda kills the RP immersion I was roling with. Hence why I wanted to use the cheat perk in LV. But with the way the number of picks is currently bugged, or I assumed bugged, then I can't get what I want. 

 

If you got a suggestion for a mod that allows for unlimited traits and trait picks, without giving the AI the same advantage, I would really appreciate it.

 

As for your suggestion over the modification over the cheat trait in LV, I'll give it a go and see how it works for me.

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6 hours ago, Ozvelpoon said:

I may have been a little premature; tested you patch by replacing the file in LV but still getting the origin bug of no second species for ones like sadomasochistic evolution. Any advice?


scripted effects should only load the last mod, but unlike everything else I’ve run across, it relies on the name of the script effects file. 
 

hive queens uses x_filename, so just change the name of the patch file to z_lv_whatever. 

 

If that doesn’t work, I’m gonna be pissed and confused. 
 

 

@njack46 Only ways I know of to get more traits than other races is by making a custom species and not allowing the Ai to use it or creating a tech/perk/civic that the AI will ignore that increases them. The easiest is copying the species file, bumping traits number up while leaving trait points alone, but that does increase the number of traits AI will typically use. You can set Ai weight to 0 on any traits you want the Ai to ignore. 

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3 hours ago, GoomytheGoodra said:


scripted effects should only load the last mod, but unlike everything else I’ve run across, it relies on the name of the script effects file. 
 

hive queens uses x_filename, so just change the name of the patch file to z_lv_whatever. 

 

If that doesn’t work, I’m gonna be pissed and confused. 

That did it, thanks again!

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Has anyone had issues with Sentient Acquisitions not actually abducting pops properly? I set up a play through based around this and couldn't get it to work.  I thought this might be due to some kind of mod conflict, but stripping a play set down to just LV doesn't seem to fare any better.

The target planets have enough pops and their crime-rate skyrockets, but even letting the operation run for 10-20 years I still don't get a single new pop.

All of my attempts have been with only my homeworld as a viable destination. Is that an issue? I thought it might be a problem with unusual planet types, but even with the default vanilla planet choice it still won't work. :(

This one hiccup aside, I love the mod! Please keep up the amazing work! :)

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hey, just curious. What are the odds of getting a tentacle planet. found one once and had to destroy it 😭(only downside of Xenophobes) but then never found one since. is it one of my other mods causing problems or is the spawn rate just really low

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Looking at the files to see why I've had so few mod events, I see a lot of the anomalies seem to have a condition to not fire if your main species is all male?  While that makes sense with the art assets, maybe add an exception for multi-species starts where one species fits the requirement?  One of my starting species is all male and the other all female, so a lot of anomalies were turned off until I remade the empire and swapped their positions.

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11 hours ago, NoGodsorKings19 said:

hey, just curious. What are the odds of getting a tentacle planet. found one once and had to destroy it 😭(only downside of Xenophobes) but then never found one since. is it one of my other mods causing problems or is the spawn rate just really low

i don't know the exact odds but i do know you will likely fire off 1 event for the tentacle colony planet. and the blockers will show up randomly on just about every single planet Diverse or Vanilla. 

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On 2/27/2021 at 11:04 AM, njack46 said:

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!

 

Can you expand on this? I have the problem that I cannot genetically modify my pops, no matter the species. That's because I never get additional trait points despite researching techs that should give me trait points. I'm looking for the cause of this. Is this what happens to you? By the way, I can confirm that the cheat trait did not disappear on the baseline species.

(The problem may not be with this mod, for me, because I'm using several mods that have to do with traits. And I also once changed the number of traits and trait picks myself. But it sounds like you may have the same or a similar problem.)

 

Edit: After a bit of testing, I found my problem. See my post below.

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I've recently started playing and I'm been liking it so far. My only gripe is that I wish there is an option to disable the LV leader traits or maybe remove/change a leader's LV trait since those trait compete with vanilla and other mod leader traits, and I have the annoying luck of constantly getting sadists and rapists in the leader recruitment pools.

 

I would have preferred it if those traits are attached to what species traits the race has and government civics you have chosen, though you can still of course add them in through gene/robo modding.

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17 hours ago, David3 said:

 

Can you expand on this? I have the problem that I cannot genetically modify my pops, no matter the species. That's because I never get additional trait points despite researching techs that should give me trait points. I'm looking for the cause of this. Is this what happens to you? By the way, I can confirm that the cheat trait did not disappear on the baseline species.

(The problem may not be with this mod, for me, because I'm using several mods that have to do with traits. And I also once changed the number of traits and trait picks myself. But it sounds like you may have the same or a similar problem.)

 

Edit: After a bit of testing, I found my problem. See my post below.

 

So, I seem to have found my problem, and I wanted to post the solution here for the sake of those who might experience a similar problem and stumble upon this thread.

 

As I have said, I once changed the number of trait points and trait picks myself, without a mod. Although I thought I had reverted that change, apparently I did not sufficiently so.

 

I previously changed the file 00_species_archetypes.txt in "Program Files (x86)\Steam\steamapps\common\Stellaris\common\species_archetypes" in order to get more trait points and trait picks. I changed that back at a later date to the original values (even deleted the file, and verified the game files via steam). However, and this seemed to have been the problem, I kept a backup of the file that I changed. Two backups, in fact:

 

00_species_archetypes - Copy.txt

 

and

 

00_species_archetypes_.txt

 

After I removed those two backup files from "Program Files (x86)\Steam\steamapps\common\Stellaris\common\species_archetypes" gene modding was again possible like it is in the vanilla game. My problem had nothing to do with this mod (or any other mod), I wanted to clarify that as well.

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With all the great trait mods people have been coming out with lately, I've got to ask:

 

Is there any way to have a repeatable research tech that adds a trait-pick for species templates?

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1 hour ago, Zorlond said:

With all the great trait mods people have been coming out with lately, I've got to ask:

 

Is there any way to have a repeatable research tech that adds a trait-pick for species templates?

Not 'by the book', no. There isn't a programmed variable for trait picks, so you can't change it that easily. In theory though, you could do it in a really hackjob roundabout way by creating a custom edict that edits trait picks then adding techs that give you a single use of the edict or something...

 

In other words, not without some *serious* jank.

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The "Divine coupling" civic seems very weak, it gives only 1 concubine job per temple tier and concubines base production is only:
- 2 unity 
- 2 amenoties
- 2 pop happiness on the planet.

image.png.158cea3fcfd39c397a744e7567a72269.png

 

Imo the civic should maybe give 3 (at least 2) concubine jobs per temple tier but maybe reduce the pop happiness by 1 per job.
You could also add a new building like a harem or something that would give more concubine jobs.

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Okay, so after playing some decidedly non-NSFW mods recently I suddenly had an idea on what I really miss in my lewder playthroughs. A certain key functionality that seems to be woefully unmodded, despite the potential lying inside it. Judging from my lack of reading this discussion thread in general, I'm fairly certain that it was talked about, but I'll speak just in case. Especially as LV seems to branching recently a bit - I'm not knowledgeable enough about modding to pull it off, but perhaps someone else will do something. 

Sexuality Ethics. So many times I had my immersion broken by species I personally added to the list for past playthroughs acting utterly wrongly in subsequent playthroughs, as the AI struggles to make rational choices. Soon everyone has weird species traits (half of them from LV), countries make some real weird choices (and I'm almost sick of running into "normal countries" planets that seem to have their economy run on pure whorenium refinery industry. 

We need Fanatic Lewd - Lewd - Wholesome - Fanatic Wholesome slide of ethics to make it possible to customize starting situation of custom empires. I mean, think of new factions and what the Fanatic Lewd faction might demand! Think of how much framerates will be spared if only really lewd countries get tech options for like +50 modification points (resulting in less complicated species, so less calculation of pop production). Think of how nicely streamline the civics pick-up would be? Bonus points for not absolutely-every-damn-country out there having sapient milk ranches (be honest with me, it shouldn't be that common, it RUINS MY IMMERSION). 

 

[I totally know this is possible, at least since i played with Pantheon of the Void mod, hmph. Yeah, so I dropped my idea, now I'm going to be too spooked of potential replies to check it anytime soon, if someone thinks this is a good idea then go do such submod/make it part of LV, now I'm off. 

[I was so damn tired yesterday that I posted it in the wrong page lol]

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2 hours ago, Bloodly said:

Perhaps it shouldn't block Exalted Priesthood civic?  That at least gives you High Priests.


Yeah not sure why it does that either, the descriptions really don´t seem to make them incompatible.

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9 hours ago, Mirrond said:

Okay, so after playing some decidedly non-NSFW mods recently I suddenly had an idea on what I really miss in my lewder playthroughs. A certain key functionality that seems to be woefully unmodded, despite the potential lying inside it. Judging from my lack of reading this discussion thread in general, I'm fairly certain that it was talked about, but I'll speak just in case. Especially as LV seems to branching recently a bit - I'm not knowledgeable enough about modding to pull it off, but perhaps someone else will do something. 

Sexuality Ethics. So many times I had my immersion broken by species I personally added to the list for past playthroughs acting utterly wrongly in subsequent playthroughs, as the AI struggles to make rational choices. Soon everyone has weird species traits (half of them from LV), countries make some real weird choices (and I'm almost sick of running into "normal countries" planets that seem to have their economy run on pure whorenium refinery industry. 

We need Fanatic Lewd - Lewd - Wholesome - Fanatic Wholesome slide of ethics to make it possible to customize starting situation of custom empires. I mean, think of new factions and what the Fanatic Lewd faction might demand! Think of how much framerates will be spared if only really lewd countries get tech options for like +50 modification points (resulting in less complicated species, so less calculation of pop production). Think of how nicely streamline the civics pick-up would be? Bonus points for not absolutely-every-damn-country out there having sapient milk ranches (be honest with me, it shouldn't be that common, it RUINS MY IMMERSION). 

 

[I totally know this is possible, at least since i played with Pantheon of the Void mod, hmph. Yeah, so I dropped my idea, now I'm going to be too spooked of potential replies to check it anytime soon, if someone thinks this is a good idea then go do such submod/make it part of LV, now I'm off. 

[I was so damn tired yesterday that I posted it in the wrong page lol]

 

It's unlikely that Lithia will add changes to the ethics system, and nor should they. 

Older versions of LV tried to do this, but it's a lot more trouble than it's worth to try and change the ethics system, as it causes a LOT of conflicts for events firing off, or major incompatibility with other mods that rely on the vanilla ethics system. Plus any new ethics would require a brand new UI patch for the empire creation screen. 

 

If you want a mod that overhauls ethics while still being more compatible with other mods, I recommend checking out Revolutions - Ethics and Civics

 

It's based off of the the original Ethics and Civics Classic mod which adds three new ethics spectrums (Elitist-Pluralist, Capitalist-Socialist, Ecologist-Industrialist) and a bunch of new civics to go with them. Plus it's being regularly updated unlike the original Ethics and Civics Classic mod.

 

The only issue is that there are some minor conflicts regarding species rights and assimilation that conflict with LV, but that can be relatively easily patched depending on your setup. 

 

 

 

 

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What counts as a 'Sex Job'?  It seems vague, and there's things that are sketchy, like the Sexual Alloy Forge.

 

EDIT: Trait Orgasmic Diplomats is meant to always grant the 'Seductive' trait to leaders.  Doesn't really seem to be working.

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This mod is awesome! I contacted various stars for the first time since 2017, then came to this forum and tried this mod. At that time, there was no Chinese translation for the mod. When I was playing games, I used mobile translation software to take photos and translate English events. Also laughed at it by my roommate.

I recently returned to the game and found that there are Chinese event translations in the mod, as well as unusual events that have never occurred before. I really want to encourage the author and hope that this mod will continue to be updated.

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On 3/8/2021 at 5:25 AM, Bloodly said:

What counts as a 'Sex Job'?  It seems vague, and there's things that are sketchy, like the Sexual Alloy Forge.

 

EDIT: Trait Orgasmic Diplomats is meant to always grant the 'Seductive' trait to leaders.  Doesn't really seem to be working.

Orgasmic Diplomats works with Seductive Trait. but only for certain government types such as the Monarchy one. as the other elect random people the trait cannot be properly applied. 

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