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Posted
11 hours ago, Lithia<3 said:

Updated!

 

Sorry for the wait, but it is still technically "this week" for me ?

 

You might notice some things I mentioned in earlier posts are not in this update. Don't worry though, That's still my roadmap for upcoming updates.

 

On a smoller note, I added a goal on patreon which would affect LV and any future mods I make in a big way, so I'd appreciate it if you give it a read! This is the only time I'll ever mention it here and even if it doesn't get reached, LV's development will continue more or less the same as now ?

You seem to have left the subfolders of the common folder empty, depriving the mod of a lot of content.

Thanks, as always, for your great work!

Posted
3 hours ago, Fakenet said:

Have you added the mod to your playset?

I am sorry if that questions seems stupid but we have to make sure.

I have, though the only way I can get the launcher to register that the mod exists is to pull the .mod folder out and put it into the "mod" file.  Thanks!

Posted (edited)

Edit: reread the change notes so was initially confused when masturbation nodes had sexbot jobs, but issue still remains that balance patch sexbots don't provide unity for gestalt machine empires and defaults to them giving standard organic output (trade value and amenities)

Edited by Krazler
Posted
3 minutes ago, Petrellas said:

Added a picture if it helps. Mods are in the folder but it doesn't register as existing.

the problem.PNG

If you look into those folders they'll have both a mod folder and a .mod file. Those should both be in that location rather than the unzipped file.

Posted (edited)
1 hour ago, Petrellas said:

Added a picture if it helps. Mods are in the folder but it doesn't register as existing.

the problem.PNG

I see the problem, re-open the .zip files and look inside. if there is a single folder look inside that one, what you should be looking for is for example a folder called "Lustful Void" with a file called "Lustful Void.mod" alongside it. Put that folder and the .mod file DIRECTLY into your Mods folder, NEVER nest them in a subfolder. Both the correct folder and .mod file are needed directly in the mod folder for the launcher to be able to "see" them.

 

Edit: To further explain the importance of having the folder and .mod file in the Mods folder and not nested in a subfolder I'll explain further. What the launcher for stellaris is looking for is the .mod file, the .mod file is essentially a type of text document that includes general information about what the mod is such as name, version of the game is was "for" but most importantly it include the path to the actual folder with the mods actual files. Because of that if you don't place everything in the Mods folder correctly the launcher can't find the mod. To use and analogy the Launcher is a person in a unfamiliar office building, the .mod file is the Building Directory pointing to the actual folder housing the mod which would be the room the person is looking for.

Edited by Railgunner2160
Posted

I've figured it out!  Thank you so much, Fakenet, Torpy, and Railgunner2160!

 

I was on the right track. I tried pulling the .mod folders out and writing new paths for them, but that wasn't working. The launcher could detect them, but the mods didn't work. I just realized every mod is in two layers of folders. So, ripping the first layer away, they're working now.

 

Thanks again!

Posted
23 hours ago, Questfor said:

Anyone missing the hive civics, or am I doing something wrong?


Have you installed the LV Overwrites Patch? They're showing up fine for me (0.7.1).

3 of the Hive Mind Civics and Orgasmic Diplomats civics have been moved to that patch, as noted in the patch notes.

Posted

The new additional trait picks from the gene techs might be a bit much. Every AI keeps making new pop variations with insane amounts of traits and it's slowing the game down to a crawl. The mod was always kind of tricky with this because of pop growth bonuses, but now it's just crazy. I always disable hybrids for this exact reason but now the AI has just found a way around that. Please make this optional at least.

Posted

I think the institutionalized sex slavery civic should have a % pops enslaved modifier. Right now, you can take it as a Xenophile/Authoritarian but you won't get sex slaves unless you also take Slaver Guilds. Alternatively, there just needs to be an alternative to species wide slavery (which is banned as a Xenophile) that isn't tied to a civic.

Posted

Started Playing again after a long abscence so i dont know exactly whats causing the problem but none of my pops want to work in the brothel . There are worker pops unemployed so i dont understand the problem.

Here is my mod list maybe something is in the wrong order or is there a conflict ?

Any help wil be much apreciated.

image.png.6fd933a923d3744df1c2269f266fcf3f.png

Posted
2 minutes ago, tboy82 said:

Started Playing again after a long abscence so i dont know exactly whats causing the problem but none of my pops want to work in the brothel . There are worker pops unemployed so i dont understand the problem.

Here is my mod list maybe something is in the wrong order or is there a conflict ?

Any help wil be much apreciated.

 

well I can already point to a couple of possible conflicts. Both LV Expansion and LV Additional Things are pretty outdated, and I'm not certain how broken LV Extras Light is after the latest big updates. Try disabling LV Expansion and LV Additional Things first and see if disabling one of those two are the culprit...

Posted
11 hours ago, Railgunner2160 said:

well I can already point to a couple of possible conflicts. Both LV Expansion and LV Additional Things are pretty outdated, and I'm not certain how broken LV Extras Light is after the latest big updates. Try disabling LV Expansion and LV Additional Things first and see if disabling one of those two are the culprit...

I have just tried your suggestion but sadly it did not work .

Thx for the idea 

Posted (edited)

Hopefully able to get some help on this, using just LV, balance patch, and overwrites, worked fine, yes the modset is up to date and never had issues with it before i spend way to long making sure things play nicely for my own good..

LV now despite being enabled wont, actually load.. its just gone ingame. no traits, no origins no nada. It was fine when i went to bed yesterday though.


I have changed load orders, reinstalled the paradox launcher, reinstalled the mod. it still wont load.

Edited by zarri
Posted

did we still need to do 

  • Portrait Patches: You need the Base Game Portraits Gender Patch for pops to change when using mono gender (and futa) traits. Unfortunatly I don't have time to make patches for other species mods anymore, but I did write a basic guide you can find here to make your own!

??????????

Posted
14 minutes ago, ssgame said:

did we still need to do 

  • Portrait Patches: You need the Base Game Portraits Gender Patch for pops to change when using mono gender (and futa) traits. Unfortunatly I don't have time to make patches for other species mods anymore, but I did write a basic guide you can find here to make your own!

??????????

 

 

Pretty sure thats an old thing, given you can not lock genders to male, female, or indeterminate now.

Posted
On 3/24/2023 at 9:50 AM, tboy82 said:

I have just tried your suggestion but sadly it did not work .

Thx for the idea 

I played around with the mods and i found that lv expansion lv aditional things and lv extras all seem to cause the same problem with the prothels for some reason wich i find strange since they are all made for LV

 

Posted

Doesn't anyone play with mods to boost AI ?
But it's impossible to play the original game because of the absolutely stupid AI that can't even build buildings on planets.    -_-

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