Dagome_Iudex Posted May 11, 2019 Posted May 11, 2019 You have to keep in mind that any event that triggers multiple times will quickly become a bother, with the same description and graphic repeating. It's best not to make events that trigger every year. So for the above, a one time event for acquiring the trait would be best, as you will likely see it more than once anyway across multiple scientists. So something like this: Quote Alien Broodmother for Green - "This researcher is being used as broodmother host to a strange creatures, while often causing distracting orgasmic spasms, when the pregnancy is over, it results in a fascinating variety of creatures to study." Acquired via anomaly or neighbouring a hive civilization. The requires a short special project to be finished, then applies the following to the head of Society research: Alien Broodmother: +15% research speed (biology), leader lifespan -10. Probably also gives a large amount of Exp on acquiring it. Quote Unremovable Fuck-Rig for Orange - "This research has has a mysterious exosuit attached through them that cannot be removed, while often forcing its wearer into many sexually compromising positions and endless orgasms, the suit itself is a marvel of engineering to study and also computes equations faster than any computer." This type of trait would be best applied to a General: A powerful exosuit that fucks them constantly. Something like this probably: Unremovable Fuck-Rig: +15% army damage, +15% army morale, -10% experience gain. Quote Subdermal Tantric Superconductor for Blue - "Following an accident, this researcher has had an exotic tantric superconductor embedded within their skin causing mind shattering electric shocks of pleasure to regularly course through their body, while not lethal they can be equally exhausting and exhilarating while also providing an unique research opportunity." I'm not sure what type of research that might improve XD
Guest Posted May 11, 2019 Posted May 11, 2019 15 hours ago, Pfactor said: I've been perusing through the text files of the mod and I'm seeing a lot of events and techs that are not showing up in my game, as in not at all. I've only seen a single leader with one of your new traits and only a single tech show up. Is there a preprogrammed year because I blow through my techs very fast. Also, curiously there is a ton of fucking going on, tons of population growth but no hybrids. I've looked at the galaxy species list and I see a lot of Half-XXXX but none in my empire. Curious. Why are there so many of nearly identical species being created? I've got dozens of different versions of one of my client aliens that I want to stay a resident but their status always changes to slaves because that is my default setting for new species. Just observations. As a person that has created online content themselves and created a large fan base (under a different name for a different game) I know what it's like to have people say "I CAN'T WAIT!!!".. yes you can wait.. So I will only say I look forward to any future updates. It's only polite. What traits are you using for your species? Most events are locked behind certain traits, and if you don't have them the only way to get them will be to bring alien species that do into your empire. An easy way to do this is to either let them immigrate or gene mod a primitive/pre-sapient. Also note that in order to get these events you need to have more than one species in your empire. As soon as a species with Brood Parasite for example gets on a planet with a different species, you should get the event. As for the leader traits, they do work, they're just kind of rare due to the sheer number of traits in the vanilla game, if you want, you can add them to your leaders manually using the console. And for tech, some are not available, such as the Sapphic Rituals tech which requires a civic which has not been implemented yet. The rest you can get, though they have prerequisites, such as Braaq Genes requiring genome mapping, and wildlife breeding behaviour requiring alien life studies. How likely you are to have these techs come up depends on your civics, xenophiles are much more likely.
kiargo Posted May 11, 2019 Posted May 11, 2019 5 minutes ago, Aelariah said: As soon as a species with Brood Parasite for example gets on a planet with a different species, you should get the event. Wich event? I asked serval times about benefits, events and the fun thing is play with Brood Parasite? I played both games with 100 years with main spicies having that trait and I didn't get nothing
Guest Posted May 11, 2019 Posted May 11, 2019 3 minutes ago, kiargo said: Wich event? I asked serval times about benefits, events and the fun thing is play with Brood Parasite? I played both games with 100 years with main spicies having that trait and I didn't get nothing Do you have more than one species on your planets? Because that is necessary to get the event. If you do and are still not getting it, click on one of your planets with multiple species, open up the console and type event lv_brood_parasite.7 Like so: https://imgur.com/a/4kBkF8z If nothing comes up, you may need to re-download Lustful Void and try again.
kiargo Posted May 11, 2019 Posted May 11, 2019 7 minutes ago, Aelariah said: Do you have more than one species on your planets? Because that is necessary to get the event. If you do and are still not getting it, click on one of your planets with multiple species, open up the console and type event lv_brood_parasite.7 Like so: https://imgur.com/a/4kBkF8z If nothing comes up, you may need to re-download Lustful Void and try again. Yes that happens, every time a xeno comes to one of my new colonies, but then, nothing else, I dont know what happen next.
Guest Posted May 11, 2019 Posted May 11, 2019 9 minutes ago, kiargo said: Yes that happens, every time a xeno comes to one of my new colonies, but then, nothing else, I dont know what happen next. That is all there is to it for now. The mod is still early in development, and that will likely be expanded on later.
Neliahawk Posted May 11, 2019 Posted May 11, 2019 hmm do i need the "SSX LV Patch" from the patches? or better question, when do i need to add that patch?
RSGAlex Posted May 11, 2019 Posted May 11, 2019 You generally only need a patch if and when you're using that mod in conjunction with this one.
Jeorje1 Posted May 11, 2019 Posted May 11, 2019 I'm having a hard time getting this mod to work. It shows up in the mod list and I select it but when I actually start playing it doesn't seem like it is on. Perhaps I am just really stupid. Help would be appreciated.
Railgunner2160 Posted May 11, 2019 Posted May 11, 2019 Can you list what steps you've taken? Can you post a screenshot of your mod install folder? Also hit up the discord if you want a faster response...
Guest Posted May 12, 2019 Posted May 12, 2019 2 hours ago, Jeorje1 said: I'm having a hard time getting this mod to work. It shows up in the mod list and I select it but when I actually start playing it doesn't seem like it is on. Perhaps I am just really stupid. Help would be appreciated. Try disabling all your other mods and seeing if it appears then, if not, try re-downloading the mod and make sure both the .mod file and the folder are in the correct location.
Jeorje1 Posted May 12, 2019 Posted May 12, 2019 6 hours ago, Aelariah said: Try disabling all your other mods and seeing if it appears then, if not, try re-downloading the mod and make sure both the .mod file and the folder are in the correct location. Thank you! Re-downloading it seemed to work. I must have been doing something wrong.
Dagome_Iudex Posted May 12, 2019 Posted May 12, 2019 Guys, Lithia wanted a writing guide so events are in a more unified format, so I went and wrote one up. Here you go. 2
Lithia<3 Posted May 12, 2019 Author Posted May 12, 2019 @Dagome_Iudex Thanks again! I'll add it to the main post when I release the next update. 1
Ozvelpoon Posted May 12, 2019 Posted May 12, 2019 7 hours ago, Dagome_Iudex said: Guys, Lithia wanted a writing guide so events are in a more unified format, so I went and wrote one up. Here you go. Thanks, and here is my first attempt! Event Name: Sexy Planet Event type: Planet event Graphic: Requirements: -Settling Species does not have the Sexually Represses or Sexually Inept traits. Other: Trigger upon settling a Gia/Tropical/Continental/Ocean world plus short delay. Description: “After several months living on [Planet Name] it has become apparent that the ecosystem is rather... lewd. Fruit shaped like female reproductive organs; vines with flared heads that pulse and twitch in an erotic manner; and an atmosphere that has the unusual but unmistakable smell of fresh sex. The local fauna are equally well endowed, with a wide veriety of large phalis and vaginal organs that would not seem out of place on creatures twice their size. [Society Researcher name] explains in their report that the ecosystem seems to defy common wisdom, and rely on inter species pollination between the local flora and fauna seeming to ignore traditional phenotype lines. The seeming lack of any native predators and mild seasons allows for a near continuous mating season with the sound of wild animals in heat constantly in the background wherever you are on the planet. [Society Researcher name] hesitates to draw any conclusions, but observes that it is extremely unlikely for a world that matches [Species Adjective] sexual proclivities so perfectly to develop naturally. “ Options: 1. <"This sounds like a veritable paradise... keep investigating"> Requirement: Effects: - [Planet Name] gains the "Lewd Ecology" planetary modifier. - Add the "Lewd Planet" special project to the Situation log. 2. <"This will be too distracting for the colonists, we should find a way to nip this in the bud." > Requirement: None Effects: - [Planet Name] gains the "Lewd Ecology" planetary modifier. - [Planet Name] gains the "Curbed Lust" planetary modifier for 5 years - Add the "Lewd Planet" special project to the Situation log. Planetary Modifier: Lewd Planet - +10% happiness - Farmer jobs on the planet produce +1 Amenity; +1 Unity - -10% pop mineral production - -10% pop energy production Planetary Modifier: Curbed Lust - +10% pop mineral production - +10% pop energy production Special Project: Lewd Ecology Choose either - "Encourage colonists to investigate the planet" Cost: 1000 Society research Result: Start Event "Even stranger than we thought" OR - "Discourage colonists venturing outside the colony" Cost: 1000 Society research Result: Remove "Lewd Planet" planetary modifier from [Planet Name] 2
Dagome_Iudex Posted May 12, 2019 Posted May 12, 2019 17 minutes ago, Ozvelpoon said: Thanks, and here is my first attempt! Event Name: Sexy Planet Event type: Planet event Graphic: Requirements: -Settling Species does not have the Sexually Represses or Sexually Inept traits. Other: Trigger upon settling a Gia/Tropical/Continental/Ocean world plus short delay. Description: “After several months living on [Planet Name] it has become apparent that the ecosystem is rather... lewd. Fruit shaped like female reproductive organs; vines with flared heads that pulse and twitch in an erotic manner; and an atmosphere that has the unusual but unmistakable smell of fresh sex. The local fauna are equally well endowed, with a wide veriety of large phalis and vaginal organs that would not seem out of place on creatures twice their size. [Society Researcher name] explains in their report that the ecosystem seems to defy common wisdom, and rely on inter species pollination between the local flora and fauna seeming to ignore traditional phenotype lines. The seeming lack of any native predators and mild seasons allows for a near continuous mating season with the sound of wild animals in heat constantly in the background wherever you are on the planet. [Society Researcher name] hesitates to draw any conclusions, but observes that it is extremely unlikely for a world that matches [Species Adjective] sexual proclivities so perfectly to develop naturally. “ Options: 1. <"This sounds like a veritable paradise... keep investigating"> Requirement: Effects: - [Planet Name] gains the "Lewd Ecology" planetary modifier. - Add the "Lewd Planet" special project to the Situation log. 2. <"This will be too distracting for the colonists, we should find a way to nip this in the bud." > Requirement: None Effects: - [Planet Name] gains the "Lewd Ecology" planetary modifier. - [Planet Name] gains the "Curbed Lust" planetary modifier for 5 years - Add the "Lewd Planet" special project to the Situation log. Planetary Modifier: Lewd Planet - +10% happiness - Farmer jobs on the planet produce +1 Amenity; +1 Unity - -10% pop mineral production - -10% pop energy production Planetary Modifier: Curbed Lust - +10% pop mineral production - +10% pop energy production Special Project: Lewd Ecology Choose either - "Encourage colonists to investigate the planet" Cost: 1000 Society research Result: Start Event "Even stranger than we thought" OR - "Discourage colonists venturing outside the colony" Cost: 1000 Society research Result: Remove "Lewd Planet" planetary modifier from [Planet Name] That's good shit. Port this into a google doc with (at least) the option to view and comment, and I'll suggest some minor adjustments.
Ozvelpoon Posted May 12, 2019 Posted May 12, 2019 5 minutes ago, Dagome_Iudex said: That's good shit. Port this into a google doc with (at least) the option to view and comment, and I'll suggest some minor adjustments. I was wondering how best to organize this; what would you say to adding them all to the bottom of your template document?
Dagome_Iudex Posted May 12, 2019 Posted May 12, 2019 Personally I think it's best if every events has it's own google doc, maybe have a hub that has link to every googe doc event. I know some people use github for that type of thing, but I have no experiance with it.
Ozvelpoon Posted May 12, 2019 Posted May 12, 2019 https://docs.google.com/document/d/1GESwTOhTST4FNi76KAE3nbbP6IIFJ0jgWkZeRjFtNMY/edit?usp=sharing The event from before in its own doc.
Lithia<3 Posted May 12, 2019 Author Posted May 12, 2019 Kind of why I set up that github thing for the mod...if people start using it, I'll start checking it. Just go to the issues tab and create a new "issue" with a link to the doc, or you can even make the suggestion right there in the same format as the template.
Ozvelpoon Posted May 12, 2019 Posted May 12, 2019 19 minutes ago, Lithia<3 said: Kind of why I set up that github thing for the mod...if people start using it, I'll start checking it. Just go to the issues tab and create a new "issue" with a link to the doc, or you can even make the suggestion right there in the same format as the template. Posted on the Github as well. I kind of like the Github better so I will use that; it feels better for collecting all the information in one place.
justhere2look Posted May 12, 2019 Posted May 12, 2019 Question where are traits located in the files and and what do i need to remove to stop other empire from having futa's or to stop futa's from spawning in general.
Naas Posted May 12, 2019 Posted May 12, 2019 Not quite sure how to check the compatibility of this against Steam Workshop mods, though I imagine something like Remastered Humans might conflict.
Ozvelpoon Posted May 12, 2019 Posted May 12, 2019 1 hour ago, justhere2look said: Question where are traits located in the files and and what do i need to remove to stop other empire from having futa's or to stop futa's from spawning in general. The traits are in Stellaris -> Common -> traits I think you may be confusing this mod with another, as there is no futanari trait at this time.
Lithia<3 Posted May 12, 2019 Author Posted May 12, 2019 Unfortunately talking to support after not finding certain options, it seems github won't really work the way I want it to since they don't have those options. It's best to just make a google doc and either pm me here (it might get lost if you post it, so pm me! lol) or post it on the discord server I'm making for the mod.
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