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Posted
2 hours ago, Schmee said:

 

 

Yup. Still works with UI Overhaul, just make sure to unsub/resub in order to force push the update. You can blame Steam for that one.

I have unsubbed and resubbed to the UI Overhaul mod to no avail. I even went so far as to completely wipe my mod folders before verifying the game files to ensure no older file versions remained, but nothing is working. I am still crashing at the same place. 

Posted
1 hour ago, Yeti117 said:

I have unsubbed and resubbed to the UI Overhaul mod to no avail. I even went so far as to completely wipe my mod folders before verifying the game files to ensure no older file versions remained, but nothing is working. I am still crashing at the same place. 

I have finally managed to get it to work. I had to reset my game version to 3.14, then clear out all of the non-steam workshop mods from the mods folder, then set my game back to the latest version. After it re-updated to version 4.0, I re-extracted all the LV mods to the mod folder, and I am no longer crashing when I click on planets. Thank you for all the help!

Posted

Lithia's more building slots seems to be causing the major issue for me. Even with help from the discord and installing a patch, I can't play the game because every time I click on my planet the game crashes.

 

Yet if I disable the building slot mod, game runs fine. But I just can't play without a slot mod, I feel so gimped.

 

I've tried everything I can think of and has been suggested to get things to work. But this still happens, yet for some reason the more slots mod and the patch from the discord is working for everyone else. I'm so frustrated lol.

Posted
On 8/26/2025 at 4:45 PM, tipoima said:

Paradox seems to have removed the @ap_technological_ascendancy_rare_tech variable, so every tech that uses it now can't be drawn if you have Tech Ascendancy. 

Yep, noticed this too. Whatever @ap_technological_ascendancy_rare_tech is calling to no longer exists

Posted
39 minutes ago, Serithiene said:

Yep, noticed this too. Whatever @ap_technological_ascendancy_rare_tech is calling to no longer exists

After further investigation, this is nothing to do with LV.

 

I was using Sartek's AP merger mod, which was working fine before the recent patches. But it seems the mod is now borked and disabling it fixed the issue.

Posted

i hope you are at least considering an update or new advisors if not adding more content to lustful void @Lithia<3 maybe a sub mod or 2 if you can not sure if you do this solo or with a team i assume the latter as someone who doesn't know useful code (iphone code is what i learned in my first coding class for a year and was really pissed off when my teacher told me a long time ago that it wasn't going to be useful for the next class honestly f him he practically wasted my time so i mostly self teach myself stuff but coding for stellaris is intimidating and confusing) but yeah i have high hopes for the future development and expansion of your mods

Posted
4 hours ago, Npi9 said:

Anyone know why my pops won't work exotic dancer jobs? 

I'm pretty sure that job is from Mango's, not LV. That being said, I can't get that job to work either lol.

Posted
19 hours ago, Fakenet said:

It works. For me at least.

I will play it then, until the next DLC comes out and nothing works anymore lmao.

Posted (edited)

I think Tentacle World has some major incompatibility with mods that change the amount of available building slots, like Better Plat View (and subsidiaries).

That or some other mod that changes how main city district works, because after terraforming a Gaia world into a Tenta. world - main district is broken, un-buildable and can't be changed.

P.S. How would I make LV compatible with Better Planet View so that I can use it for more building slots? 

Spoiler


Untitled.jpg

 

Edited by McAron
Posted (edited)
1 hour ago, McAron said:

I think Tentacle World has some major incompatibility with mods that change the amount of available building slots, like Better Plat View (and subsidiaries).

That or some other mod that changes how main city district works, because after terraforming a Gaia world into a Tenta. world - main district is broken, un-buildable and can't be changed.

P.S. How would I make LV compatible with Better Planet View so that I can use it for more building slots? 

  Reveal hidden contents

 

 

Untitled.jpg

 

 

 

Lithia has her own mod that adds additional building slots, with built-in compatibility for LV.
 

https://steamcommunity.com/sharedfiles/filedetails/?id=3486446795

 

Edited by NotIndustrious
Posted
18 hours ago, McAron said:

I think Tentacle World has some major incompatibility with mods that change the amount of available building slots, like Better Plat View (and subsidiaries).

That or some other mod that changes how main city district works, because after terraforming a Gaia world into a Tenta. world - main district is broken, un-buildable and can't be changed.

P.S. How would I make LV compatible with Better Planet View so that I can use it for more building slots? 

  Reveal hidden contents

 

 

Untitled.jpg

 

 

To answer your first question, tentacle worlds have a quirk about them where worlds that are terraformed into tentacle worlds don't initially switch primary district properly. It's an easy fix. In the picture you provided, build a tentacle infested city district. It's the one on the top left below where the primary districts should be. When construction finishes, give it a day or two and it'll update and correctly move those districts into the primary slot.

Posted

As far as I can tell the primitive missions seem to be a bit wacky as of 4.0. The "Missing Scientists" event still fires, but once you get to the event where you either save or leave them it just stops dead. No event pops up if you save them and if you leave them it doesn't progress the event (putting the captured pops on the planet). There's also meant to be an aggressive mission chain where you abduct pops and genetically modify them and put them back which adds a bunch of LV traits to the species, but I've not had this proc at all since 4.0.

Posted (edited)
On 9/21/2025 at 3:41 AM, Crazy sam10 said:

As far as I can tell the primitive missions seem to be a bit wacky as of 4.0. The "Missing Scientists" event still fires, but once you get to the event where you either save or leave them it just stops dead. No event pops up if you save them and if you leave them it doesn't progress the event (putting the captured pops on the planet). There's also meant to be an aggressive mission chain where you abduct pops and genetically modify them and put them back which adds a bunch of LV traits to the species, but I've not had this proc at all since 4.0.

 I noticed this as well, thought the problem was a mod conflict or load order issue. But so far I haven't found anything yet in that regard.

Edited by teddyman56
Posted (edited)
On 9/21/2025 at 5:41 AM, Crazy sam10 said:

As far as I can tell the primitive missions seem to be a bit wacky as of 4.0. 

 

So... are you telling us that this mod does not smoothly integrate with the unmodded game's balance🤣

 

Seriously, I laughed so hard I cried.

 

 

Edited by sen4mi
Posted

Hi @Lithia<3, hope you had a good week. I have run into a low-impact bug that is still a bit of an eyesore. It looks like some of the strings in LV are not lining up properly. Here's an example from the agendas section:

 

image.png.ee494651fcd2aa888be730c427a09bc7.png

 

The positions seem to work correctly, they just don't have a "plain language" name mapped to their tag. Figured I should bring it to your attention. Thanks for publishing this great mod!

Posted
On 9/26/2025 at 2:53 PM, sen4mi said:

 

So... are you telling us that this mod does not smoothly integrate with the unmodded game's balance🤣

 

Seriously, I laughed so hard I cried.

 

 

The issue isn't balance. The issue is the lack of event finishers :(

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