FurryFactualFun Posted October 31, 2019 Posted October 31, 2019 The event that triggers when displacing pops from planets was supposed to be given a 5-years cooldown, but it triggers constantly when I'm removing pops. Is there a way to fix this?
Nuppp Posted October 31, 2019 Posted October 31, 2019 I have a problem with a potraits mod how to fix this ?
Railgunner2160 Posted October 31, 2019 Posted October 31, 2019 1 hour ago, Nuppp said: I have a problem with a potraits mod how to fix this ? Are you using one of the patches for Lustful Void? If so are you also subscribed to the original mod? The patches for LV don't include the portraits themselves.
Guest Posted November 1, 2019 Posted November 1, 2019 The traits that improve things like dairy jobs don't seem to work. Is there any fix for this?
Greyfox18 Posted November 2, 2019 Posted November 2, 2019 i think this mod breaks lithoids. just got the dlc and apparently the lithoid trait cant be applied to the species. Edit: someone said in a previous post add this to the mod's 00_species_archetypes file and it should work LITHOID = { inherit_trait_points_from = BIOLOGICAL} Edit 2: the above does fix it somewhat, but the only 2 traits that can be applied are the lithoid trait and the hive mind trait
anno Posted November 6, 2019 Posted November 6, 2019 Is anyone having problems with version 2.5.1 of the game? As ALL of my biological pops and races now consume minerals instead of food all of a sudden. I started a new game after the update and it hasn't fixed the issue. I don't have the Lithoid species pack and can't seem to find any information about it on the net or paradox forum. Anyone got any ideas on how to fix it???
cptnnutt Posted November 6, 2019 Posted November 6, 2019 11 minutes ago, anno said: Is anyone having problems with version 2.5.1 of the game? As ALL of my biological pops and races now consume minerals instead of food all of a sudden. I started a new game after the update and it hasn't fixed the issue. I don't have the Lithoid species pack and can't seem to find any information about it on the net or paradox forum. Anyone got any ideas on how to fix it??? yummy rocks 1
Sadist12345 Posted November 9, 2019 Posted November 9, 2019 There seems to be a problem with the portraits and monogender species pops. I do have both the basic mods and patches installed, I currently play on the 2.4.0 version. Perhaps it is caused by the fact that the base mods have been updated to 2.5 already while the patch is for the older version.
Mirrond Posted November 10, 2019 Posted November 10, 2019 On 11/6/2019 at 10:01 PM, anno said: Is anyone having problems with version 2.5.1 of the game? As ALL of my biological pops and races now consume minerals instead of food all of a sudden. I started a new game after the update and it hasn't fixed the issue. I don't have the Lithoid species pack and can't seem to find any information about it on the net or paradox forum. Anyone got any ideas on how to fix it??? Your 2.5.1 at least launches. Mine does not. I've been trying to make it run ever since the 2.5.0 update, to no avail thus far. I've managed to fight my way through series bug in game (mods simply refused to load), but now there is a serious mod conflict that I have no idea what it's source is. This includes Lustful Void - for some reason almost no civics save for Divine Coupling show up. And then, when I try to launch new game... crash.
Cammander of F.I.A Posted November 10, 2019 Posted November 10, 2019 2 hours ago, Mirrond said: Your 2.5.1 at least launches. Mine does not. I've been trying to make it run ever since the 2.5.0 update, to no avail thus far. I've managed to fight my way through series bug in game (mods simply refused to load), but now there is a serious mod conflict that I have no idea what it's source is. This includes Lustful Void - for some reason almost no civics save for Divine Coupling show up. And then, when I try to launch new game... crash. I have a problem with it to wen i star a game it stop at day 4 wan i star a new.
MagnaSonic3000 Posted November 11, 2019 Posted November 11, 2019 Day 4 I heard some serious script loading kicks off, as my game freezes for a few seconds after day 4 and then resumes itself. 1
anno Posted November 11, 2019 Posted November 11, 2019 I've fixed the Issue, was caused by Glavius AI mod and changed mod load order. Try playing without mods and verify intergrity of game files, also clean out your mod folder. See if that works?
amdhans Posted November 12, 2019 Posted November 12, 2019 Just in case anyone doesn't know. The loadorder in the new launcher loads Top to Bottom, if you have a patch before a mod that mod will overwrite the patch if they both touch the same files. Patches need to load after mods and the mods you want to have priority need to load after less important mods if they effect the same files.
Anonymous Posted November 13, 2019 Posted November 13, 2019 So... how does one go about creating a compatibility patch for, say, Remastered Human Portraits? I essentially copied (with changes obviously) aforementioned mod into relevant LV folders and it still doesn't work properly when mono-sex traits are present. Edit: Nvm, I'm a tool. After giving it another look (and using more than two brain cells) I realized it's as simple as adding trigger blocks from LV to RHP and copying the portrait list from RHP to said LV blocks.
MarianTheSharkFace Posted November 16, 2019 Posted November 16, 2019 is the mod compatible with the 2.5.1?
Anonymous Posted November 17, 2019 Posted November 17, 2019 1 hour ago, MarianTheSharkFace said: is the mod compatible with the 2.5.1? I haven't seen any noticeable problems except some missing lines (like one choice in one events not having a proper "translation"), but I think those were there before the last few patches anyway.
Embarec Posted November 18, 2019 Posted November 18, 2019 Edit: Just found the quick fix that invalidates my last post. Please ignore.
zelayasrevenge301 Posted November 19, 2019 Posted November 19, 2019 First of all I just wanna say that this is an incredible mod and I pretty much can't play the game without now it considering how many new traits and features it adds. However there's one major issue that already plagues the base game, and this mod makes it worse: mid/late-game lag from pops and jobs. As most stellaris players already know, one of the biggest sources of lag in the game is the fact that the default pop/job calculation is straight up broken. This gets even worse once AIs unlock the xeno-compatibility and biological ascension perks, as the game spams new hybrids and pops all over the place, which really slows things down. One solution people have found is to disable those two ascension perks. Obviously this mod is really dependent on those perks, but unfortunately some of us may have to disable them (for the AI at least) just to make the game playable again. For anyone who wants to try this, go to the lv_ascension_perks.txt file in the ascension_perks folder in the mod's files. Any time you see this line: Quote ai_weight = { factor = 1 Change the factor to 0: Quote ai_weight = { factor = 0 Do it for every instance of "factor" to disable both this mod's version of xeno-compatibility, and the game's original one. This will disable the perks for the AI, but let the player use them. I also recommend using this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1801814489 to disable the bio ascension perk (gene modding) for the AI. This might sound OP, but it may be necessary to cut a large chunk of the lag you inevitably get from the game constantly trying to evaluate pops for each available job EVERY DAY (why paradox???) I'll test this out soon to confirm it works.
zelayasrevenge301 Posted November 19, 2019 Posted November 19, 2019 Oh and if you're taking suggestions for new traits, could you maybe add some new ones related to lips? (both kinds of course ) 1
Anonymous Posted November 19, 2019 Posted November 19, 2019 9 hours ago, zelayasrevenge301 said: Spoiler First of all I just wanna say that this is an incredible mod and I pretty much can't play the game without now it considering how many new traits and features it adds. However there's one major issue that already plagues the base game, and this mod makes it worse: mid/late-game lag from pops and jobs. As most stellaris players already know, one of the biggest sources of lag in the game is the fact that the default pop/job calculation is straight up broken. This gets even worse once AIs unlock the xeno-compatibility and biological ascension perks, as the game spams new hybrids and pops all over the place, which really slows things down. One solution people have found is to disable those two ascension perks. Obviously this mod is really dependent on those perks, but unfortunately some of us may have to disable them (for the AI at least) just to make the game playable again. For anyone who wants to try this, go to the lv_ascension_perks.txt file in the ascension_perks folder in the mod's files. Any time you see this line: Change the factor to 0: Do it for every instance of "factor" to disable both this mod's version of xeno-compatibility, and the game's original one. This will disable the perks for the AI, but let the player use them. I also recommend using this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1801814489 to disable the bio ascension perk (gene modding) for the AI. This might sound OP, but it may be necessary to cut a large chunk of the lag you inevitably get from the game constantly trying to evaluate pops for each available job EVERY DAY (why paradox???) I'll test this out soon to confirm it works. There's also that mod which limits the number of subspecies, because the AI goes full retard with those ascension perks. Honestly, how badly optimized can your game be that even a meme-tier 2000$ PC can't handle a single session for more than 300 years on a 400-size map?
MarianTheSharkFace Posted November 20, 2019 Posted November 20, 2019 ok ive got a problem im a fanatic xenophile empire with the xeno-compatibility perk, i have 5 different species in my empire but still after 50 years they dont interbreed. Do you know why?
Lamadi Posted November 22, 2019 Posted November 22, 2019 What's the policy on crediting sources here? I've created some potential event pictures, but many of them I don't remember the source / artist for. I edited the colors for all of them to make them fit more with the Stellaris color theme which is rather blue and green for the most part. I also did some further edits on some of them, like removing speech bubbles from comics by use of content-aware-fill for instance. Artist: Xxoom Artist: Don't remember Artist: Not sure, but I assume it's the same as the one above Artist: Ferres Edits done: Edited away some dude to the right. Edit looks fairly obvious now that I look closer at it. Damn! Artist: Eroquis, or Butcha-U or whatever he calls himself now. Artist: Not sure Artist: Don't remember Artist: Feather Edits done: Removed partially visible robot dude to the left Artist: Don't remember Artist: Don't remember Artist: No idea Artist: Don't remember Artist: Don't remember. (Also, I left the artist watermark in. I don't want to edit away someone's signature unless it's outside the frame. I also can't tell what the watermark says... 'TadoVanTor'?) Artist: Afraid I don't remember, but this is a fairly popular image, so I assume someone will correct me here Artist: Jacky / Aerial Rave Artist: Another popular image I don't remember the artist of. Please correct me here. Edits done: Removed the planks from the rope bridge. They could instead pass as cables. Artist: Surprise! I don't remember this one either! Artist: Ferres Artist: No clue, sorry Edits done: Turned two people into aliens, and content-awared two other people away since I was too lazy to turn them into aliens as well. Artist: Ferres Artist: Ferres. Edits done: Content awared away a speech bubble Artist: Jacky / Aerial Rave Edits done: Content awared + painted away the title of the comic (Seraphic Gate, I think) Artist: Ferres Edits done: Content awared away SFX Artist: Ferres Edits done: Content-awared some speech bubbles Artist: Don't remember Artist: Don't remember. Hope I'm not breaching any rules here. 3
Tamwin5 Posted November 23, 2019 Posted November 23, 2019 10 hours ago, Lamadi said: What's the policy on crediting sources here? I've created some potential event pictures, but many of them I don't remember the source / artist for. I edited the colors for all of them to make them fit more with the Stellaris color theme which is rather blue and green for the most part. I also did some further edits on some of them, like removing speech bubbles from comics by use of content-aware-fill for instance. There is a specific channel on the discord for submitting found art for use, so things should be put there.
Sid67 Posted November 23, 2019 Posted November 23, 2019 Getting an error that's possibly causing the game to stutter. Still kinda early game. [trigger.cpp:363]: Script Error, Checking trigger against an unsupported scope! Event: lv_neuter_purge_event.1 Location: file: events/lv_neuter_purge_event.txt line: 21 Trigger Type: has_country_flag Scope:type=planet id=172 random={ 0 3370118276 } from={ type=none id=0 random={ 0 2667054218 } } Looking at "lv_neuter_purge_event.txt" it's: NOT = { has_country_flag = recent_neuter_purge_cosensual_event } Edit: Removing the 8 offending country operations (4 triggers and 4 immediant) fixes the planet_event but I'm still getting stuttering. Back to the log files...
derekl5000 Posted November 25, 2019 Posted November 25, 2019 Mod still working great for the most part in 2.5.1, except it seems Brood Parasites are broken. The game only registers their +pop growth but doesn't seem to effect other species unless they are your main species. Edit: It seems that the trait only works on species in servitude? Working as intended? I maybe missed a patch note? Is there any way to allow Brood Parasites to mate with all your other species without them being the main species?
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