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Posted

I got a problem with all female trait in humans in my home planet the pops are showing both genders same when trying to modify traits and the template is being saved as male gender. I am not using any portrait mods only Lustful void and LV smaller pics mod. Is there any fix to this pop portraits? Also can some one suggest a good hybrid portrait mod that might work with Lustful void, I'm trying for a creating a xeno hybrid species. 

Posted
3 hours ago, ZeroFighterR said:

Because of the 2.6 patch with the federation DLC that launched today.

 

Revert your version to 2.5 if you want to continue your old save

Starting a new game with basic mods to see what works and what does not. At first glance LV seems to be ok. I've disabled it and have the same problem when it is off. So I'm thinking it might be something else. 

Posted
1 hour ago, memyuhself said:

Will LV work with the latest DLC and patch?

Alright, so here is what I did. I've reordered my entire load order with LV and the SexyXeno updates to be at the very top, I've disabled all fluff mods and only turned on the core items after running the game with zero mods. Started with the UI and tradition updates. (How Paradox has not reworked their traditions failed is beyond me ATM) I'm avoiding all ship and other more complex mods and turning them on one by one, So far I've got the above working on new, save and loaded games. I have not tried running the game hours into it to see if it destabilizes. But for the moment these mods and only these mods seem safe. Going to try turning on some portrait mods and see where that goes. 

 

Update. 

Alright, so I've got a series of mods working mostly following around the ones I mentioned plus a few others, planetary diversity is 100% broken however and is the reason for the crashes. Anything requiring planetary diversity is also broken and will also crash the game. I am getting freezes now when progressing the game and no idea what is the cause of this either. So I guess more trial and error. 

Posted

It seems to work, but first I thought it was broken, because you couldn't build a ordnanc Depot (is this the word? ?
But in a game without mods you cannot build it as hive mind too.

Posted

Parallel and Symbiotic Evolution civics still work (surprisingly), but are probably going to need to be updated to an Origin like the vanilla Syncretic Evolution was.

Posted
53 minutes ago, Raana said:

Parallel and Symbiotic Evolution civics still work (surprisingly), but are probably going to need to be updated to an Origin like the vanilla Syncretic Evolution was.

The real question; do they stack?

Posted

@Ozvelpoon

Pretty sure they don't with the way the generate_start_pops scripted effect seems to work, but I could be wrong. Also selecting the Parallel Evolution origin and Syncretic Evolution origin at the same time seems to cause the latter to overwrite the former in the custom empire UI.

 

@Lithia<3

Found the files that needed editing and made a patch. Symbiotic Evolution does not actually need to change because its generate_start_pops command is handled differently due to being based off the machine assimilator setup. Which wasn't changed to an origin either.

LV Parallel Patch.rar

Posted
2 hours ago, Lithia<3 said:

@Raana Already made them into origins :wink:

Soooo.... Are you thinking about having a sexy origin? Would be so awesome to add one. :P 

 

Game freezes on leader recruitment. Anyone have a fix for this? Or know where exactly which mod is causing this?

Posted
5 hours ago, Moncoyoule42 said:

Oh right, since I'm back on stellaris I should probs make an update to lood diplomacy.

YUSH PLEASE!!!!!!!!!!!!!!

Posted
18 hours ago, Lithia<3 said:

@Raana Already made them into origins :wink:

The former civic for Symbiotic Evolution still exists though (albeit missing its former icon). ?

 

If a traits rework is next, like the patch notes suggest, I kind of want to request a few more negative cost traits. I've noticed I fall back on sex crazed and seasonal breeders a lot when creating new empires to offset some of the pricier positive cost traits. I struggle with machine species in particular because they have a lot of high-cost traits and very little variety in ways to offset them.

Posted

just updated to the new version, my dairy farm jobs aren't making any food or consumer goods? Anyone else having this issue or is it just my problem?

 

 

edit:nvm, it is producing. The job tooltip is accurate. The building tooltip is what is saying it doesn't produce anything but unity.

Posted

So I got a problem i reinstalled this mod, but it doesnt show up loaded (only ssx is loaded). What the hell am I doing wrong

EDIT: OK, i figured it out. The Paradox Launcher does not update the mod list if I do something there. So how do I solve this problem

Posted
3 hours ago, Draonir said:

So I got a problem i reinstalled this mod, but it doesnt show up loaded (only ssx is loaded). What the hell am I doing wrong

EDIT: OK, i figured it out. The Paradox Launcher does not update the mod list if I do something there. So how do I solve this problem

That's the Big Question.
I've not been able to play a modded Stellaris ever since they day they released that useless launcher.

Posted

If you go into the paradox mod section of the launcher and create a dummy mod (name it the same as the mod you are installing), it will add in a descriptor mod and a file to to Documents/Paradox Interactive/Stellaris/Mod copy those files and paste where you temporarily stored your mod of choice (you can't create a dummy mod of the same name if your mod is in the mod folder, so just temporarily move it), it will ask you if you want to overwrite the mod files with the files created by the launcher, say yes. It allows the launcher to see the mod.

Posted
On 3/17/2020 at 12:21 AM, Sybian said:

 

Your install is broken or is being overwritten. There are screenshots with the full load of options. So this is a "you" issue, not a creator issue. 

No, the tentacle event placing multiple copies of the same modifier on a planet is not a 'me' issue, it was a design flaw on the creator's part, as they put this in:

 

    immediate = {
        add_deposit = d_lv_tentacles
        add_modifier = {
            modifier = lv_tentacled_lifeforms
            days = -1
        }
    }

That 'days = -1' makes the modifier permanent. Strangely enough, earlier versions of this mod -did not check- for the modifier's presence, thus the event could and did fire on a planet multiple times and stacked the modifier forever. The current version (4.8) does check for the modifier, haven't tested it myself yet, but hopefully it'll no longer stack to infinity.

 

Edit: Oh, and bonus detail, the event doesn't even look for a global flag to see if it should fire or not. So, regardless of whether or not there's an option for it in the menu, the event itself won't care, it'll fire anyways. It's all right there in /events/lv_colony_events.txt , it's the first event in the file. Not a single has_global_flag check. Oh, and there's no flag checking in lv_gatekeeper_events.txt or lv_on_actions.txt either.

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