Jump to content

Recommended Posts

Posted

Hm i think i have a little problem.(i think i done something wrong :D) I got the military sex party event now two times and no picture in the event pop up. I really think the would be a picture right?

 

I installed the mod normaly and moved it to the bottom of the load order, so it loads after all other mods. should that not be enough that it should work as it would normaly? Or is it the opposit and i have to move it to the very top of the load order? x_x

 

Edit: Hm i deactivated the LV smaller pic patch, SSX Portrait's LV patch and an SSX Species Engineering patch and at least i got an picture for the sexbot event. only one so far(on the i think 3. pop up screen, all before that was simple random vanilla event pictures) I hope that everthing will work now as it should. xD

Posted

Can you update it to make the event pictures the same size as the vanilla event window?  The rape events, and xeno breeding events pictures are huge. Speaking of xeno sex events, I keep getting the "tax them like any other job" event before I even make first contact.

 

Also, would it be possible to upload a SFW version of some of the traits to steam? I would love a stand alone all male. hermaphrodite, and all female  trait pack.

Posted

I'm not sure if this has been reported yet, but there's a bug with the mono-gender conversion . For example, trying to convert all female pops to futa doesn't get rid of the all-female trait, it just adds the futa trait on top of the all-female (which shouldn't be possible unless this is intentional)

 

I can work around this by enabling the "remove special traits" in the LV options, and then removing the all-female trait manually, but this shouldn't be necessary with the regular conversion, especially if i don't want to allow the AIs to remove those traits since it'll cause them to spam the brood parasite trait (another special trait) on all their pops

 

I know the special titanic life event automatically removes incompatible traits, so I don't know why it wouldn't be the same for the mono-gender conversions. 

Posted

Also, if possible, it'd be nice to specify which species of xeno you want to use the mono-gender conversion, not just "all xeno pops". Though this may just be a limitation of the game itself, so no worries if it can't be done.

Posted

Does anyone else have the issue where the second species of the Parallel Evolution origin not show up? The base game syncretic evolution works fine so it's only an issue with the origin

Is there a fix for this?

Posted

I had that before I don't know how I fixed it but I started a new game with mostly the mods from loverslab, a different problem I am having is wen I try to open LV mod options it crashes my game

Posted
On 10/26/2020 at 12:19 AM, StripesTT said:

Does anyone else have the issue where the second species of the Parallel Evolution origin not show up? The base game syncretic evolution works fine so it's only an issue with the origin

Is there a fix for this?

Were you also running the Forgotten Queens mod?

Posted
2 hours ago, Anonymous said:

For people who already played the latest update, on a scale of 0 to 10, how hard does this mod need updating to play on the 2.8?

While I haven't delved too deep yet, I can tell you right now at the very least that this mod does not play well with the Necrophage Origin. Under that, it's supposed to be your main race and a secondary race. I'm still testing it out but when I have this mod enabled, instead of getting 18 of the main and 12 of the secondary, I'm just getting 28 of the main and that's it. I'm gonna test to see if the issue is tied in with specific traits or if it's the mod as a whole.

 

Edit: It's the mod as a whole. I removed all the mods traits from both races and I still only got the primary race.

Posted

Hi!

 

Just a little status update since I kind of disappeared for a few months. I won't bore you with why I've been gone, but don't worry LV isn't dead yet! lol. I have been working on it when I had time though and it's at the point where I feel like I should release an update soon. I just wanted to add the last few things on my todo list and to fix anything the lasted update/dlc might have broken. After testing it a bit, I can't see anything broken just yet, but I'll do a thorough test probably tomorrow to make sure there isn't any not so obvious problems I missed (I still might miss some though lol). While typing that I noticed people were saying the new origin has a problem so I'll look into that soon. For now, delete (Lustful Void\common\scripted_effects\lv_scripted_effects.txt) and don't use lv's Parallel Evolution or Symbiotic Evolution origins as deleting that will break them!

 

Some highlights for the next update are reworks of the hybrids system (linked to tech and traits, removing the ap) and pop synergy system. This should reduce lag maybe. Also milk/cum things!

Posted
Just now, Spiders_Venom said:

Does this mod work for the latest version of stellaris or not?

So far it seems to work mostly okay. I can't see the new Necrophage Origin, but I've got at least three other mods running that might cause that...

Posted

The mod likely doesn't play nice with the Necrophage origin because it adds additional parameters to the syncretic pops generation coding. Changes which aren't included in the mod's coding which is loaded after.

 

That and it looks like they moved the generate_start_pops bracket that contains syncretic pop handling from the scripted_effects.txt to the start_of_game_effects.txt

 

Basically a combination of the new necrophage coding being missing and the coding for syncretic pops handling being moved to a different file. Dropping the marked Parallel Evolution and Symbiotic Evolution additions from the mod into the new coding and renaming the file fixed it for me.

 

Also, fun note: Necrophages can be Fanatic Purifiers with starting syncretic pops unlike other Purifiers. First thought was a conversion to devouring swarm hive minds, but with a lewd twist.

Posted
31 minutes ago, Zorlond said:

So far it seems to work mostly okay. I can't see the new Necrophage Origin, but I've got at least three other mods running that might cause that...

Im guessing must of installed it wrong, i grabbed LV lewd rooms, Elves of Stellaris, Base game portraits and LV 0.5.0.3 and installed them like i would for any other pdx game, however when in game i saw none of the traits or anything at all

edit: forgot the switch my playset, ignore this

Posted

Good to see you're back lithia!

 

Also I made some tweaks to some of the upgraded LV buildings to add jobs that scale with a planet's population. It was pretty simple actually.

All you have to do is add an additional value of "per_pop" for each job. For example the bordello building section would look like this (I also added a bit of housing to compensate): 

 

Quote

    resources = {
        category = planet_buildings
        cost = {
            minerals = 750
            exotic_gases = 50
        }
        upkeep = {
            energy = 6
            exotic_gases = 1
        }
    }

    planet_modifier = {
        planet_housing_add = 5
    }

    triggered_planet_modifier = {
        potential = {
            always = yes
        }
        modifier = {
            job_lv_whore_add = 5
            job_lv_whore_per_pop = 0.05
        }
    }
    
    triggered_planet_modifier = {
        potential = {
            always = yes
        }
        modifier = {
            job_lv_escort_add = 4
            job_lv_escort_per_pop = 0.025
        }
    }

This makes it scale so that the bordello adds 1 whore job for every 20 pops, 1 escort for every 40 pops. I also added a bit of housing for good measure (the dairy upgrades have even more jobs and housing)

I've attached the two modded buildings files for both brothel/bordello/sex market jobs, and for the dairy jobs. Not sure these are the best values but it's something to work with and quite easy to tweak, even mid-game.

lv_resource_buildings.txt lv_sex_buildings.txt

Posted

Also as a minor suggestion for tweaking the traits, maybe reduce some of the growth bonuses, as when they're stacked they can create extremely high pop growth that might be contributing to the lag/screw up the priorities for pop immigration.

 

I have mods like carrying capacity which adds a hard limit to pops per planet that scales based on various factors like housing, planet size, and available districts, and accelerates/decelerates the growth rate depending on how close to that limit you are. But even with that limit, LV's traits can make the growth rate stupidly high, overriding that limit, so it should probably be reduced somewhat.

Posted

Here is the patch to make things work with the new dlc. You have to extract it to (...\Documents\Paradox Interactive\Stellaris\mod) and say yes to overwrite. So you need LV itself in that folder first and then you can overwrite it with the patch. You can also just ignore the version warning for now.

 

Necroids Patch for LV 0.5.0.3.zip

 

@zelayasrevenge301 Thanks for the suggestions! If more people want buildings to give extra jobs the more pops you have, I'll conceder adding it. And I'll take a look at nerfing the growth on traits a bit lol

Posted

Hi Lithia ❤️

 

When using the beta -dx11 launch parameter the images in LV Lewd Rooms does not load correctly.

 

The images from the Diverse Rooms workshop mod loads correctly. Maybe your images are not using the exact same implementation of the DDS files as Paradox? I know from my CK2 image mods that its a thing. I just haven't seen it malfunction like that before.

 

I'll do without the improved loading for now, just giving you a heads up because its the kind of bug that is easy to miss.

 

Thanks for your work on this stellar mod!

Posted
6 hours ago, Lithia<3 said:

Here is the patch to make things work with the new dlc. You have to extract it to (...\Documents\Paradox Interactive\Stellaris\mod) and say yes to overwrite. So you need LV itself in that folder first and then you can overwrite it with the patch. You can also just ignore the version warning for now.

 

Necroids Patch for LV 0.5.0.3.zip 5.21 kB · 37 downloads

 

@zelayasrevenge301 Thanks for the suggestions! If more people want buildings to give extra jobs the more pops you have, I'll conceder adding it. And I'll take a look at nerfing the growth on traits a bit lol

Thank you so much for patching it. But can you put it up on the download page for easier access?

Posted

@Lithia<3 Thanks for all the considerations! Glad to use what little skills I have in tweaking values to help out this mod's development :)

 

Also another minor bug i found regarding the titanic life event: I conquered a planet from another empire that had the titanic life modifier. The event didn't happen at all, but when I later settled on another uninhabited planet that had the titanic life modifer, the event eventually fired off as normal. Not sure if this is an oversight or just a limit of the game, but it'd be nice for the titanic life event to fire off again when a planet changes ownership (after a war, as during a war it could get messy, code-wise and otherwise :P )

 

 

Posted

Oh and for lithia and anyone else who wants to make modding a lot easier: switch to Irony Mod Manager. Paradox's default launcher is complete ass, but Irony is a good tool for managing your modlist, checking for conflicts, and it comes with a merge mod feature (basic version, advanced doesn't work right quite yet).

 

After about 10 mins waiting for the mods to merge into one mega-mod, my loading times were reduced drastically from about 40+mins to 2-3 mins tops. So I recommend using Irony for a stellaris modding experience that isn't a complete headache

Posted

Can i ask if this mod adds traits to the AI or not? in my game none of the AI have these traits, some of them have an opinion modifier that they see my race with lust but thats it

Posted
9 hours ago, Spiders_Venom said:

Can i ask if this mod adds traits to the AI or not? in my game none of the AI have these traits, some of them have an opinion modifier that they see my race with lust but thats it

It absolutely can. If you're using randomly generated spawns, it could just be that they didn't pick LV traits coincidentally. On the flipside, you can always create some custom empires with all the traits you'd like and force spawn them on galaxy generation if you're not getting the species you'd like.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...