Alphanineteen Posted October 31, 2020 Posted October 31, 2020 20 hours ago, zelayasrevenge301 said: 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). Whoa, what a difference combining your mods makes. Before using it my game spend a couple of minutes at 30% when loading. With my mods combined it spends a second at 30%. That's with a very fast SSD, i7-8700K, 32gb RAM and a 1080Ti. Using the new beta -dx11 mode my game launches in a few seconds. I've got 6.51gb of mods, according to the PDX launcher. Spend 10 minutes setting this up whilst watching a youtube how to and enjoy your brand new game.
pvpcake Posted October 31, 2020 Posted October 31, 2020 8 hours ago, Schmee said: 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. How do i actually activate randomly generated spawns or is it a mod? 1
Zorlond Posted October 31, 2020 Posted October 31, 2020 1 hour ago, Spiders_Venom said: How do i actually activate randomly generated spawns or is it a mod? The game spawns random empires anytime it runs out of options to pull from in your empire roster. So, have a larger galaxy with more starting empires in it, or use a mod like "No Default Paradox Species" (it's on the Steam Workshop) to remove all the pre-packaged empires.
pvpcake Posted October 31, 2020 Posted October 31, 2020 1 minute ago, Zorlond said: The game spawns random empires anytime it runs out of options to pull from in your empire roster. So, have a larger galaxy with more starting empires in it, or use a mod like "No Default Paradox Species" (it's on the Steam Workshop) to remove all the pre-packaged empires. Ahh okay thank youu <3!! 1
Anonymous Posted November 1, 2020 Posted November 1, 2020 On 10/30/2020 at 1:38 PM, 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 · 131 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 Not sure if it's specifically this patch, but I had the Titanic Life event give Sex Bots combo trait... to meatbags, so now I have humans with both Titanic Evolution and Sex Bots traits.
xanbalest Posted November 1, 2020 Posted November 1, 2020 So, I am having an odd issue with the mod not working. The mod selector on the launcher is saying the following for me: "The path in this mod's descriptor file is invalid or does not exist". Given i've looked through the files and not found a Descriptor.mod like I did in other mods downloaded today at all, I have no idea if this was an oversight to the latest set of patches, or the download was messed up in some other way. Regardless, I have no idea what to do to fix this, so I will await a reply at the earliest convenience of the forum group. In the mean time, have fun gaming everyone. Thank you for your time. To be clear, the .Mod file with the name of the mod itself does exist, but I was looking for 'Descriptor.mod', like I saw in several other mods, I assume either this mod doesn't have one, or it was the oversight thing again. However, I believe i've figured out the problem after looking into the .Mod file I did see and comparing it to another. A line regarding the pathing to the folder with all the mod assets is not present, whereas the other .mod file I checked DID have said line for pathing. I will attempt to insert the information necessary, and if it works, I will post it here.
Dadicho Posted November 1, 2020 Posted November 1, 2020 1 hour ago, xanbalest said: So, I am having an odd issue with the mod not working. The mod selector on the launcher is saying the following for me: "The path in this mod's descriptor file is invalid or does not exist". Given i've looked through the files and not found a Descriptor.mod like I did in other mods downloaded today at all, I have no idea if this was an oversight to the latest set of patches, or the download was messed up in some other way. Regardless, I have no idea what to do to fix this, so I will await a reply at the earliest convenience of the forum group. In the mean time, have fun gaming everyone. Thank you for your time. To be clear, the .Mod file with the name of the mod itself does exist, but I was looking for 'Descriptor.mod', like I saw in several other mods, I assume either this mod doesn't have one, or it was the oversight thing again. However, I believe i've figured out the problem after looking into the .Mod file I did see and comparing it to another. A line regarding the pathing to the folder with all the mod assets is not present, whereas the other .mod file I checked DID have said line for pathing. I will attempt to insert the information necessary, and if it works, I will post it here. If I understand what your problem is then "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" The patch itself is not a standalone mod. So you should still have ther base LV mod and you add this patch on top of LV.
xanbalest Posted November 1, 2020 Posted November 1, 2020 The problem wasn't the Necroids patch. I was trying with the base one, and the launcher was saying the pathing file didn't exist or was invalid. After looking closer at the .mod file that came with it versus another .mod file, I found that the pathing line was there, just in a different location, and not as fleshed out. The other mod does work, so I figured by changing the path in the .mod for Lustful Void to at least mimic it, it would work. But it did not. Now, the launcher is saying the mod isn't even installed on the disk, which is, itself, a lie. However, to save time, i'm reinstalling it and trying to fix it there, THEN i'll worry about the Necroids patch.
Dadicho Posted November 1, 2020 Posted November 1, 2020 14 minutes ago, xanbalest said: The problem wasn't the Necroids patch. I was trying with the base one, and the launcher was saying the pathing file didn't exist or was invalid. After looking closer at the .mod file that came with it versus another .mod file, I found that the pathing line was there, just in a different location, and not as fleshed out. The other mod does work, so I figured by changing the path in the .mod for Lustful Void to at least mimic it, it would work. But it did not. Now, the launcher is saying the mod isn't even installed on the disk, which is, itself, a lie. However, to save time, i'm reinstalling it and trying to fix it there, THEN i'll worry about the Necroids patch. Hm my bad then.
Zenren Posted November 1, 2020 Posted November 1, 2020 It says that this mod was made for an older version and even with the necroid patch it wont work. All that happens is the game loads then there is a screen with a floating asteroid, however you can't click on anything and eventually have to manually end the process. Any ideas of how to fix this?
Ozvelpoon Posted November 2, 2020 Posted November 2, 2020 Also a public service announcement but there is a new bug introduced with the 2.8 patch for mod users. If your game loading bar stalls out at 30% on initial start up and hangs there you will be affected. Mostly affects those with large and complicated load orders. The loading time of mods has been inadvertently increased (as in over 1h loading times reported) due to something done on the developer end. Only work around as of now that I have been able to find is to drastically cut down your load order until this is resolved. 1
Arbiter_Belfast Posted November 2, 2020 Posted November 2, 2020 So I kind of messed around with the lv_species_traits file of this mod on my own to play around and test the values, but for some odd reason the actual values are not reflecting in game. Here's an example: Before: planet_jobs_consumer_goods_produces_mult = 0.05 After planet_jobs_consumer_goods_produces_mult = -0.05 And in game it still shows as the original stats as shown in before, however one thing that I do notice is if I remove the opposites ex. excess estrogen vs excess testosterone to not make the mutually exclusive, it is reflected in game, just not the stats for some odd reason. Is there any a particular reason or perhaps a file that I'm might've forgotten to edit in the mod to make the adjustments show up? ? If it matters, I used Notepad++ to key in the values. 1
Anonymous Posted November 2, 2020 Posted November 2, 2020 8 hours ago, Ozvelpoon said: Also a public service announcement but there is a new bug introduced with the 2.8 patch for mod users. If your game loading bar stalls out at 30% on initial start up and hangs there you will be affected. Mostly affects those with large and complicated load orders. The loading time of mods has been inadvertently increased (as in over 1h loading times reported) due to something done on the developer end. Only work around as of now that I have been able to find is to drastically cut down your load order until this is resolved. I heard that using the Iron Mod Manager to combine mods makes it noticeably faster. On 11/1/2020 at 8:15 PM, xanbalest said: So, I am having an odd issue with the mod not working. The mod selector on the launcher is saying the following for me: "The path in this mod's descriptor file is invalid or does not exist". Given i've looked through the files and not found a Descriptor.mod like I did in other mods downloaded today at all, I have no idea if this was an oversight to the latest set of patches, or the download was messed up in some other way. Regardless, I have no idea what to do to fix this, so I will await a reply at the earliest convenience of the forum group. In the mean time, have fun gaming everyone. Thank you for your time. To be clear, the .Mod file with the name of the mod itself does exist, but I was looking for 'Descriptor.mod', like I saw in several other mods, I assume either this mod doesn't have one, or it was the oversight thing again. However, I believe i've figured out the problem after looking into the .Mod file I did see and comparing it to another. A line regarding the pathing to the folder with all the mod assets is not present, whereas the other .mod file I checked DID have said line for pathing. I will attempt to insert the information necessary, and if it works, I will post it here. Descriptor.mod file inside a particular mod's folder is completely irrelevant. What you need is a .mod file with a proper path= line in the main mod folder. I installed LV yesterday and the .mod file does have the path line just fine, it's just on top of the file and not like usually people put it at the end, so you maybe missed it. That shouldn't be a problem though. What I noticed while installing another sizeable mod (SE - Human, in my case), is that launcher occasionally bugs out and refuses to completely read mod folder, even when reloaded, which completely prevents it from being able to enable it. What you should do is remove the mod from the playlist and add it again, that should fix it, if it's the same problem. Quote Now, the launcher is saying the mod isn't even installed on the disk, which is, itself, a lie. However, to save time, i'm reinstalling it and trying to fix it there, THEN i'll worry about the Necroids patch. Oh, yes, that is EXACTLY the same problem I had with SE-Human
zelayasrevenge301 Posted November 2, 2020 Posted November 2, 2020 5 hours ago, Arbiter_Belfast said: So I kind of messed around with the lv_species_traits file of this mod on my own to play around and test the values, but for some odd reason the actual values are not reflecting in game. Here's an example: Before: planet_jobs_consumer_goods_produces_mult = 0.05 After planet_jobs_consumer_goods_produces_mult = -0.05 And in game it still shows as the original stats as shown in before, however one thing that I do notice is if I remove the opposites ex. excess estrogen vs excess testosterone to not make the mutually exclusive, it is reflected in game, just not the stats for some odd reason. Is there any a particular reason or perhaps a file that I'm might've forgotten to edit in the mod to make the adjustments show up? ? If it matters, I used Notepad++ to key in the values. You also have to change the localization file for traits. The localization file contains all the tooltips for each trait when you hover over them. Unfortunately editing localization files is more difficult to get right, as every time I adjust, it doesn't work properly (visually at least, still works mechanically though) 1
Arbiter_Belfast Posted November 3, 2020 Posted November 3, 2020 4 hours ago, zelayasrevenge301 said: You also have to change the localization file for traits. The localization file contains all the tooltips for each trait when you hover over them. Unfortunately editing localization files is more difficult to get right, as every time I adjust, it doesn't work properly (visually at least, still works mechanically though) Does that mean that the traits are actually applied but are just not properly reflected in the tooltips? Anyway I'll give it a shot and try
nojanath Posted November 3, 2020 Posted November 3, 2020 Just to bring it up, when using the SE humans and SE humanoid mods (which are very good and I suggest checking out) it causes the basic portrait patches to become nonfunctional and will likely need their own unique portrait patch. I also made a post about it on the topic for the overall compatibility patch mod, but figured I'd share here too
Anonymous Posted November 3, 2020 Posted November 3, 2020 The Titan event doesn't seem to remove male traits after converting pops to female only.
Darkmind_mc Posted November 3, 2020 Posted November 3, 2020 5 hours ago, nojanath said: Just to bring it up, when using the SE humans and SE humanoid mods (which are very good and I suggest checking out) it causes the basic portrait patches to become nonfunctional and will likely need their own unique portrait patch. I also made a post about it on the topic for the overall compatibility patch mod, but figured I'd share here too They have their own unique portrait patch mods, they're posted here. https://www.loverslab.com/files/file/13395-se_humanoid_lv_wl_cp_patchzip/
Arbiter_Belfast Posted November 4, 2020 Posted November 4, 2020 Additionally I'm not 100% sure what caused it but the "Public Exhibitionism" planetary decision has disappeared completely. I think it happened roughly the same time as the "Fuckfest" decision was unlocked which also happens to replace both "Breeding Planet" and "Breeding Frenzy" options. Of which the latter does make sense, is there a way to re-enable those other options in the files if I want to keep my options open?
plutocene Posted November 4, 2020 Posted November 4, 2020 Just recently fired up Stellaris again, there seems to be a balance issue with escorts. Base value of unity production with supported prostitution are defined as 6 in the jobs file, the game states 7. I currently racked up 100% of bonus on top of that, with endgame genetic modding this going to be another 100%. Is that intended? I changed the base value to 2, that's still 6 unity per worker under these circumstances.
Guest Posted November 4, 2020 Posted November 4, 2020 Probably a dumb question, but does running the game in Linux change where I have to install it?
Mirror-Wind Posted November 4, 2020 Posted November 4, 2020 Can have only 5 Specie Traits max. Not 10. Any fix? 1
idodiz Posted November 4, 2020 Posted November 4, 2020 4 hours ago, Mirror-Wind said: Can have only 5 Specie Traits max. Not 10. Any fix? Same here
Moncoyoule42 Posted November 5, 2020 Posted November 5, 2020 5 hours ago, Mirror-Wind said: Can have only 5 Specie Traits max. Not 10. Any fix? It's in the mod's description page on how to fix. The 00_Speciestraits thing or something. Gotta delete that or replace it with any number you want.
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