Jump to content

Recommended Posts

Posted

Hello all,  one of the features of the old MASSA mod was the ability to "breed out" competitive xeno species through "Invasive Copulation."  In one of the latest versions of LV, I was happy to see that it came back as an empire-wide edict with a strong boost to growth but I still miss the actual old ability.  I attempted to mod in the old ability back in but despite numerous attempts (and lots of frustration) and have come here seeking help.

 

Has anyone modded in the ability in the past and made it available and I just missed it?  Is anyone willing to work with me perhaps on Discord or through pms to get it modded in correctly?  I appreciate the help.

 

The old relevant portion from MASSA is below:

 

# Invasive Copulation
planet_event = {
    id = massa_pop.3
    title = "massa_pop.3.name"
    desc = "massa_pop.3.desc"
    diplomatic = yes
    show_sound = event_swarm_started
    location = ROOT
    
    picture_event_data = {
            room = invasive_copulation_room
        }
    
    trigger = {
        has_owner = yes
        any_pop = {
            pop_has_trait = trait_aggressively_adaptive_reproductive_organs
            is_growing = no
            is_enslaved = no
            massa_can_pop_procreate = yes
        }
        any_pop = {
            NOT = {
                pop_has_trait = trait_aggressively_adaptive_reproductive_organs
            }
            is_growing = no
            massa_can_pop_procreate = yes
        }     
    }
    
    is_triggered_only = yes
    
    Immediate = {
        random_pop = {
            LIMIT = {
                pop_has_trait = trait_aggressively_adaptive_reproductive_organs
                is_growing = no
                is_enslaved = no
                massa_can_pop_procreate = yes
            }
            save_event_target_as = massa_sexing_pop
        }
    }
    
    option = {
        name = massa_pop.3.a
        Trigger = {
            OWNER = {
                has_valid_civic = civic_invasive_copulation_evolution
            }
        }
        random_pop = {
            LIMIT = {
                NOT = { pop_has_trait = trait_aggressively_adaptive_reproductive_organs }
                is_growing = no
                massa_can_pop_procreate = yes
            }
            save_event_target_as = massa_sexed_pop
            change_species = event_target:massa_sexing_pop.species
        }
        IF = {
            LIMIT = {
                host_has_dlc = "Utopia"
            }
            OWNER = {
                add_monthly_resource_mult = {
                    resource = unity
                    value = 1
                    min = 1
                    max = 100
                }
            }
        }
    }
    
    option = {
        name = massa_pop.3.b
        Trigger = {
            OWNER = {
                NOT = { has_valid_civic = civic_invasive_copulation_evolution }
            }
        }
        random_pop = {
            LIMIT = {
                NOT = { pop_has_trait = trait_aggressively_adaptive_reproductive_organs }
                is_growing = no
                massa_can_pop_procreate = yes
            }
            save_event_target_as = massa_sexed_pop
            change_species = event_target:massa_sexing_pop.species
        }
    }
}

Posted
16 hours ago, 2ManyMods said:

Hello all,  one of the features of the old MASSA mod was the ability to "breed out" competitive xeno species through "Invasive Copulation."  In one of the latest versions of LV, I was happy to see that it came back as an empire-wide edict with a strong boost to growth but I still miss the actual old ability.  I attempted to mod in the old ability back in but despite numerous attempts (and lots of frustration) and have come here seeking help.

 

Has anyone modded in the ability in the past and made it available and I just missed it?  Is anyone willing to work with me perhaps on Discord or through pms to get it modded in correctly?  I appreciate the help.

 

If you want something similar then SSX has you covered with both the Snu Fever and Snu Fever Light traits. If you want something similar those would be a better starting point than whatever MASSA had considering how outdated that code is.

Posted

Two suggestions and two questions:

 

Suggestion One - Change choice options for Snu Fever (and other frequent popup choices) to be a policy option rather than a select window constantly invading your face, you could even put in behind an intermediate tech up to Fever Forever

 

Edit: I'm a moron, that belongs to SSX

 

Suggestion Two - Fauna hunting is tedious as hell, might want to make that an edict instead that costs a scalar amount of influence based on the number of habitable (thus valid) planets, this would have a secondary effect of binding it into a single event and not deafening you once they all proc at once because you paused to queue up fauna hunting across your 25-30 odd planets.

 

Edit: I'm a further moron, that belongs to Wild Lascivity

 

Question One - I'm having an issue with my mods where Lithoids just don't have traits, period, I'm not seeing any errors, nor anything overwriting it, and when I go to a "Normal" build (one lacking Lover's Lab content) the traits are there right as rain, I did a quick scan of the last page and not seeing anyone else having this issue so I'm sure I'm alone on the idea of rocks getting their rocks off. This could also be an issue with the Wild Lascivity add-on but I figured I'd try here first and work my way down the pipe.

 

 

Question Two - Modders, I'm using Irony at the moment to vaguely debug mod conflicts and the like, I'm noticing a LOT of missed closing brackets, missing quotes, and invalid characters (the accented E for example is throwing errors in one of the SSX or SSM namelists, can't remember which) which leads me to ask the question, what kind of validation tools are available for Stellaris mods? Is it just Irony or nothing? Keep in mind this isn't a just Lab thing but also mods in general, I spent the better part of an hour debugging my modlist to figure out why the traits were missing by cleaning up the code.

Posted

Hey, some thoughts about the Prostitution-Slavery mechanic.

 

Right now it's really undesirable to use. As an empire-wide Policy, it affects everyone. Everyone. That tiny-dick, no-boob, ugly rat-alien? Yep, that's a prostitute. (yes, I know all kinks exist, hear me out) I don't get a choice in who is and who isn't qualified to be a prostitute other than by declaring them not to be slaves in the first place. This means all slaves in my empire get slammed with a hefty -35% happiness penalty. -10 for being the target, -5 for ambient unhappiness, and -20 for being a slave in this policy. This means you have to both: A) have no colonies with more slaves than non-slaves, and B) insure slaves have no political power, as in zero. Decent Conditions and Subsistence Living Standards are out of the question. You need Stratified Economy, which you can only do with Battle Thralls. Domestic and Indentured Servitude are out (they can't be Stratified). The cost of not Stratified Battle Thralls that are fewer than your non-slave population? Obliterated Stability, Crime up the wazoo, and open rebellions across your empire. All because Glur'dl'sklutch'hhh was forced to be a prostitute.

 

I think it would make more sense for this to be a Species Right Slavery Type rather than a Policy. You can have it so they can do no other work than sex jobs (and maybe Domestic Servant, you know, a personal sex slave) and give them a bonus to Amenities, thus affecting overall happiness, while also getting a much bigger Happiness penalty than other slavery types. This way the player has more control over the mechanic, rather than it's current Everybody-Or-Nobody state. The oversexed blue girls can be in the brothels waiting for customers and the warthogs can be out in the grain fields instead of vice-versa.

Posted

So how do you trigger the new Neuter and Purge events? In a previous version, you just need to enable the population control for the species you want gone, and they'll be bred out. I see the event is still there, but I can't figure out how to trigger it.

Posted
On 1/25/2021 at 1:09 PM, bunt776 said:

It should be much more common than that.

 

Have you tried choosing traits from the mod and enabling more content with the rules?

 

As for editing spawn chance of anomalies:

mod > Lustful Void > common > anomalies >lv_anomaly_categories.txt > spawn_chance



		modifier = {
			factor = 2 # Whatever you want
			always = yes
		}

 

Hello all, If I replace the 2 of "add = 2" for 3, would I have less chance or more chance of events appearing ?

Posted

I want to have only female pops in my race.
I'm having issues with - it seems - correct order of mods in loader, here's how I have it:

UI Overhaul Dynamic
More Picks & Points: Traits Civics Ethics [STANDARD]
Base Game Portraits Gender Patch
SE - Human - Modest
SE+ Human LV WL CP Patch
SE - Humanoid
SE+ Humanoid LV WL CP Patch
SE - Humanoid - No Horns
Lustful Void  
Wild Lascivity
Family Oriented
LV Lewd Rooms
Lustful Void Loading Screens Female Only (personalami)

Of course race created by me is having proper trait, so it would be females only race. I tried different order in loader and read relevant topics - perhaps I don't understand something, but I really tried my best. I did  some tests - it seems that issue is with this part:

SE - Human - Modest
SE+ Human LV WL CP Patch
SE - Humanoid
SE+ Humanoid LV WL CP Patch

as if I turn them off (everything else is turned on in order as at the beginning of my post), I have what I want. Just they're not decensored (for what I obviously need LV WL CP patches), what I want to have also. Please help me :)

Posted
On 1/11/2021 at 3:33 AM, glanducra said:

Let me first start by making two public announcement for other modders:

Like teutonicguy, I wasted a lot of time trying to get create_half_species to work. I'd say don't bother. It's completely obscure, sometimes it fails for whatever reason and it seems you're hard-locked to one hybrid per species pair.

Also it's not possible at all to use scripted localisation with species names. Any string used in a species name will refuse to resolve bracket commands.

 

That being said here are a couple of little somethings:

An updated Lustful Void compatibility patch for SE: Humanoids. It's updated from SE+_Humanoid_LV_WL_CP_Patch_1_01 and from Human SE Portraits Uncensored. There's a bunch of new costumes (Helltakers look pretty good). It uncensors SE:Humanoids, adds the LV and WL jobs and makes mono-gendered species have the correct portraits. You only need the base SE:Humanoids mod.

A Lustful Void compatibility patch for SE:Humanoids DLC. Same deal.

Pretty Humanoids Only: a mod that restricts randomly generated empires to humans, base humanoids and the two species from SE: Humanoid DLC. It is for those who'd rather play in a Star Trek Galaxy with pretty humanoid aliens. WARNING: seriously consider installing a mod that increase the size of the random species name list if you use it, otherwise you'll see a lot of similar names (something like Random Species Names on the workshop)

 

And finally the meat of my mods: "LV Utilities : Prostitution Rights and Hybridization", something I made to save myself some micromanagement and a bit of immersion-breaking when playing Lustful Void. No more will your glorious race of all male space rapists resort to prostitution because of unemployment! It does the following:

SEX JOBS:

 - Adds a prostitution gender policy: If set to Male only, all female species can't work prostitution jobs. If set to Female only, all male species can't work prostitution jobs. If set to no restriction, everybody can work those.

 - When using the slavery prostitution policy from Lustful Void, only slave pops can work prostitution jobs.

 - Robots need some kind of sexual attachment to work prostitution jobs. Any kind consistent with your prostitution gender laws.

 - You need a womb to be a breeder: all male species can't work those jobs anymore

 - You need breasts to be a milk cow: all male species can't work those jobs anymore

 - Even with gender laws on, pops from regular (both sex) species of either sex can work the prostitution jobs. This is because making sure the portraits fit the gender law would require a different compatibility patch for every portrait mod. That would be too many layers of mods at this point.

HYBRIDIZATION REWORK:

 - It now does what it says on the tin: you need a species with intercompatible sperm AND a species with intercompatible womb to get hybrids

 - The hybrid will be created as a sub-species of one of the parent species. Now you can finally get "perfect hybrid" back into your main species without cheat mods!

 - Hybrids do not get preference for the kind of world they spawned in for free anymore. Getting Habitat preference that way was WAY too strong. Now they have a 50% chance of inheriting either parent's preference.

 - Hybrid inherit traits off their main parent species ONLY

 - Hybrids always inherit defining traits like necrophage or lithoid

 - Hybrids always inherit ascension traits like psionics and cyborg

 - Don't lose your hard-earned collection of special traits anymore! Hybrids will always inherit special traits like the speed demon bonus traits, uplift traits, servile trait, origin traits and other special event traits.

 - Hybrids always inherit the non-removable traits from Lustful Void : all male, all female, futanari, brood parasite and the like. Also young maturity from WL.

 - Hybrids do NOT inherit intercompatible womb and intercompatible sperm

 - Fixed a typo: you'll now get a notification when you get a perfect hybrid

 - Similar changes have been applied to bio-synth hybrids but I haven't tested them. Let me know if it turns out wrong.

 

Edit: removed files, see below for the corrected ones.

 

Do you have the "SE - Helltaker" patch for LV?

Posted
13 hours ago, haunted34 said:

The LV WL CP patches need to be after Lustful Void, Wild Lascivity and SE - Human(oid). Otherwise they get overwritten.

so load order should look like that:

UI Overhaul Dynamic
More Picks & Points: Traits|Civics|Ethics [STANDARD]
Base Game Portraits Gender Patch
Lustful Void
Wild_Lascivity
Family Oriented
SE - Human - Modest
SE - Humanoid
SE - Humanoid - No Horns
SE+ Human LV WL CP Patch
SE+ Humanoid LV WL CP Patch
LV Lewd Rooms
Lustful Void Loading Screens Female Only (personalami)

correct? If yes, then something is wrong as I still have male portraits with all female trait.

after edition:
I've tried to use this (had to made proper folder and txt connection so mod would be seen in launcher, but that's secondary)

 also, to no avail

Posted

Reading about this mod gave me a single idea that would be really awesome.

(Full disclaimer, I mostly know stellaris from watching playthroughs. Usually play CK2 and don't have any stellaris DLC so I won't play any stellaris mods in the foreseeable future anyway, unless I happen to find a lot of stellaris DLC bundled up in a humble bundle like I did for CK2.)

 

Anyway, the idea is what if we flip the whole idea of breeding slaves on its head? The usual idea would be that you play as some sort of parasitic empire, hive minded, or otherwise, that uses populations from other species for breeding. The idea I came up with is that this whole thing already happened in the past and the parasitic empire was wiped away, either by plague, or by rebellion, leaving behind confused and disoriented breeding slaves that now have to forge their own destiny in the galaxy.


So the whole idea is to create an origin with:

-The pops were biologically engineered to bear the children of their masters, so they have a lot of high end breeding traits for free.

-On the flip side, pops start with a lot of negative mental traits that turn them servile and their leaders unproductive.

-Some event chains about the pop's internal struggle about their purpose in life.

-Maybe even start close to the "remnants" of the old empire.

-Maybe a quest chain that grants the possibility of reviving the old masters... Any  single sperm (or egg) sample could potentially reboot the old empire in a new form and there would obviously be civil unrest regardless of which choice the player makes.

Posted
5 hours ago, Wily Rodent said:

Reading about this mod gave me a single idea that would be really awesome.

(Full disclaimer, I mostly know stellaris from watching playthroughs. Usually play CK2 and don't have any stellaris DLC so I won't play any stellaris mods in the foreseeable future anyway, unless I happen to find a lot of stellaris DLC bundled up in a humble bundle like I did for CK2.)

 

Anyway, the idea is what if we flip the whole idea of breeding slaves on its head? The usual idea would be that you play as some sort of parasitic empire, hive minded, or otherwise, that uses populations from other species for breeding. The idea I came up with is that this whole thing already happened in the past and the parasitic empire was wiped away, either by plague, or by rebellion, leaving behind confused and disoriented breeding slaves that now have to forge their own destiny in the galaxy.


So the whole idea is to create an origin with:

-The pops were biologically engineered to bear the children of their masters, so they have a lot of high end breeding traits for free.

-On the flip side, pops start with a lot of negative mental traits that turn them servile and their leaders unproductive.

-Some event chains about the pop's internal struggle about their purpose in life.

-Maybe even start close to the "remnants" of the old empire.

-Maybe a quest chain that grants the possibility of reviving the old masters... Any  single sperm (or egg) sample could potentially reboot the old empire in a new form and there would obviously be civil unrest regardless of which choice the player makes.

I had a very similar concept behind my own now-favorite custom species. Basically that some old, mega-tech race decided one day to craft the perfect biological sex toy to cater to all of their myriad fetishes. Only that the new all-female species was much too good at it's job, being purpose-built to be massively into polyamory, bestiality, impregnation, exhibition, and all-around complete slut behavior, with all of their daughters growing up to be just as uncontrollably, impossibly oversexed as their mothers, obsessed with having literally non-stop sex their whole lives. Let simmer for a thousand(ish) years, and the original race has not only socially and technologically collapsed, but gone extinct because their males were too exhausted to do any reproducing with their females. So you end up with a planet of crazed sex addicts who eventually decide that they want to fuck the rest of the galaxy too.

 

Now, I alter the LV mod to let Perfect Hybrid be picked at the start, and this combined with Sex Crazed and All Female (with some more from the female traits) form the basis of the species. But a formalized Origin like this may be a way to legitimately start with Perfect Hybrid.

Posted
11 hours ago, arandomguyspain said:

Is there a way to combine the loading screen sets?. Only interested in some of them, but they are in different files

Should be easy to do yourself. Pick the ones you want, use a program with access to batch rename (like IrfanView Thumbnails) to give them a consistent naming scheme, stuff them into the gfx/loadingscreens folder of any of the loading screen mods (or make your own mod).

Posted
On 2/7/2021 at 5:32 PM, tim8867 said:

Hello all, If I replace the 2 of "add = 2" for 3, would I have less chance or more chance of events appearing ?

 

Higher chance.

Posted

Salut!

 

The new year has been very busy for me, but I got some time to work on the mod here and there. I went through the comments and saw glanducra made some tweaks to the hybrids events which were something I never really got around to fully fixing. I decided to implement some of those changes and thought I should release it so everyone can use hybrids properly if they wanted. So thanks a lot for sharing! :wink:

 

I also saw a lot of people are talking about massa. I am still in the process of updating it as well and you'll see I've added some of the things already with this update (and basically all past updates lol), so don't worry I'll get to everything eventually lol

 

There is also a poll on discord with more bestiality content being in first place. It's still coming don't worry! Think of this update as more of a semi-update/patch I guess for the above reasons.

 

Anyway, depending on when the next dlc gets released, I expect to make one more update before that. If not, then I'll probably have to do a very similar thing and release what I've made up to that point with whatever changes I have to make for the dlc/official game update.

 

Thanks everyone for your patience and remember that you now require handholding to make LV work for those that got confused in the past! :tounge_wink:

Posted

I keep having his issue with not meeting the building requirements for several buildings. It says I require "requires_building_capital_1". Any capital structure fails to meet requirements. Namely "Sexual Brain Rewrites" "Sexual Education School" "Slave Processing Center/Facility".

Posted

Thanks for the update, question regarding the new masochistic origin (which does not appear to be making the second species on game start for me?)

 

Is there any benefit to taking it over standard Syncretic evolution and simply purchasing the trait on your second species? It feels like you would want an extra mechanic to differentiate it from the vanilla origin. That or grant masochistic for free rather than have it cost 3 points.

Posted

Hello

Dunno if it's just this mod or another conflict but after the change to hybrids, if you've got a futanari species, and (in my current play through) intercompatible sperm it spawns hybrid races with itself.

Posted

@unbiaseddiehard102 I'm not sure which mod those buildings are from, but it looks like it might be the BnB mod which is very outdated. That will actually be the mod I update after I finish with massa though.

 

@Ozvelpoon Usually, when a second species doesn't get generated, there's a mod overwriting LV causing a conflict. Are you using a mod called "Forgotten Queens" maybe? That mod always causes problems with LV for some reason. I've looked at it and can't really see why it would from a glance, but I've heard it conflicts with a lot of other mods too lol

 

As for the actual effects of the origin... yeah after looking at it again, perhaps I should make it a little more unique lol. I kind of forgot that you still have to use the trait points if it "forces" the trait on empire creation, so I'll just make a little event to give it on game start instead and it should free up a trait pick too with that method. Feel free to make more suggestions and I'll keep them in mind while I make the changes ?

 

@zhaliora I could not replicate that problem, unfortunately. On the planet that it happens, are there any pops without the intercompatible sperm trait? Even if they are the same species just without that trait? If not then it's likely a conflict with another mod.

Posted
1 hour ago, Lithia<3 said:

 

@Ozvelpoon Usually, when a second species doesn't get generated, there's a mod overwriting LV causing a conflict. Are you using a mod called "Forgotten Queens" maybe? That mod always causes problems with LV for some reason. I've looked at it and can't really see why it would from a glance, but I've heard it conflicts with a lot of other mods too lol

 

As for the actual effects of the origin... yeah after looking at it again, perhaps I should make it a little more unique lol. I kind of forgot that you still have to use the trait points if it "forces" the trait on empire creation, so I'll just make a little event to give it on game start instead and it should free up a trait pick too with that method. Feel free to make more suggestions and I'll keep them in mind while I make the changes ?

 

 

Good call on the incompatibility with Forgotten Queens, unfortunately it does not seem to be resolved by altering load order so I may need to live with it unless the problem is tracked down in the future.

 

If I may suggest a slightly more ambitious solution then simply granting the submissive trait; I am a big fan of your trait synergy modifiers between species. I believe there was an old synergy between Sadistic/Masochistic that was scrapped when work was done to overhaul this system several updates ago. Maybe it is time to revaluate that synergy?

 

What if this origin granted a trait to both species which triggered a new synergy between them and only them? The granted trait could be a 0 cost that does not take a trait pick similar to the mono gender traits. This would solve the issue of cost and taking up a trait pick later; it also makes narrative sense as these two species have developed together long enough to affect each others preferences.

 

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   0 members

    • No registered users viewing this page.
×
×
  • Create New...