Furryfurry Posted February 22, 2021 Posted February 22, 2021 I want more EVENTS . GIVE me more. i have played the my first playthrow and it was fun. i made a race with snake women warrior race that have kidnaped human males and use them as breding. keep upp the good work ohh ye btw when i typed that i remeber when i played i found a world with umm stone age ailen that you can build a observertory. mabe make so you can do somting sexy with them on it anyway i shall go and play another game last one took 80h
sen4mi Posted February 23, 2021 Posted February 23, 2021 I am getting errors in the error log from this mod. Stuff like this: [00:59:57][persistent.cpp:35]: Error: "Unknown modifier: country_resource_energy_mult, near line: 15 " in file: "common/edicts/lv_empire_edicts.txt" near line: 15 [00:59:57][persistent.cpp:35]: Error: "Unknown modifier: country_resource_minerals_mult, near line: 16 " in file: "common/edicts/lv_empire_edicts.txt" near line: 16 [00:59:57][persistent.cpp:35]: Error: "Unknown modifier: shipsize_corvette_build_cost_mult, near line: 17 " in file: "common/edicts/lv_empire_edicts.txt" near line: 17 [00:59:57][persistent.cpp:35]: Error: "Unknown modifier: shipsize_colonizer_build_cost_mult, near line: 18 " in file: "common/edicts/lv_empire_edicts.txt" near line: 18 [00:59:57][persistent.cpp:35]: Error: "Unknown modifier: spaceport_ship_build_cost_mult, near line: 21 " in file: "common/edicts/lv_empire_edicts.txt" near line: 21 [00:59:57][persistent.cpp:35]: Error: "Unknown modifier: spaceport_ship_build_time_mult, near line: 22 " in file: "common/edicts/lv_empire_edicts.txt" near line: 22
Furryfurry Posted February 23, 2021 Posted February 23, 2021 i have a problem i try t omake a robot empire but the combo traint sexbot have so mutch minus points i cant get it to 0 or plus. how do i get that and robbots dont have anny civic taint to pick not anny sexy ones. one ide is they consume sperm to energi. give them few extra enegy credits. or somting
GoomytheGoodra Posted February 24, 2021 Posted February 24, 2021 On 2/21/2021 at 4:41 AM, catchyorbit said: I have recently learned that Lithia plans to update the mod by adding new features and fixes. I have a list of fixes and suggestions that could be implemented into the mod. It is only a rough draft that still needs many values and figures added: *snip* I'm going to play around a bit with some of this. I'm not in any way related to the mod author, but some of these seem fun. Caveat: I'm not going to overwrite anything in the base mod. This means anything that modifies trade value for individual sex jobs won't be done, since the trait modifier for trade value is actually applied via a part of the job rather than a multiplier like most other resources. I can apply trade value modifiers to countries though, so I may use that in lieu of bonus to sex jobs. Things I've completed: New trade policy: "All you need is Love." Based on the old mod "All you need is Whores," balanced so that the total resources granted per trade value equals 1 energy, possibly unbalanced since it gives access to a small amount of every resource early. Might lock it behind having one of several civics. Spoiler Here's the numbers for this, resource values are based on the market trade, research value is just a convenient number, technically lower then the alloy/research/c.goods building ratio: Energy =.2 Food =.2 Minerals =.2 Unity = .1 Consumer_goods=.1 Alloys=.05 Engineering =.05 Physics =.05 Society =.05 volatile_motes = .02 exotic_gases = .02 rare_crystals = .02 Nanites = .01 Living_Metal = .01 Dark_Matter = .01 Zro = .01 New Economic Policy: "Lupanarian Economy" -10% Alloys and Goods from Jobs, +20% trade value New Trait: "Sex Trophies" per your comment New Job: "Sex Slave" Unemployed domestic servants when the policy Prostitution: Slavery is selected or if you have the Institutionalized Sex Slavery civic produce a small amount of trade value and amenities, effected by sex jobs bonus. Amount of trade value is 1/2 a streetwalker. Things I'm going to try later: All Male/Female civics and events (planet mods). I'm thinking amazon fortress equivalents that give +def army damage planetwide along with an army and a Valkyrie Academy that adds a small amount army and ship xp country wide along with a limited purchase army, ideally 1 per academy. The male equiv has gotta be spartan fortresses and something academys. Same benefits I think. For the casus belli, I think making it viable against all countries with a founding species that has the all gender trait opposite you while also giving those countries a casus belli against you. War goal would just be humiliate probably, but it might also add a trait that removes all opposite gender-specific traits from a certain percentage of pops. Not sure on that, might be more trouble to implement than it's worth. The various traits I may do separately, as it is this mod only overwrites 2 things, vanilla trade policy and vanilla economic policy. I prefer keeping it that way in case the author wants to implement anything, but I also want to go wild with some things... Presapient tentacle monsters (mullosciods) is pretty high on my list. I think the purge idea is a bit too close to the neuter-purge that's already implemented, but most of the other I think are doable. Let me know what you think and if anything bugs out. Edit: You can just drop most of these files in the matching folder in Lustful Void/Common, while AYNIL_l_english.yml goes in Lustful Void/Localization/English. Maybe I should've just uploaded this as a mod... love_economic_policy.txt love_trade_policies.txt love_worker_jobs.txt aynil_scripted_triggers.txt love_trade_conversions.txt aynil_admiral_traits.txt AYNIL_l_english.yml 1
Zorlond Posted February 24, 2021 Posted February 24, 2021 Far as purges go, I'd prefer something like 'Dwindling', where instead of actively seeking out a species to replace through forced reproduction, it's a far slower issue of less and less of a race are being born. Most likely because their masters are so oversexed the victim race is just constantly too tired to reproduce with it's own kind.
Ozvelpoon Posted February 24, 2021 Posted February 24, 2021 5 hours ago, GoomytheGoodra said: Snip: New Job: "Sex Slave" Unemployed domestic servants when the policy Prostitution: Slavery is selected or if you have the Institutionalized Sex Slavery civic produce a small amount of trade value and amenities, effected by sex jobs bonus. Amount of trade value is 1/2 a streetwalker. Thanks for all your work; looks very interesting. Just wanted to throw this out there to see if there was any interest. I discovered this mod on the workshop a while back and was so happy. Someone figured out a workaround for the slavery system! https://steamcommunity.com/sharedfiles/filedetails/?id=2264631052 and https://steamcommunity.com/sharedfiles/filedetails/?id=2343162103 Would this help you at all with your jobs? It seems like you are attempting to use similar ideas.
Furryfurry Posted February 24, 2021 Posted February 24, 2021 5 hours ago, GoomytheGoodra said: I'm going to play around a bit with some of this. I'm not in any way related to the mod author, but some of these seem fun. Caveat: I'm not going to overwrite anything in the base mod. This means anything that modifies trade value for individual sex jobs won't be done, since the trait modifier for trade value is actually applied via a part of the job rather than a multiplier like most other resources. I can apply trade value modifiers to countries though, so I may use that in lieu of bonus to sex jobs. Things I've completed: New trade policy: "All you need is Love." Based on the old mod "All you need is Whores," balanced so that the total resources granted per trade value equals 1 energy, possibly unbalanced since it gives access to a small amount of every resource early. Might lock it behind having one of several civics. Reveal hidden contents Here's the numbers for this, resource values are based on the market trade, research value is just a convenient number, technically lower then the alloy/research/c.goods building ratio: Energy =.2 Food =.2 Minerals =.2 Unity = .1 Consumer_goods=.1 Alloys=.05 Engineering =.05 Physics =.05 Society =.05 volatile_motes = .02 exotic_gases = .02 rare_crystals = .02 Nanites = .01 Living_Metal = .01 Dark_Matter = .01 Zro = .01 New Economic Policy: "Lupanarian Economy" -10% Alloys and Goods from Jobs, +20% trade value New Trait: "Sex Trophies" per your comment New Job: "Sex Slave" Unemployed domestic servants when the policy Prostitution: Slavery is selected or if you have the Institutionalized Sex Slavery civic produce a small amount of trade value and amenities, effected by sex jobs bonus. Amount of trade value is 1/2 a streetwalker. Things I'm going to try later: All Male/Female civics and events (planet mods). I'm thinking amazon fortress equivalents that give +def army damage planetwide along with an army and a Valkyrie Academy that adds a small amount army and ship xp country wide along with a limited purchase army, ideally 1 per academy. The male equiv has gotta be spartan fortresses and something academys. Same benefits I think. For the casus belli, I think making it viable against all countries with a founding species that has the all gender trait opposite you while also giving those countries a casus belli against you. War goal would just be humiliate probably, but it might also add a trait that removes all opposite gender-specific traits from a certain percentage of pops. Not sure on that, might be more trouble to implement than it's worth. The various traits I may do separately, as it is this mod only overwrites 2 things, vanilla trade policy and vanilla economic policy. I prefer keeping it that way in case the author wants to implement anything, but I also want to go wild with some things... Presapient tentacle monsters (mullosciods) is pretty high on my list. I think the purge idea is a bit too close to the neuter-purge that's already implemented, but most of the other I think are doable. Let me know what you think and if anything bugs out. Edit: You can just drop most of these files in the matching folder in Lustful Void/Common, while AYNIL_l_english.yml goes in Lustful Void/Localization/English. Maybe I should've just uploaded this as a mod... love_economic_policy.txt 1.27 kB · 2 downloads love_trade_policies.txt 1.36 kB · 2 downloads love_worker_jobs.txt 12.05 kB · 2 downloads aynil_scripted_triggers.txt 435 B · 2 downloads love_trade_conversions.txt 1.74 kB · 2 downloads aynil_admiral_traits.txt 1.27 kB · 2 downloads AYNIL_l_english.yml 5.36 kB · 2 downloads were do you put this files?
GoomytheGoodra Posted February 24, 2021 Posted February 24, 2021 @Ozvelpoon I actually use those mods and referenced them to see how they implemented their system (and avoid breaking them). They overwrite a part of the game rules to change how colonization works to turn it into a control method. I didn’t use that system for compatibility reasons, so currently the two mods work together. Currently having the Prostitution: Slavery policy or Sex Slave civic disables the maids, reproductive slaves, and trophies, so I’m probably gonna change that. All it takes is adding 3 lines in the trigger, so nothing too difficult. I do want to keep them slightly distinct, which is why I avoided adding any extra reproduction rate to the sex slave job. @FurryfurryEach file ends in _(file type), so you just put them in the folder that matches that type in the lustful void/common folders. _worker_jobs goes into documents/paradox/stellaris/mods/lustful void/common/pop_jobs. The only exception is the localization file (aynil_l_english.yml) which goes in lustful void/localization/english @ZorlondI think that might be doable pretty easily actually. The neuter purge already has a “slow” extermination rate and an event fired on a certain trigger while that purge is active, so adding something similar that gives unity shouldn’t be terrible. Biggest issue is I lack a massive stockpile of smutty photos for event backgrounds, but I’m sure google will help there. I’m going to make the overwriting version today and I’ll probably post it as it’s own sub mod. @sen4miI'm not 100%, but I think if you start with intercompatible womb/sperm or aggressive it adds that tech as an option. I'll double check.
stupidgaijin Posted February 24, 2021 Posted February 24, 2021 Sadomasochistic Evolution is not working for me. I can choose the origin and the masochistic species, but the masochistic species is not spawning. The main species is the only species on the planet. Is there something I'm missing?
Zorlond Posted February 24, 2021 Posted February 24, 2021 Found a bug, I think. I inherited a bunch of Void Dweller habitats from a vassal, and on one of them are a pair of structures that I cannot demolish, replace, nor repair. One is a bordello and the other is a cow farm. They've basically broken the building slots they occupy and I can't do anything to fix them. Never mind, me idiot. No rock to fix wit. When will I frickin' learn... *sigh*
GoomytheGoodra Posted February 25, 2021 Posted February 25, 2021 I have discovered a new hatred for a certain digital media. Localization files can go to hell. So far, 4 functional species traits, just need to do job overwrites Voluptuous Body - Combined trait, includes huge breasts and breeder hips for a reduced cost, requires hybridization mastery Extremely Athletic - Combined trait, includes Very Strong, Traditional, Enduring with a 10% increase in food upkeep, requires hybridization mastery Empathic Link - Originally Extreme Emotional Sensitivity, combines rapid breeders, traditional, quick learners, and Natural Sociologists but requires Telepathy researched. Versatile Appendages - Originally Versatile Tail, acts as an advanced Long tongue trait with additional army bonuses. Also, to learn events and decisions before diving into making new governments, I did 2 things: Overwrote the planetary tentacle deposit. By linking it to Sexopolis's tentacle infestation deposit, you now can clear the deposit without losing the bonus. The yellow squares make me angry. Decision: Spawn Sapient Tentacles - Spawns 1 Fanatic Xenophile molluscoid pop with the traits "Empathic Link, Versatile Appendages, All Male, Multiple Penises, Dominant, Sex Crazed, Aggressive Reproduction, Brood Parasite, and Starborn with Tomb world preference." Usable once per planet, requires Epigenetic Triggers and Tentacle Symbiosis. Plan to create a mtth event on worlds with cleared tentacle blockers that will occasionally spawn them (with a disable option of course) Going to do the job overwrites (there's about 4800 lines for 6 jobs, so I gotta be careful to not balls it up) tonight and try to get started on the civics and new buildings. aynil_decisions.txt z_love_overwrite_blocker_deposits.txt aynil_species_traits.txt love_spawn_events.txt AYNIL_l_english.yml 2
Furryfurry Posted February 25, 2021 Posted February 25, 2021 i have a question how do you get the robots to fuck i have sexbot and no pop
GoomytheGoodra Posted February 27, 2021 Posted February 27, 2021 Found the issue with Unofficial Hive Queen and LV origins, looks like an overwrite in scripted effects. Going to try making a patch that'll work with or without Hive Queen... This should make the origins work, load LV second. Edit: File goes in Lustful Void/common/scripted_effects lv_start_of_game_effects.txt 1
njack46 Posted February 27, 2021 Posted February 27, 2021 Hi. Love this mod, it's very fun and enjoyable to play through, but I find there is a problem with the cheat trait. Specifically, the numbers for it don't work right how many trait picks are left and how much traits you can get. Like the numbers literally overlap and cause the game to freak out about the traits. And once the games starts, the cheat trait can't be removed, or rather, I can't get any additional traits with any gene tech I grab. As someone who likes to roleplay, I would like for this to be fixed so I can use all the traits I want, but I know this is probably on the low end of your to-do list. At any rate, thanks for the fun mod!
Ozvelpoon Posted February 27, 2021 Posted February 27, 2021 11 hours ago, GoomytheGoodra said: Found the issue with Unofficial Hive Queen and LV origins, looks like an overwrite in scripted effects. Going to try making a patch that'll work with or without Hive Queen... This should make the origins work, load LV second. Edit: File goes in Lustful Void/common/scripted_effects lv_start_of_game_effects.txt 6.65 kB · 1 download You are my favorite person of the day sir. Thank you very much for this!
GoomytheGoodra Posted February 27, 2021 Posted February 27, 2021 @njack46 Do you use any ui mods or any mods that change the number of traits and starting points you get? The vanilla UI gets strange sometimes (and doesn’t even properly show the full trait descriptions) and doesn’t display numbers over 100 very well. I use UI Overhaul Dynamic off the workshop and it is excellent. As for the cheat trait, it automatically removes itself from effected pops once the game begins, but normally the baseline species still appears with it. If you want, go into lustful void/common/traits and find the file called “lv_species_traits.” Open it in notepad or whatever text editor you prefer and find “lv_cheat_trait” Change the line that says modification = no to modification = yes. The trait will now appear on the gene modding page in species.
Ozvelpoon Posted February 27, 2021 Posted February 27, 2021 14 hours ago, GoomytheGoodra said: Found the issue with Unofficial Hive Queen and LV origins, looks like an overwrite in scripted effects. Going to try making a patch that'll work with or without Hive Queen... This should make the origins work, load LV second. Edit: File goes in Lustful Void/common/scripted_effects lv_start_of_game_effects.txt 6.65 kB · 5 downloads I may have been a little premature; tested you patch by replacing the file in LV but still getting the origin bug of no second species for ones like sadomasochistic evolution. Any advice?
njack46 Posted February 27, 2021 Posted February 27, 2021 4 hours ago, GoomytheGoodra said: @njack46 Do you use any ui mods or any mods that change the number of traits and starting points you get? The vanilla UI gets strange sometimes (and doesn’t even properly show the full trait descriptions) and doesn’t display numbers over 100 very well. I use UI Overhaul Dynamic off the workshop and it is excellent. As for the cheat trait, it automatically removes itself from effected pops once the game begins, but normally the baseline species still appears with it. If you want, go into lustful void/common/traits and find the file called “lv_species_traits.” Open it in notepad or whatever text editor you prefer and find “lv_cheat_trait” Change the line that says modification = no to modification = yes. The trait will now appear on the gene modding page in species. I have an UI Overall Dynamic mod that helps out Stellaris, but I don't have anything that changes the number of traits or starting points. What I want is to have more trait picks instead of just 5 so I can properly use the cheat perk, but if I use any other mod that allows more points or picks, it becomes useless to me since it allows the AI to use more traits and picks as well. I'm all for more traits, but having the AI use them as well kinda kills the RP immersion I was roling with. Hence why I wanted to use the cheat perk in LV. But with the way the number of picks is currently bugged, or I assumed bugged, then I can't get what I want. If you got a suggestion for a mod that allows for unlimited traits and trait picks, without giving the AI the same advantage, I would really appreciate it. As for your suggestion over the modification over the cheat trait in LV, I'll give it a go and see how it works for me.
GoomytheGoodra Posted February 27, 2021 Posted February 27, 2021 6 hours ago, Ozvelpoon said: I may have been a little premature; tested you patch by replacing the file in LV but still getting the origin bug of no second species for ones like sadomasochistic evolution. Any advice? scripted effects should only load the last mod, but unlike everything else I’ve run across, it relies on the name of the script effects file. hive queens uses x_filename, so just change the name of the patch file to z_lv_whatever. If that doesn’t work, I’m gonna be pissed and confused. @njack46 Only ways I know of to get more traits than other races is by making a custom species and not allowing the Ai to use it or creating a tech/perk/civic that the AI will ignore that increases them. The easiest is copying the species file, bumping traits number up while leaving trait points alone, but that does increase the number of traits AI will typically use. You can set Ai weight to 0 on any traits you want the Ai to ignore.
Ozvelpoon Posted February 28, 2021 Posted February 28, 2021 3 hours ago, GoomytheGoodra said: scripted effects should only load the last mod, but unlike everything else I’ve run across, it relies on the name of the script effects file. hive queens uses x_filename, so just change the name of the patch file to z_lv_whatever. If that doesn’t work, I’m gonna be pissed and confused. That did it, thanks again!
Asylianna Posted February 28, 2021 Posted February 28, 2021 Has anyone had issues with Sentient Acquisitions not actually abducting pops properly? I set up a play through based around this and couldn't get it to work. I thought this might be due to some kind of mod conflict, but stripping a play set down to just LV doesn't seem to fare any better. The target planets have enough pops and their crime-rate skyrockets, but even letting the operation run for 10-20 years I still don't get a single new pop. All of my attempts have been with only my homeworld as a viable destination. Is that an issue? I thought it might be a problem with unusual planet types, but even with the default vanilla planet choice it still won't work. This one hiccup aside, I love the mod! Please keep up the amazing work! 1
SexyHeathen19 Posted February 28, 2021 Posted February 28, 2021 hey, just curious. What are the odds of getting a tentacle planet. found one once and had to destroy it ?(only downside of Xenophobes) but then never found one since. is it one of my other mods causing problems or is the spawn rate just really low
Killjoy101 Posted February 28, 2021 Posted February 28, 2021 Quote Requires: Handholding! I can't seem to find this anywhere, is it on loverslab?
BMLlednar Posted March 1, 2021 Posted March 1, 2021 Looking at the files to see why I've had so few mod events, I see a lot of the anomalies seem to have a condition to not fire if your main species is all male? While that makes sense with the art assets, maybe add an exception for multi-species starts where one species fits the requirement? One of my starting species is all male and the other all female, so a lot of anomalies were turned off until I remade the empire and swapped their positions.
Asylianna Posted March 1, 2021 Posted March 1, 2021 7 hours ago, Killjoy101 said: I can't seem to find this anywhere, is it on loverslab? It's just a meme. 1
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