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The Lustful Spirit

[mod] WILD LASCIVITY

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WILD LASCIVITY


WILD LASCIVITY 1.3.3

 

Info:

I consider this mod as an essential complement for a highly lacivious immersion of the space.

Currently this Mod mainly contains sexual themes focused on Incest and Bestiality.
 

>>>Lustful Void Mod<<<


Special Thanks to:
Progenitor2000 (German Localisation)

Coolcoop (Corrected English Localisation)

Meiton_88 (Finding and Fixing Minor Things)

 

This is a mod that is still being tested, until what is proven the complements and mechanics that it brings for now are functional.

Probably the results and rewards, and even the costs of the decisions, seem strange or exaggerated.

 

If you have better ideas to balance the mod and make it more playable just contact me. 
If you notice errors in the texts, it's because I'm not a native english speaker and much less professional. So, if you want to improve my texts you can help me.
Any help and hint is welcome.




LOAD ORDER:

Lustful Void

Wild Lascivity
 

If you use LV Smaller Pics Patch, place it in the middle of both.




FIXES AND PATCHES: (READ before Downloading or Reporting an Error)

Spoiler

 



 

Summary of the Mod:
This mod is focused for the moment on the interaction with hives, animals and ancient entities.
 

What this mod contain exactly? (I will mention only some of the main features of this mod)

-MOTHERLY HIVE (Hive Mind ORIGIN) (UTOPIA DLC Required - Under Test)

A new type of hive with fewer penalties and more ability to cooperate with other species. (Not compatible with Devouring Swarm or aggressive and intrusive civic.) It provides a bonus in relationships.
It includes special mechanics with unique events for its type.

Spoiler

If you do not use any mod that modifies the rights of the species "Livestock" becomes "Livestock for Mating" in Motherly Hives.
If you have any mod that allows non-hive populations within the hive mind, the populations under the special government will take a job similar to the bio-trophy


Two Special Policies for the Motherly Hive

  1. Special Interactions Policy: Option to prevent events from happening having the Hive Mating Center
  2. Non-Hive Pop Limit per Planet:  This option includes 4 configurations to avoid overpopulation, a little unbalanced at the moment, includes penalties for selecting a limit. (Existing limits: No Limit/50/25/Only Trophies) "Only Trophies" available if you already have 25 Pops of that type on any planet. Default is 50 for AI. The limits of 25 and 50 do not include the Trophies type population. Setting a limit reduces the chances of Interaction Events.


 Special Planet Decision: Motherly Hive - Policies Control

  • Opens an event window where we can decide whether to ignore Special Interactions on the planet, ignore the Pop Limit Policy on the planet and even hide or reactivate all the Population Limit notifications on from all planets.


Access to: Hive Mating Center

Spoiler

Unique planetary construction.

  • UNLOCKS SPECIAL EVENTS (You need Livestock or Non-Hive Pops on the planet.)
  • Planet Housing: +10
  • Jobs: Adds 5 Jobs
     Sanctuary Hive Mother x 1
     Sanctuary Young Queen x 4

 


Access to: Hive Caretaker Complex Adds 25 Jobs

  • The non-hive populations (Livestock for Mating) will not produce anything if you do not have this building that will change their type of Jobs.
    Spoiler

    Bio-Trophy produces 1 Unity and 1 Society ResearchThey add bonuses to the hive.

     

Access to: Hive Breeders Complex Adds 5 Jobs

  • Building generates work for drones, produces consumer goods and a small amount of happiness. 


 

-Fauna Breeding (Planet Decision)

You can force your people to mate with the planetary wildlife to boost social research.
For now there are only 4 possible outcomes of single-line events.

Spoiler

Requires:

  • Biodiversity Studies Tech
    • Empire CIVIC: Environmentalist / Syncretic Evolution / Hive Ascetic

                    OR

    • Empire ETHIC: Pacifist / Xenophile (Moderate or Fanatic)
      OR
    • ANY POP on Planet: Adaptive / Deviants

Not genocidal empire.

You cannot use it on Ecumenopolis, Machine or Relic Planets, neither in Habitats.


 

-Titanic Life Breeding (Planet Decision)

You can force your people to mate with the Titanic Life to boost society research.
For now there are only 4 possible outcomes of single-line events.
 

Spoiler

Requires:

  • Titanic Life Planet Modifier.
  • Biodiversity Studies Tech
    • Empire CIVIC: Environmentalist / Syncretic Evolution / Hive Ascetic

                    OR

    • Empire ETHIC: Pacifist / Xenophile (Moderate or Fanatic)
      OR
    • ANY POP on Planet: Adaptive / Deviants

Not genocidal empire.
You cannot use it on Ecumenopolis, Machine or Relic Planets, neither in Habitats.

 

-Exotic Fauna Search (Planet Decision)

Start an expedition in search of unknown, strange and probably highly dangerous specimens.
More than 10 possible results.
While the expedition is in progress you receive a 10% boost in society research on the planet.

Spoiler

Requires:

  • Xenobiology Tech

You cannot use it on Tomb, Hive, Ecumenopolis, Machine or Relic Planets, neither in Habitats.

 

-Uplift Exotic Fauna (Planet Decision)

Create a random species using the Exotic Fauna as test subjects.

This will start a special project on the selected planet. The species class is selected randomly and their base Traits are always the same.

Spoiler

Requires:

  • Gene Tailoring Tech
    • CIVIC: Environmentalist / Syncretic Evolution / Hive Ascetic
      OR
    • PLANET CLASS: Gaia / Continental / Ecumenopolis / Habitat / Ringworld
      OR
    • Empire ETHIC: Pacifist / Xenophile (Moderate or Fanatic)

You cannot use it on Tomb, Hive, Machine or Relic Planets.

 

-Allow exploration for the scientific leader. (Planet Decision)

This decision will initiate a special project with multiple results.
(It must be a non-artificial habitable planet without a colony that is within your borders.)
 

Spoiler

Requires:

  • Biodiversity Studies Tech
  • Habitable Planet without owner within borders.
    • Scientific Ship IN ORBIT: 
      • Leader in ship HAS TRAIT: Zoophile / Adaptable / Carefree / Maniacal / Roamer / Expertise Biology / Cataloger
        OR
      • Owner Empire HAS ETHIC: Pacifist / Xenophile (Moderate or Fanatic)

You cannot use it on Ecumenopolis, Machine or Relic Planets. Or in any type of artificial or uninhabitable celestial body.

 

-New Strategic Resource: Exotic Fauna

Only obtained by Exotic Fauna Search (Planet Decision)

The amount can vary, but it is common that you almost always find even one creature if you are lucky.

This new resource can be used for other projects.
 

Spoiler

Build a Zoo, a Sanctuary or a place to satisfy the darkest desires.

  • Unique planetary buildings, you can only have one of each type on each planet.

Exotic Farm

  • A special farm that provides more work and more resources.

Exotic PetShop

  • Unique building for megacorporations available to build on other planets with a branch office. It provides a considerable amount of energy. (Unkeep 3 food, produces 25 energy) Generate Exotic Fauna for the other empire.

Most of these buildings are visible once the necessary technology has been investigated and the empire has at least ONE Exotic Fauna unit.

 

And More Decisions.
 

-Archeological site: The Eternal Spirit

This archaeological site will rarely appear randomly or with small probability with the decision of scientific exploration on uncolonized planets.
Keep in mind that the archeological site is generated on any planet within the borders of who manages to activate it.

Spoiler

Wake up an ancient god.

You can set free an Extradimensional being that will navigate among the stars visiting planets and expanding her blessing on the sentients.
And get a relic that allows you to make pacts and sacrifices in her name in exchange for great rewards.
Or destroy her fleets and get a great benefit but with great consequences. (Attraction to Xenophobe ethic, resource bonuses and increased damage.)

Keep in mind that if you use the Relic, the necessary resources will be consumed and even if you do not make a decision, the resources used will not be returned. (500 Energy for now)
You will get a list of favors that require a sacrifice of pops. You have the option to do nothing, but you will lose the resources used.

Spoiler

If you can't get the event out or see that it's hard to get it and you're not playing in Ironman mode. Select a Scientific Ship and type the Event command with the following event id:
 

mat_lv_decision_solo_expedition_events.50


This will start the project and the events to find the archeological site.

 



TIPS
Be careful when making decisions. Since for the moment many results are random and conditioned by few traits. So Spamming decisions means a possible loss of resources.
In Scientific Exploration it is very rare for your scientist to die and a quick way to get experience.
Fauna Searching and Scientific Exploration is an easy way to get advances in Society Research during the Early Game.


Notes:

  • Decisions require certain technologies that are in the vanilla game and complete another set of conditions.
  • "Allow exploration for the scientific leader (Planet Decision)" is not available for Gestalt Empires. (UPDATED: Exploration available but with generic texts for common organics species. Using it with machines breaks with immersion.)
  • The AI empires cant use the decision functions, since they could spam events. 
  • At the moment the limit of projects that you can take simultaneously was removed. So you can make the decision on other planets while doing it on one, so you can spam events.
  • Genocidal Empires cannot use this content. Or at least most of its content.
  • This mod does not take into account the Machine Empires, in a next update maybe i will create a variant for events. But at the moment they can use some features.
  • Spoiler

    The fleet of the Eternal Spirit will destroy everything that is hostile in its path, that includes space stations without defenses. 

    Consider that declaring rivalry will lead to every time that the fleet wants to visit a planet will try to pass through your territory destroying everything if it is the shortest path.

     

(There is more variety of images in the events, but I made quick captures.)

(Not all events are strictly sexual btw. Sexual content depends, in some cases, on the traits of each species.)


Future Planned Content/To Do:

-More events (Fauna and Titanic Life) In queue

-Interestings Chain of events for "Scientific Explorations" and "Exotic Fauna Search" In queue
-Anomalies and Random Events In queue

-Interventions in primitive worlds via decisions. (Make a crop circle and abduct a cow or some shiet) In queue

-Work in content for Hive Empires. <<<
-Correct writing errors and improve texts. Volunteers are needed
-Extra THICC Species Portraits. (Vanilla Alternative Versions) In process

 

Notes from versions:

Spoiler

1.2.0

  • Contains errors and outdated files. Relatively stable.

1.2.1

  • Contains errors and outdated files. Extra files cause crashing.

1.2.1re 

  • Contains errors and outdated files. Extra files cause crashing.

1.2.11

  • Nothing to say.

1.3.0

  • Motherly Hive Civic changed to Origin.
  • Reduced and Balanced Motherly Hive bonus production.
  • Most texts considerably corrected.
  • General fixes added thanks to comments.
  • Motherly Hive is now a ORIGIN (For Compatibility)
  • Balanced Production. (MH Nerf)
  • New Planetary Decisions (Fauna Related)
  • Texts in English for other language settings.
  • Motherly Hive: Special purge type accessible by Policies. (for the moment) <<<
  • Motherly Hive: Special Planet Decision to ignore imperial policy on a specific planet.

1.3.1

  • Some Fixes
  • Stellaris 2.7.* Update (Wild Lascivity still works in 2.6. *)
  • More precise Effects descriptions
  • Motherly Hive Origin now permanently Visible
  • New Policy for Motherly Hive: In relation to the population of other hives.

 

1.3.3 <<<

  • Some Fixes (Civics, Events, Policies and Localisation)
  • Expanded Minor Features (Zoophilic Rituals Civic)
  • Motherly Hive Policies: Population Events probability reduction reduced from 80% to 50-40%
  • New Female Xenophile Hive Mind advisor (Under Test)
  • AI Motherly Hive support and balancing.  New custom phrases and personality. (MH is not generated randomly, you have to design an MH before starting your game.)
  • New WL Mod Menu under Edicts

 



Incompatibility:

Compatible with everything. For the moment. Balanced game not promised.

 


 

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Played around with this for a while. I like the idea of it, looking forward to seeing how you expand it :D

 

Didn't really get to see any of the events, since their triggers tend to be uncommon. (Like the presapient uplift thing. Can't remember when I've last seen the tech to uplift a species, let alone even had one presapient within my borders)

 

Couldn't figure out how to use the "allow exploration for scientific leader" decision either, but maybe I lacked the required tech.

 

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8 hours ago, metame said:

Played around with this for a while. I like the idea of it, looking forward to seeing how you expand it :D

 

Didn't really get to see any of the events, since their triggers tend to be uncommon. (Like the presapient uplift thing. Can't remember when I've last seen the tech to uplift a species, let alone even had one presapient within my borders)

 

Couldn't figure out how to use the "allow exploration for scientific leader" decision either, but maybe I lacked the required tech.

 

Well, thanks for comment.
 

In the next update I will solve errors in texts, adjust triggers, that means there will be more variation to events (Currently in Fauna Search there is a 60% that always occurs the same) I will also add some new events and expand the information.
I will essentially develop a little more information about events and decisions. I will probably create a document or something similar.
 

For example "Allow exploration for scientific leader" needs the technology of Xenology. And in order to be visible, there must be a scientific ship in orbit of a non-artificial habitable planet. And with that will appear the decision, but to be able to use it the leader has to have certain traits. (Traits like Cataloger, Adaptable or roamer, or with Lustful Void the Zoophile feature) 
It works as if it were the base game function of "Consecrated Worlds". You can use it within planets that are within borders and have no colonies. 
Anyway, there are only 4 simple events. And only one contains something lewd. It is rare, unless your scientist has the Zoophile Trait or Maniac.

1 hour ago, Ultim said:

One  suggestion would be to make this mod compatible with this https://steamcommunity.com/workshop/filedetails/?id=1595876588

Because I currently can't figure out where to even see how much Exotic Fauna I have because of all the other mods I use.

With that, I'll see what I can do. But I will solve it.

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Trying this now!

 

I'm in a hivemind with the Motherly Mind trait.  Seems to work pretty well... not particularly sexy, but it works. 

 

Like the main mod, its not compatible with the Forgotten Queens Unofficial DLC mod, and I would like to request a patch.

 

As fate would have it I scored a gaia world pretty early, so I was able to mess with some of the fauna decisions, and I've gotten a few red spiraly-doos, whatever they are.  Do they actually do anything at this stage?  Like, is there a later payoff for collecting those?

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Hey, thank you so much for the mod, I absolutely love all his idea and direction :) Will it be compatible with the latest version of Lustful Void?

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On 7/19/2019 at 9:38 PM, snarfies said:

I'm in a hivemind with the Motherly Mind trait.  Seems to work pretty well... not particularly sexy, but it works. 

 

Like the main mod, its not compatible with the Forgotten Queens Unofficial DLC mod, and I would like to request a patch.


I think to separate the events and decisions of the new type of hive mind that I add with the mod, I took some time to see that this had conflicts with many important mods. Anyway, I will upload it separately in case someone wants.
I keep working with events and polishing ideas.
 

The next update will have more than 50 new events that I have already programmed and tested. New archeological site, special projects and decisions.

I will add a document with the basics and a couple of patches for other mods.
The time I stipulate to get a really clean version of the mod will be aroung August 15 or 20.

 

On 7/19/2019 at 9:38 PM, snarfies said:

As fate would have it I scored a gaia world pretty early, so I was able to mess with some of the fauna decisions, and I've gotten a few red spiraly-doos, whatever they are.  Do they actually do anything at this stage?  Like, is there a later payoff for collecting those?

 

The thing that looks like a red spiral is Exotic Fauna Samples. It need a patch to show special resources that I will do coming soon. This resource allows you to make the decision of "uplift fauna" (if you have the right technology) will create a new sentient species from unique samples. Among other things.
 

On 7/24/2019 at 12:14 PM, Spenser said:

Hey, thank you so much for the mod, I absolutely love all his idea and direction :) Will it be compatible with the latest version of Lustful Void?


I will always try to keep Lustful Void compatible, since many of the new events that I add to my mod require instances of LV.

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how is the update coming along? i have an issue with the decision to send a scientist out to explore a planets fauna stating "does NOT exist", but i have all other requirements fulfilled. i wanna know if i should turn this mod into a frankenstein chimera mod or if the update is right around the corner

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On 8/23/2019 at 2:57 AM, hmanamegorog said:

how is the update coming along? i have an issue with the decision to send a scientist out to explore a planets fauna stating "does NOT exist", but i have all other requirements fulfilled. i wanna know if i should turn this mod into a frankenstein chimera mod or if the update is right around the corner

 

I just need to work with texts and localization. As I am not a native of the English language.

If you are talking about Solo Expeditions:
(The scientific ship requires a leader who has certain traits or an empire with certain civics)

Your case is possibly a writing error that I have not seen. Or you are trying to send an expedition on an inhabited planet.


If regular Fauna Search Decision:
1° If you already used recently the decision on a planet, you must wait for the recovery modifier on that planet.
2° You cannot have multiple searches at the same time. You must wait for one to end on a planet to do the next.

I was working on the update.
All possible problems of sending an solo expedition were fixed and the decision was improved. It is no longer an immediate event, now a special project will be initiated when the decision is used.

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Very nice update.

I got but a problem.

 

How was the mod originally called?

I'm 110% sure I had it before and likely is active but it did not prompt me to overwrite files.

That likely means I have 2 versions of this mod active now.

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Just an FYI, it does not require ancient artefacts, the archaeological mechanic is in the base game, the DLC just adds the events, they purposely made the mechanic accessible to anyone without the DLC, so if you have a mod that uses the mechanic everyone will have the ability to access it.

 

 

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1 hour ago, Absentia616 said:

Just an FYI, it does not require ancient artefacts, the archaeological mechanic is in the base game, the DLC just adds the events, they purposely made the mechanic accessible to anyone without the DLC, so if you have a mod that uses the mechanic everyone will have the ability to access it.

 

 

Yeah That is something I tried to solve at the last minute. And I didn't change the description because I was sleepy.
So the site will appear anyway through Scientific Exploration even if you don't have the DLC. But I forgot to remove a command line and it is not generated randomly if you don't have the DLC. Something I will solve later. 

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39 minutes ago, THM-Prima said:

Yeah That is something I tried to solve at the last minute. And I didn't change the description because I was sleepy.
So the site will appear anyway through Scientific Exploration even if you don't have the DLC. But I forgot to remove a command line and it is not generated randomly if you don't have the DLC. Something I will solve later. 

Well as far as priorities go sleep definitely wins lol

 

This update looks pretty good so far.

 

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I finally played with this mod, and must say, this is such are underestimate modification! Great job man, thank you so much:) Hope to see more events chains, becouse they are realy great and interesting to read. If it will be one event from one expedition, after couple of times, it starting to feel like routine for me.
Bunch of little bugs there and there, but nothing serious, as i can see.
One on event with are big creature and sientist, who escape with him. Description be like Event_description_#7. Same problem with some of the pacifist response in events.
Again, thank you for this lovely mod, it is what i needed:)

 

Edit: Found another bug. Sometimes, in expedition with science ship, they just close without any event shows up. I believe, it one particular event, but for obvious reason, i don't know which one:)

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image.png.a2b901f91de77562053cda93e006ebd0.png

 

As you can see, I use the 2.3 Chinese version and have Lustful Void and SSX modules, but when you enter the game, the new content of your module is displayed in this way, including the introduction of events and options. Is this because of my language settings or incompatibility?

 

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6 hours ago, miooli said:

As you can see, I use the 2.3 Chinese version and have Lustful Void and SSX modules, but when you enter the game, the new content of your module is displayed in this way, including the introduction of events and options. Is this because of my language settings or incompatibility?

 

Only English leng supported at the moment. Srry,

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On 2019/9/7 at PM6点23分, THM-Prima said:

目前只支持英语。Srry,

Previously, the new content added when using the  Lustful Void modis in English, but it can still be displayed in the Chinese game I choose. I can understand the relevant content by translating and pictures. Could you consider doing this in the new version?

 

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Might I recommend more projects beside the 'uplift fauna', more options that use the exotic fauna would make the resources that much more valuable and interesting.  For a example: 

 

'Exotic Parade' - Planetary Decision  Cost: 10 fauna 5 Influnce  increase cultural workers output by 25%, increase pop happiness by 10%

 

Just throwing out that as a idea for where the mod can go.

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Good idea, because honestly, for me, uplifting fauna is pretty useless thing. Or it can be some science breakthrough, which giving some researching speed, because of numerous collected samples. Or, it can working like strategic resources, like gas or cristales, which give you opportunity for all kind of decisions in Edicts. For example, +10-20% for gained influence for time, or +50% pacifist attraction.

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On 9/7/2019 at 1:23 PM, The Eternal Spirit said:

Only English leng supported at the moment. Srry,

Despite the fact that I use the Russian version of the game, many mods in English are displayed correctly. Let it remain in English, but please just complete the normal display of the "text description" in the game.
Although ... in principle, can try to register the localization language folder in the "localization" folder itself and just copy files from the English folder.

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I got missing files.... for example:

 

evt_mat_lv_decision_solo_expedition_events_30.dds

 

or

 

evt_mat_lv_Zinara_notification_tribute_events_4.dds

 

 

I wonder where those have gone :)

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Thanks for the comments, I will take them into account for the next update.


Next time I will add a "Universal Localization" based on English leng.
And some decisions to vary in the use of the new resource.
 

4 hours ago, rallyelgen said:

I got missing files.... for example:

 

evt_mat_lv_decision_solo_expedition_events_30.dds

 

or

 

evt_mat_lv_Zinara_notification_tribute_events_4.dds

 

 

I wonder where those have gone :)

As I mentioned to you:
"Currently unused, I leave the instances for the images of those events written in the Interface file. I forgot it." 

Anyway, events have an image.

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