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[mod] WILD LASCIVITY


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Posted

While this mod has not been updated in a long time, for the people like me who still do use it here is an update for the portraits to the newest version after most portrait mods were broken. All that was changed was adding the new portrait category and portrait sets folders along with their respective files.

Wild_Lascivity.zip

Posted
1 hour ago, regenus said:

While this mod has not been updated in a long time, for the people like me who still do use it here is an update for the portraits to the newest version after most portrait mods were broken. All that was changed was adding the new portrait category and portrait sets folders along with their respective files.

Wild_Lascivity.zip 12.81 MB · 1 download

Thanks for your efforts fixing the portraits in all these mods!

  • 3 weeks later...
Posted
On 12/6/2023 at 10:21 PM, Mangaking said:

At this point, the mod hasn't been updated for basically 3 years now, it more surprising that it was working for you still

dammit, i just got back into sgtellaris and looking forward to this mod, id pay someone to update it but im a broke bitch lol

Posted

Hello, this is my contribution to helping this mod. Thanks to all others who also patched as I used their code. This should patch almost everything for Stellaris 3.12.*. Works with all I tested (Arcsite, Shrouded world, Mother origin, etc)

Somethings I could not fix (e. g. Relic image is broken and some other triggers that call unusable and very old triggers), and I had to re-write or sometimes ignore it. Sorry. 

 

WL.7z

  • 2 weeks later...
Posted
On 6/29/2024 at 11:29 AM, crocamedelian said:

Hello, this is my contribution to helping this mod. Thanks to all others who also patched as I used their code. This should patch almost everything for Stellaris 3.12.*. Works with all I tested (Arcsite, Shrouded world, Mother origin, etc)

Somethings I could not fix (e. g. Relic image is broken and some other triggers that call unusable and very old triggers), and I had to re-write or sometimes ignore it. Sorry. 

 

WL.7z 9.14 MB · 8 downloads

just wondering if this is a standalone version or if you require the original mod.

  • 1 month later...
Posted (edited)

Hi I’m new here but I wanted to make something known to anyone with issues accessing the content (or other people new to this mod): if you are unable to do any of the planetary decisions (thats the obvious issue i had, yet to notice any others) the reason you cant take those actions is because the tech “biodiversity studies” was removed from the game, which was considered a pre-rec for most of these actions. 
 

i fixed this by first entering the folders for stellaris tech (steam, steamapps, common, stellaris, common, technology i think was the path) and opening the society research text file, then finding a tech of choice (ideally a low tier one) and stealing its name (something like 1st word_2nd word_tech). DO NOT EDIT ANY TEXT HERE, IT WILL BREAK YOUR TECH, JUST COPY THE WORDS

 

next step is to enter the mod’s planetary decisions folder and open all the text files, look through them for any “society_tech_1” or “society_tech_2”, these are the broken techs, replace them like Indiana jones in that temple with the tech you chose (i picked one you get on game start, you could do that or find a different one.)

 

be carful in these files, you don't want to delete something important (this includes spaces and gaps in the text), idk if anything else has this issue or if its only the decisions.

 

Also this is my first and hopefully last comment on any porn site, ill try to respond to any questions but do not expect to see me around in other areas

 

edit: may have confused the order of the words “society_tech_#”, if its close to this and its by a word like prerequisite or requirement then its probably what im talking about, worst case you reinstall the mod and try again

Edited by planetbound
Forgot im stupid and may have messed up the name of a important piece of text that i was recommending people replace to fix their mod if its not working
  • 1 month later...
  • 6 months later...
Posted
On 8/21/2024 at 11:14 PM, planetbound said:

Hi I’m new here but I wanted to make something known to anyone with issues accessing the content (or other people new to this mod): if you are unable to do any of the planetary decisions (thats the obvious issue i had, yet to notice any others) the reason you cant take those actions is because the tech “biodiversity studies” was removed from the game, which was considered a pre-rec for most of these actions. 
 

i fixed this by first entering the folders for stellaris tech (steam, steamapps, common, stellaris, common, technology i think was the path) and opening the society research text file, then finding a tech of choice (ideally a low tier one) and stealing its name (something like 1st word_2nd word_tech). DO NOT EDIT ANY TEXT HERE, IT WILL BREAK YOUR TECH, JUST COPY THE WORDS

 

next step is to enter the mod’s planetary decisions folder and open all the text files, look through them for any “society_tech_1” or “society_tech_2”, these are the broken techs, replace them like Indiana jones in that temple with the tech you chose (i picked one you get on game start, you could do that or find a different one.)

 

be carful in these files, you don't want to delete something important (this includes spaces and gaps in the text), idk if anything else has this issue or if its only the decisions.

 

Also this is my first and hopefully last comment on any porn site, ill try to respond to any questions but do not expect to see me around in other areas

 

edit: may have confused the order of the words “society_tech_#”, if its close to this and its by a word like prerequisite or requirement then its probably what im talking about, worst case you reinstall the mod and try again

Expanding on this, make sure in the 01_wl_lv_decisions_addon.txt found in Wild LV\common\decisions, looks like this:

 

decision_planet_WL_lv_fauna_breeding = {        # Breeding with animals
    owned_planets_only = yes
    sound = event_swarm_started
    icon = decision_planet_WL_lv_fauna_breeding
    
    prerequisites = {    
        # "tech_society_1"?
        "tech_alien_life_studies"
 

It has to have a # before "tech_society_1" throughout the document. 

 

......

 

3 hours of testing resolved by a missing #

 

FUCK!

 

  • 1 month later...
  • 2 weeks later...
Posted
On 6/7/2025 at 12:04 PM, Darktod said:

I have some events coming up all the time and they don't let me play. Does anyone know how to solve this problem?

Remove the mod.

 

The issue seems to be how the mod triggers events by pops but I got no idea how to fix it.

 

Looks like this is finally the end.

Posted

country_event = {
    id = WL_lv_Zinara_contact_events.1201
    title =  WL_lv_Zinara_contact_events.1201.name
    desc = WL_lv_Zinara_contact_events.1201.desc
    picture = GFX_evt_WL_lv_Zinara_contact_events_1201
    show_sound = event_whispering
    hide_window = no
    is_triggered_only = yes
    
    
    immediate = {
        hidden_effect = {
            event_target:zinara_country_target = {
                            set_faction_hostility = {
                                        target = FROM
                                        set_hostile = no
                                    }
            }
        }
    }

    option = {
        name = WL_lv_Zinara_contact_events.1201.a
    }
}
and what can run here? or is it the other way around that this script runs?

  • 3 months later...
Posted

Crossing fingers someone brave continues this mod for 4.0!  ^.^

I can confirm I'm getting the same popups every day from WL.  It appears WL hasn't been updated to 4.0 yet?  Change in individual pops to groups of pops...  >.<

I apologize before I suggest something radical... but since this mod requires Lustful Void, would it be possible to integrate WL into LV in the future?  :3   I don't know the history of the authors or if they would be ok with that or not... so again... apologies if I'm stepping on toes.  ❤️

 

Thank you modding community!  ^.^

  • 2 months later...
Posted (edited)

I've started an attempt to update the mod to 4.2. So far I've gone through all files in common and events, fixing any broken conditions and references to individual pops (like kill_pop and create_pop) that I could find. Next up I'll fix the tech reference that planetbound and choas4ever456 found, then the event spam next. If you guys have more info on what's broken or ideas how to fix specific issues, it would be helpful if you post them here. I'll post here when I get a working version.

Edited by AnonymousStellarisModder
credit to ppl who found issue
  • 3 weeks later...
Posted
On 11/30/2025 at 5:34 PM, AnonymousStellarisModder said:

I've started an attempt to update the mod to 4.2. So far I've gone through all files in common and events, fixing any broken conditions and references to individual pops (like kill_pop and create_pop) that I could find. Next up I'll fix the tech reference that planetbound and choas4ever456 found, then the event spam next. If you guys have more info on what's broken or ideas how to fix specific issues, it would be helpful if you post them here. I'll post here when I get a working version.

I will be looking forwards to your work with great interest!

Posted (edited)
On 11/30/2025 at 4:34 PM, AnonymousStellarisModder said:

I've started an attempt to update the mod to 4.2. So far I've gone through all files in common and events, fixing any broken conditions and references to individual pops (like kill_pop and create_pop) that I could find. Next up I'll fix the tech reference that planetbound and choas4ever456 found, then the event spam next. If you guys have more info on what's broken or ideas how to fix specific issues, it would be helpful if you post them here. I'll post here when I get a working version.

 

I just had to fix another mod and let me tell you. from what I recall of this mod, I am fairly certain that the planet decisions and the jobs associated are gonna be a pain to fix. It took me quite a bit to figure out how to get the jobs and new strata to work properly in my personal mod.

I am also unsure of how those jobs should work in general, since IIRC this mod treats a pop as if it was a single person ( as did many mods ), so there would need to be some event re-writing also.

 

Oh right, if you do need to create new pop_groups that are marked with modifiers, you will need to create a new strata or subspecies. Since the game auto-merges pop_groups based off of their key values (Species, Strata, Ethic, and Faction), and you will either get way too many pops with the intended modifier, or none at all, since it will eat the modifier when the pop_group is created.

 

Also there may be room for new features/feature merges with the wilderness update, not a ask but just something that I was considering looking at since this was the second mod on my list of "I'm itching to play stellaris again so time to fix abandoned mods that I love" but since someone else was working on it I am holding off.

 

If you need help with anything I am down to assist. I really like this mod and have messed with fixing it when it was broken in the past but this update broke SOOOOO much.

Edited by weirdo232
  • 2 weeks later...
Posted
On 12/20/2025 at 6:34 PM, weirdo232 said:

 

I just had to fix another mod and let me tell you. from what I recall of this mod, I am fairly certain that the planet decisions and the jobs associated are gonna be a pain to fix. It took me quite a bit to figure out how to get the jobs and new strata to work properly in my personal mod.

I am also unsure of how those jobs should work in general, since IIRC this mod treats a pop as if it was a single person ( as did many mods ), so there would need to be some event re-writing also.

 

Oh right, if you do need to create new pop_groups that are marked with modifiers, you will need to create a new strata or subspecies. Since the game auto-merges pop_groups based off of their key values (Species, Strata, Ethic, and Faction), and you will either get way too many pops with the intended modifier, or none at all, since it will eat the modifier when the pop_group is created.

 

Also there may be room for new features/feature merges with the wilderness update, not a ask but just something that I was considering looking at since this was the second mod on my list of "I'm itching to play stellaris again so time to fix abandoned mods that I love" but since someone else was working on it I am holding off.

 

If you need help with anything I am down to assist. I really like this mod and have messed with fixing it when it was broken in the past but this update broke SOOOOO much.

I've got a working version of this mod now, excluding the motherly hive events and the crisis-like empire events. The pops + jobs interactions are indeed the more complex parts to deal with. I'm not quite sure how to fix those.

I've been working on some integration with Planetary Exploration (mostly fixing the zoo takeover situation to properly use fail/success progress and bidirectional stages, and adding a more positive ending if the empire is more accepting of that kind of activity), but that's been more complicated than I initially thought. I should probably upload a version without thay bit, so people can have fun with it :p

Posted

I've attached a .zip file to this post containing the updated mod + a small patch for Planetary Exploration. The patch requires Planetary Exploration and the patch mod is not required for the main mod (the patch is also not quite working as intended, but if anyone wants to have a look at why it's broken, feel free. 'situation_mysterious_labyrinth' in base game file '01_narrative_situations' is a good reference for bidirectional situations). 

 

The motherly hive pop events are not enabled, but you might be able to play with it anyway.

 

To use the mod, put the 'Wild_Lascivity_4.2' folder AND the 'Wild_Lascivity_4.2' file in your "Documents/Paradox Interactive/Stellaris/mod" folder, then add it to your active playset. You MUST have Lustful Void enabled, the original Wild Lascivity mod MUST NOT be enabled.

Load order:

- Lustful Void

- [Lustful Void addons]

- Wild Lascivity (version 4.2!)

WL_4.2.zip

Posted
On 1/2/2026 at 6:40 AM, AnonymousStellarisModder said:

I've attached a .zip file to this post containing the updated mod + a small patch for Planetary Exploration. The patch requires Planetary Exploration and the patch mod is not required for the main mod (the patch is also not quite working as intended, but if anyone wants to have a look at why it's broken, feel free. 'situation_mysterious_labyrinth' in base game file '01_narrative_situations' is a good reference for bidirectional situations). 

 

The motherly hive pop events are not enabled, but you might be able to play with it anyway.

 

To use the mod, put the 'Wild_Lascivity_4.2' folder AND the 'Wild_Lascivity_4.2' file in your "Documents/Paradox Interactive/Stellaris/mod" folder, then add it to your active playset. You MUST have Lustful Void enabled, the original Wild Lascivity mod MUST NOT be enabled.

Load order:

- Lustful Void

- [Lustful Void addons]

- Wild Lascivity (version 4.2!)

WL_4.2.zip 12.5 MB · 2 downloads

tried the zip, keep getting "Installation of this mod failed, The path in this mods descriptor file is invalid or does not exist". tried rolling back to both 4.2.3 and 4.1 to see if it would fix itself, it did not. all i did was extract both main mod and pe patch from zip, place in documents folder, and enabled in the playset. not sure where i messed up

Posted (edited)
1 hour ago, mrbartlbee said:

tried the zip, keep getting "Installation of this mod failed, The path in this mods descriptor file is invalid or does not exist". tried rolling back to both 4.2.3 and 4.1 to see if it would fix itself, it did not. all i did was extract both main mod and pe patch from zip, place in documents folder, and enabled in the playset. not sure where i messed up

Same issue here.

Edit: Found the issue. In the .mod file (so for example, the "Wild_Lascivity_PE_comp.mod" file) The file path has to be manually changed to where it is on your computer. So for the example above open the .mod file with like... notepad or something and change what is in the path section to whatever applies to you. In my case it was path="C:/Users/MyUsernameHere/Documents/Paradox Interactive/Stellaris/mod/Wild_Lascivity_PE_comp" then it should work.

Edited by LagomorphLooter
Found issue to problem and am sharing it.
Posted
3 hours ago, LagomorphLooter said:

Same issue here.

Edit: Found the issue. In the .mod file (so for example, the "Wild_Lascivity_PE_comp.mod" file) The file path has to be manually changed to where it is on your computer. So for the example above open the .mod file with like... notepad or something and change what is in the path section to whatever applies to you. In my case it was path="C:/Users/MyUsernameHere/Documents/Paradox Interactive/Stellaris/mod/Wild_Lascivity_PE_comp" then it should work.

Works for me, thanks

Posted
12 hours ago, LagomorphLooter said:

Same issue here.

Edit: Found the issue. In the .mod file (so for example, the "Wild_Lascivity_PE_comp.mod" file) The file path has to be manually changed to where it is on your computer. So for the example above open the .mod file with like... notepad or something and change what is in the path section to whatever applies to you. In my case it was path="C:/Users/MyUsernameHere/Documents/Paradox Interactive/Stellaris/mod/Wild_Lascivity_PE_comp" then it should work.

My bad, forgot to modify the path. For some reason it automatically puts an absolute path in there, but the path should just start with 'mod/'. everything before that should be removed.

 

I've attached the file with proper path in Wild_Lascivity_PE_comp_modfile.zip (in case you have everything setup already, just replace the old .mod file with the one in the zip) and a version of all the mod files with the fixed .mod file in Wild_Lascivity_4.2.zip.

Wild_Lascivity_4.2.zip Wild_Lascivity_PE_comp_modfile.zip

  • 3 months later...
Posted

Just wanted to bump this. Love the models and thanks a million for the work you have been able to do on it to continue its lifetime. Any chance of expanding on the content further? Would love to see some events like losing a planet to zoophile takeover or something, or losing more and more pops to wildlife, stuff like that. Would be cool to see where this mod could go! Again, awesome work!

  • 1 month later...
Posted
On 1/4/2026 at 5:13 AM, AnonymousStellarisModder said:

My bad, forgot to modify the path. For some reason it automatically puts an absolute path in there, but the path should just start with 'mod/'. everything before that should be removed.

 

I've attached the file with proper path in Wild_Lascivity_PE_comp_modfile.zip (in case you have everything setup already, just replace the old .mod file with the one in the zip) and a version of all the mod files with the fixed .mod file in Wild_Lascivity_4.2.zip.

Wild_Lascivity_4.2.zip 12.53 MB · 110 downloads Wild_Lascivity_PE_comp_modfile.zip 316 B · 74 downloads

i know is been like awhile since last post but needing some assistance my brain is being stupid and not quite understanding what to do exactly im a tad dumb lol

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