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[mod] Family Oriented [4.1 Shadows of the Shroud Update]


dragondxlv

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Posted
4 hours ago, A_guy_with_the_plan said:

i might do a trait at aged 18 (100%) 20 (50%) and 22 (25%)

 

Not sure exactly what you mean, but if you're talking about adding more life stages. That'll definitely be more involved than just using adding trait options.

 

Currently there's four stages in the system. Pregnancy (1), childhood (6), adolescence(7), and adulthood(4). This leads to an offspring entering your leader pool at 18. 

 

Which means you'd need to create all the flags and checks, as well as subsequent events and scripts for the added stages.

 

If you're new to modding, I suggest focusing on just adding trait options for now.

Posted
4 hours ago, A_guy_with_the_plan said:

ill take a look at it this upcoming weekend any suggestions. im not the best when it comes to modding game.

 

I can give like a basic tutorial on what to do later today, but you can just copy and paste one of the existing entries and rename the end of the flags with trait_adaptable to trait_etc.

 

Just make sure to add the trait in the trait_add inline scripts as well for it to be added upon the offspring reaching adulthood.

 

Do note: The final adulthood stage has not been made yet and after I do get it functional, I may end up doing a reverse sweep of the code and clean up/change the existing system.

Posted
13 hours ago, dragondxlv said:

Not sure exactly what you mean, but if you're talking about adding more life stages. That'll definitely be more involved than just using adding trait options.

tbh im not the best modder so i was gonna have a event kick off 10 days after your coming of age event which gives the first LV trait. which starts a 730 day event for the next one at age 20 with a 50% chance of gaining a trait and at age 22 another chance at 20%. at least that's how im planning it. im open to suggestions i would rather not try to add more growth stages to your growing up system or have them added while under aged.

 

 

Posted
21 hours ago, A_guy_with_the_plan said:

tbh im not the best modder so i was gonna have a event kick off 10 days after your coming of age event which gives the first LV trait. which starts a 730 day event for the next one at age 20 with a 50% chance of gaining a trait and at age 22 another chance at 20%. at least that's how im planning it. im open to suggestions i would rather not try to add more growth stages to your growing up system or have them added while under aged.

 

 

 

That could work. You'd probably want to add a flag that can be used to identify which leaders are offspring, heck even i might want to do that actually even if I don't plan to add post-adulthood content. It'd be useful to just identify future heirs/if I add the heir replacement system.

Posted
16 hours ago, dragondxlv said:

 

That could work. You'd probably want to add a flag that can be used to identify which leaders are offspring, heck even i might want to do that actually even if I don't plan to add post-adulthood content. It'd be useful to just identify future heirs/if I add the heir replacement system.

go ahead, i wont stop you. and ill work on it this weekend i cant promise ill finish it.

 

  • 1 month later...
Posted

Family Planners and Dictatorial Cybervision Enforcers produce job efficiency for each other, which causes an infinite job efficiency loop. You might want to change job category to dystopian_specialist to prevent it from benefiting from enforcers.

Posted (edited)
On 9/17/2025 at 12:48 AM, ans_ said:

Family Planners and Dictatorial Cybervision Enforcers produce job efficiency for each other, which causes an infinite job efficiency loop. You might want to change job category to dystopian_specialist to prevent it from benefiting from enforcers.


There's a dystopian_specialist category? Does it change how it affects other classes?

Also do you know the exact job id so I can just exclude it?

Edited by dragondxlv
Posted
1 hour ago, dragondxlv said:


There's a dystopian_specialist category? Does it change how it affects other classes?

Also do you know the exact job id so I can just exclude it?

 

Yeah the category was made specifically to ensure Enforcers don't do what Telepaths did pre-4.0.14 -- and pdx screwed it up with Telepaths anyway -- the job itself is category = dystopian_specialist, and the modifier it uses is everyone_but_dystopian_specialist_workforce_mult. Making Family Planners belong to dystopian_specialist and using everyone_but_dystopian_specialist_workforce_mult will ensure they are more resilient to mod compatibility issues and cause less civilian shenanigans

 

if you'd rather subtract job efficiency, Enforcer job id is just enforcer

Posted
On 9/19/2025 at 2:00 AM, ans_ said:

 

Yeah the category was made specifically to ensure Enforcers don't do what Telepaths did pre-4.0.14 -- and pdx screwed it up with Telepaths anyway -- the job itself is category = dystopian_specialist, and the modifier it uses is everyone_but_dystopian_specialist_workforce_mult. Making Family Planners belong to dystopian_specialist and using everyone_but_dystopian_specialist_workforce_mult will ensure they are more resilient to mod compatibility issues and cause less civilian shenanigans

 

if you'd rather subtract job efficiency, Enforcer job id is just enforcer

I've made the changes you suggested but the update will have to wait until the new expansion comes out.

Posted

Hi folks, not sure if anyone has reported this yet but I have a game in progress right now where a Pureblood Dynasty type empire generated with no name. This might point to some missing data for this authority type. I know from past experience that sometimes no-name empires can cause issues (read: crashes) when they have civil war events, so this might be worth looking at for a future version of the mod.

 

image.png.2081bfdcece1a88ab99146761781e2d2.png

Posted
1 hour ago, gregaaz said:

Hi folks, not sure if anyone has reported this yet but I have a game in progress right now where a Pureblood Dynasty type empire generated with no name. This might point to some missing data for this authority type. I know from past experience that sometimes no-name empires can cause issues (read: crashes) when they have civil war events, so this might be worth looking at for a future version of the mod.

 

image.png.2081bfdcece1a88ab99146761781e2d2.png

 

I think this was brought up before as an issue before, but didn't break anything so I moved it to the backend of my focus. I'll see if I can figure out a fix before I upload my hotfix today- otherwise, it'll have to wait until later like the weekend when I have more time.

But so far- No issues on my end with just my mod on and the latest update and expansion for Stellaris 4.1, so that's something.

Posted
11 hours ago, dragondxlv said:

 

I think this was brought up before as an issue before, but didn't break anything so I moved it to the backend of my focus. I'll see if I can figure out a fix before I upload my hotfix today- otherwise, it'll have to wait until later like the weekend when I have more time.

But so far- No issues on my end with just my mod on and the latest update and expansion for Stellaris 4.1, so that's something.

 

Just to follow up on this situation, earlier today I released a vassal who inherited the Holy Family government type from me. I had selected "random name" because I was feeling lazy and they spawned with no name. I'm not an expert on Stellaris modding but does there need to be some kind of linkage for these custom authority types to connect with either a vanilla name list or a custom list?

Posted
Just now, gregaaz said:

 

Just to follow up on this situation, earlier today I released a vassal who inherited the Holy Family government type from me. I had selected "random name" because I was feeling lazy and they spawned with no name. I'm not an expert on Stellaris modding but does there need to be some kind of linkage for these custom authority types to connect with either a vanilla name list or a custom list?


That's the part i'm not sure about- How to make it use vanilla namelists and something i'll have to search over the weekend. Because as far as I can dissect from authority types in vanilla- They have preset namelists that are used depending on civics and government type. So that'll have to wait a bit until I figure it out.

Posted (edited)
11 hours ago, gregaaz said:

 

Just to follow up on this situation, earlier today I released a vassal who inherited the Holy Family government type from me. I had selected "random name" because I was feeling lazy and they spawned with no name. I'm not an expert on Stellaris modding but does there need to be some kind of linkage for these custom authority types to connect with either a vanilla name list or a custom list?


I'm happy to say that I did figure it out and it was a bit easier than I thought after dissecting another mod author's custom namelists. So now pureblood dynasty and holy family empires will have custom empire names. There's no built integration for names that change based on ascension yet- But it should avoid the bug of empty names now.

There are a total of 71 Prefixes, 20 connectors, and 66 Suffixes. So there should be a decent amount of variety. Not all of the names fit perfectly. But I'll tune them over time based on what I encounter/user suggestions.

Also note that the namelist is shared between both government types. So you might still end up getting more religious sounding names in Pureblood Dynasty empires.

image.png.023a66056f645a45526c4d747670f2a2.pngimage.png.bd832963914633766a72b0944cdc5b20.pngimage.png.10533579bf9de945a58fec3f6e63e4ad.pngimage.png.730897d4551a4c926820c51382731a9f.pngimage.png.4c6dba040dd92d2dfad477bbd9c90f5d.png

Edited by dragondxlv
Posted

Thank you so much for the 4.1 update, it's so sad to see this game die because of the stupid developers at paradox, putting effort making more DLC's than fixing the actual game.

Posted
1 hour ago, XZIZ said:

Thank you so much for the 4.1 update, it's so sad to see this game die because of the stupid developers at paradox, putting effort making more DLC's than fixing the actual game.

 

I don't know when it'll be, but I do think the devs can eventually make a comeback. I haven't given up hope, otherwise I would've stayed in version 3.14, like a lot of other players. But I'm confident that eventually, everything will be better than 3.14.

 

At least until 5.0 breaks everything again 😅

Posted (edited)
1 hour ago, LOLOL3435 said:

Everytime i unpause my game, i get an infinite blank popup, i use the debug tooltip to find out what was causing it and its FO_lv_offspring.51

 

I'll take a look when I get home in 8 hours. In the meantime-

 

What's your Ruler/heir gender?

Civics? Origin?

And are playing with LV or other mods?

 

The latest version of my mod was tested without LV since it's not updated yet.

 

Edited by dragondxlv
  • 2 months later...
  • 2 weeks later...
  • 4 weeks later...
Posted

Any plans for some better support for democratic or oligarchic empires? I am running a democratic empire thats basically one big family council with the family bound origin, and while a lot of leaders will spawn with the same last names (And a lot of repeated last names), none of them have anything beyond that to lean into the incest angle. The starting leaders as well are clearly meant to exist in an imperial context, as stated by their other starting trait. It took me out of it a little at first but I'm adjusting, and wondering about what else can be done with the mod outside of the obvious goodness that Imperial/Dictatorial allow for.

Posted
On 12/5/2025 at 3:28 PM, bsdmm said:

quick question does it work in 4.2.3?

Yes, usually updates within the same version (So in this case, version 4.##) don't usually break mods by much.

Although looking at it...yeah I think 4.3 might break some stuff lol. But we aren't there yet, so yeah.

  • 1 month later...

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