NeinNeinNeinNope Posted March 20, 2023 Posted March 20, 2023 (edited) Hey, i don't know if i should write it to you or the author of lewd galaxy but the game crashes if vanilla framework is used alongside lewd galaxy on the broken shackles origin from the new dlc Edit (22.03.2023): The bug still persists after the 1.9.5 update. The deletion of system initializers doesn't fix the crash Edited March 22, 2023 by NeinNeinNeinNope The bug still persists after the update
Mugginnato Posted March 20, 2023 Author Posted March 20, 2023 (edited) 1 hour ago, NeinNeinNeinNope said: Hey, i don't know if i should write it to you or the author of lewd galaxy but the game crashes if vanilla framework is used alongside lewd galaxy on the broken shackles origin from the new dlc VF doesn't touch any of the origin files, so I'd be inclined to think it was LG. You can test by making a playlist that only has LG and test that origin again, if it crashes then LG is the cause, if not then that would point at VF having a relevant outdated file. Edit: Okay, it's more than likely VF causing issues. The system initializer files are outdated, you can try deleting them for now. Also, make sure you have the relevant 'I don't have X dlc' patches applied. Edited March 20, 2023 by Mugginnato
Mugginnato Posted March 20, 2023 Author Posted March 20, 2023 On 3/19/2023 at 4:06 AM, Whoopsiedaisy said: Hello. I've noticed that distant_stars_initializers is missing add_deposit = d_nanites_deposit line in # Scavenger Bot System section. Because of that the Scavenger system is missing the nanites deposit it's supposed to have. Had a look at those files for the next update and it turns out that more than a few were changed, so a very good catch and thanks again.
NeinNeinNeinNope Posted March 22, 2023 Posted March 22, 2023 (edited) On 3/20/2023 at 8:23 PM, Mugginnato said: The system initializer files are outdated, you can try deleting them for now. Also, make sure you have the relevant 'I don't have X dlc' patches applied. The crashes still occur when using the broken shackles origin with lewd galaxy and the deletion of the initializer files doesn't fix the issue. I don't use the dlc patches as i have access to them all Edited March 22, 2023 by NeinNeinNeinNope
Mugginnato Posted March 22, 2023 Author Posted March 22, 2023 23 minutes ago, NeinNeinNeinNope said: The crashes still occur when using the broken shackles origin with lewd galaxy and the deletion of the initializer files doesn't fix the issue. I don't use the dlc patches as i have access to them all Delete VF, get a fresh download and reinstall, then test VF by itself. I suspect that there might be a corrupted file causing the crash.
NeinNeinNeinNope Posted March 22, 2023 Posted March 22, 2023 Yeah, now the glitch is caused only by lewd galaxy. I will try to contact the dev of that portrait pack. As it seems that the problem wasn't caused by your mod I am sorry for taking your time and wish you a nice day (and that no hard drive accidents happen, I like your work) 1
NeinNeinNeinNope Posted March 23, 2023 Posted March 23, 2023 (edited) I hope you are not fed up with me yet but this time I really found a bug. The new kemonomimi species class has no randomly generated species names so when a kemonomimi specie randomly generates it just leaves a blank box with no name as the species. Because of this, AI countries with kemonomimi species as a starter only have the name %adjective% Tested on a fresh install of this mod but otherwise on full vanilla Edit: Added example files and testing clarifictaion Edited March 23, 2023 by NeinNeinNeinNope
Mugginnato Posted March 23, 2023 Author Posted March 23, 2023 (edited) 50 minutes ago, NeinNeinNeinNope said: I hope you are not fed up with me yet but this time I really found a bug. The new kemonomimi species class has no randomly generated species names so when a kemonomimi specie randomly generates it just leaves a blank box with no name as the species. Because of this, AI countries with kemonomimi species as a starter only have the name %adjective% Thanks for letting me know. This was my first attempt at a custom species so I wasn't sure exactly what to do. I'll have a hotfix out soon. Edit: Hotfix is up and seems to be working for me at least. I was having trouble getting the observe command to work properly so I had to manually look for them myself. The ones that I did find had names, so I think it works. Edited March 23, 2023 by Mugginnato 2
kahool Posted March 25, 2023 Posted March 25, 2023 Having some difficulty getting this to work. When I try to load this mod in the launcher it recognizes it, but in the game itself it will just have the default portraits with none of the ones from the mod available. Tried making a new playset in the launcher with just this mod and nothing else but had the same issue. Also tried validating the local files of my install, but that didn't help either. I have it installed in Documents\Paradox Interactive\Stellaris\mod\ like the other mods I downloaded and double checked that the mod file is pointing at the right folder but for some reason this one specifically isn't doing anything. Any ideas?
Mugginnato Posted March 25, 2023 Author Posted March 25, 2023 34 minutes ago, kahool said: Having some difficulty getting this to work. When I try to load this mod in the launcher it recognizes it, but in the game itself it will just have the default portraits with none of the ones from the mod available. Tried making a new playset in the launcher with just this mod and nothing else but had the same issue. Also tried validating the local files of my install, but that didn't help either. I have it installed in Documents\Paradox Interactive\Stellaris\mod\ like the other mods I downloaded and double checked that the mod file is pointing at the right folder but for some reason this one specifically isn't doing anything. Any ideas? First step would be to delete the VF folder, get a fresh download and reinstall because it could be corrupted files. If that doesn't fix it, I think you could try the Irony mod manager in case it's the launcher that's acting up. Also, You could try renaming the VF folder and correcting the.mod filer to match, I've seen this work for a few people.
theSkarpur Posted March 26, 2023 Posted March 26, 2023 This mod refuses to show up in either the standard launcher or Irony mod manager. Tried the two latest versions of the mod, including redownloading one of them and trying again. I'm at a loss on what to do. It looks like it should do in the mod folder with VF folder and VF.mod. What could be wrong?
Mugginnato Posted March 26, 2023 Author Posted March 26, 2023 4 hours ago, theSkarpur said: This mod refuses to show up in either the standard launcher or Irony mod manager. Tried the two latest versions of the mod, including redownloading one of them and trying again. I'm at a loss on what to do. It looks like it should do in the mod folder with VF folder and VF.mod. What could be wrong? First step is always delete VF, get a fresh download and reinstall in case of corruption. Also, double check that you have the mod in the right folder (as far as I know, the launcher and Irony use different folders). After that, you could try changing VF's folder name and changing the .mod file to point it at the new folder name.Â
Armchair Posted March 26, 2023 Posted March 26, 2023 Irony and the default launcher use the same folders for mods. C:\Users\USERNAME\Documents\Paradox Interactive\Stellaris\mod  This is where all of your *.mod files will live. Traditionally a lot of people put their mod folders here too, but it's not necessary. The steam workshop puts the *.mod files here but then saves the meat and potatoes of the mod in your steam library folders.  The *.mod file contains a line that tells your launcher of choice where to look for the meat and potatoes of the mod.  So the "Vanilla framework" folder should live at: C:\Users\USERNAME\Documents\Paradox Interactive\Stellaris\mod\Vanilla Framework  the *.mod file should live at C:\Users\USERNAME\Documents\Paradox Interactive\Stellaris\mod\Vanilla Framework.mod  Double check the contents of the vanilla framework.mod file and make sure that it has the line: path="mod/Vanilla Framework"  1
theSkarpur Posted March 26, 2023 Posted March 26, 2023 Aaaaah! I assumed the files should be in the installation folder, not my user folder. Bit convolved to have two mod folders  Thanks!
Trigoniris Posted March 31, 2023 Posted March 31, 2023 (edited) The hotfix doesn't contain "Kemonomimi->KEM" fix for species_classes. It's in full 1.9.5 but figured I'd mention, mostly if anyone else needs to fix it too. idk if hotfix exactly needs to be reuploaded just for it Edited March 31, 2023 by Trigoniris 1
Grem00 Posted March 31, 2023 Posted March 31, 2023 I know you were looking for suggestions for new races, and I was thinking for a slave race, you could add Hu-Cows, a human variant of the cows you added previously, of course they might be quite similar, but I feel like a few people might get a kick out of it, as well as there being a ton of material for you to work with. Â Regardless, your work is amazing, please keep going, for all the degenerates like myself out there who don't have nearly the same amount of skill or know-how as you do. 1
Mugginnato Posted March 31, 2023 Author Posted March 31, 2023 4 hours ago, Trigoniris said: The hotfix doesn't contain "Kemonomimi->KEM" fix for species_classes. It's in full 1.9.5 but figured I'd mention, mostly if anyone else needs to fix it too. idk if hotfix exactly needs to be reuploaded just for it I knew I forgot something. The name and localization files seemed like the only difference at the time and I just overlooked that I changed the class for it because the species in game still read as 'Kemonomimi'. Reupload might be worthwhile, this next update is gonna be more involved than i expected. There's a bunch of unique species and character generations in events and I need to lock that shit down.  2 hours ago, Grem00 said: I know you were looking for suggestions for new races, and I was thinking for a slave race, you could add Hu-Cows, a human variant of the cows you added previously, of course they might be quite similar, but I feel like a few people might get a kick out of it, as well as there being a ton of material for you to work with.  Regardless, your work is amazing, please keep going, for all the degenerates like myself out there who don't have nearly the same amount of skill or know-how as you do. Hu-Cows we basically a guarantee the moment I made the kemonomimi species (could do with a better name though). I thought the new dlc would have a bit more under the hood for the liberated slaves stuff but nah. The MSI Slavers are generated via event, so I can make them unique at least. And thank you, I'm glad you're enjoying VF. Honestly, portrait mods are probably the most straightforward mods you can make, the only major headache was getting images to display correctly with LV's gender traits.
KingSuperJam Posted April 7, 2023 Posted April 7, 2023 does anyone have a list of mods from LL that will require a patch for species to work well with VF, im redoing some of my patches and i wanna make sure i dont miss anything lol
Armchair Posted April 7, 2023 Posted April 7, 2023 I don't have a list, but to my knowledge anything that tries to include their species within any of the pre-existing species archetypes like humanoid/avian/reptillian/etc will necessitate a patch. From my own personal experience getting my mod list running, most of the time conflicts arose from mods placing stuff within machines/robots.
KingSuperJam Posted April 8, 2023 Posted April 8, 2023 6 hours ago, Armchair said: I don't have a list, but to my knowledge anything that tries to include their species within any of the pre-existing species archetypes like humanoid/avian/reptillian/etc will necessitate a patch. From my own personal experience getting my mod list running, most of the time conflicts arose from mods placing stuff within machines/robots. yes i know this, the reason i asked if anyone had a list is so i wouldn't have to go through every single species mod to see if it affected vanilla ones or not, cause when they need a patch most the time they dont even appear in-game and i dont know every single thing each mod adds so i'd have to search them all, (well most of them), with a list i only have to check certain mods and then go from there then i can just double check the other mods, i already spent the last 9 hours fixing a stupid civic mod breaking my policies e.e
Armchair Posted April 8, 2023 Posted April 8, 2023 Irony's conflict solver options can help you identify if any mods are conflicting.
KingSuperJam Posted April 8, 2023 Posted April 8, 2023 7 hours ago, Armchair said: Irony's conflict solver options can help you identify if any mods are conflicting. i think you might be missing the point xD
KingSuperJam Posted April 8, 2023 Posted April 8, 2023 it's fine if no one has a list , i'll just go through the mods , it's a pain but it isnt hard
Armchair Posted April 8, 2023 Posted April 8, 2023 I simply didn't expect anyone to have such a list prewritten for you and thought you might need help on how to compile one yourself.
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