Calcifire Posted April 14, 2023 Author Posted April 14, 2023 4 hours ago, Wobobo123 said: Hey anyone have this problems with text pathing in Lv 3.7+ ? Reveal hidden contents Reveal hidden contents Actually, Ive learned about a new way to handle localisation files that is more compatibility friendly. It should fix this issue and potential future issues. I'll make it my next todo. 1
hughgekok Posted April 14, 2023 Posted April 14, 2023 Having a problem with the directors cut version. when i scan a planet it gives me uplift.6000.name. Any idea what is causing this? 1
Deviljho-san Posted April 15, 2023 Posted April 15, 2023 5 hours ago, hughgekok said: Having a problem with the directors cut version. when i scan a planet it gives me uplift.6000.name. Any idea what is causing this? Do you have any mods that add events into the game? Those are causing the uplift.6000.name. It means the event mod haven't been updated to the First Contact update. Take those out one by one to see if it fixes. For me it was from the More Events Mod. 1
Calcifire Posted April 16, 2023 Author Posted April 16, 2023 On 4/14/2023 at 2:37 PM, hughgekok said: Having a problem with the directors cut version. when i scan a planet it gives me uplift.6000.name. Any idea what is causing this? Pretty much know for a fact that my mod doesn't touch uplifting events. I went ahead an double checked and didn't find anything. On 4/14/2023 at 6:09 AM, Wobobo123 said: First one is from new machine orgin and its look like its try to use lv trait not directors cut one. Secound one probably need to be send to lv forum but if someone here know solution to repair text patching I will be grateful For everyone else having issues like these. I've updated the mod with new localization files. For this fix, you will NEED to delete the old directors cut before installing teh latest(specifically just the localization folder).
Calcifire Posted April 16, 2023 Author Posted April 16, 2023 ::NEW MOD ANNOUNCEMENT:: For those of you who only follow me here, I just wanted to let everyone know that I made another ::little mod:: on the side. I didn't include it with the Directors Cut, because I know a lot of people don't like playing with my art BUT would still stand to gain from this little module I made anyway. It's a half baked work in progress mod, but I thought I'd go ahead and share it anyway. The mod page already says it all. Go check it out!!! 5
spryshadowbomb Posted April 17, 2023 Posted April 17, 2023 Hello, I am also getting the uplift.6000.name issue on every planet that I scan. I am not running expanded events or More events mods, which seem to be the cause for most people. I've gone through my whole list and am sure the directors cut version is throwing this issue. I know you said it doesn't touch anything with uplifting, but could it be doing something with planet events in general, since its happening every planet scan? Could it also be caused by an interaction with a different mod, since you didn't find any issues? 1
Madmonth Posted April 17, 2023 Posted April 17, 2023 (edited) 22 hours ago, Calcifire said: :: N E W M O D A N O U N C E M E N T :: _ 對於那些只在這里關注我的人,我只是想讓大家知道我 在旁邊 製作了另一個:: little mod :: 。 我沒有將它包含在 Director Cut 中,因為我知道很多人不喜歡玩我的藝術作品,但無論如何仍然會從我製作的這個小模塊中獲益。這是一個半生不熟的正在進行的工作模式,但我想我還是會繼續分享它。模組頁面已經說明了一切。去看看吧! I like this mod , thanks Calcifire ❤️ Edited April 17, 2023 by Madmonth 1
Calcifire Posted April 17, 2023 Author Posted April 17, 2023 5 hours ago, spryshadowbomb said: Hello, I am also getting the uplift.6000.name issue on every planet that I scan. I am not running expanded events or More events mods, which seem to be the cause for most people. I've gone through my whole list and am sure the directors cut version is throwing this issue. I know you said it doesn't touch anything with uplifting, but could it be doing something with planet events in general, since its happening every planet scan? Could it also be caused by an interaction with a different mod, since you didn't find any issues? That's cool, I'll get technical. "uplift.6000" is a reference id. Every event window in the game has it's own id. uplift.6000 is found within "uplifting_events.txt"(which my mod doesn't touch) and it is the event that plays when you discover a pre-ftl species. it's just a pop up box that informs you that your science ship has discovered one. Whenever I scan my text files for "uplift.6000" I don't get any hits. sorry. Now, what you could try, is deleting my mod. and then downloading it again. If my mod edited the uplifting_events fils at anytime in the past, then it still existing would be a problem. So just do a fresh instal and see if the bug still persists.
Madmonth Posted April 18, 2023 Posted April 18, 2023 I think it's p1 may get more page in future, other way the new trait is awsome
Madmonth Posted April 18, 2023 Posted April 18, 2023 On 2022/9/22 at AM1點56分, Wobobo123 said: 如果有人像我一樣喜歡巨人女孩並且想要更多的控制論選項,那麼這裡有更多肖像的小補品。(與導演一起剪輯)。 巨人_女性_Expansion.rar 1.55MB · 94 次下載 wonderful , now I think about do same thing now
Madmonth Posted April 18, 2023 Posted April 18, 2023 I make this for my malaysian friends, they always ask me for patch so I put this here, enjoy your chinese translation Traditional Chinese.rar 1
Madmonth Posted April 18, 2023 Posted April 18, 2023 and sorry for delay months, deathclaw suit is online now, but watch out the pleasure suit addiction~!! Deathclaw suit for Calcifire.rar 2
spryshadowbomb Posted April 18, 2023 Posted April 18, 2023 23 hours ago, Calcifire said: That's cool, I'll get technical. "uplift.6000" is a reference id. Every event window in the game has it's own id. uplift.6000 is found within "uplifting_events.txt"(which my mod doesn't touch) and it is the event that plays when you discover a pre-ftl species. it's just a pop up box that informs you that your science ship has discovered one. Whenever I scan my text files for "uplift.6000" I don't get any hits. sorry. Now, what you could try, is deleting my mod. and then downloading it again. If my mod edited the uplifting_events fils at anytime in the past, then it still existing would be a problem. So just do a fresh instal and see if the bug still persists. A fresh install did fix it. Thanks for the help. 1
LoliDefender19 Posted April 19, 2023 Posted April 19, 2023 Hi everyone. I need help, you see - Calcifire's portrait's just don't show up in race creation menu. At first i was thinking this is because my mods conflicting, but then after i turned on only Lustful Void and calcifire's portrait pack directors cut it still isn't worked. Every other mod for now seems to work fine. 2
Calcifire Posted April 19, 2023 Author Posted April 19, 2023 On 4/18/2023 at 12:09 AM, Madmonth said: here, enjoy your chinese translation I'll be sure to pop this into the mod before my next update. On 4/18/2023 at 12:49 AM, Madmonth said: and sorry for delay months, deathclaw suit is online now He actually did it. The madmonth-man 5 hours ago, LoliDefender19 said: Calcifire's portrait's just don't show up in race creation menu. At first i was thinking this is because my mods conflicting, but then after i turned on only Lustful Void and calcifire's portrait pack directors cut it still isn't worked. Every other mod for now seems to work fine. I am going to assume there was something wrong with the installation process. considering that "spryshadowbomb" just did a fresh instal and got the mod running, makes ne pretty confident that I have just uploading something BROKE. If my installation steps on the mod page didn't suffice, there are plenty of more in depth mod tutorials found in the ether. To help test, though. You can always run my mod by itself without LV and it'll still run. 1
LoliDefender19 Posted April 20, 2023 Posted April 20, 2023 7 hours ago, Calcifire said: I'll be sure to pop this into the mod before my next update. He actually did it. The madmonth-man I am going to assume there was something wrong with the installation process. considering that "spryshadowbomb" just did a fresh instal and got the mod running, makes ne pretty confident that I have just uploading something BROKE. If my installation steps on the mod page didn't suffice, there are plenty of more in depth mod tutorials found in the ether. To help test, though. You can always run my mod by itself without LV and it'll still run. Well, neither director's cut nor standard version works. I've been lurking in mod's folder, portraits section. Some species had pictures, some not, so I'm guess that's yeah, I may somehow downloaded it wrong?
LoliDefender19 Posted April 20, 2023 Posted April 20, 2023 3 hours ago, LoliDefender19 said: Well, neither director's cut nor standard version works. I've been lurking in mod's folder, portraits section. Some species had pictures, some not, so I'm guess that's yeah, I may somehow downloaded it wrong?
Calcifire Posted April 20, 2023 Author Posted April 20, 2023 12 hours ago, LoliDefender19 said: Some species had pictures, some not, so I'm guess that's yeah, I may somehow downloaded it wrong? Try this... 0b_portraits_toadstool.txt
Wobobo123 Posted April 21, 2023 Posted April 21, 2023 On 4/19/2023 at 6:19 PM, LoliDefender19 said: Hi everyone. I need help, you see - Calcifire's portrait's just don't show up in race creation menu. At first i was thinking this is because my mods conflicting, but then after i turned on only Lustful Void and calcifire's portrait pack directors cut it still isn't worked. Every other mod for now seems to work fine. Do you have mod on "read only" in settings ? if you dont set it like this stellaris change mod path and mod will not work. 1
LoliDefender19 Posted April 22, 2023 Posted April 22, 2023 On 4/21/2023 at 10:05 AM, Wobobo123 said: Do you have mod on "read only" in settings ? if you dont set it like this stellaris change mod path and mod will not work. Uh, yeah actually and i can't turn it off. 1
WolfOfPasloe Posted April 23, 2023 Posted April 23, 2023 So, I tried to code an event for the first time and it didn't seem to work out. Dunno if it's me trying to use art from your mod that's not properly set up for what I'm trying to do, or if I parsed this totally wrong, but besides cutting/pasting the format and most of the other functions from other places in the events text file I was in... Nothing's really hand-written: # Trees Integrate planet_event = { id = colony.13 title = "colony.13.name" desc = "colony.13.desc" picture = GFX_evt_alien_planet show_sound = event_alien_nature location = ROOT pre_triggers = { has_owner = yes } trigger = { has_planet_flag = forest_pheremones_adaptation NOT = { has_planet_flag = forest_pheremones_integration } num_pops > 0 } mean_time_to_happen = { months = 12 } immediate = { set_planet_flag = forest_pheremones_integration create_species = { name = "NAME_Migrating_Trees" plural = "NAME_Migrating_Trees" class = PLANT namelist = random portrait = babe_tree traits = random homeworld = root } while = { count = 3 create_pop = { species = last_created_species } } } option = { name = EXCITING } } I had this added into the colony_events file where the rest of the migrating forests event chain sits. Mainly I just wanted to see the trees without having to go murderhobo on them... Not sure what I did wrong though. Lol. 2
Calcifire Posted April 23, 2023 Author Posted April 23, 2023 (edited) 22 minutes ago, WolfOfPasloe said: So, I tried to code an event for the first time and it didn't seem to work out. I've never worked with events before, but I took a look. If I was trying to do the same thing, I would give this a shot... # Trees Integrate planet_event = { id = colony.13 title = "colony.13.name" desc = "colony.13.desc" picture = GFX_evt_alien_planet show_sound = event_alien_nature location = ROOT pre_triggers = { has_owner = yes } trigger = { has_planet_flag = forest_pheremones_adaptation NOT = { has_planet_flag = forest_pheremones_integration } num_pops > 0 } mean_time_to_happen = { months = 12 } immediate = { set_planet_flag = forest_pheremones_integration create_species = { name = "NAME_Migrating_Trees" plural = "NAME_Migrating_Trees" class = PLANT namelist = random portrait = babe_tree traits = random homeworld = root effect = { save_event_target_as = migrant_trees_species } } create_pop = { species = event_target:migrant_trees_species } create_pop = { species = event_target:migrant_trees_species } create_pop = { species = event_target:migrant_trees_species } } option = { name = colony.13.a } } And then I would make a localization file that would set "colony.13.a" to "How exciting!" Edited April 23, 2023 by Calcifire 2
KevlarKangar00 Posted April 23, 2023 Posted April 23, 2023 Keep up the good work Calcifire! Any plans for more trait specific edits to already existent species? 1
Calcifire Posted April 23, 2023 Author Posted April 23, 2023 12 hours ago, DoYouSeeJay said: Any plans for more trait specific edits to already existent species? Nah I've stepped away from the Portrait Pack for anything that isn't bugs or Stellaris updates. But I always listen to people's inputs and I try to be accommodating most times. Only thing, is if a species already has a "gimmick" then they aren't a good candidate in my book. The code work gets out of hand real fast with the more bells and whistles you give a species and there are still plenty of neglected species that haven't gotten any love yet. So, if I think someone has a cool idea, I'll probably do it.
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