DecaySociety22 Posted July 5, 2024 Posted July 5, 2024 22 hours ago, DecaySociety22 said: Already did a full reinstall, including uninstalling and then manually removing. I tried using the irony mod manager. That seemed to make it worse. The thing is, I don't think that any of my mods besides this and lustful void would even affect events. The rest is stuff for higher trait/civics/leader capacities, extra ascension slots, cheat menu to get resources, etc. It's a mystery. Fixed it. The clue was that the name lists were also corrupted. Update: If anyone else gets this error after the latest DLC: There is a fix, and it is a modified way of the reinstall method. Apparently something in the new DLC doesn't play nicely with some types of computer auto-backups. So if you have one of those auto-backups 1) Uninstall 2) Unsubscribe from all pubilc mods 3) Completely delete the entire Stallaris folder in all locations 4) Completely delete the entire Stellaris folder from apps/common 5) If you do an autobackup, check to see if any files were only partially uploaded or had errors uploading. This is the step I missed. 1
Katz Posted July 9, 2024 Posted July 9, 2024 If you take requests and are feeling inspired, could you look at Bonnie, the equine futa from the golden rod archaeological project in Lustful Void? I feel like she deserves her own portrait that is Calcifire-styled. Thanks! If not, oh well. 1
Lordoz15 Posted July 10, 2024 Posted July 10, 2024 i think there is an error with the trait pack. once activated, i get the new traits but without the trait limit increase 1
DecaySociety22 Posted July 14, 2024 Posted July 14, 2024 Not sure why everything is being so odd right now but it stopped again. Did LV just go through an update and Director's Cut is no longer compatible? 1
Rimlove Posted July 14, 2024 Posted July 14, 2024 (edited) I like having all the directors cut content but don't like the masive amout of trait points you get. Can the 11 extra trait point/picks be editedout on my end? Calcifire I love your work and don't want to ask too much but can you make a toggle or another file with the extra trait points? Edited July 14, 2024 by Rimlove
Calcifire Posted July 14, 2024 Author Posted July 14, 2024 On 7/9/2024 at 3:09 AM, Katz said: If you take requests and are feeling inspired, could you look at Bonnie, the equine futa from the golden rod archaeological project Unfortunately not. As a free content creator, I'm 100% personal interest driven, and futa isn't a kink of mine. I actually wasn't even aware that Bonnie existed until now. Futa and Male characters are always going to be at the bottom of my list of todos, so I can't say if or when this will ever happen. Soz. On 7/10/2024 at 1:35 AM, Lordoz15 said: i think there is an error with the trait pack. once activated, i get the new traits but without the trait limit increase No clue. It's funny cause, if you check a few comments down, Rimlove has teh opposite problem. I'm assuming something is wrong on your end, as I can't recreate this issue, myelf. IDK. 3 hours ago, DecaySociety22 said: Not sure why everything is being so odd right now but it stopped again. Did LV just go through an update and Director's Cut is no longer compatible? I haven't updated, nor has stellaris updated in the past week or 2. 40 minutes ago, Rimlove said: I like having all the directors cut content but don't like the masive amout of trait points you get. Just go inside the mod and delete the "species_archetypes" folder. It's actually a super easy to understand file inside there, you can literally tweak the numbers to your own preference. In other NEWS:: Work on my next update went pretty smoothly this week. I had taken some time off work and got a lot done, but unfortunately I've run out of time. Obviously, the part that takes the longest is doing the event artwork. I haven't done a custom Paragon since I added Vivienne to the Civilian Hub Network playthrough, so here's everyone teaser on who I will be adding to the game next. Spoiler I haven't talked about her at all, and I won't be spoiling anything much either. BUT, I still thought it would be fun to show off some old sketches and mention the mechanics. So her story progression will be tied to her level progression. She has a custom "negative" leader trait that fires off an new event every time you increase it's skill level. I just think it's funny how, you can totally level her up normally and make practical perk choices -OR- you can level up her degenerate negative trait and give her objectively worse stats but... Hey, her leader artwork changes and she keeps wearing sluttier and sluttier outfits every time I make her worse. But like, c'mon. I already know 90% of players are just going to ruin her stats in favor of the lewds. So is there really any choice? LOL 4
DecaySociety22 Posted July 14, 2024 Posted July 14, 2024 1 hour ago, Calcifire said: I haven't updated, nor has stellaris updated in the past week or 2. Huh, weird. Game crashed two days ago, restarted it, it had that blank popup error again, deleted and resinstalled, and now it can't find Director's Cut, but can find everything else. Weird. It sees it, but no effects
Katz Posted July 18, 2024 Posted July 18, 2024 On 7/14/2024 at 9:45 PM, Calcifire said: Unfortunately not. As a free content creator, I'm 100% personal interest driven, and futa isn't a kink of mine. I actually wasn't even aware that Bonnie existed until now. Futa and Male characters are always going to be at the bottom of my list of todos, so I can't say if or when this will ever happen. Soz. Thanks, man. It's the best I can get, and even you considering it is a nice thing. 1
hongss23 Posted July 19, 2024 Posted July 19, 2024 Can't I set a species type for these portraits? They are all included under the species type “BABE”. And can I let all random AI empire use these portraits without default portraits? 1
Firelight1928 Posted August 7, 2024 Posted August 7, 2024 I'm not sure if anyone else before has asked this, but is there a version of the director's cut that does not include the traits pack and the increased trait point + limits? To be specific, I am looking for a version/modification guide of the director's cut that is just the species portrait + replacer. Please and thank you 1
Jcw08 Posted August 7, 2024 Posted August 7, 2024 Is the trait limit increase director cut only? I'm not getting it from the trait pack. 1
Gelatinous Nudes Posted August 8, 2024 Posted August 8, 2024 On 8/7/2024 at 8:18 AM, Firelight1928 said: I'm not sure if anyone else before has asked this, but is there a version of the director's cut that does not include the traits pack and the increased trait point + limits? To be specific, I am looking for a version/modification guide of the director's cut that is just the species portrait + replacer. Please and thank you Not exactly the same thing, but I made a tiny mod for personal use and put it in the load order after Calcifire's stuff. It contains basically two things: - The common/traits folder and its contents, copied from LV -common/species_archetypes/00_species_archetypes.txt, copied from the base game's files That gets you LV's functionality and the replaced species portraits, but traits as they are in LV and trait limits as they are in the base game. That seems to prevent that AI from going too bonkers with genemodding. 1
Firelight1928 Posted August 8, 2024 Posted August 8, 2024 4 hours ago, Gelatinous Nudes said: Not exactly the same thing, but I made a tiny mod for personal use and put it in the load order after Calcifire's stuff. It contains basically two things: - The common/traits folder and its contents, copied from LV -common/species_archetypes/00_species_archetypes.txt, copied from the base game's files That gets you LV's functionality and the replaced species portraits, but traits as they are in LV and trait limits as they are in the base game. That seems to prevent that AI from going too bonkers with genemodding. Nice! Do you have a link to it?
Gelatinous Nudes Posted August 8, 2024 Posted August 8, 2024 4 hours ago, Firelight1928 said: Nice! Do you have a link to it? Ah, I haven't uploaded it anywhere, it's just on my local machine. I was just sharing how I built it, in case that helps.
Calcifire Posted August 8, 2024 Author Posted August 8, 2024 On 7/19/2024 at 12:33 PM, hongss23 said: Can't I set a species type for these portraits? For a brief window, this was possible in Stellaris version 3.10. Technically still possible, it would just create mod conflicts. On 7/19/2024 at 12:33 PM, hongss23 said: can I let all random AI empire use these portraits without default portraits? If you want to do a bit of modding yourself, all ya gotta do is go into the "species_sets" folders and tweak things to your liking. If you look at the "humans" type, you'll see a section called "non_randomized_portraits". Any species you include in that list wont be used for random empires. 21 hours ago, Jcw08 said: Is the trait limit increase director cut only? I'm not getting it from the trait pack. Correct. If you want the limit, just copy and paste the "species_archetype" folder from the DC version. 15 hours ago, Gelatinous Nudes said: - The common/traits folder and its contents, copied from LV -common/species_archetypes/00_species_archetypes.txt, copied from the base game's files Yeh, this is pretty much the best way to do it. You should actually be able to get away with just delete the archetypes folder and LV trait files from my mod. So it simple for anyone to do. 1
PomumSutor Posted August 11, 2024 Posted August 11, 2024 (edited) On 8/8/2024 at 12:51 PM, Calcifire said: For a brief window, this was possible in Stellaris version 3.10. Technically still possible, it would just create mod conflicts. If you're willing, would you tell me/us how to set a species type? Mod conflicts won't be an issue for me. Edited August 11, 2024 by PomumSutor 1
Saith777 Posted August 11, 2024 Posted August 11, 2024 Hi Calcifire, I love this portrait pack and have been using it for a while. I don't know how much work it would take, so feel free to ignore this request if it would be a pain, but would it be possible to make a version of the pack that replaces all the male portraits with the futa versions please? I just want a galaxy where everyone has boobies. 1
Calcifire Posted August 12, 2024 Author Posted August 12, 2024 19 hours ago, PomumSutor said: If you're willing, would you tell me/us how to set a species type? I would just look at what I got going on in the Directors Cut version as a reference (Hongss23's question was in regards to the basic portrait pack). Uh... So if you look inside of the "portrait_sets" folder. The files in there control what portrait groups are sent to what species archetypes. I know that my portrait groups have esoteric names, but thats just because I'm a solo dev and only need things to make sense to myself. It's pretty simple code to read. You see the mammals section? add whatever species you want onto the list. simple. The reason this used to not create conflicts is because in 3.10 there was a change to the FIOS rules that made messing with the Species Archetypes mod compatible friendly happy shit, and then they switched to the Species Sets system, and that didn't carry over the same FIOS rules AND FUCKED EVERYTHING UP!!!! Damn you paradox. 17 hours ago, Saith777 said: would it be possible to make a version of the pack that replaces all the male portraits with the futa versions please? Short Answer:: It would be a lot of work. Long Answer:: You would have to go into all 100+ species and partially rewrite them. I would use, "cactus.txt" as a model for how you would need to make the rest of the species work. I say this because, "cactus" is an outlier. The behave unlike the other species I've made, but they are exactly what you are asking for, so every species file would need to be rewritten to follow their example.
PomumSutor Posted August 12, 2024 Posted August 12, 2024 2 hours ago, Calcifire said: I would just look at what I got going on in the Directors Cut version as a reference (Hongss23's question was in regards to the basic portrait pack). Uh... So if you look inside of the "portrait_sets" folder. The files in there control what portrait groups are sent to what species archetypes. I know that my portrait groups have esoteric names, but thats just because I'm a solo dev and only need things to make sense to myself. It's pretty simple code to read. You see the mammals section? add whatever species you want onto the list. simple. The reason this used to not create conflicts is because in 3.10 there was a change to the FIOS rules that made messing with the Species Archetypes mod compatible friendly happy shit, and then they switched to the Species Sets system, and that didn't carry over the same FIOS rules AND FUCKED EVERYTHING UP!!!! Damn you paradox. Perfect! I now have the Alabaster where they should be - Lithoids! ps: are their arms just really long and noodle-y? I hoped the VN would shed some light, but they weren't mentioned.
Calcifire Posted August 13, 2024 Author Posted August 13, 2024 (edited) 11 hours ago, PomumSutor said: are their arms just really long and noodle-y? Noodley... In my head, their bodies alternate between solid and malleable states that runs on a "when not in use" system. Hard like a statues when they are still, but become soft and plap-able like clay when they want to move. It takes a few seconds of "thawing" before they are can become mobile, which is where the cracks form from trying to move too suddenly. Canonically speaking, they exist as a species but not as an empire. They have a fondness for organic companions, but that was a difficult hobby to have when the Cybrex purged the galaxy. So they've been in a dormant state, patiently waiting for intelligent life to evolve again, but it's not like you can set an alarm clock for that sort of thing. They've essentially slept through the diaspora of man and the arrival of the storm legion. Anything that happens after year one of the in-game start is up to players to have their own fun with, but I personally like to think the Prethoryn Scourge find them first. Rocks aren't exactly edible, so they are perfectly safe in their tentacled hands. Edited August 13, 2024 by Calcifire 2
Chaostheory3495 Posted August 14, 2024 Posted August 14, 2024 On 6/4/2024 at 9:03 AM, Calcifire said: I've been trying to figure this out but I can't wrap my head around why this bug could effect the standalone Traits Pack. That shit doesn't even touch vanilla files, so I am going to lean on the idea that this isn't my fault. However, I'm still gonna drop a possible fix into the DC version. Lemme know how it goes. I think I have a solution that is going live, now. I've been playing a custom mutagenic invader empire that seems to be having a similar problem, where I will get pops that have the initial mutagenic effect but then I don't get any follow-up events or traits on other pops after the succubus stock gets the final one. I admittedly am playing on 3.12.5 (iirc), would you suggest rolling back to 3.12 as a fix? I'm running the Director's Cut version, if that matters. Also I'm fairly new to using these mods, but yours seems really cool btw ❤️ 1
Calcifire Posted August 30, 2024 Author Posted August 30, 2024 On 8/13/2024 at 10:27 PM, Chaostheory3495 said: I've been playing a custom mutagenic invader empire that seems to be having a similar problem, The main thing I recommend is to make sure you delete the old mod before updating. What I'll also so, is that I know for a fact that things are working properly on my personal development build. I'm actually really close to releasing what I have. So just give me another week or two for anyone having this issue. As a little teaser for you guys, Spoiler I've been working on a new Prescripted Empire. Rogue servitor, so you start the game with a nature preserve and a few pops of a primitive species. It's basically be a lewd Doomsday Origin type playthrough. Unless you kill them, there is basically nothing you can do to stop the primitive pops for rising up and taking over the planet. atm, I have the number set up to where you have plenty of time to grab a colony before that happens, but this is WiP talk. It'll be a lot less content than what I do for my Origins, but it's still cool. It's at the level of value I want to apply to my other Prescripted Empires. (But that's ignoring the Crimson Dogs. Oh GOD. I might have bitten off more than I can chew with them. No idea when that'll be ready...) 1
Katz Posted September 1, 2024 Posted September 1, 2024 I found a bug when playing as Civilian Hub. Vivienne can actually target and kill herself when she picks a 'random' leader to kill. 1
Calcifire Posted September 2, 2024 Author Posted September 2, 2024 14 hours ago, Katz said: I found a bug when playing as Civilian Hub. Vivienne can actually target and kill herself when she picks a 'random' leader to kill. This is something I struggled with for days before I even released her and I've never been able to solve it, so I settled for engineering it into being a RARE bug. So the problem is, when I run the "random_owned_leader" function and it does what it says on the tin. Picks a random leader and then it checks to see if it fits a certain criteria. If it's not Vivienne, the game kills the leader and we win. However, if it is Vivienne, then it does nothing. Nobody dies. And then that ruins the story of the event in a different way... So instead of doing nothing, I just have to game run it again!!! If the game rolls Vivienne a second time in a row, roll it again, and again, and again. But since it's bad to have looping functions, I just iterate the "random_owned_leader" check 5 times before giving up and just letting the game kill Vivienne. So Congratz Katz, you are the Void Yahtzee champion! You rolled Five Viviennes in a row, so now she dies. LOL. I wish I could fix it bro. but idk how. 2
Katz Posted September 2, 2024 Posted September 2, 2024 Well, if it's not a bug, turn it into a feature. If she dies, it's because the security forces caught her in her plot of murder. Only needs a bit of rewriting. 2
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