Calcifire Posted September 2, 2024 Author Posted September 2, 2024 7 hours ago, Katz said: 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. That would be pretty funny, we'll see. I think I'll take another crack at it and see if I can prevent it from happening first, though.
Railgunner2160 Posted September 2, 2024 Posted September 2, 2024 Hey, I found the reason for the issues reported with the localization issues with the trait_babe_xeno_breeders and the trait_babe_xeno_seeders! It looks like the localization file is looking for trait_babe_xenos_breeders and trait_babe_xenos_seeders not trait_babe_xeno_breeders and trait_babe_xeno_seeders. It looks small but that missing/extra 's' in xeno/xenos makes a difference!! I assume the 2 traits' names were meant to include the term "xenos" rather than "xeno" since every other reference from the localization to the trait icon file names references "xenos" Aslo I agree that if it's not a bug then make it a intentional feature with a branch that occurs if the leader "Vivienne" is the one chosen. 1
TempTWellington Posted September 3, 2024 Posted September 3, 2024 (edited) I'm not sure if anyone cares but I went through and made it so that the species from this mod are split into different archetypes so they get the right traits. In other words, the machines will get access to machine traits, the plants get access to plants, and so on. On a side note, if you're using mods that add traits to those class (like a mod that adds plant traits) then they won't show up here due to how paradox has it coded. You'd have to manually add the traits or make a patch for it, which is basically the same thing. Should be a simple 'install', just navigate to wherever your Calcifires portrait mod is and overwrite the stuff there with whats in the .zip file. If you'd like to change where a species is class wise, because some of them could probably fit in multiple classes, then it's pretty easy to change. Just go to /common/portrait_sets/babe_portrait_sets.txt and find the one you want. (You'd have to look in /gfx/models/portraits/* to see what each name is attached to.) Then simply find it in the babe_portrait_sets.txt and cut & paste to the class you want them to be under. Let me know if anything is messed up with them and I'll fix it. I didn't do much testing. Also: Not safe to plug in mid-game, you'd have to start a fresh game(Probably, I don't know). And, I didn't test it with the directors cut so if you plan on using it on that you might need to mess with it to get it to work, but regardless use at your own risk in that case. Update: Calcifires newest update has the species placed in the default Stellaris categories so this mini-mod is basically useless right now. If that ever changes then I'll update my mod, just shoot me a message or something. Calcifires_Split_Species.zip Edited September 7, 2024 by TempTWellington Updated files because the game didn't like having duplicate traits :( 2
FalconCheif Posted September 5, 2024 Posted September 5, 2024 (edited) So I installed this and for some reason there's a good amount of ai empires without the species dependent parts of their names. Is there an easy fix to this i havent been able to see? Edit: Forgot to mention that i was using the regular version, ill try using the directors version in a little bit to see if it works Edited September 5, 2024 by FalconCheif 1
TempTWellington Posted September 6, 2024 Posted September 6, 2024 (edited) 22 hours ago, FalconCheif said: So I installed this and for some reason there's a good amount of ai empires without the species dependent parts of their names. Is there an easy fix to this i havent been able to see? Edit: Forgot to mention that i was using the regular version, ill try using the directors version in a little bit to see if it works No you're good. I didn't think I'd have to make species names for it since the regular Calcifires mod worked fine, but apparently I do. It'll take a bit though since it's a lot of menial work. I'm not sure how it works with the directors version so use at you own risk, I'll end that into my original post. Edit: Give it a try now, I've added species names so they should get names even when they're random ai empires. Edited September 6, 2024 by TempTWellington Update. 1
Calcifire Posted September 6, 2024 Author Posted September 6, 2024 On 9/2/2024 at 8:15 AM, Railgunner2160 said: Hey, I found the reason for the issues reported with the localization issues with the trait_babe_xeno_breeders and the trait_babe_xeno_seeders! It looks like the localization file is looking for trait_babe_xenos_breeders and trait_babe_xenos_seeders not trait_babe_xeno_breeders and trait_babe_xeno_seeders. Easy to fix, should have an update soon.
Calcifire Posted September 6, 2024 Author Posted September 6, 2024 (edited) ::ANNOUNCEMENT:: ::UPDATE 6:: is here... ::AS ALWAYS Y'ALL:: make sure you delete the old version of the mod before installing the new one. Thank You! Gasp* a major update ahead of the Cosmic Storm DLC??? -Ey, well. the next Stellaris update honestly looks pretty lite and won't bork my shit too hard, so I don't need to wait for it this time. From Left -to- Right - Gia'Zumon, she has a new "disheveled" look if you also hire Paragon, Hask'Guttra (lol, I guess she finally met her match) - Nona Renowned Paragon, replacer - Fennigan, a brand new custom Paragon by me - Elf Artwork REDUX, just a slight touchup to make playing the Green Court more appealing + they now have enslaved pop support - Skrand Sharpbeak Legendary Paragon, replacer This update includes... - Added new Prescripted Empire -AKA- "Stable Celest Spoiler ::It took me a while to come up with some decent robot lore, but it's finally here. ::I like to give my unique empires cool special things to make them unique, so what I did was I added this new lite situation, kinda like the Toxic God quest. ::Basically, the more organic trophy pops you have, the faster you progress the quest. But be warned, this is a doomsday event line. It is possible to lose the game outright if you don't play your cards right. ::The higher up the situation you go, the more it'll ruin your empire's research speed as the quest goes on. But if you're like me, and you think it's funny to try and lose as fast as possible. Then this playthrough is for you. For You, Me, and the Chads who thrumb through "mind_break" doujins. (High resolution the the story event images are on my Newgrounds as always) - Added new Paragon, Fennigan for Storm Legion/Mutagenic Invaders Spoiler ::Research xeno-linguistics and she can spawn for mutagenic invader empires. Just remember that if you want her, you need to mulligan your RnG and keep dismissing the Paragons that are not her until you get her. ::To progress her story, you just have to level up her personal "mutagenic exposure" leader trait. Once you get to the end of her story, she will unlock two new mutagenic species traits for you to slap onto your pops. As well as a combo trait which combines all three of the starter traits. How nice. ::Be warned, YOU WILL KILL HER -if you don't have gene modding tech. So be careful about leveling her exposure trait too fast in the early game. (High resolution the the story event images are on my Newgrounds as always) - Added new Paragon, Meredith for Patriarchy civic Empires(she is very simple, and only exists for the sake of eye candy. sorry!) - Added Paragon, Vyctor leader art - Added Paragon, Jynn leader art - Added Paragon, S875.1 Warform event leader art - Added Paragon, Hask'Guttra event leader art - Added Paragon, Oakenstalk event leader art(just a recolor, nothing fancy) - Added Legendary Paragon, Skrand Sharpbeak leader art - Added x2 new Stranded Scientist event leader variants(basically she counts as a species now so there is some RNG on what she will look like + her unique leader trait "self experimentalist" will make her immortal if you max level the trait) -Added Phimosis Penis trait, idk why I hadn't thought about it until now In other news... - Added x4 new starting empire systems, based on James Cameron's AVATAR, Wayne Barlowes' Darwin IV, and Alex Ries' Birrin Project. These are mostly used for my prescripted empires, but are also made available for players to use for their custom empires. - Changed Ivory Lineage to use the new Rogue System, a lot of people are confused about why the Void Born aren't living on space stations, I think this new addition will shed some light on that - Changed Crimson Dog Tribes to use the Chriirah Syste, I basically just gave their homeworld kessler syndrome because they don't give a shit and I think it suits their character - I also added popup icons for the supported renowned paragon replacements, including popups for Fennigan, Meredith, and Vivienne - I now allow my prescripted empires to be included in the random galaxy generation spawn list(in the past I was worried about them causing issues if they weren't the player faction, but I think it's safe for them to join the party, now) ::Fixed some edge case issues with mutagenic trait assignment, y'all had brought up some issues, so I went back and redid my code to hopefully make it more robust. If people still have issues, then I am willing to throw up the white flag at this point and just make my mod hit the games performance slightly more to guarantee nothing slips through anymore. ::Fixed missing machine species portraits ::Fixed duplicate primitive species portraits ::Fixed missing LV futa equine species from Event Species portraits list ::BTW I was in the middle of some species portrait code cleaning before I pushed out this update, so I might have created some bugs. Basically I never supported the vanilla "indeterminate" species type until now. But like I said, partially. My plan is, indeterminate species will default onto futa portraits when available. Edited September 6, 2024 by Calcifire 6
TarDust Posted September 6, 2024 Posted September 6, 2024 Hmm today I will update my mod (There's nothing in the portraits pack) 1
Calcifire Posted September 6, 2024 Author Posted September 6, 2024 1 hour ago, TarDust said: (There's nothing in the portraits pack) XD, Why can I never do anything right. KK, should be good. I dunno what happened. 2
jGA4f9dRm Posted September 6, 2024 Posted September 6, 2024 (Sorry if this has been asked before) Is there a way to modify the directors cut version of the mod so it doesn't remove the default empires and uses the portraits from the regular version instead of replacing? Basically just using it to add fun new empires/origins/civics/traits without messing with existing content. I understand that it's meant to be somewhat of a separate canon — I'm just someone who's really interested with what's there but want to use it alongside other stuff 😅 1
Calcifire Posted September 7, 2024 Author Posted September 7, 2024 47 minutes ago, jGA4f9dRm said: Is there a way to modify the directors cut version of the mod so it doesn't remove the default empires Just open up the mod and you'll see a folder called "prescripted_countries". Just delete every file in there that is "0 KB" in size. so basically every file accept for "0b_prescripted_countries.txt" Yeh, it's a replacer mod, but honestly. having to scroll down through the gigantic vanilla list is cumbersome. 1
jGA4f9dRm Posted September 7, 2024 Posted September 7, 2024 2 hours ago, Calcifire said: Just open up the mod and you'll see a folder called "prescripted_countries". Just delete every file in there that is "0 KB" in size. so basically every file accept for "0b_prescripted_countries.txt" I was able to get most of the way there there by doing this as well as editing 00_portrait_categories.txt and 00_portraitrait_sets.txt to include all the portraits from vanilla, but for some reason I can't get Crimson Dog Tribes and Civilian Trade Network to show up with any changes that also allow vanilla empires. 1
Calcifire Posted September 7, 2024 Author Posted September 7, 2024 6 hours ago, jGA4f9dRm said: I was able to get most of the way there there by doing this as well as editing 00_portrait_categories.txt and 00_portraitrait_sets.txt to include all the portraits from vanilla, but for some reason I can't get Crimson Dog Tribes and Civilian Trade Network to show up with any changes that also allow vanilla empires. Only thing I can think of is DLC requirements for them. If you are on the season pass, then you are worry free. Otherwise, CDT requires Humanoids and Apacolypse. CTN requires Humanoids, Federations, and Megacorp. I dunno, my method worked for me on my end.
jGA4f9dRm Posted September 7, 2024 Posted September 7, 2024 1 minute ago, Calcifire said: Only thing I can think of is DLC requirements for them. If you are on the season pass, then you are worry free. Otherwise, CDT requires Humanoids and Apacolypse. CTN requires Humanoids, Federations, and Megacorp. I dunno, my method worked for me on my end. I'm on the season pass, yeah No worries, then — I'll try some more testing on my own and if I can't get it to work I'll just set aside one run to be all about trying out the mod 1
HyperPink Posted September 7, 2024 Posted September 7, 2024 I'm getting some empires spawned into my galaxies that I can't seem to stop spawning. One is called the "holy dark tau empire" if that helps. They always seem to be in a cluster near each other. I think I've located the script where they start spawning, 01_start_of_game_effects_0b.txt, but I'm not sure how to turn them off as I'm still not entirely sure how this script works or what mechanism is spawning them. Would someone be able to tell me how to best handle this? 1
Calcifire Posted September 7, 2024 Author Posted September 7, 2024 2 hours ago, HyperPink said: 01_start_of_game_effects_0b.txt When you update my mod, you need to make sure that you are deleting the old version first. This file shouldn't exist. You can delete it, but I would suspect you have other old files on your system that dont need to be there.
HyperPink Posted September 7, 2024 Posted September 7, 2024 5 hours ago, Calcifire said: When you update my mod, you need to make sure that you are deleting the old version first. This file shouldn't exist. You can delete it, but I would suspect you have other old files on your system that dont need to be there. My apologies, I was running on the old version. I'll remove the mod and update and see if the behavior continues. 1
Va2 Posted September 7, 2024 Posted September 7, 2024 I have a question regarding the mutagenic invader origin/trait are the other species that you invade not supposed to get affected the same the original one does or is game bugged ? 1
Calcifire Posted September 7, 2024 Author Posted September 7, 2024 9 minutes ago, Va2 said: I have a question regarding the mutagenic invader origin/trait are the other species that you invade not supposed to get affected the same the original one does or is game bugged ? If I understand your question correctly. Yes. Your starter species is unique questline, and every other species gets a generic questline. Because of how hectic things could theoretically get with event spam. Obviously, I can't allow every species and subspecies of that species trigger popup. Say you capture a planet from a xenophilic democracy that introduces your empire to 3-5 newly discovered species. I can't just flood your inbox with stuff. It would get annoying fast. So, what happens is species will secretly gain mutagenic traits over time. The only pop up you get are, "hey, there's a new species going through the process" and, "hey, this species is done mutating"
Va2 Posted September 7, 2024 Posted September 7, 2024 44 minutes ago, Calcifire said: If I understand your question correctly. Yes. Your starter species is unique questline, and every other species gets a generic questline. Because of how hectic things could theoretically get with event spam. Obviously, I can't allow every species and subspecies of that species trigger popup. Say you capture a planet from a xenophilic democracy that introduces your empire to 3-5 newly discovered species. I can't just flood your inbox with stuff. It would get annoying fast. So, what happens is species will secretly gain mutagenic traits over time. The only pop up you get are, "hey, there's a new species going through the process" and, "hey, this species is done mutating" Ok that's what I figured guess my some other mod must blocked the other's event since I only got the first one with mutagenic exposure and it hasn't progressed despite having years passed 1
Va2 Posted September 8, 2024 Posted September 8, 2024 Is there a way to mannually trigger said event to progress the mutation process ? 1
Calcifire Posted September 8, 2024 Author Posted September 8, 2024 42 minutes ago, Va2 said: Is there a way to mannually trigger said event to progress the mutation process ? Yeh if you wanna be 100% sure and do some debugging "event babe_muta_event.5" -will add mutagenic exposure to any species that doesn't have it "event babe_muta_event.10" -will add mutagenic fit and make the species all female "event babe_muta_event.20" -after waiting 1 year, will add 1 out of 3 starter traits "event babe_muta_event.30" -after waiting 1 year, will add 1 out of 9 main traits Just remember that this shit will all overlap. so you will start to see species gaining multiple starter and like 3+ main traits before they cap out.
Viking_Berzerker Posted September 10, 2024 Posted September 10, 2024 (edited) The new premade empire, Stable Celest is not showing up in the new game menu. Just to know I have downloded correctly the green court elfs are supoosed to have 7 phenothypes to chose from as a leader portait right? Edit: Well I have the new Phimosis Penis trait, so do I need the new DLC? Edited September 10, 2024 by Viking_Berzerker 1
DecaySociety22 Posted September 11, 2024 Posted September 11, 2024 A couple of questions: 1) Did the update that was released today break anything? (I've been waiting for the next thing to come out because every playthrough I started got the same blank popup error. 2) Is there a way, if you have aliens who have a tentacle world preference in your empire due to immigration to settle them on tentacle worlds in your territory? 1
Calcifire Posted September 12, 2024 Author Posted September 12, 2024 On 9/10/2024 at 4:30 PM, Viking_Berzerker said: The new premade empire, Stable Celest is not showing up in the new game menu. Just to know I have downloded correctly the green court elfs are supoosed to have 7 phenothypes to chose from as a leader portait right? Well I have the new Phimosis Penis trait, so do I need the new DLC? 1.) I'm just gonna blame the Cosmic Storms DLC update on that one 2.) Yes, but now that you mention it. I prefer to allow the empire creation to be less restrictive than the random RnG, so I will change this for them. 3.) I am uploading a version for Stellaris 3.13 now. See if that fixes the problem(btw don't forget the delete my mod before updating) 22 hours ago, DecaySociety22 said: Did the update that was released today break anything? Is there a way, if you have aliens who have a tentacle world preference in your empire due to immigration to settle them on tentacle worlds in your territory? 1.) Yes, I personally noticed a looping event firing on the Ivory Lineage. But I've uploaded my first update for 3.13 now, so go try that out 2.) I'm not sure. I've never played LV's Tentacle Symbiosis before. That sounds more like a question for Lithia. Unless she already said no and you're just coming to me for mercy.
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