Calcifire Posted January 7, 2022 Author Posted January 7, 2022 1 hour ago, Kay2515 said: I seem to be having an issue, for whatever reason my robot pops are not assembling. I currently have only 4 mods active on my mod list in the following ordeR You are more than likely running an outdated version of Lustful Void.
Calcifire Posted January 7, 2022 Author Posted January 7, 2022 23 hours ago, hexacron said: Since I got you here, I Was wondering, if there is a way, possibly. To make the Ketlings playable again like they were playable for ah, basegame? Just wondering if there is a way to have them re-added to the mammals list. I ask because I am currently collapsing my empire trying to switch from the main race to the ketlings I found lul Some of the non-playable species I've made do have enough assets to easily be enabled for gameplay by some mod savvy gents. Unfortunately, the rat boys don't have enough art for this to really work. At least not in an official release of the mod, what people tinker with under the hood is their business. Just go to species_classes.txt and just take "babe_ketling" out of the non_randomized_portraits list and include him with the others.
SohCahToa Posted January 7, 2022 Posted January 7, 2022 2 hours ago, Calcifire said: You are more than likely running an outdated version of Lustful Void. I realized last night I’m having the same problem. I wonder if it’s related to my patch for vanilla framework. I keep playing spiritualist so I never noticed. But I haven’t had time to figure it out so it might be another problem.
hexacron Posted January 7, 2022 Posted January 7, 2022 4 hours ago, Calcifire said: Some of the non-playable species I've made do have enough assets to easily be enabled for gameplay by some mod savvy gents. Unfortunately, the rat boys don't have enough art for this to really work. At least not in an official release of the mod, what people tinker with under the hood is their business. Just go to species_classes.txt and just take "babe_ketling" out of the non_randomized_portraits list and include him with the others. This solves my work around, I had inserted the Ketlings into the blind race hahaaaaa
Kay2515 Posted January 7, 2022 Posted January 7, 2022 (edited) On 1/6/2022 at 9:28 PM, Calcifire said: You are more than likely running an outdated version of Lustful Void. Just downloaded the new version of lustful void 0.6.5 : it still happens downloaded lustful void 0.6.0 : it still happens attempted using just: Spoiler result: Spoiler attempted using: Spoiler Result: Spoiler Edited January 8, 2022 by Kay2515 1
Calcifire Posted January 8, 2022 Author Posted January 8, 2022 2 hours ago, Kay2515 said: Just downloaded the new version of lustful void 0.6.5 : it still happens downloaded lustful void 0.6.0 : it still happens attempted using just: result: attempted using: Result: Oh well, I just knew that pre 0.6.5 versions of LV would cause this issue.... Even still I am unable to recreate this bug myself. I even installed cheat buildings from the workshop and nothing went wrong. Things to troubleshoot. If you had updated any of the mods from previous versions. make sure that you had deleted the old mod first, before installing the new one. On a side note, would you kindly tidy up your post by nesting those images inside "spoilers" please? A wall like that kinda hurts me.
hexacron Posted January 8, 2022 Posted January 8, 2022 2 hours ago, Calcifire said: Oh well, I just knew that pre 0.6.5 versions of LV would cause this issue.... Even still I am unable to recreate this bug myself. I even installed cheat buildings from the workshop and nothing went wrong. Things to troubleshoot. If you had updated any of the mods from previous versions. make sure that you had deleted the old mod first, before installing the new one. On a side note, would you kindly tidy up your post by nesting those images inside "spoilers" please? A wall like that kinda hurts me. I'm also having issues assembling robot pops... I Did Alot of troubleshooting, if you 'start' with robot pops (EI The robotic pop start the uh robot one), you get pops. The main issue I've noticed is that the pops don't 'make' themselves they don't generate normally, no matter what you do. It doesn't 'create' robots to assemble. But, if you go through the one that pre-generates forcibly it will let you make robot pops.
MstrN Posted January 8, 2022 Posted January 8, 2022 About unbuildable robot pops, it seems like the issue is in "\common\scripted_effects\00_scripted_effects.txt", line 9118 lacking " = YES". 3
Kay2515 Posted January 8, 2022 Posted January 8, 2022 7 hours ago, MstrN said: About unbuildable robot pops, it seems like the issue is in "\common\scripted_effects\00_scripted_effects.txt", line 9118 lacking " = YES". That actually solved it for me; had to stat a new save though did not work in my saved games Spoiler
MstrN Posted January 8, 2022 Posted January 8, 2022 32 minutes ago, Kay2515 said: That actually solved it for me; had to stat a new save though did not work in my saved games Waiting a month or two for related event to fire again helped in my tests on pre-existing saves.
SohCahToa Posted January 9, 2022 Posted January 9, 2022 (edited) Bugs: 0b_portraits_martian.txt missing two add = { (the closing bracket is there) statements on line 70 and 90 terraforming_events.txt missing a closing bracket to finish the immediate statement on line 1217. EDIT: Also can confirm adding the "= yes" fixed my robot issue. EDIT2: Do you have to override the whole scripted_triggers file? Can't you just change the parts that you need? Edited January 9, 2022 by SohCahToa 1
Martichoras Posted January 11, 2022 Posted January 11, 2022 On 1/8/2022 at 5:08 PM, MstrN said: About unbuildable robot pops, it seems like the issue is in "\common\scripted_effects\00_scripted_effects.txt", line 9118 lacking " = YES". Thanks! This solved it for me as well. It also seems that this mod zeros out all trait points added by technologies and ascension perks? Is there anywhere that can be edited to restore these?
Calcifire Posted January 11, 2022 Author Posted January 11, 2022 On 1/9/2022 at 1:20 AM, SohCahToa said: EDIT2: Do you have to override the whole scripted_triggers file? Can't you just change the parts that you need? I've been looking into that actually. The experimental version that is available to download is me messing aroudn with what can be done. Unfortunately I know that not all of Stellaris plays nice with overrides. For example, I can confidently use overrides for the events from now on. that I know 100% works. but stuff found in the common/ folder is hit and miss. Which is why its marked as experimental.
captainsniffls Posted January 12, 2022 Posted January 12, 2022 Soooooo, what's next on the to do list?
SohCahToa Posted January 12, 2022 Posted January 12, 2022 16 hours ago, Calcifire said: I've been looking into that actually. The experimental version that is available to download is me messing aroudn with what can be done. Unfortunately I know that not all of Stellaris plays nice with overrides. For example, I can confidently use overrides for the events from now on. that I know 100% works. but stuff found in the common/ folder is hit and miss. Which is why its marked as experimental. Have you read this part of the wiki? It tells you what files can be overridden and the order they are loaded in. It’s a good resource. https://stellaris.paradoxwikis.com/index.php?title=Modding&mobileaction=toggle_view_desktop#Overwriting_Specific_Elements 1
infinitefreebeer Posted January 13, 2022 Posted January 13, 2022 12 hours ago, SohCahToa said: Have you read this part of the wiki? It tells you what files can be overridden and the order they are loaded in. It’s a good resource. https://stellaris.paradoxwikis.com/index.php?title=Modding&mobileaction=toggle_view_desktop#Overwriting_Specific_Elements Thanks! I'll see if this will let me generate ridiculous quantities of primitive furry planets across the galaxy. I could never get special_system_initializers special_init_02 to do anything without changing the original file.
Calcifire Posted January 14, 2022 Author Posted January 14, 2022 On 1/12/2022 at 9:05 AM, captainsniffls said: Soooooo, what's next on the to do list? Otherthan experimenting with overrides. I'm working on the design for the upcoming post apocalyptic plant species. 3
terrorofmorrowind Posted January 17, 2022 Posted January 17, 2022 I just noticed that when you go with robots, sometimes because the originals are gone, you won't get an actual robot species. Just wanted to ask if there was a way to leave the robots alone for that reason without losing all the robot portraits the uncut editions adds.
SohCahToa Posted January 17, 2022 Posted January 17, 2022 8 hours ago, terrorofmorrowind said: I just noticed that when you go with robots, sometimes because the originals are gone, you won't get an actual robot species. Just wanted to ask if there was a way to leave the robots alone for that reason without losing all the robot portraits the uncut editions adds. Did you apply the fix that is mentioned on this page?
terrorofmorrowind Posted January 17, 2022 Posted January 17, 2022 (edited) 10 minutes ago, SohCahToa said: Did you apply the fix that is mentioned on this page? There's a fix? Does it work for AIO too? Will check it out. Thanks! Awesome mod btw! ??< I was genuinely losing my mind lol. I'm still quite new to stellaris' data structure. Edited January 17, 2022 by terrorofmorrowind
terrorofmorrowind Posted January 17, 2022 Posted January 17, 2022 (edited) On 1/8/2022 at 5:08 PM, MstrN said: About unbuildable robot pops, it seems like the issue is in "\common\scripted_effects\00_scripted_effects.txt", line 9118 lacking " = YES". Are you sure that's the correct line? This is what it says for me: else_if = { limit = { prev = { use_robot_portrait_sd_int_robot } <--line 9118 } change_species_portrait = babe_cyborg Or do I put it after that use robot part? right before "}"? edit: Just downloaded the newest version. I guess it got updated after I got it because it definitely is there now. Thanks again. Edited January 17, 2022 by terrorofmorrowind
terrorofmorrowind Posted January 17, 2022 Posted January 17, 2022 On 1/9/2022 at 8:20 AM, SohCahToa said: Bugs: 0b_portraits_martian.txt missing two add = { (the closing bracket is there) statements on line 70 and 90 terraforming_events.txt missing a closing bracket to finish the immediate statement on line 1217. EDIT: Also can confirm adding the "= yes" fixed my robot issue. EDIT2: Do you have to override the whole scripted_triggers file? Can't you just change the parts that you need? has that bug also been squashed in recent update?
Wobobo123 Posted January 21, 2022 Posted January 21, 2022 I finaly find some free time and make slave variants of my favorite big girls race. 2
Calcifire Posted January 23, 2022 Author Posted January 23, 2022 So I was sketching and shit and well... Sometimes I want to "R E D U X" some of my old artwork. Before I ever made a public release of the mod, I would go back and touch up on old species ALL the time. But post release however, I've been worried maybe someone might have gotten attached to the launch versions and so I've been hesitant to do any alterations. New additions are fine, but messing with old stuff might stub some toes, right? I guess this is a warning in some way. If you liked the way the Cats used to look, I'm sorry, but bustier cats are in the works whether you people want it or not. They were like one of the first three species I ever drew for the mod, so I feel like they are overdue for a remaster. Spoiler I'll also mention how much of a bummer it is that I don't get to draw a lot of legs for the portraits. LEGS are teh best part, but there's just not enough vertical space to work with, even with the UI Overhaul mod. RIP. 3
SohCahToa Posted January 24, 2022 Posted January 24, 2022 (edited) I noticed multiple files in the gfx/portraits/portraits are missing a case for "has_trait = trait_lv_futanari" which means they are probably stuck with only the default portrait if using that trait. I think it's usually lumped into the female case. Also for the human portraits, it would be cool to add those slave options for regular empires as well. You could replace Spoiler trigger = { is_species = "Slavic Human" } with something like Spoiler trigger = { OR = { is_species = "Slavic Human" is_enslaved = yes } } And as well, for species that have specific portraits for specific leader jobs, its possible to assign those specifically to that type of leader. Something like Spoiler add = { trigger = { gender = female leader_class = admiral } portraits = { human_female_admiral_1 human_female_admiral_2 human_female_admiral_3 } } add = { trigger = { gender = female NOT = { leader_class = admiral } } portraits = { human_female_1 human_female_2 human_female_3 human_female_5 human_female_6 human_female_7 } } What do you think? Edited January 24, 2022 by SohCahToa
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