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[mod] Starchild's LV Expansion (WiP)


StarchildKiss

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Posted
On 6/9/2022 at 3:10 PM, ApeCultist said:

The problem isn't that cow clinics are modifying non milk cow jobs, it is that milk cows are getting promoted. It is an issue with the base game, not allowing you control over where specific pops go.

suspected that, especially when i modded out submissive trait from my founder species fror more room (was waiting for titanic evo to kick in - it would reaply it anyway) pops jobs went clusterfck. Also i noticed that titanic combined trait with cow progress trait essentially gives double effects of some traits (some traits should be rulled out if pop has titanic evo)

Posted
On 6/11/2022 at 11:25 AM, Redoctor said:

For some reason they don't transform

image.png.4fe669fad511b60ad3ca3003d69385d2.png

 

Did you double check the actual populations?  I got that "zero modded pops" message but the species window actually had futa population entries under the species list.  I assumed it was just a display bug.

Posted

Sugestion:

 

When the Missing Pop event pops up, could there in addition to the button for dismissing the event be a button contacting the planetary administration for that planet, for quick acces to resolving the situation.

 

?

Posted (edited)
On 5/31/2022 at 7:20 PM, george41 said:

 

Figured it out, the .MOD and descriptor file didn't match. The .MOD said 3.2 and the descriptor said 3.1. Simple edit fixed everything.

and how do you change the files? im not particularly well versed in solving these issues. i've been searching for how to fix this mod with this issue for about 2 weeks now. i will adjust my question a little bit, when u unzip the game i am told that the mod descriptor does not exist or is invalid. i have no idea how to fix this, i got an app and changed the .mod and descriptor files to match because mine did not but the mod still wont work for me

Edited by kenfos
Posted
On 6/15/2022 at 2:29 PM, Alphanineteen said:

Sugestion:

 

When the Missing Pop event pops up, could there in addition to the button for dismissing the event be a button contacting the planetary administration for that planet, for quick acces to resolving the situation.

 

?

That is an excellent idea!

Posted

im having trouble running LV_expansion with calcifiers hypersexualised galaxy, turning off either one, the game runs normally, if both are turned on the game crashes, and this is the only thing the error log spits out:

image.png.6e1ffff18b9494823eaa559c300ab28b.png

Posted
On 6/18/2022 at 1:49 PM, XobaPipets said:

im having trouble running LV_expansion with calcifiers hypersexualised galaxy, turning off either one, the game runs normally, if both are turned on the game crashes, and this is the only thing the error log spits out:

image.png.6e1ffff18b9494823eaa559c300ab28b.png

Forget about the error log. It doesn't record at the time of the crash so what it shows you is unrelated (and in this case doesn't even mention my mod). 

Did you make sure to use the most recent versions? Which version of my mod do you use?

Posted
On 6/19/2022 at 3:48 PM, StarchildKiss said:

Forget about the error log. It doesn't record at the time of the crash so what it shows you is unrelated (and in this case doesn't even mention my mod). 

Did you make sure to use the most recent versions? Which version of my mod do you use?

im using the most reacent uploaded here, same for calcifiers mod

Posted

I've really enjoyed trying out this mod for the first time. So far, it has been generating nothing but praise for the author for all the creativity put into the mod. I wanted to complete a playthrough before giving a more detailed insight with some suggestions.

 

But I ran into a problem. I have tried the Bimbofication process and here's what happens:

 

When the process is completed, a menu appears with pop Bimbofication options and portrait selection. As soon as I hover the mouse over the menu, the game starts to lag insanely. Then, as soon as I click the option to modify pops individually, the game freezes. It doesn't crash, but it freezes similar to the way it does when a war ends with large takeover of territories, when the game needs to do a lot of calculations before unfreezing. In this case, the process doesn't seem to end. Interestingly, the task manager shows that the game keeps increasing RAM use. Apparently, the game is working and making calculations, which is why there is no crash log.

Posted
On 6/30/2022 at 7:29 PM, catchyorbit said:

I've really enjoyed trying out this mod for the first time. So far, it has been generating nothing but praise for the author for all the creativity put into the mod. I wanted to complete a playthrough before giving a more detailed insight with some suggestions.

 

But I ran into a problem. I have tried the Bimbofication process and here's what happens:

 

When the process is completed, a menu appears with pop Bimbofication options and portrait selection. As soon as I hover the mouse over the menu, the game starts to lag insanely. Then, as soon as I click the option to modify pops individually, the game freezes. It doesn't crash, but it freezes similar to the way it does when a war ends with large takeover of territories, when the game needs to do a lot of calculations before unfreezing. In this case, the process doesn't seem to end. Interestingly, the task manager shows that the game keeps increasing RAM use. Apparently, the game is working and making calculations, which is why there is no crash log.

I always get a freeze when I used a code phrase (or a different mod did) that is outdated. 
It's really weird. Instead of such a syntax error just making something not work or crashing, it just freezes.

Are you using the most recent version? And which other mods are you running along with it?

Posted

Also since you found that problem now and nobody seemed to have this before, maybe it was even the recent Stellaris update that changed the code.

Or it is indeed due to calculation, but even though it might take long, for me it still resumes if it did take long.

Posted
On 7/3/2022 at 6:26 PM, StarchildKiss said:

I always get a freeze when I used a code phrase (or a different mod did) that is outdated. 
It's really weird. Instead of such a syntax error just making something not work or crashing, it just freezes.

Are you using the most recent version? And which other mods are you running along with it?

 

On 7/3/2022 at 6:28 PM, StarchildKiss said:

Also since you found that problem now and nobody seemed to have this before, maybe it was even the recent Stellaris update that changed the code.

Or it is indeed due to calculation, but even though it might take long, for me it still resumes if it did take long.

 

I am using the 3.4.3 version because the 3.4.4 version made the Lustful Void mod outdated (Haven't checked whether it has been updated by now).

 

As for other mods, nothing extraordinary, only Sexy Xenos (portraits and traits), Wild Lascivity, UI Overhaul.

 

By the way, the only other time I had a similar freeze is when I put somewhere like 1900 pops on a single planet. Then gave the planet away to an AI to avoid waiting for the displacement. After some time, I reconquered the planet and a few days later the game would freeze. What is interesting is that the game would freeze several days after I took control over the crowded planet, not instantly. That is why I theorised that having lots of pops with many different traits made the system overloaded with calculations, when different traits and stats start affecting each other non-stop. That is probably why the RAM usage keeps increasing.

Posted

Just to add to the current discussion: I've been running a Latex/Bimbo empire, and saved mid-bimbofication.  Now Stellaris crashes upon load of the save.

 

I'm running a decent-sized pack of other mods - Gigastructures, UI Overhaul, Planet modifiers, Diverse Planets, etc.  However I've had no other issues, and other runs with the same modset are doing fine.

 

The one other oddity of that particular run: I was mid-species modification when I took the Bimbo ascension perk, which isnta-completed the species modification.

Posted (edited)

I've completed the first playthrough with this mod and really enjoyed most of the extra stuff which harmoniously complements the LV mod. My favourite part about the mod is that it seems to have more focus on feminine stuff rather than futas or tentacles like way too many mods cover. The artwork used in this mod is very tasteful too. The Golden Rod archeological site is well-executed and well-written. Many thanks to the author for putting the mod together.

 

There are some things that might improve the mod:

 

- The likelihood of pops missing might need to be reduced because that event seems to happen way too often at the start of each year.
- There should be a planetary decision to ban fauna breeding on selected planets, which removes those jobs but does not remove the chance of pops missing and being found doing them again.
- Habitats should not have Fauna Breeder and Fauna Researcher jobs, only Spaceport Whore jobs. Each pop in the game represents about 1 billion people, so having that many of them missing on a habitat is very strange as it is, but having fauna to breed with on a habitat makes no sense. Why is there fauna on a habitat?
- The AI should be restricted from using Cow Nurse jobs because the AI cannot use the Perfect Cow traits properly and it turns into a big mess.
- I think Bimbofication should be more adjustable. Would be better to make it a planetary project and have more options regarding which pops to bimbofy. I would want to bimbofy only the slaves and leave the main species unchanged.

- The Amazon Warriors trait seems broken. The description mid-game says that the civic cannot be added or removed after the start of the game. However, your file says that it is not pickable at the start.

 

civic_lvex_amazon = {
    icon = "gfx/interface/icons/governments/civics/civic_lvex_amazon.dds"
    modification = no
    pickable_at_start = no

 

 

 

There is also something very weird going on that makes a lot of species across the galaxy gain an abundance of traits as seen in the attached image.

 

 

Mod expansion.jpg

Edited by catchyorbit
Posted

I also wanted to suggest a few more species traits to be added in the future updates.

 

 

Athletic

 

Description: This species invests a lot of time into physical exercising to become stronger, improve muscle tone and health.

 

Cost: 2

 

Leader Lifespan: +10 years
Worker Pop Resource Output: +5%
Army Damage: +10%
Food Upkeep: +10%
Consumer Goods Upkeep: +5%
Sex Jobs Output: +10%


(This trait would make a lot of sense for Amazon Warriors, Warrior Culture, Barbaric Despoilers civics)

 


Small Breast Implants

 

Description: Minor plastic surgery to slightly increase the size and improve the shape of the breasts.


Cost: 1

 

Consumer Goods Upkeep: +5
Sex Jobs Output: +5%

 

(Most importantly, this trait should be compatible with Large and Huge Breasts.)

 


Labiaplasty


Description: Plastic surgery used by the species to make the labia of their female population more voluminous and soft.

 

Cost: 3

 

Pop Growth Speed: +5%
Consumer Goods Upkeep: +5%
Sex Jobs Output: +10%

 


Heavy Squirts


Description: The females of this species let out a massive squirt upon ejaculation, which makes their coitus more messy and unhygienic. Other species are often repulsed by this.

 

Cost: -1

 

Leader Lifespan: -5 years
Xenophobe ethics attraction among other species: +10%

Posted
3 hours ago, catchyorbit said:

I've completed the first playthrough with this mod and really enjoyed most of the extra stuff which harmoniously complements the LV mod. My favourite part about the mod is that it seems to have more focus on feminine stuff rather than futas or tentacles like way too many mods cover. The artwork used in this mod is very tasteful too. The Golden Rod archeological site is well-executed and well-written. Many thanks to the author for putting the mod together.

 

There are some things that might improve the mod:

 

- The likelihood of pops missing might need to be reduced because that event seems to happen way too often at the start of each year.
- There should be a planetary decision to ban fauna breeding on selected planets, which removes those jobs but does not remove the chance of pops missing and being found doing them again.
- Habitats should not have Fauna Breeder and Fauna Researcher jobs, only Spaceport Whore jobs. Each pop in the game represents about 1 billion people, so having that many of them missing on a habitat is very strange as it is, but having fauna to breed with on a habitat makes no sense. Why is there fauna on a habitat?
- The AI should be restricted from using Cow Nurse jobs because the AI cannot use the Perfect Cow traits properly and it turns into a big mess.
- I think Bimbofication should be more adjustable. Would be better to make it a planetary project and have more options regarding which pops to bimbofy. I would want to bimbofy only the slaves and leave the main species unchanged.

- The Amazon Warriors trait seems broken. The description mid-game says that the civic cannot be added or removed after the start of the game. However, your file says that it is not pickable at the start.

 

civic_lvex_amazon = {
    icon = "gfx/interface/icons/governments/civics/civic_lvex_amazon.dds"
    modification = no
    pickable_at_start = no

 

 

 

There is also something very weird going on that makes a lot of species across the galaxy gain an abundance of traits as seen in the attached image.

 

 

Mod expansion.jpg

I think what's going on in your last one is that you have a species that can assimilate other pops, that's cross-breeding with them.  So if they pick up the assimilation trait, then they also start both assimilating and cross-breeding, creating more and more species both ways.

 

Really, the assimilation traits should prevent cross-breeding.

Posted (edited)
19 hours ago, Darkmind_mc said:

I think what's going on in your last one is that you have a species that can assimilate other pops,

 

No, I am a purist, so I almost always have 2 species in the whole empire, rarely more. I never use species with assimilation.

 

The species depicted in the screenshot are AI species, which I do not even have in my empire.

Edited by catchyorbit
Posted

Is cow transformation not working for perfect bimbos, or ist the newest version of LV not working with? I do not get my species transformed to stage 1, althoug having multiple clinics on different planets.

Posted
On 7/8/2022 at 11:13 AM, catchyorbit said:

 

No, I am a purist, so I almost always have 2 species in the whole empire, rarely more. I never use species with assimilation.

 

The species depicted in the screenshot are AI species, which I do not even have in my empire.

By 'you' I mean your game.  AI empires can also get these traits.

 

But knowing that it's all AI species, it's well possible that one of the AI empires is genemodding to create these.

Posted (edited)

I have a question about the hive-bimbo-AI. Will these bimbofy other empires, replacing them and they are still of the original empires, or ist it a vanilla conquer and the pops/planets are gone to the hive-minded then?

Because something like a bimbo-virus where other planets are just infected with would be cool. Could use it like an invisible weapon on other species, or a speices contracts it on contact.

Edited by Feylamia
Posted

Bug: An "All male" feminized empire does not get bimbofied. If I fully feminized a starting all male empire, they do not get bimbofied later, but only a new species gets created. Even if all pops go to the new bimbo species, the old "all male" template stays with 0 pops as dominant one.

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