SohCahToa Posted November 16, 2021 Posted November 16, 2021 (edited) View File LV Extras - Sex Alderson Disk, Combination Traits, Civics, & More Tested for Stellaris 3.8, LV 0.7.2, and Gigastructure 3.27.3 Included mods to enhance your LV playing experience: LV Extras - Main feature is the reimplementation of the Sex Alderson Disk that was in the old Sexopolis mod. Also adds a couple new combination traits, some civics, and two edicts. What's New: Update to 3.8 Light version which excludes gigastructure elements. Features In Depth: LV Extras: Fully reimplemented the sexy version of Gigastructure's Alderson disk A new origin - Start your empire on the Alderson disk Two sex districts for Gigastructure's Birch World - Currently disabled Two new end game combination traits - Bombshell and Stud Civics: Tentacle World and Sex World Start Start on either world type without needing the origin (Now you can use Syncretic evolution and Tentacle World for example!) Allows custom starting systems to be used (Now you can start with an Earth Sex World for example!) You should be able to use these civics with most other civics/origins. Try it out and see what happens. Two new government edicts Old Features: Spoiler LV Patches Features: LV Patches adds Amenity and Trade Value scaling compatibility for these mods: LV LV Additional Things LV Expansion SSX Traits Calcifire's Traits (or Calcifire's Directors Cut) All You Need Is Loving Continued Kinky Void Full list of other changes to the mods: Spoiler Fixed SSX and LV Expansion to work with Stellaris 3.2. Some bug fixes for LV Expansion. Changed SSX and LV Expansion jobs to scale properly with LV bonuses. Allows Pre3.1 style gene modding for LV Expansion traits. LV Cheat trait is no longer removed on game start so you can gene mod your species later and still have the extra points. LV Tweaks: Reworks the way the output of Sexologists and Gem Incubators is determined Uses the empire policy setting by default Adds a planetary decision to change the output type for that planet Will override the empire policy choice By default all LV and LV Submod decisions are hidden. They can be revealed by using a decision and then hidden the same way. This helps a lot to reduce clutter in the planetary decision window. Changes the requirements for some civics and ascension perks to make them a bit more accessible. Makes certain traits cheaper and others available to be selected at game start for better roleplay potential. Requirements: LV Extras: Requires LV and Gigastructural Engineering LV Extras Light: Requires only LV Compatibility Issues: LV Extras Overrides: Gigastructure/events/giga_003_dialog.txt Any other mod that overrides these file will need a patch. (But I am not aware of any that do). Installation: ~!~!~!~!~ Always delete old versions before installing any local mod!!! This is VERY IMPORTANT!!! ~!~!~!~!~ Extract the zip contents to Documents/Paradox Interactive/Stellaris/mod/ More Instructions Here Load Order: Load Lustful Void First. LV Extras must load after Gigastructures and Lustful Void. Load UI Overhaul Dynamic after everything else. Spoiler <Example Load Order> Giga LV LV Extra UI OD Known Issues: Troubleshooting: Did you delete the old version before installing any local mod? - Delete the mod and reinstall from the zip. Are you using the latest version of all mods? - Download and install the latest version. Are any LV submods not updated to the latest LV version? - Try removing these mods first. Are any mods not updated to the latest Stellaris version? - Try removing these mods first. Have you verified your load order? - Try the suggested load order above. Crashes? - Make sure all sub-mods are installed or remove LV Tweaks. If you try out my mod please let me know of any problems you might come across. Please include your load order with your comment. Before commenting please insure you have tried the troubleshooting steps. Old Changes Spoiler LV Extras: Spoiler 3.6.0 Updated for Stellaris 3.6.*, LV 0.7.0, and Gigastructure 3.26.1 Birch World districts are temporarily disabled as I need to investigate what was overhauled in the recent Gigastructure update. NEW: Lite version of the mod which removes all dependencies on Gigastructure. 3.5.1 Alderson Origin Balance Changes: Now 6 distinct blockers - 1 generic and 1 for each district type The main blocker now requires the late game technology from gigastructure to remove similarly to how the shattered gaia alderson is repaired with that origin. Only needs to be cleared once. 5 district blockers can be cleared at game start. Each blocker unlocks a few more jobs of that district type and a small amount of the Alderson buff. Icons are WIP 3.5.0 Updated for Stellaris 3.5.*, LV 0.6.9, and Gigastructure 3.25.6 Version changed to match Stellaris numbering Sex Alderson: Planet modifiers updated to better match the output of other alderson types. (It's pretty op) Number of jobs per district changed slightly to be twice a Sex Ringworld Updated to Gigastructure 3.25.6 Alderson Origin: Added blocker deposit to balance the early game. You will have to slowly remove them, increasing the bonuses and making the planet stronger. Edits: Updated to cost unity and each now has a downside to enacting making it a more interesting decision. Civics: Requirements to use the civics have been fixed Policies: Removed as now a part of base LV Traits: Now locked behind a rare T5 technology Requires all 4 LV candy techs to be researched first 2.3.1 Small improvement to the birch world districts Bugfix to AI for building alderson slices Bugfix for Alderson Origin Fixed broken textures on the Sex Alderson Slice, thanks @nilanthology. Small change to bonus from the combination traits Mainly also fixed the localization to correctly reflect the bonuses they provide. 2.3.0 Improved trait icons courtesy of Ascens. Adds two government edics. One for improved planetary development. One for improved megastructure construction. Costs 300 influence to enact and uses 3 edict slots (something to make use of all that admin capacity) Small tweak to the civics for improved compatibility. 2.2.5 Small change to the logic for unlocking Sexologist and Gem Incubator policy. If you are using KV either update that mod or load this second to avoid a conflict. 2.2.4 Removed the restrictions on the tentacle and sex world civics 2.2.3 Added policy support for Kinky Void 2.2.2 Fixed Stud and Bombshell not giving their bonus resources for the new LV jobs Fixed Stud being unlocked via the female technology not the male one 2.2.1 Some small changes to account for the removal of consumer goods from milk cows Added 20 consumer goods to the Alderson Generator Added the upkeep for a Gem district to the Alderson Generator Added two Compact Industrial Area deposits (gives 4 alloy and 4 consumer goods jobs) to the starting Alderson Disk Fixed the missing compact industrial area deposit (gives 2 alloy and 2 consumer goods jobs) on the Sex World start Minor localization change 2.2.0 New (Second) district for birch world (Still WIP) Modified jobs for birch world districts Added support for hive mind jobs to birch world districts New Stud trait icon courtesy of Ascens TYVM Unlocked the policies to fix where Sexologist and gem jobs were missing their production output Warning: I had to override a LV File for this to work. Beware of conflicts. 2.1.0 Update to match LV 0.6.5 New gem district for alderson disk Jobs adjusted for other districts Now better supports Hive Minds thanks to the LV update Allows Alderson origin to be selected if gestalt Additions New sex district for Birch World (Still WIP) Fixes Fixed incorrect icon for sexology district Fixed the Alderson origin not being selectable if militarist Fixed missing localization of opinion modifiers Fixed AI too often choosing the SWorld or tentacle civics Minor text changes LV Patches: Spoiler 2.2.4 Removed a bit of redundant code corresponding to LV Expansion 1.4 2.2.3 Overrides research institute and ministry of production buildings (and their hive equivalents) to support Sexologists and Gem Incubators. 2.2.2 Some fixes to the KV exotic milk cow Mostly minor organizational changes 2.2.1 Added Compatibility for All You Need Is Loving Continued Added Compatibility for Kinky Void (I forgot it initially) 2.2.0 Job-Trait Compatibility added for LV, LV AT, LV Expansion, and SSX Traits Please report any problems. This is a significant change. 2.1.1 LV Expansion: Fix LV Expansion Conflict with LV 0.6.5 Makes LV Expansion Jobs scale with LV modifiers Change Healthy Milk Tradition to boost Sexologist Change Rich Calcium Tradition to boost Gem Incubators Changed traits to allow for gene modding in Stellaris 3.2 LV: Cheat trait is not removed on game start so it can be used later in gene modding. LV Tweaks: Spoiler 1.0.1 Tiniest change to LVAD traits 1.0.0 Reworks the way the output of Sexologists and Gem Incubators is determined Uses the empire policy setting by default Adds a planetary decision to change the output type for that planet Will override the empire policy choice By default all LV and LV Submod decisions are hidden. They can be revealed by using a decision and then hidden the same way. This helps a lot to reduce clutter in the planetary decision window. Changes the requirements for some civics and ascension perks to make them a bit more accessible. Makes certain traits cheaper and others available to be selected at game start for better roleplay potential. Credits: Thank you to all these modders for their contributions. Buttson117: for Sexopolis and the assets needed for the Alderson disk. Ascens: For providing me the icons for my bombshell and stud trait. TYVM. Gigastructure Contributors: I had to refer to a lot of their code to figure out how things work. Also the image for the origin is the same that Gigastrure uses. Side note: If anyone finds a more fitting picture I'd like to include it. Lithia: As always for their work on Lustful Void. Submitter SohCahToa Submitted 11/15/2021 Category Stellaris Requires Lustful Void; Gigastructural Engineering & More Edited October 7, 2022 by SohCahToa 5
Ascens Posted November 16, 2021 Posted November 16, 2021 There is some problems with the origin Ecu texture on outer layers of the disc is missing (it is just black) No buildings huh? You should atleast manually add planetary administration if using remove_all_buildings Anyway I m here since you used my pic from traits, naturally that is fine, but you better grab some better looking one (same figure, but designed as trait, i can make it paradox trait looking or lv trait looking it is just that i thought to go with my own design in lvad) Would make sense to make unique researching jobs for salderson since you went through all the trouble of making a patch (also I m pretty sure separate compatibility patch would grab alot of attention on its own) traitdds.dds
SohCahToa Posted November 17, 2021 Author Posted November 17, 2021 18 hours ago, Ascens said: There is some problems with the origin Ecu texture on outer layers of the disc is missing (it is just black) No buildings huh? You should atleast manually add planetary administration if using remove_all_buildings Anyway I m here since you used my pic from traits, naturally that is fine, but you better grab some better looking one (same figure, but designed as trait, i can make it paradox trait looking or lv trait looking it is just that i thought to go with my own design in lvad) Would make sense to make unique researching jobs for salderson since you went through all the trouble of making a patch (also I m pretty sure separate compatibility patch would grab alot of attention on its own) traitdds.dds 16.13 kB · 1 download Thanks so much for the comment. I think at some point I'm going to separate the Alderson disk stuff from my other tweaks. That probably makes more sense. As the dependencies build up I realize it's a bit overwhelming for some people. Plus three traits for the origin is probably a bit much. I might just remove them all. That's just how I wanted it for my playthrough. "Ecu texture on outer layers of the disc is missing (it is just black)" I'm not sure I know what you mean with this. It was looking correctly to me at first glace. I'll take another look to make sure. "No buildings huh? You should atleast manually add planetary administration if using remove_all_buildings" I already fixed the planetary capital on my local copy. Didn't have time to upload it yet. I might add an administrative office because admin cap goes over limit on game start (I increased the default pops). I'll probably also put the other buildings back just so that they're their if you want them. On the other hand, I removed them all because I found I didn't need them anyway. Research lab is kind of pointless with the sexologist jobs (you also start with a sexologist district now). I always disable the commercial zone in every playthough anyway (clerks sucks imo). It's even more unnecessary with the red list district. I guess you could get a temple if you're spiritualist but you already get so much unity from sex jobs. "Would make sense to make unique researching jobs for salderson" Yeah I think I might do this. Also the old sexopolis had alloys jobs but I removed them because I think that's too op. I think getting alloys and minerals should be part of the challenge but I might use the planet modifier to give a modest boost at the start of the game so you can't compete at all in fleet. Thank you for the trait. I noticed it looked a little off but I have absolutely no idea about how to fix it so I just left it as is. I appreciate the download.
SlowbroBro Posted November 17, 2021 Posted November 17, 2021 (edited) Latest version seems to remove all sex jobs from all buildings. EDIT: Previous versions too, not sure what conflict could be considering I load this last, but disabling it fixes the issue of no jobs from buildings. Edited November 17, 2021 by SlowbroBro
SohCahToa Posted November 17, 2021 Author Posted November 17, 2021 (edited) 4 hours ago, SlowbroBro said: Latest version seems to remove all sex jobs from all buildings. EDIT: Previous versions too, not sure what conflict could be considering I load this last, but disabling it fixes the issue of no jobs from buildings. Crap, thanks for the heads up. I have been using the districts so I never noticed that the buildings might be broken. I'll look into this asap. EDIT: Should now be fixed Edited November 17, 2021 by SohCahToa
Rem5 Posted November 18, 2021 Posted November 18, 2021 The Alderson Sexopilis doesn't work correctly for me. Only the residential hypersegment seems to work how it should. Milking, red light and sexology hypersegments won't create jobs and only drain upkeep.
SohCahToa Posted November 19, 2021 Author Posted November 19, 2021 (edited) 12 hours ago, Rem5 said: The Alderson Sexopilis doesn't work correctly for me. Only the residential hypersegment seems to work how it should. Milking, red light and sexology hypersegments won't create jobs and only drain upkeep. What version did you download? I think I fixed this already. It's working for me. Can you try reinstalling the newest version and let me know if it's still broken. Edited November 19, 2021 by SohCahToa
Rem5 Posted November 19, 2021 Posted November 19, 2021 9 hours ago, SohCahToa said: What version did you download? I think I fixed this already. It's working for me. Can you try reinstalling the newest version and let me know if it's still broken. That's the first thing I checked. I reinstalled it again now and it still doesn't word. I also looked at the original sexopolis mod to look what he did different. triggered_planet_modifier = { modifier = { job_lv_milk_cow_add = @alderson_auto_jobs_ecu after I removed the @alderson_auto_jobs_ecu and replaced it with a number, like in the original mod, it started working.
SohCahToa Posted November 19, 2021 Author Posted November 19, 2021 5 hours ago, Rem5 said: That's the first thing I checked. I reinstalled it again now and it still doesn't word. I also looked at the original sexopolis mod to look what he did different. triggered_planet_modifier = { modifier = { job_lv_milk_cow_add = @alderson_auto_jobs_ecu after I removed the @alderson_auto_jobs_ecu and replaced it with a number, like in the original mod, it started working. @alderson_auto_jobs_ecu comes from Gigastructures. You have the base Gigastructures installed right? If not then that's why. Otherwise I'll have to do some digging. Glad you got it working though.
ZillaToast Posted December 2, 2021 Posted December 2, 2021 Will you also add Planetary Diversity patch to this? I think either 'Lustful Void Additional Things' is causing habitability issues or Lustful Void's newest update is. Either way, I'm unable to use Planetary Diversity (Mods that affect species habitability beyond just traits mess with it, causing all planets to be 30% or lower habit) and I'm sure lots of people here use it too.
SohCahToa Posted December 2, 2021 Author Posted December 2, 2021 2 hours ago, ZillaToast said: Will you also add Planetary Diversity patch to this? I think either 'Lustful Void Additional Things' is causing habitability issues or Lustful Void's newest update is. Either way, I'm unable to use Planetary Diversity (Mods that affect species habitability beyond just traits mess with it, causing all planets to be 30% or lower habit) and I'm sure lots of people here use it too. Yeah I can look into that. I've already made a lot of changes to this mod on my end. I'm just waiting for LV to update before I release anything.
Fumeknight79 Posted December 4, 2021 Posted December 4, 2021 So is this mod still viable since kinky void is in the pit in terms of recency? Last time it got an update was back in May, and 3.2, from what I've seen, is legendary in terms of breaking mods with jobs and such.
Railgunner2160 Posted December 6, 2021 Posted December 6, 2021 On 12/4/2021 at 1:17 AM, Fumeknight79 said: So is this mod still viable since kinky void is in the pit in terms of recency? Last time it got an update was back in May, and 3.2, from what I've seen, is legendary in terms of breaking mods with jobs and such. From my understanding and having used both KV and LV Extras it seems that LV Extras seems to patch KV to be functional. Whether it's balanced or not is uncertain.
SohCahToa Posted December 6, 2021 Author Posted December 6, 2021 On 12/4/2021 at 12:17 AM, Fumeknight79 said: So is this mod still viable since kinky void is in the pit in terms of recency? Last time it got an update was back in May, and 3.2, from what I've seen, is legendary in terms of breaking mods with jobs and such. 14 hours ago, Railgunner2160 said: From my understanding and having used both KV and LV Extras it seems that LV Extras seems to patch KV to be functional. Whether it's balanced or not is uncertain. Yup this is correct. I fixed the issues that I found in Kinky Void in LV Extras for 3.1. However nothing is updated to 3.2 yet. I'm still waiting for Lustful Void to get an update before I commit to any changes.
Lewaugh Posted December 6, 2021 Posted December 6, 2021 Having some problems with the sex alderson; there's no option to terraform into one, as far as I can tell. I didn't have the option when I first made it either. Gaia, Computing and Ecumenopolis options are all still there and terraformable. I tried running it with just the required mods (Giga, LV, LV AT, LV Ex, SSX, KV and this mod) and with/without UI Overhaul to no avail. Am I missing something obvious?
Railgunner2160 Posted December 7, 2021 Posted December 7, 2021 16 hours ago, Lewaugh said: Having some problems with the sex alderson; there's no option to terraform into one, as far as I can tell. I didn't have the option when I first made it either. Gaia, Computing and Ecumenopolis options are all still there and terraformable. I tried running it with just the required mods (Giga, LV, LV AT, LV Ex, SSX, KV and this mod) and with/without UI Overhaul to no avail. Am I missing something obvious? Could be a load order issue, or you didn't take the Sexual Mega-Projects Ascension Perk which acts as the gateway to the sexual version of the mega and giga projects.
SohCahToa Posted December 7, 2021 Author Posted December 7, 2021 21 hours ago, Lewaugh said: Having some problems with the sex alderson; there's no option to terraform into one, as far as I can tell. I didn't have the option when I first made it either. Gaia, Computing and Ecumenopolis options are all still there and terraformable. I tried running it with just the required mods (Giga, LV, LV AT, LV Ex, SSX, KV and this mod) and with/without UI Overhaul to no avail. Am I missing something obvious? 5 hours ago, Railgunner2160 said: Could be a load order issue, or you didn't take the Sexual Mega-Projects Ascension Perk which acts as the gateway to the sexual version of the mega and giga projects. Actually there's a good chance I might have overlooked that functionality since I have been always creating the disk from scratch rather than terraforming. I'll check and make sure it's working for the upcoming update.
SohCahToa Posted December 10, 2021 Author Posted December 10, 2021 (edited) Updated to Stellaris 3.2, Gigastructure 3.18.2, LV Additional Things 1.1c, and LV Expansion 1.3.2. Quite a lot is new. Check the changelog. EDIT: Important hotfix uploaded. Please reinstall. Edited December 10, 2021 by SohCahToa
Zorlond Posted December 10, 2021 Posted December 10, 2021 Your Patches *.mod file has a too-long path in it. Should trim it down to: path="mod/LV Patches" 1
SohCahToa Posted December 11, 2021 Author Posted December 11, 2021 36 minutes ago, Zorlond said: Your Patches *.mod file has a too-long path in it. Should trim it down to: path="mod/LV Patches" Thanks for letting me know. I think Irony must have messed with it because it was correct before I uploaded the hotfix. I noticed the version number got rolled back also. So strange. Anyway I uploaded one that's fixed.
DeadHessian Posted December 11, 2021 Posted December 11, 2021 i dont get what im doing wrong, have LV, LV Additional Things, LV Expansion, Gigastructures and some of those portrait and text mods. then i add your LV Extras mod and patches. all promised stuff about traits and origins is there, but when i start game all the sexjobs are gone. the buildings are there but my people are unemployed, no cow job and so on. i tried a lot allready and somehow i had it all runing with some form of earlier version but now i cant get it to run. somehow need better explanation which mod/order should work....
SohCahToa Posted December 11, 2021 Author Posted December 11, 2021 10 hours ago, DeadHessian said: i dont get what im doing wrong, have LV, LV Additional Things, LV Expansion, Gigastructures and some of those portrait and text mods. then i add your LV Extras mod and patches. all promised stuff about traits and origins is there, but when i start game all the sexjobs are gone. the buildings are there but my people are unemployed, no cow job and so on. i tried a lot allready and somehow i had it all runing with some form of earlier version but now i cant get it to run. somehow need better explanation which mod/order should work.... I'm really sorry to put you through that trouble. I know how frustrating it is when you cant figure out why it won't work. But I think I figured out the problem. Would you please try moving Gigastructures to the top of your load order. I triple checked using this load order and everything seems to be working as intended. Spoiler Giga LV KV SSX traits LV Expansion LV AT LV Extra LV Patches UI OD
DeadHessian Posted December 12, 2021 Posted December 12, 2021 (edited) Ok, i deleted the folder with your mod and re-downloaded the newest version, seems to work now.... Right, as far as i tried yet, evrything i wanted works just fine now. thanks a lot for the help and the effort of creating this in the first place. Edited December 12, 2021 by DeadHessian 1
MstrN Posted December 13, 2021 Posted December 13, 2021 (edited) It's neat to have someone persistent handle patching all of the glory! Although when I got bothered by pleasure megas having normal researcher jobs and made a small patch myself, I've decided to keep sexologist pop job mostly contained to civic, mostly because I liked the idea and didn't want to de-valuate it with megas. It looks like this in ringworld district code, for example: Spoiler triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes NOT = { has_civic = civic_kv_sexologist } } } modifier = { job_researcher_add = 9 job_kv_sexologist_add = 3 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes has_civic = civic_kv_sexologist } } modifier = { job_kv_sexologist_add = 12 } } I also went far enough to add milking tradition buff to sexologists and sexbot-per-pop to sexbot city, but not far enough to find out why neither was picking up related lines in localisation files. Edited December 13, 2021 by MstrN
SohCahToa Posted December 14, 2021 Author Posted December 14, 2021 On 12/12/2021 at 11:06 PM, MstrN said: It's neat to have someone persistent handle patching all of the glory! Although when I got bothered by pleasure megas having normal researcher jobs and made a small patch myself, I've decided to keep sexologist pop job mostly contained to civic, mostly because I liked the idea and didn't want to de-valuate it with megas. It looks like this in ringworld district code, for example: Reveal hidden contents triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes NOT = { has_civic = civic_kv_sexologist } } } modifier = { job_researcher_add = 9 job_kv_sexologist_add = 3 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes has_civic = civic_kv_sexologist } } modifier = { job_kv_sexologist_add = 12 } } I also went far enough to add milking tradition buff to sexologists and sexbot-per-pop to sexbot city, but not far enough to find out why neither was picking up related lines in localisation files. It seems like maybe you're not using LV Patches. LV Patches will change all megastructures to use sexologists (however you do not need the civic in my version). It adds the milking buff to sexologists too. I didn't change the sexbot city though. That seems like a few feature rather than a patch.
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