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Posted

hello everyone, im having problems with the mod, when I use lewd diplomacy I have one of the two problems: the game either crashes completely or when I start a campaign there's an event spam, the event has nothing in it, just the event window and a single blank option, although the event bug might be from another mod

Posted
1 minute ago, JPLS said:

hello everyone, im having problems with the mod, when I use lewd diplomacy I have one of the two problems: the game either crashes completely or when I start a campaign there's an event spam, the event has nothing in it, just the event window and a single blank option, although the event bug might be from another mod

I just tested it, when using LD below lusful void in the playset it crashes, when using it above it launches bu faces the event bug

Posted (edited)
On 7/9/2025 at 2:52 PM, Felx4321 said:

So curently the Lupanarius vassel type seems to be broken for me, as in it is not an available subject type even if using the dominant origin and cause to make my subjects Lupanarius they just end up as regular vessels (I tested it with a game with only this mod to make sure it was mod a mod conflict problem).

I'm also having this issue. I thought the problem was because you needed to get/finish the "Seduction" tradition tree to get the +1 limit, but I still can't select it as an option.

 

Update: I think the issue was some jank with a protectorate mod I had since a new game showed all the vassals as intended. Also, weirdly, I could select Lupanarius as a vassal type while my vassal was in the middle of converting to another type, but not while it was a simple vassal or a specilised vassal.

 

Update 2: Wasn't a mod conflict as I thought it was just I had to alter one of the files to match up the edits I'd made with my other mod since one was affecting base game and this one only affects LD. Anyway figured I'd share for anyone else that hates Protectorates because they're good at tech rushing when the AI isn't. If you go to MLD\Common\agreement_presets and open "mld_preset" you can edit "@protectorate_tech_threshold" and "@protectorate_tech_switch" from 0.5 and 0.4 to somthing smaller; in my case 0.05 and 0.04 respectively. This should stop a lot of nations falling in to protectorate range and allow you to assign vassals specilisations without having to worry about tech differences. Do note this will only affect the MLD vassals, if you want to include the base game vassals you'd need a mod that alters "00_agreement_presets" in the base game files.

Edited by Crazy sam10
Updating
Posted

all the galactic aide tribute time resolutions say that you only give 1 pop
also, if possible it might be interesting to put the galactic aide in breach of galactic law when having certain ships while demilitarized, banning titans, clossi and juggernauts when partially demilitarized and adding battleships and cruisers when fully or something along those lines

image.png

Posted (edited)

Hello! Really enjoying the mod, keep up the great work. I was wondering if there are any tangible consequences to blue-balling your Overlord beyond what is immediately apparent. It might be neat to have some kind of event where the overlord humiliates your leader or brainwashes one of your planets in retaliation. I have no idea how easy or hard anything would be to code so take it with a grain of salt.

Edited by SOSMarche
Elaborating on a thought.
Posted

What does Vassals Expanded do? When I look at the mod on steam, and the game without it, nothing seems different. If nothing is different, then what does the addon to MLD do?

Posted

Dumb question but: Which mod has the portrait that is on the Mod thumbnail? I only have this mod, and the necessary ones to run it and nothing else.

Posted

@TheZabiok Not up-to-date, but it was SE / SE Restyled / SE Restyled Plus Plus.


A question of my own: trying the sub gameplay for the first time, and i have a fracking hard time to find someone willing to accept my demand of subjugation even with the fleet difference "overwhelming", am I missing something obvious to tempt them ?
(i'm literally just playing with a handicap for the last 80 years)
 

Posted (edited)

I noticed the bio-mechanically locked trait says: "Job Efficiency: +175% (-25% per 500 local colony pops)". Does this mean that having, say, 5000 pops on a single planet gives a -250% job efficiency modifier? The same goes for most of modifiers regarding the bio-mechanically locked trait, as well as the modesty tradition tree. I feel like I'm reading this wrong, because that seems like more of a punishment than a benefit, as it doesn't take long to get a few thousand pops on a single planet, not to mention the starting planet has 4k-ish pops.

Edited by Anom64
Posted

I want to mod the Compliant trait, that i believe is added by  Obedient Breeders civic. from This Mod, by a little bit. But i cant seem to find it in the traits folder. Can anyone point me to the location please?

Posted
18 hours ago, vempare said:

I want to mod the Compliant trait, that i believe is added by  Obedient Breeders civic. from This Mod, by a little bit. But i cant seem to find it in the traits folder. Can anyone point me to the location please?

found it, Its trait_domesticated, description changes the name to Compliant 

Posted
On 8/20/2025 at 1:09 AM, TheZabiok said:

Dumb question but: Which mod has the portrait that is on the Mod thumbnail? I only have this mod, and the necessary ones to run it and nothing else.


Correction, apparently SE Restyled / SE Plus Plus is up-to-date, if you ever happen to catch the instructions needed for it to work

Posted
On 8/18/2025 at 4:56 AM, NSFWmon said:

What does Vassals Expanded do? When I look at the mod on steam, and the game without it, nothing seems different. If nothing is different, then what does the addon to MLD do?

What do you mean? Why not read the description on the mod page?

Posted
15 hours ago, Platinphoenixx said:

I am getting some script errors from "events/mld_civic_events.txt", a ton actually. See attached file.error.log

error.log 20.56 MB · 4 downloads

 

After having looked at the MLD related errors, most of them are non-critical and can be safely ignored. Most errors are just referencing incorrect scoping paths for multiple events in the civics file. (If you want some more technical info read below)

 

Spoiler

For example: The 'lupa_civic.6' and 'lupa_civic.7' events both manage which planets get the Wishful Lust modifier for the Cosmophile civics. Both are scoped as planet events, yet are called on a country scope in the 'mld_on_actions' file via the 'on_post_government_changed' on action. I previously did this as I thought it would've been more efficient for these events to only ever have to fire on a planet that meets the requirements of these events rather than checking against every single planet in an empire.

 

At least from all my in game testing, all the civic related events seem to be functioning and/or popping up in game correctly. For now I don't think these errors are game breaking, but I’ll most likely go back and polish up most of the events in this mod down the line anyway.

Posted
On 8/20/2025 at 5:11 AM, Anom64 said:

I noticed the bio-mechanically locked trait says: "Job Efficiency: +175% (-25% per 500 local colony pops)". Does this mean that having, say, 5000 pops on a single planet gives a -250% job efficiency modifier? The same goes for most of modifiers regarding the bio-mechanically locked trait, as well as the modesty tradition tree. I feel like I'm reading this wrong, because that seems like more of a punishment than a benefit, as it doesn't take long to get a few thousand pops on a single planet, not to mention the starting planet has 4k-ish pops.

 

So the bio-metallically locked trait works very similarly to the virtual trait from the base game and is supposed to be a reverse version of that trait but for bio empires.

 

Just like the virtual trait, the bio-metallically locked trait has its potential negative effects capped at -75%, meaning that you're entire empire won't collapse because of this trait. I purposely designed the trait to be quite challenging (especially for experienced players) as it encourages a wide playstyle where you want lots of REALLY thin planets as opposed to a few tall ones. In case you're confused, the pop numbers for this trait are as follows:

 

Happiness:

- Reaches 0% at 2.5K pops

- Reaches -75% at 10K pops

 

Pop Upkeep:

- Reaches 0% at 2.5K pops

- Reaches -75% at 5K pops

 

Job Efficiency:

- Reaches 0% at 3.5K pops

- Reaches -75% at 5K pops

 

To be fair it was previously explained quite poorly so I don't blame you for being slightly confused. In the most recent patch I've updated the trait tooltip to mention the negative effect cap so hopefully it's more clear to everyone (I'll probably also update the wiki with this info now I'm thinking about it). Once the game's more stable though I might revisit the balance of this trait. 

 

Posted
On 8/20/2025 at 2:42 AM, Alploochra said:

@TheZabiok Not up-to-date, but it was SE / SE Restyled / SE Restyled Plus Plus.


A question of my own: trying the sub gameplay for the first time, and i have a fracking hard time to find someone willing to accept my demand of subjugation even with the fleet difference "overwhelming", am I missing something obvious to tempt them ?
(i'm literally just playing with a handicap for the last 80 years)
 

 

If only the galaxy would listen to what we have to offer 😪

 

Jokes aside, this is a common thing that's especially prevalent in 4.0 with the new "AI" not being too keen on accepting subjugation contracts/requests.

 

I've already got a few ideas for introducing a future mechanic that allows for Obedient empires to ask/beg other empires to be their subject (with a percentage based chance on succeeding given your relationship with the empire you're begging). I'll have to see though, since adding new diplo actions is hardcoded and impossible to add normally so doing something like this would require a great workaround.

 

For now you can always use the Imperial Theifdom origin to guarantee being a subject and not having to handicap your economy too much.

Posted
On 8/20/2025 at 12:09 AM, TheZabiok said:

Dumb question but: Which mod has the portrait that is on the Mod thumbnail? I only have this mod, and the necessary ones to run it and nothing else.

 

SE Humans 2! There's a non-lewd version on steam or a lewd version right here on LL: 

(Not a dumb question at all!)

Posted
On 8/18/2025 at 3:56 AM, NSFWmon said:

What does Vassals Expanded do? When I look at the mod on steam, and the game without it, nothing seems different. If nothing is different, then what does the addon to MLD do?

 

As mentioned in the compatibility section of the mod page, it just adds functionality between Vassals Expanded and MLD.

 

Basically all the MLD presets are able to use the new negotiation terms introduced with VE and even start with different terms if you have that patch enabled (Such as the Lupanarius preset providing a 15% consumer goods and 30% food tribute ONLY with the VE patch). Plus it restricts certain agreement terms from VE for all MLD presets. The patch isn't really too flashy but it's meant more for a smoother gameplay experience between both mods.

 

The patch also allows both mods to work simultaneously without breaking the game, since MLD and VE both overwrite the vanilla '00_agreement_terms' file so a compatibility patch is necessary.

Posted
On 8/17/2025 at 4:18 PM, SOSMarche said:

Hello! Really enjoying the mod, keep up the great work. I was wondering if there are any tangible consequences to blue-balling your Overlord beyond what is immediately apparent. It might be neat to have some kind of event where the overlord humiliates your leader or brainwashes one of your planets in retaliation. I have no idea how easy or hard anything would be to code so take it with a grain of salt.

 

Thanks for the kind words, really means a lot! :D

 

Currently most diplomatic events don't have any drastic/long-term consequences upon completion unfortunately. This really isn't a development issue since creating these events is relatively simple, but is more a time issue as it is a HUGE time investment to plan, create and then document all events within MLD. (Especially all by myself)

 

I’ve definitely got plans though to add more events and expand some event chains once stellaris is in a more stable state. 

 

(P.S Nice event idea btw, could be interesting for the mind control centre building...)

Posted
On 8/15/2025 at 10:17 AM, Shad0wC00kie said:

all the galactic aide tribute time resolutions say that you only give 1 pop
also, if possible it might be interesting to put the galactic aide in breach of galactic law when having certain ships while demilitarized, banning titans, clossi and juggernauts when partially demilitarized and adding battleships and cruisers when fully or something along those lines

image.png

 

Fixed in the latest patch! Still though, woops 😅

 

I agree, it'd probably be more engaging than what the resolutions does currently. I'll probably take a look at something similar to that in the future once the AI improves (and don't suck at Galcom voting). The devs have previously mentioned a fleet/ship rework sometime after 4.1 though so there's also that to consider too.

 

Posted
On 8/9/2025 at 6:07 PM, tim8867 said:

Hello everyone, is this mod compatible with Lustful Void and Citizen's Sex Rights? Thanks

 

Yes and Yes!

 

MLD actually has special Mod Integration support with Lustful Void, meaning that content in MLD interacts directly with LV. (For example the "Sextoy Industry" civic gives you a special modifier only if you have LV installed)

 

Citizen's Sex Rights is also compatible with MLD but currently doesn't have any direct interactions with this mod (at least for now ;))

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