Jump to content

Recommended Posts

Posted
3 hours ago, mango_action said:

 

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)

 

  Reveal hidden contents

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.

 

I see. The game crash wasn't repeatable either after updating to the most recent version.
I did still get the occasional crash when loading a save game with this mod enabled but it seems to be resolved by restarting the game. I am still experiencing occasional weirdness, like an AI not wanting my empire as Lupanarius Subject because the 'don't like the subject type' even though they literally have the domineering oversight origin and the appropriate civic. 

Also: Why not post a link to a tip jar or something?

Posted (edited)

What line do I have to edit to allow for more lupanarius subjects/vassals? Pretty sure I found it in an old update of the mod but I'm not sure how to do it now

 

Edit: Think I found it but I'm not sure if it'll break something later on in this save. If anybody goes looking for how to do it, I went to the mld_specialist_perks txt file and edited the master overlord limit, was the first set of numbers I ran into in the text file so it shouldn't be hard to find. Got to get at least one lupanarius subject first tho to get the corresponding ascension perk.

Edited by samhango55
Managed to answer my own question, hopefully it doesn't break anything.
Posted

Question! in the features list under "9 New Edicts," it says something about a "Chastity Angels Origin," but I dont see that when starting a new empire, am i missing something, or am i just mis-reading that

Posted (edited)

Hello Everyone,

 

Another bug That is still there after the update I don't see reported yet is a lag that come at every day.

you cannot fast forward or play without constant stuttering due to the mod.

 

I have isolated Mango Lewd as the culprit and I wonder if someone have the same issue and if there is a workaround for that ?

 

this issue is always there whatever I play with only this mods or with LV and this only.

Edited by JudgeDredd59
more details
Posted

Congratulations on driving 'em wild for 3 years! It's impressive you've kept up steam for this project for that long and still have the drive to make more. I hope you your days many and your woes few.

Posted

The lupnaris wargoal is still buged. When a lupnaris subject uses the CB to attack an independent nation in order to turn them in to a vassal for their overlord and wins, their own vassal contract turns in to a basick vassal or subsidiray if corpo overlord.

Posted (edited)

Bug:
When playing as a machine empire, the Aesthetic Entertainers Civic gives Exotic Dancer Jobs instead of sensory drones as intended

 

edit:

to pe precise, i think this is intended behavior, but the principal sensory drone scaling gets roughed up and the slave pops don't work in the exotic dancers jobs

Edited by Platinphoenixx
Posted

Is there a way to remove bio-mechanically locked trait as non chasity empire? so if you conqured species that alredy locked themselves, you can reverse it.

Posted

I'm pretty new to modding, but is this mod not compatible with Lustful Void? I've noticed I keep getting these errors that brick my saves and they only show up if I have MLD installed. I know most of them say lv_species_traits... but its only a problem when mld is installed. Also I noticed that in my saves I can't make anyone a lupanarius vassal, but I can still interact with everything else the mld mod adds. So I'm kind of confused.ErrorLog.JPG.98f56010d9c547180caffdaa630c3b90.JPGErrorLog2.JPG.35d0f5571f1dc27b07eb39646ff300b9.JPG

Posted

Hello!

 

So, your mod is not compatible with calcifire citizen sex rights (or something like that the name). Both mods add the same jobs and slavery types... but with different names. :(

I tried to fix it by making your mod accept calcifire's values, only to also find out you are using some outdated triggers on the jobs, so they don't work either. I couldn't find how to fix it. The issue is:

 

" [12:21:29][persistent.cpp:43]: Error: "Unexpected token: triggered_pop_modifier " in your files with slavery jobs. Thus it breaks the Doxy councilor, since the jobs he boosts never work.

Posted (edited)

I am currently a Lupanarius subject, and my overlord has the situation for the tribute, not sure how it happened, but i'll see how it goes and report back.

 

Update: nothing happened when it finished, but i got it working again by becoming a normal vassal and then a Lupanarius again

Edited by Shad0wC00kie
Posted

Chastity trait is ultra broken.

 

First: the debuff cap doesn't work. In mld_script_values you apply the "min" operation before subtracting, so it does nothing. You have to subtract first and use "min" at the end.

 

Second: debuffs for LV jobs go way into the negatives, leading to such fun stuff as AIs burning all their research with sexologists. I tried overriding LV's "can_fill_X_job" checks so it doesn't even assign them in the first place, but it didn't work due to what I assume is the same vanilla bug as the one that broke slavery. But maybe I'm just missing something *shrug*

Posted
On 8/28/2025 at 4:10 PM, NightRavenbr said:

Moment the game start empty events spams the game. Its fucks up other events too I think. I look into other comments but couldnt find working solution . Pls help.

this is a stellaris bug, not related to the mod. i fixed it by disabling all mods, wholly uninstalling the game, reinstalling it through steam. some people say you only need to delete the events text file in the game folder, but that doesn't always work

Posted
On 9/15/2025 at 8:27 AM, Npi9 said:

anyone know what could be causing pops to not work exotic dancer jobs?

I found that the obedient breeders civic causes them to not work many jobs added by this mod. dancer jobs included. If you have that civic try removing it.

Posted
On 9/12/2025 at 1:32 PM, cavaleirojustica said:

Hello!

 

So, your mod is not compatible with calcifire citizen sex rights (or something like that the name). Both mods add the same jobs and slavery types... but with different names. :(

I tried to fix it by making your mod accept calcifire's values, only to also find out you are using some outdated triggers on the jobs, so they don't work either. I couldn't find how to fix it. The issue is:

 

" [12:21:29][persistent.cpp:43]: Error: "Unexpected token: triggered_pop_modifier " in your files with slavery jobs. Thus it breaks the Doxy councilor, since the jobs he boosts never work.

It seems to be somewhat working for me. The only thing that has me scratching my head is that I just get the info of what happens if something happens like +pop growth but no flavor text and it is worded weirdly. Think it has something todo with the localisation, but I am probably wrong... though i do remember having had the same problem in a mod I tried to make in ck3 localisation wasn't inside the header "l_english:"

 

I get like "civics_blablabla_this "no explaination and no idea what it does. After further digging it seems like in the 1.3.2 version there is no description at all for a whole host of things - so I am guessing, we are meant to run all his mods in tandem with on another? Maybe?

 

 

Posted
On 8/12/2025 at 1:40 PM, Crazy sam10 said:

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.


Just wanted to say thanks for this solution. I've been scratching my head trying to figure out why the Lupanarius vassal option wouldn't show up. What do you think is the game play intention of the default values of 0.5 and 0.4? Feels like I was being punished for getting tech too quickly.

Posted (edited)

Found a bug where when a empire would die it would cause the game to hang and crash. Not entirely sure if what I am saying is correct or not but the empire would die on 2350, 03, 01 then the game would crash the next month, so 2350, 04, 01. I think the empire died to a rebellion on itself because it was only 1 planet big with very little pops. 

[17:42:21][effect_impl.cpp:22234]: [2350.4.1] Log effect, file: events/unrest_events.txt line: 1481. AI Twax'Ihdaran Allied Planet-States suffered a rebellion on Guldrogg in 2350

[17:42:21][effect_impl_pop.cpp:751]: transfer_pop_amount: the amount of pops to transfer should be more than 0 (got 0) at common/scripted_effects/00_scripted_effects.txt:8497 @ scripted effect resettle_pop_group at file: events/mld_pop_tribute_events.txt line: 526

This is the code at line 526. 
```

resettle_pop_group = {

   POP_GROUP = this

   PLANET = event_target:recieving_tribute_planet

   PERCENTAGE = 0.1

}
```
I am assuming there is a rounding error somewhere here that is causing the pops to equate to 0, thus throwing an error and causing the game to crash. Knowing this I change the code to this 

```

resettle_pop_group = {

   POP_GROUP = this

   PLANET = event_target:recieving_tribute_planet

   PERCENTAGE = 1

}
```
This worked in preventing the game from crashing but the problem is I don't know what effects this may have on other parts of the game. Plus I don't know the syntax that Stellaris uses. A better fix would be to just check for a zero but I don't know how to do that. 

Edit: I know the logs say the empire died on the 4th month but I use the console + observe to see it really died a month prior but it took longer to log it for some reason? Idk. When I ran the save with out MLD the empire would die on the 3rd month plus there would be a pop up saying it died but with MLD installed I don't get a pop up so yeah. 

Here is a better version apparently but I am not able to test it because my above change fixed the issue and auto saved which has caused me to no longer have a save where I can test the bug. 

```
resettle_pop_group = {
    POP_GROUP = this
    PLANET = event_target:recieving_tribute_planet
    PERCENTAGE = 0.1
    min_amount = 1
}
```

Fun fact: Did you know Stellaris uses its own custom langue called Paradox Clausewitz scripting language! How great!

 

Edited by fgdfg2asdas
More info
Posted

Anyone having an issue were AI overlords will build a second overlord holding and upon its completion it just doesn't appear in menu? The AI will then try to build the holding again and again without end. I haven't tested if this also affects the player.

Posted
On 9/30/2025 at 9:20 PM, fgdfg2asdas said:


Just wanted to say thanks for this solution. I've been scratching my head trying to figure out why the Lupanarius vassal option wouldn't show up. What do you think is the game play intention of the default values of 0.5 and 0.4? Feels like I was being punished for getting tech too quickly.

Maybe vanilla has slower tech prog and it's not as easy to eclipse other empires, it's been a while since I touched unmodded Stellaris. Either way most of the time when you have a protectorate they never catch up to you anyway.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...