Gsus30 Posted September 4, 2022 Posted September 4, 2022 Sorry if unrelated, but are those portrait in the pictures presented part of this mod? If not, which mod changes them? Looking for the mod that changes the appearance of human females depending on their jobs
b00tyblues Posted September 4, 2022 Posted September 4, 2022 (edited) 6 hours ago, Gsus30 said: Sorry if unrelated, but are those portrait in the pictures presented part of this mod? If not, which mod changes them? Looking for the mod that changes the appearance of human females depending on their jobs No, those are one of the SE Human mods on steam. I'm not sure which one, cause there's a few and they're not all updated for the latest patch Edited September 4, 2022 by b00tyblues
aarlin Posted September 10, 2022 Posted September 10, 2022 Great mod but it seams like the LV patch doesn't work at least not for me, when i load it the civics and origins don't have any modifiers but when i start the game without the patch it works perfectly fine.
Alamandir Posted September 11, 2022 Posted September 11, 2022 There appears to be an issue when running this mod in combination with pretty much any other mod (most prominently in combination with LV) that causes your pops to pretty much get stuck as rulers/specialists(seemed to vary where they got stuck) meaning you have no workers, but upwards of 20 unemployed pops. This seems related to the Obedient Breeder/Compliance Enterprises civics(Tested both, seemingly same result). I could compile a more comprehensive list of mods tested later if need be.
Xadhoom Posted September 11, 2022 Posted September 11, 2022 8 hours ago, aarlin said: Great mod but it seams like the LV patch doesn't work at least not for me, when i load it the civics and origins don't have any modifiers but when i start the game without the patch it works perfectly fine. he made the patches wrong. rename the files in the patch (i just added LV in their names), and it should work. i have had no noticeable problem after doing so. the patch overrides original files as they have same name. with different names on files, it seem to just override where they have same name on traits etc.
Gsus30 Posted September 14, 2022 Posted September 14, 2022 On 9/11/2022 at 8:19 AM, Xadhoom said: he made the patches wrong. rename the files in the patch (i just added LV in their names), and it should work. i have had no noticeable problem after doing so. the patch overrides original files as they have same name. with different names on files, it seem to just override where they have same name on traits etc. Which patch are you refering to and where could I find it?
Moncoyoule42 Posted September 15, 2022 Posted September 15, 2022 Yeah there's definitely an issue with the LV patch, without it everything shows on the new species screen, but with it all the tooltips are gone. Something to do with the localization file, I'm sure
Hugster Posted September 16, 2022 Posted September 16, 2022 the pathch submods work fine for me and as for the localization issue I solved it by moving the localization files for the main mod, to the English subfolder. I don't know about the sexy xenon patch since I don't use that traitmod.
kikinak Posted September 16, 2022 Posted September 16, 2022 I'm personally having trouble getting the xeno patch to work. It crashes during galaxy generation when starting a new game, just like the original mod it's trying to implement. Even when I have just the base mod and the xeno patch, it crashes
Platinphoenixx Posted September 19, 2022 Posted September 19, 2022 So, can anyone that got the mod to not crash share the fixed file?
Blackicket Posted September 19, 2022 Posted September 19, 2022 Is there a plans to make subject type focused on prostitution instead of breeding? Like they get huge bonus to trade value from sexual jobs and relations with non-spiritualist empires , but huge penalty to pop growth and have to give you 75% of their trade value.
AgrioTheMoo Posted September 20, 2022 Posted September 20, 2022 (edited) On 9/19/2022 at 7:03 AM, Platinphoenixx said: So, can anyone that got the mod to not crash share the fixed file? I had it working for 3.4, but the new update has caused other problems. One of the files was missing an end bracket, and the striptease_culture_buildings.txt 's section has a line like "is upgradeable" or something needed to be deleted. Here's that, but it collides with the Toxoid stuff in 3.5 - missing Origin, traits, and civics MangoFor345.7z Edited September 21, 2022 by stegodyphus Attaching File
Platinphoenixx Posted September 22, 2022 Posted September 22, 2022 On 9/21/2022 at 1:56 AM, stegodyphus said: I had it working for 3.4, but the new update has caused other problems. One of the files was missing an end bracket, and the striptease_culture_buildings.txt 's section has a line like "is upgradeable" or something needed to be deleted. Here's that, but it collides with the Toxoid stuff in 3.5 - missing Origin, traits, and civics MangoFor345.7z 4.3 MB · 4 downloads Thanks! I'll stay on 3.4.5 a while anyways. 1
Xadhoom Posted September 27, 2022 Posted September 27, 2022 (edited) a request to the Author. Don't use/modify the original files from game. Just copy the passages you want changed to your own files. i looked trough some files, and there is some changes in latest patch that cause conflicts since they get overwritten with old data from previous patch included in this mod. so far i found a conflict about a relic. game_rules seem to have changed a lot and creates some conflicts. scrippted_triggers also had some issues, i done a lot of trimming, so i'm not sure what caused what. but a few problems i had till i trimmed all unchanged lines in duplicate files were: not being able to gene mod correctly habitat capitals, i could not upgrade at all Anyway, thanks for your efforts, i do like the mod. Edited September 27, 2022 by Xadhoom 1
klkadf Posted September 28, 2022 Posted September 28, 2022 伟大狐狸 and I made a simplified chinese translation for the mod PS: 翻译若有错误还请截图给我发私信,我会尽快修正 lupanarius_common_l_simp_chinese.yml lupanarius_events_l_simp_chinese.yml
schroecat Posted October 1, 2022 Posted October 1, 2022 On 9/28/2022 at 2:46 AM, Xadhoom said: a request to the Author. Don't use/modify the original files from game. Just copy the passages you want changed to your own files. This should always be the case, imo. Any time a mod alters a filename from the core game, it always breaks things. Always just overwrite with a new file, and build an integration patch if you are using several mods that are trying to overwrite the same thing.
Cassius93 Posted October 5, 2022 Posted October 5, 2022 (edited) I found that this mod blocks out the Toxoids Pack Origins. Any way to fix that? Edited October 5, 2022 by Cassius93
smannfrau Posted October 6, 2022 Posted October 6, 2022 On 10/5/2022 at 4:44 PM, Cassius93 said: I found that this mod blocks out the Toxoids Pack Origins. Any way to fix that? I made a dirty edit for myself. It mostly works, but I did not bother to fix all conflicts. Unzip the file into \Documents\Paradox Interactive\Stellaris\mod\lupanarius_project\common\ and let it overwrite existing files. This ↓ is the issue with with the mod. It overwrites few base game files, some for seemingly no reason. On 9/27/2022 at 6:46 PM, Xadhoom said: a request to the Author. Don't use/modify the original files from game. Just copy the passages you want changed to your own files. i looked trough some files, and there is some changes in latest patch that cause conflicts since they get overwritten with old data from previous patch included in this mod. so far i found a conflict about a relic. game_rules seem to have changed a lot and creates some conflicts. scrippted_triggers also had some issues, i done a lot of trimming, so i'm not sure what caused what. but a few problems i had till i trimmed all unchanged lines in duplicate files were: not being able to gene mod correctly habitat capitals, i could not upgrade at all Anyway, thanks for your efforts, i do like the mod. mangostoxoids.zip 1
Ozvelpoon Posted October 6, 2022 Posted October 6, 2022 I can confirm the issue of no toxoid content showing up with this mod active. Unfortunately the above edit does not work for me; still missing origins etc. after overwriting.
smannfrau Posted October 7, 2022 Posted October 7, 2022 13 hours ago, Ozvelpoon said: I can confirm the issue of no toxoid content showing up with this mod active. Unfortunately the above edit does not work for me; still missing origins etc. after overwriting. I'm sorry to hear that. If you use Irony Mod Manager, you can try and create a patch for yourself. Using its in-built conflict solver. You need to use the advanced mode. Depending on the size of your modlist, opening this might take some time. Eventually, you will be presented with a list of conflicts and overwrites. Generally, the 'Left Side' represents what is overwritten and the 'Right Side' shows what is getting loaded into the game. From here you can solve conflicts either manually by right clicking the right side and choosing 'Edit' or by right clicking a conflict on the 'Left Side' and copying over. To see where mods conflict with the base game, you need untick 'Ignore Game Conflicts' under 'Mod Filter'. For simplicities sake, start by looking for objects, where your modlist overwrites them with nothing. An example is common\scripted_triggers\ has_toxoids, which is overwritten by Mango's Lewd Diplomacy with nothing. That trigger is used to check if the user owns Toxoids, without it, the game assumes you don't. Once you resolved a conflict and the right side marked, with IronyModManager_YourProfileName is set up in a way you want, you need to click resolve to save that new object. It then gets saved in a new "mod", which Irony Mod Manager loads last. If you use the Stellaris launcher to load mods, you need to add it to your playset. I know this will get tedious and sometimes confusing, but short of me updating the mod itself, I'm afraid that's all the advice I can offer you.
Ozvelpoon Posted October 7, 2022 Posted October 7, 2022 Thank you for the detailed explanation. I have some experience with Irony in other games, but have not gone and learned it for Stellaris as of yet. Just to clarify the above patch only failed for me in the very simplistic drag and replace into the mods folder fashion, not the full Irony method.
Screws Posted October 17, 2022 Posted October 17, 2022 @mango_action What about a Cassus Belli to force another empire to take you as their vassal? For the subs that are a bit more forceful in wanting to be dommed lol.
megaera Posted November 1, 2022 Posted November 1, 2022 love this mod and its origins, but yeah, it's broken atm. Can't wait for an update
aerosmei1 Posted December 29, 2022 Posted December 29, 2022 BUG report: Because of the changes to tradition after 3.5, this mod will cause most of the traits to be unable to be removed.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now