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Posted
On 11/30/2024 at 8:23 PM, Raunhaar said:

Final Edit : And it turns out that the UIOD issue was because I'd missed a Stellaris update so disregard all that. Definitely has issues with homeworld planet generation though.

That i found too. Most other issues were caused by incompatibilities for me.

Posted

This mod is very promising.
 

this is just idea, it would be great if other things, such as useless military power, alloys, etc., could also be submitted through events.


Our bosses are generally too weak and struggle to handle the population.

thanks to you

Posted

image.png.899cb655a0f9b46e7e006d1e986a48c9.png

There is an error in the "~striptease_culture_buildings.txt" that prevents Holo-theatres from being upgraded.

I replaced the, allow= under "building_hyper_entertainment_forum" with the condition from the base game file, and it seems to work now.

Posted

Hi, I just found the mod.

I am running version 3.14.1592.
oddly it finds UI Overhaul dynamic but this mod and its stuff isn't loading.
no origins, no traits, nothing showing the mod is working.
and oddly it doesn't mod the checksum, is there a DLC/mod I need to run with this one, I do have Lustful Void but it's only for 3.12.*
so it's showing as not made for this version alert.

Posted (edited)

Is there a way for me to change how many lupanaries can be made without taking the civic at the start of the game? (like in modifying the mod code)

Edited by Dragonlord1028
Posted (edited)

Bug repport:

the research deposits for "Ancient Whores" did not produce any research.

Spoiler

Changed

    planet_modifier = {
        planet_max_buildings_add = 11
        country_base_physics_research_produces_add = 30
        country_base_society_research_produces_add = 30
        country_base_engineering_research_produces_add = 30
    }

 

To

    planet_modifier = {
        planet_max_buildings_add = 11

}

    resources = {
            produces = {
                society_research = 30
                physics_research = 30
                engineering_research = 30
            }
        }

and it worked as i assume is intended.

 

Edited by Xadhoom
Posted

Another bug:

Your rules regarding pop assembly seems not to be updated to current rules.

 

if you don't mind a suggestion, try use the flag "can_organic_assemble_flag" that is present in games original rules set. i don't know if you can set it and clear it as buildings gets built/destroyed but i feel for mods that seem easiest to use as it will work regardless of games updates.

 

Also, thank you for your work and sharing.

Posted

To make the mod work on linux, delete common/buildings/~overwrite_buildings.txt and common/pop_categories/~social_class_overwritten.txt
I can provide edited buildings file that works, couldn't fix the pop file though, but I think you are not going to miss too much, it's only a couple civics working at half-strength (and it might also break something on gaia starts since every pop starts as unemployed ruler).

Probably a Paradox bug, seems like adding jobs in triggered_planet_modifier randomly breaks inline scripts somehow on linux.

 

Otherwise great mod, I like what I see

Posted (edited)

Unfortunately this mod seems to be have a bug where the home world generation is broken. Even when this is the only mod installed

 

Edited by Gavin Kersey
Posted
On 11/25/2024 at 2:33 AM, Spaceguest991 said:

I think I'm running into a trouble where in Subject Terms Negotiations, I can't change subject type to any of the ones from this mod, it's only giving me the normal unmodded subject types like tributary.

 

And For some reason my empire capital seems to be starting without blockers on it.

 

Planetary Diversity and this mod also don't seem to be getting along in my game because it looks like having both will result in PD type planets without any planet features  at least with empires starting worlds that use PD planet type. Edit: seems it was the Lustful Void Patch that PD didn't seem to get along with.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=819148835

 

 

 

On 12/1/2024 at 10:26 PM, Raunhaar said:

Okay I've KINDA gotten it to work now, but still have the following issues :

 

Homeworld generation is still very much borked, leaving a planet without deposits or blockers. It's not LV, homeworlds generate properly if this mod is inactive.

 

The ability to propose the mods preset subject types goes away over time ? I started up a game with vassal empires to test, at the start they can be made Lupanarius, then a few decades in when I decided to just cheat myself the genetics trad to allow it to actually transfer pops - it might not be the worst idea to allow that before bio ascenscion for livestock keeping hiveminds - I discovered they weren't eligible for any of the presets anymore. Played around a bit with the console, discovered that MY empire can become a Lupanarius, contacted some other empires who - after an application of trust through the console - were willing to become the mods subject types, subjugated a megacorp, other empires could still become the other variants but not Lupanarius which I am given to understand is intended behaviour, so it's not like it's just straight up nonworking.

 

(Discovered in the meantime that whatever happened to Calcifires also broke it selecting the proper pictures for Fallen Empire species. Whatever, might have been me poking around in there and moving portrait classes around. I've traced this to elsewhere)

 

Tried to grab the Lupanarius Preserver ascension perk and... no dice. Apparently I'm not the overlord of a Lupanarius empire, despite being the overlord of a Lupanarius empire. Weird.

 

At which point I had an epiphany, hit 'research_all' and wouldn't you know it the option to subjugate as one of the presets went away leaving me with the regular Overlord options, tributary and vassal.

 

Which is doubly strange because the tech gap should be so wide that I subjugate as Protectorates. So there's something screwy going on there.

 

On 12/2/2024 at 2:59 AM, the_oblitorator said:

I've run into this too.  I thought I traced it to the NSC Explorer ship event, since right after I closed that window it fired off 2 dialog boxes saying something like "(subject empire) has converted to a under the (my empire)"  I did not leave out a word, it's like the subject type doesn't exist.  When I go to renegotiate the subjugation agreement, I have no options in the drop down where you can normally switch the type and the boxes that tell you the effects on the subject and the effects on the overlord are blank.

 

I disabled the explorer event and it seemed to work, until the next April rolled around and they were converted to the nonexistent subject type again.

I've investigated the issue and it seems the mod may not replace with "agreement_preset_overwrite.txt" properly.

 

It doesn't copy all the "@" constants (especially not @protectorate_tech_threshold) whereas the constant is present in "lupanarius_preset.txt". As a result the classic subjugation types don't become obsolete (and protectorate doesn't appear since the condition is bugged) but the lupa and others do disappear properly.

 

I've taken them from the lupanarius_preset.txt and pasted them and suddenly the subjugation works properly again with the subjects switching to protectorate when the tech gap is too great.

 

Note that I'm not a modder in any capacity and I've simply RE the mod and read the paradox wiki to find this dirty fix. I'm joining my copy of the file I edited.

 

I am also using a modset and I've not done any proper isolated testing on this. I don't have plans to do a proper testing and fixing but I hope it helps people out. (I'm saying that but I'll probably be checking in here to see if it helped >.>)

 

Simply place the file I joined in

Mango's Lewd Diplomacy (1.2)\common\agreement_presets

and overwrite the normal one.

agreement_preset_overwrite.txt

Posted
On 12/13/2024 at 10:02 PM, Dragonlord1028 said:

Is there a way for me to change how many lupanaries can be made without taking the civic at the start of the game? (like in modifying the mod code)

The mod code is well commented in that regard, simply look for "Mango's Lewd Diplomacy (1.2)\common\agreement_presets\lupanarius_preset.txt". If you open it in your favourite text editor and go to the "potential" section of "preset_lupanarius" you can see the mod author has commented the lupanarius max with specific conditions.

You can simply edit those numbers and it *should* work so long as you don't make the conditions conflictual.

I haven't tried it, good luck !

Posted

the file ~overwrite_buildings is missing the definitions on added buildings for each tier causing your capital buildings to not add build slots.

noticable once you get tier 3 and 4 buildings as only those are in the file.

Spoiler

add: 

@buildings_t1 = 1
@buildings_t2 = 2
@buildings_t3 = 3
@buildings_t4 = 4 

to the start of the file and it will work fine.

 

Posted
On 12/19/2024 at 7:24 AM, Pagac10 said:

The mod code is well commented in that regard, simply look for "Mango's Lewd Diplomacy (1.2)\common\agreement_presets\lupanarius_preset.txt". If you open it in your favourite text editor and go to the "potential" section of "preset_lupanarius" you can see the mod author has commented the lupanarius max with specific conditions.

You can simply edit those numbers and it *should* work so long as you don't make the conditions conflictual.

I haven't tried it, good luck !

Just changing the max amount from 1 to 100 didn't work it so I'm thinking there is something else that I need to change.

Posted (edited)

Can you tell me what I'm doing wrong?
Even if this is the only this mod, the whole text is like this.
I tried it separately with lastful void and the patch, but I see the same thing.

 

2024-12-24_05-22-24.jpg

Edited by Tibodelanvale
Posted

Loving the mod so far. Only issue I'm having is when I change a vassal into any other vassal types from the mod other than Lupanarius they revert back to default imminently

Posted
On 24.12.2024 at 05:32, Tibodelanvale said:

Можете сказать , что я делаю не так ? Даже если это единственный  мод  , весь текст такой . Я пробовал его отдельно с lastful void и патчем , но вижу то же самое .

 

 

2024-12-24_05-22-24.jpg

перевода на ру нету шот не понятного ) 

Posted (edited)
On 12/24/2024 at 8:13 PM, usernameusername123 said:

after messing with my (200+) modlist for a while, i narrowed down the issue of natural features and districts not spawning on the home world to this mod. no clue why it happens, but it only happens with PD world types

 

On 12/21/2024 at 5:30 PM, Xadhoom said:

the file ~overwrite_buildings is missing the definitions on added buildings for each tier causing your capital buildings to not add build slots.

noticable once you get tier 3 and 4 buildings as only those are in the file.

  Reveal hidden contents

add: 

@buildings_t1 = 1
@buildings_t2 = 2
@buildings_t3 = 3
@buildings_t4 = 4 

to the start of the file and it will work fine.

 


Fixed this issue with planetary diversity and added the fix listed by Xadhoom

List of Changes:

 

1. --Edited ~overwrite_buildings.txt. | Added the building tier references listed by Xadhoom

 

2. --Edited horny_planet_effects.txt, artificial_origins_start_of_game_effects.txt, and clone_slaves_start_of_game_effects.txt. | Changed the scripts in these files to be their own script instead of overwriting vanilla's scripts. Just changed the title of the scripts and got rid of the vanilla stuff in them.

 

3. --Made an event file, mld_game_initialization.txt. | This just activates the scripts that got changed when activated as an invisible event.

 

4. --Edited lupanarius_on_actions.txt. | Added the new event to the on_game_start on_action. i.e. the changed scripts get used when a new game starts.

 

changes 2-4 fix the planetary diversity issue.

 

Dear mod author,

    Please do not overwrite vanilla files. It ruins your mod's compatibility.

 

 

EDIT:

 

Actually fixed the starting event to trigger. Something about Planetary Diversity still makes building and deposit adding difficult. Most of the starting elements of the new origins only work on vanilla planet classes. Likely a scheduling conflict.

 

Ex: the conception and fertilization origins spawn the robots, but not the building. Also, the sex clone origin doesn't get deposits. The horny planet origin only gets its modifiers, no deposits.

So, still kind of broken, but not game breaking anymore.

 

(I imagine that PD cleans a planet when it converts the vanilla planet class into its own classes. Fun.)

 

Mango's Lewd Diplomacy (1.2).zip

Edited by MintGumption
Posted
On 12/26/2024 at 9:44 PM, Viking_Berzerker said:

Dose this mod work with Calcifire's Portrait Pack Directors edition and Calcifire's sex Rights mods?

 

I'm using both and haven't found any incompatibilities in normal play.

 

I would bet there are some small ones, but as long as you have mango's above calcifire's in the mod order, it works well.

Posted

As much as I like the Tribute events the oral academy event being able to fire multiple times without a check to see if a oral academy deposit/blocker is already present and the deposit/blocker having a district penalty without a way to safely turn down the event is annoying. I'd honestly welcome a version that instead of spawning a additional academy deposit/blocker grants a extended version of the temporay Oral Experts modifier as the academy already exists and the "experts" can focus more time on the classes rather then the establishment of a academy. It is so easy for a player to wind up with multiple academies eating up their valuable district slots without a means of removal.

Posted

Has anyone figured out how to fix the war goal? As it it is now if you win the war not only will the target became a vassal of your ovelord, you will revert to a regular vassal and lose all your spesialization xp.

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