schroecat Posted January 8, 2025 Posted January 8, 2025 The Civic "Obedient Breeders" causes all pops to become Rulers, resulting in permanent mass-unemployment. Ā It can be resolved by reducing ruler jobs to 0, which seems thematic for the civic, but this is certainly unusual behaviour.Ā Ā
Hugster Posted January 8, 2025 Posted January 8, 2025 I got around arround that problem by removing the 'sexcrazed' trait from my species before starting a new game. I don't how or why that works. 1
schroecat Posted January 9, 2025 Posted January 9, 2025 5 hours ago, Hugster said: I got around arround that problem by removing the 'sexcrazed' trait from my species before starting a new game. I don't how or why that works. Ā Thanks.Ā Weird work around, but why not.Ā Sex Crazed just seemed right for the empire.
MarkStain Posted January 9, 2025 Posted January 9, 2025 I play stellaris in non-english. But I also understand English pretty well, so for untranslated mods I usually create an additional language folder in the localisation folder and just copy all the files from the english folder (with edits) there. But in the case of this mod, I don't know what to do because when I try to use this method, my game still shows code instead of text.Ā How can I make it work?Ā Ā
SorenMM Posted January 9, 2025 Posted January 9, 2025 I think I have found a bug with the mod. It does not seem to like Machine Age DLC and the new cosmogenesis buildings. For example, some of the FE buildings can not be researched through the cosmogenesis crisis path, as the game seem to use the old pre Machine Age buildings (which can not be researched). I think this has to do with the Ancient Whores origin, as it uses the old FE buildings on the world, and it those buildings which you can not get the upgraded version for. Even the Fallen Empires themselves seem to have had their buildings reversed to the pre Machine Age versions. Ā The buildings affected are the Dimensional Fabricator, Class-4 Singularity, Affluence Center and Nourishment Center, which are all the buildings used by the Ancient Whores Origin.
herrzog Posted January 9, 2025 Posted January 9, 2025 This seems to conflict with Sartek TAP merger - Ascension Path Fusion, in that no matter the load order it still overrides the Ascension Perk files.
Xadhoom Posted January 11, 2025 Posted January 11, 2025 (edited) the problem is the file:Ā common\ascension_perks\~ascension_perk_overwrite.txt the author have not updated it from last update, it contains old info. i updated ap_synthetic_evolutionĀ in the file attached i think i did right, at least synth ascension worked as of The machine age dlc. i did not check xeno compatibility. Ā if sartek does more changes i guess its best to delete the file. ~ascension_perk_overwrite.txt Edited January 11, 2025 by Xadhoom 1
herrzog Posted January 15, 2025 Posted January 15, 2025 I got the following error messages when analyzing my conflicts in Irony Mod Manager Ā Spoiler Within the Lustful Void patch file Error at line: 33 column: 19 file: common\governments\civics\~lupanarius_origins.txt. Please report this error to the author of the mod: MLD & Lustful Void Patch (1.2). Error message says: Error in common\governments\civics\~lupanarius_origins.txt: Ln: 33 Col: 47 (UTF16-Col: 19) Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā value = value = civic_void_prurience Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā ^ Note: The column count assumes a tab stop distance of 8 chars. Expecting: closing brace or statement Other error messages: Ā The clause opened at ("common\\governments\\civics\\~lupanarius_origins.txt", Ā Ln: 23, Col: 10) was not closed. Ā Within the base mod Error at line: 122 column: 19 file: common\governments\civics\lupanarius_origins.txt. Please report this error to the author of the mod: Mango's Lewd Diplomacy 1.2. Error message says: Error in common\governments\civics\lupanarius_origins.txt: Ln: 122 Col: 47 (UTF16-Col: 19) Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā value = value = civic_void_prurience Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā ^ Note: The column count assumes a tab stop distance of 8 chars. Expecting: closing brace or statement Other error messages: Ā The clause opened at ("common\\governments\\civics\\lupanarius_origins.txt", Ā Ln: 112, Col: 10) was not closed. Ā Also within the base mod Error at line: 669 column: 1 file: interface\lupanarius.gfx. Please report this error to the author of the mod: Mango's Lewd Diplomacy 1.2. Error message says: Error in interface\lupanarius.gfx: Ln: 669 Col: 1 } ^ Expecting: end of input or statement Ā 1
printit Posted January 16, 2025 Posted January 16, 2025 On 12/21/2024 at 11:30 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. Ā Hide contents add:Ā @buildings_t1 = 1 @buildings_t2 = 2 @buildings_t3 = 3 @buildings_t4 = 4Ā to the start of the file and it will work fine. Ā Ā There's still a problem with building slots for capital buildings. TheĀ @buildings_t3 fromĀ ~striptease_culture_buildings.txt isn't working inĀ ~overwrite_buildings.txt.
Hugster Posted January 16, 2025 Posted January 16, 2025 The lupanarius_origins.txt was easy to fix. Just remove the extra "value ="Ā and remove the commented section from the chastity_angels section, and it recognizes the end tag for that block. As for the gfx file, there was just a un used } at the end.
tappi Posted January 16, 2025 Posted January 16, 2025 (edited) What are the conditions to making a lupanarius vassal? I've tried multiple different species and government types but I never see the lupanarius type be available. I could be missing something or there might be some weird incompatability I'm running into. Edited January 16, 2025 by tappi
LewdRedDragon Posted January 21, 2025 Posted January 21, 2025 Small issue, easily fixed, though it took a bit to track it down to this mod. Ā On the upgrade to t3 and t4 admin buildings, it loses the extra building slots that the upgrades are supposed to get. That causes the last two buildings you've made (assuming they're in the last slot) to be shut down. Ā Can be fixed by turning the variable to a specific number. @buildingt3 to just 3, for example. 1
Xodious Posted January 25, 2025 Posted January 25, 2025 (edited) Is this -1000 intentional? Or a bug with the new government type? Couldnt find the right file to correct it myself Edit: To clarify, this is me proposing to be subjugated by the indoctrinators. Edited January 25, 2025 by Xodious clarification
Xodious Posted January 26, 2025 Posted January 26, 2025 Running into some crashes when i try to load a save where I or someone else is a Lupanarius. Considering it isnt being reported by other folks, im assuming this is a me issue. I just dont know whats causing it. Anyone else running into this issue? !!!Universal Resource Patch [2.4+] !!Universal Modifier Patch (3.14.*) Ethics and Civics Classic (Megacorp Civc Update) 20 Building Slots More Traditions Avali Race: Illuminate Household Robotics Species LV Calc portraits (Director's cut) Calc Sex Rights Lustful gigastructures LV base game overwrites LV Tempting Tides MLD "Vassals Expanded and Reworked - FunEFork MLD + Vassals Expanded Replacer Origin LL Sexys Personalities Sexys Xeno Countries Sexys Xenos Traits and More Titillating Text Vanilla FrameworkĀ VF Portraits "UI Overhaul Dynamic", Full Tiny Outliner" UI Overhaul Dynamic - More Tradition Categories (24)" UI Overhaul Dynamic - Tiny Outliner" UI Overhaul Dynamic + Ethics and Civics Classic", Ā
Desiv Posted January 26, 2025 Posted January 26, 2025 33 minutes ago, Xodious said: Running into some crashes when i try to load a save where I or someone else is a Lupanarius. Considering it isnt being reported by other folks, im assuming this is a me issue. I just dont know whats causing it. Anyone else running into this issue? !!!Universal Resource Patch [2.4+] !!Universal Modifier Patch (3.14.*) Ethics and Civics Classic (Megacorp Civc Update) 20 Building Slots More Traditions Avali Race: Illuminate Household Robotics Species LV Calc portraits (Director's cut) Calc Sex Rights Lustful gigastructures LV base game overwrites LV Tempting Tides MLD "Vassals Expanded and Reworked - FunEFork MLD + Vassals Expanded Replacer Origin LL Sexys Personalities Sexys Xeno Countries Sexys Xenos Traits and More Titillating Text Vanilla FrameworkĀ VF Portraits "UI Overhaul Dynamic", Full Tiny Outliner" UI Overhaul Dynamic - More Tradition Categories (24)" UI Overhaul Dynamic - Tiny Outliner" UI Overhaul Dynamic + Ethics and Civics Classic", Ā I also have crashes, when i added MLD. But my modlist is much bigger, so i'm afraid, it can be very hard to find the real reason of this.
Tesa4ok Posted January 27, 2025 Posted January 27, 2025 Hi! Is there a translation of this mod into Russian?
Stevers Posted January 27, 2025 Posted January 27, 2025 On 1/16/2025 at 11:42 PM, tappi said: What are the conditions to making a lupanarius vassal? I've tried multiple different species and government types but I never see the lupanarius type be available. I could be missing something or there might be some weird incompatability I'm running into. Same, it never appears to me. Others show up just fine though. Weird. I am on 1.2.2.
Corronus Posted January 27, 2025 Posted January 27, 2025 I'm getting the blank/empty vassalize types as well when playing this mod. Tried to figure out a fix, but nothing seemed to fix it. It's kind of frustrating, since I can't seem to find an answer to works in the other comments. Ā Using the LV compatibility and 1.2.2 mods as described in the page
Stevers Posted January 28, 2025 Posted January 28, 2025 Ok, so for anyone having issues with Lupanarius specifically: They do not appear unless you have the Overlord DLC on 1.2.2. Adding the DLC fixed it for me.
travv288 Posted January 29, 2025 Posted January 29, 2025 I have all dlc and the latest version of the mod but still can't make a vassal lupanarius, everything else shows up fine. Origins, civics, etc, just not that one option.
Callandor Posted January 30, 2025 Posted January 30, 2025 Hoping Mango doesn't mind, messed with the code a little bit. Specifically "lupinarius_preset.txt". Removing the final OR check regarding tech difference ">=" to the protectorate check allowed me to suggest Lupinarius subject terms now, but it may have also been the other check, I just removed the whole check. Believe that is preventing too technologically advanced civilisations to use it on their less advanced subjects though.
travv288 Posted January 30, 2025 Posted January 30, 2025 11 hours ago, Callandor said: Hoping Mango doesn't mind, messed with the code a little bit. Specifically "lupinarius_preset.txt". Removing the final OR check regarding tech difference ">=" to the protectorate check allowed me to suggest Lupinarius subject terms now, but it may have also been the other check, I just removed the whole check. Believe that is preventing too technologically advanced civilisations to use it on their less advanced subjects though. If it works, would it be possible for you to share the edited file? I tried doing it myself but I think I screwed something up.
Callandor Posted January 30, 2025 Posted January 30, 2025 This file will replace the one inside of "agreement_presets" in the mod's common folder. I cannot guarantee this doesn't mess some other things up, but can't think of anything that'll directly be affected by a large technological difference. lupanarius_preset.txt
printit Posted January 31, 2025 Posted January 31, 2025 First off, good work with the mod. Ā I found a "minor" bug in diplomacy economy. The has_civic = civic_lv_open_door_policyĀ from LV base game overwrites isĀ required in diplomacy_economy overwrites to removeĀ migration_pactĀ upkeep. Not the biggest deal as most will probably use the affectionate diplomatic stance in combination.
Hakiori Posted January 31, 2025 Posted January 31, 2025 I found a bug causing capital buildings to not give defense armies or building slots. I also found the solution: The dev seems to have copy/pasted the code for the original capital buildings and modified it (good idea tbh) but forgot to put theĀ definitions they used for values in his file. SOLUTION: add the following snippet (exclude the quotation marks) to the very top of \mod\Mango's Lewd Diplomacy (1.2)\common\buildings " @buildings_t1 = 1 @buildings_t2 = 2 @buildings_t3 = 3 @buildings_t4 = 4 @tier_2_capital_defense_armies = 4 @tier_3_capital_defense_armies = 8 @tier_4_capital_defense_armies = 16 "
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