Hakiori Posted January 31, 2025 Posted January 31, 2025 Just now, Hakiori said: 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 the 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 " Oops i forgot to include the file name \mod\Mango's Lewd Diplomacy (1.2)\common\buildings\~overwrite_buildings.txt  2
Hakiori Posted January 31, 2025 Posted January 31, 2025 I cant edit or delete so posts here i guess so im just making myself look like a fool lol. In my last post i put extra information in but it was in the quote on accident so here it is again: Oops i forgot to include the file name \mod\Mango's Lewd Diplomacy (1.2)\common\buildings\~overwrite_buildings.txt 1
Hakiori Posted February 1, 2025 Posted February 1, 2025 I hope there is a fix for vassals soon. I managed to get Serviant to work by saving, loading, and negotiating the vassal agreement before i unpaused though.
Hakiori Posted February 2, 2025 Posted February 2, 2025 Upgrading holo-theatres to hyper-entertainment forums is broken (at least if you dont have civics affecting them maybe?). Not sure why dev wrote his override for hyper-entertainment forums the way he did, but I replaced his conditional for allowing upgrade in the file: /mods/common/buildings/~striptease_culture_buildings The dev's original conditional is under "building_hyper_entertainment_forum" Original: allow = {       has_upgraded_capital = yes       buildings_upgrade_allow = yes    } Replaced: allow = {       has_upgraded_capital = yes       owner = {          NOT = { has_valid_civic = civic_dystopian_society }       }       OR = {          owner = {             NOT = { is_ai = yes }          }          AND = {             NOT = { has_available_jobs = entertainer }             NOT = { has_forbidden_jobs = entertainer }          }       }       NOR = {            has_modifier = slave_colony            has_modifier = penal_colony         }    }  Sidenote: Its funny to me that this specifically means AI empires can't upgrade holo theatres unless they have a dystopian society 1
Lustariya Posted February 2, 2025 Posted February 2, 2025 I installed the mod along with the "MLD & Vassals Expanded Patch," and the game behaves normally until you try to save and load it. However, without the patch, everything works fine—maybe it’s already integrated into the new version of the game, or am I doing something wrong? Is it really necessary to use it when playing with the Vassals Expanded Patch? To reproduce the issue, simply create a game, save it, and try to load it.
Hammyak Posted February 5, 2025 Posted February 5, 2025 (edited) The mod seems to lack empire names for machine empire civics it adds (burlesque and inferiority). Edited February 13, 2025 by Hammyak
printit Posted February 12, 2025 Posted February 12, 2025 (edited) I believe pop_lifestyle_trade_mult should be replaced with pop_lifestyle_trade_value_mult   ~overwritten_categories.txt  Also in these files: common\governments\councilors\lupanarius_corporate_councilors.txt common\pop_jobs\lupanarius_building_jobs.txt common\traits\lupanarius_species_traits.txt  Cheers for dank mod! Edited February 12, 2025 by printit 1
妖心病狂 Posted February 20, 2025 Posted February 20, 2025 Hi, I made a simplified Chinese version for your mod! You can build it into your mod! simp_chinese.zip
Platinphoenixx Posted February 25, 2025 Posted February 25, 2025 On 2/3/2025 at 12:17 AM, Wiki Fox said: I installed the mod along with the "MLD & Vassals Expanded Patch," and the game behaves normally until you try to save and load it. However, without the patch, everything works fine—maybe it’s already integrated into the new version of the game, or am I doing something wrong? Is it really necessary to use it when playing with the Vassals Expanded Patch? To reproduce the issue, simply create a game, save it, and try to load it. Same here. It crashes when loading a save.
Platinphoenixx Posted February 26, 2025 Posted February 26, 2025 (edited) @mango_actionThanks for the update. You did not implement some of the fixes already provided in the comments section here though. EDIT: Also, now my game crashes when i load a save even without the Vassal Mod Patch. Edited February 26, 2025 by Platinphoenixx
Eskella Posted February 26, 2025 Posted February 26, 2025 On 2/25/2025 at 9:58 AM, Platinphoenixx said: Same here. It crashes when loading a save.  My save file was showing a key/value crash, and I had a value in my presets w/ save an empty key, more or less.             {                key =                value = subject_ver_species_policy_restricted            }  I took a look at Vassals Expanded and there's a new section added in each preset there that's missing in mango's patch:             {                key = subject_ver_species_policy                value = subject_ver_species_policy_restricted            }  So I've added those to the presets and we'll see what happens.
Platinphoenixx Posted February 27, 2025 Posted February 27, 2025 10 hours ago, Eskella said:  My save file was showing a key/value crash, and I had a value in my presets w/ save an empty key, more or less.             {                key =                value = subject_ver_species_policy_restricted            }  I took a look at Vassals Expanded and there's a new section added in each preset there that's missing in mango's patch:             {                key = subject_ver_species_policy                value = subject_ver_species_policy_restricted            }  So I've added those to the presets and we'll see what happens. Do report back
Eskella Posted February 28, 2025 Posted February 28, 2025 (edited) 17 hours ago, Platinphoenixx said: Do report back  Well, unfortunately the same crash occurred in another save, so something is in conflict between the two.  It wasn't happening with *every* save but did happen with my last few autos and my last manual save.  The good news is it was "easy" to edit - rename .sav to .zip, open it, extract the gamestate file, edit it using e.g. VS Code, find the line in question, delete the key, save it, drag it back into the .zip, rename the .zip back to .sav - but still annoying w/o a root cause fix.  For example, my game was hanging on loading map graphics (which is a tell that it's a save file issue that can be imo fixed), and checking error.log I get:  [23:25:11][util_serializers.h:168]: Failed to read key reference value from database file: save games/fossiansubordinate_-1062659467/2289.03.25.sav/gamestate line: 8957155 [23:25:11][persistent.cpp:46]: Error: "Unexpected token: =, near line: 8957155 " in file: "save games/fossiansubordinate_-1062659467/2289.03.25.sav/gamestate" near line: 8957155  When I open that file and scroll to that line, I get:  { key=subject_ver_policy value=subject_ver_policy_restricted } { key= value=subject_ver_species_policy_restricted } { key=subject_ver_naming value=subject_ver_naming_restricted }  I just removed that middle set of two lines and saved it, dropped it back into the .zip, renamed it, and then we were good to go.  Now I'm just having another problem, which is that I cannot sell "slaves" on the market w/ Obedient Breeders, but afaik it seems fine in the game rules override. Edited February 28, 2025 by Eskella
Viking_Berzerker Posted February 28, 2025 Posted February 28, 2025 (edited) Is this mod compatible with Calcifires Portrait Pack DIRECTORS CUT v3.14.zip?  Becase even when I get the mod order right I don't get any of the Origins, civics, traits to show up in empire creation.  I have it place above DIRECTORS CUT and under LV and it show that it is selected by IRONY, but whene I try to design a new empire it like it isen't even instaled.  Edit. Never mind I mange to get it to work. Edited February 28, 2025 by Viking_Berzerker
abd14823 Posted March 1, 2025 Posted March 1, 2025 I need help getting the lupanarius subject type, i have met all the requirements, but can make my vassal a lupanarius
umbrellaholder Posted March 1, 2025 Posted March 1, 2025 For some reason this mod makes Planetary Diversity planets lose all their districts at game start, the few Energy and Food districts in the first picture disappear completely after the first month finishes. Second image is a vanilla Ocean world, loading the game without MLD activated causes the new planet types to have their proper district amounts. 2
Hammyak Posted March 3, 2025 Posted March 3, 2025 On 3/1/2025 at 9:03 PM, abd14823 said: I need help getting the lupanarius subject type, i have met all the requirements, but can make my vassal a lupanarius It is not clear, but you need dlc (I think Federations) for most of lupanarius related stuff in mod
Platinphoenixx Posted March 3, 2025 Posted March 3, 2025 On 2/28/2025 at 4:29 AM, Eskella said: Â Well, unfortunately the same crash occurred in another save, so something is in conflict between the two. Â It wasn't happening with *every* save but did happen with my last few autos and my last manual save. Â The good news is it was "easy" to edit - rename .sav to .zip, open it, extract the gamestate file, edit it using e.g. VS Code, find the line in question, delete the key, save it, drag it back into the .zip, rename the .zip back to .sav - but still annoying w/o a root cause fix. Â For example, my game was hanging on loading map graphics (which is a tell that it's a save file issue that can be imo fixed), and checking error.log I get: Â [23:25:11][util_serializers.h:168]: Failed to read key reference value from database file: save games/fossiansubordinate_-1062659467/2289.03.25.sav/gamestate line: 8957155 [23:25:11][persistent.cpp:46]: Error: "Unexpected token: =, near line: 8957155 " in file: "save games/fossiansubordinate_-1062659467/2289.03.25.sav/gamestate" near line: 8957155 Â When I open that file and scroll to that line, I get: Â { key=subject_ver_policy value=subject_ver_policy_restricted } { key= value=subject_ver_species_policy_restricted } { key=subject_ver_naming value=subject_ver_naming_restricted } Â I just removed that middle set of two lines and saved it, dropped it back into the .zip, renamed it, and then we were good to go. Â Now I'm just having another problem, which is that I cannot sell "slaves" on the market w/ Obedient Breeders, but afaik it seems fine in the game rules override. Interesting. I found that the latest version even crashs without the Vassal expanded mod at all. 1
T3rminalApathy Posted March 9, 2025 Posted March 9, 2025 I spent some time trying to fix the escaped clone origin since the blockers weren't spawning on the capital correctly and it turns out the trigger is incorrect. In events/clone_slave_events, you need to change the trigger on line 71 from: Quote trigger = {        is_escaped_gene_slaver_empire = yes    } to:  Quote trigger = {        has_owner = yes        owner = {            is_escaped_gene_slaver_empire = yes        }    } because planets don't have origins, only their owners do. Hope this is helpful!
Eskella Posted March 9, 2025 Posted March 9, 2025 So the save file bug/crash thing is has a thread on Vassals Expanded w/ a comment from the author basically saying "yeah that happens sometimes idk". Â I've started fiddling with files to see if I can find a "why" lol.
Skarrbringer Posted March 17, 2025 Posted March 17, 2025 Hello Would you consider adding biological exploiters to individualistic machines, similar to warbots (and perhaps a corporate version)? I would like it for a domme hypno robot run. I also noticed there's no corporate version or gestalt version of hypnotic allure, which is a shame because I like reforming my government a lot. Sovereign Guardianship has a version for all government types so you can keep it through government reform even though it can't be added after game start. Thanks for reading
Blackicket Posted March 19, 2025 Posted March 19, 2025 A way to brainwash or mindbreak Chaste Angels into Lupanarius after subjigating them would be an interesting option.
Xodious Posted March 20, 2025 Posted March 20, 2025 Ran into either a bug with the mod or a conflict in my mod-list. Â Im playing as an obsessional concubinage and when i go to war to subjugate, the game isnt creating any vassals out of my holdings. At first, i thought it was a claim issue, so i tried claiming territory with influence, but that just stole the territory from my enemy even though it was a make vassal war and not a conquer war. That first war ended with war exhaustion against me, so i figured it was maybe a status quo issue. Later in the game though i went to war with another empire using the Enforce Submission casus belli from the authorative tradition. When the war ended in a total victory, it didnt create any new vassal empire. It still gave the enemy empire the obedient breeders civic, but they remained a free empire with association status with another empire. At first i thought it was an issue with my federation's laws so i enabled seperate treaties (ai snuck it pass me in a majority vote while i wasnt paying attention). However the result was the same. Expected behavior: Empires that status quo or outright lose in subjugation and enforce submission casus belli should be becoming vassals. instead, the belli is behaving more like a conquest belli. Steps to reproduce: Go to war with subjugation or enforce submission casus belli Have fun with the locals profit
HuevoPodrido Posted March 25, 2025 Posted March 25, 2025 Texts are not displaying correctly to me on the propose subjugation menu, is this a known issue? Any suggestions?
Lamantinvirtuel Posted March 28, 2025 Posted March 28, 2025 I can't get to have the lupanurium to appear as well as a potential subject type in my games. I'm playing with lv but I don't think that's where the issue come from. Also with the perfect clone origin (forgot the name), we don't get the districts (mothership and all) on the planet we start with as we should.
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