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Posted
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

 

Posted

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

Posted

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.

Posted

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

Posted

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.

Posted (edited)

The mod seems to lack empire names for machine empire civics it adds (burlesque and inferiority).

Edited by Hammyak
Posted (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 by printit
  • 2 weeks later...
Posted
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.

Posted (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 by Platinphoenixx
Posted
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.

Posted
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 :D

Posted (edited)
17 hours ago, Platinphoenixx said:

Do report back :D

 

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 by Eskella
Posted (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 by Viking_Berzerker
Posted

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.

1.png

2.png

Posted
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

Posted
On 2/28/2025 at 4:29 AM, Eskella said:

 

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.

Interesting. I found that the latest version even crashs without the Vassal expanded mod at all.

Posted

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!

Posted

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".

 

I've started fiddling with files to see if I can find a "why" lol.

  • 2 weeks later...
Posted

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

Posted

Ran into either a bug with the mod or a conflict in my mod-list.

 

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

Posted

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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