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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 by b00tyblues
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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.

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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.

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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?

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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 by stegodyphus
Attaching File
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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.

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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 by Xadhoom
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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.

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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

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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.

 

image.png.e823512f4285ebd8da2757002e8a3f1f.png

 

You need to use the advanced mode.

 

image.png.22bca931dec7626e6be2a439ca477d1a.png

 

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.

 

image.png.41940d25f2fcfd24dddf4ee1533ab71d.png

 

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.

 

image.png.6d3c68fb3f2d0fa3791aaacd1116fd4a.png

 

To see where mods conflict with the base game, you need untick 'Ignore Game Conflicts' under 'Mod Filter'.

 

image.png.213f9dd03a8608cf401056ad73e9c028.png

 

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.

 

image.png.be164588ffa7392a9bc71a3cc82f5f6b.png

 

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.

 

image.png.e27534f81d5017594ce8d7dbb00736d2.png

 

image.png.745c7577ace850cac8da4c6449baf938.png

 

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.

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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. 

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