Jump to content

[mod] Vanilla Framework Continued


Recommended Posts

Posted
13 hours ago, Anotu said:

Something I've noticed over many games is that fallen empires are often (or always?) given vanilla stellaris portraits. I've not been keeping close track of it to know if it happens every time but it's definitely been frequent.

The game I started a couple days ago had fallen empires all using VF portraits. It could be a compatibility issue, are you playing with other mods? 

Posted
10 hours ago, ModderWhoModsThings said:

The game I started a couple days ago had fallen empires all using VF portraits. It could be a compatibility issue, are you playing with other mods? 

 

I've just started several games in a row with no other mods, and while it took a few restarts, eventually I spawned into a game with a fallen empire using vanilla portraits. Specifically it was the Conservers, but I've seen this crop up with various different FEs before.

Posted
17 minutes ago, Anotu said:

I've just started several games in a row with no other mods, and while it took a few restarts, eventually I spawned into a game with a fallen empire using vanilla portraits. Specifically it was the Conservers, but I've seen this crop up with various different FEs before.

Alright, I'll look into the FE generation then. 

Posted

nothing 'gamebreaking'

 

Quote

couldn't find sound effect "humanoid_01_greetings".  file: gfx/portraits/portraits/102_VF_Humanoid.txt line: 2

...

...

couldn't find sound effect "humanoid_01_greetings".  file: gfx/portraits/portraits/101_VF_Humanoid.txt line: 532

 

I think that needs to be replaced with a variety of "humanoid_female_greeting_a" & "humanoid_male_greeting_d" [a] [c] [d] - female/male

Posted
5 hours ago, alaunus01 said:

I think that needs to be replaced with a variety of "humanoid_female_greeting_a" & "humanoid_male_greeting_d" [a] [c] [d] - female/male

Thanks, I'll look into replacing the outdated sound effect in the next update. 

Posted

Im also having the same problem with the blank pop up. The event wich seems to cause the problem is event distar.246 wich spawns the caretakers. 

Posted
1 hour ago, Flatsal said:

Im also having the same problem with the blank pop up. The event wich seems to cause the problem is event distar.246 wich spawns the caretakers. 

Have you tried a clean reinstall (deleting the existing version on your device and downloading/installing a new one)? If you have and still experience the problem, is it happening from day one or a certain point in the game? 

Posted
18 hours ago, ModderWhoModsThings said:

Thanks, I'll look into replacing the outdated sound effect in the next update. 

 

Not all of them, but when I did a quick spot check after noticing the error in the logs, I believe a couple of the other greetings changed as well.  Just an FYI.

Posted

I am having the same blank pop up issue. I did a full clean reinstall, which fixed it for one day, but the next time I loaded the game, it started again. it happens as soon as the game progresses one day. 

Posted
50 minutes ago, skinnynerd said:

I am having the same blank pop up issue. I did a full clean reinstall, which fixed it for one day, but the next time I loaded the game, it started again. it happens as soon as the game progresses one day. 

 

4.0.15 gave the hickups to a bunch of mods. try rolling back to 0.14 or even 0.13 until mod authors catch up again.

Posted

I also had a problem with distar.246. I did a hack job of fixing it by simply going in to VF_distant_stars_events.1, going to the event distar.245, and commenting out the line that runs distar.246.

Posted

I wasn't having this issue before but I am now so it looks like this isn't the old blank popup issue but a new one introduced by 4.0.15

Posted
4 hours ago, alaunus01 said:

4.0.15 gave the hickups to a bunch of mods. try rolling back to 0.14 or even 0.13 until mod authors catch up again.

 

3 hours ago, asdfasdf said:

I also had a problem with distar.246. I did a hack job of fixing it by simply going in to VF_distant_stars_events.1, going to the event distar.245, and commenting out the line that runs distar.246.

 

2 hours ago, Anotu said:

I wasn't having this issue before but I am now so it looks like this isn't the old blank popup issue but a new one introduced by 4.0.15

After spending the past couple hours troubleshooting this issue and researching Stellaris events, I have come to the conclusion that the way events are coded is severely flawed (fun fact: instead of using the mod load order to determine overwrites for events, the order of event loading is determined by the UTF-8 code of the filename for some reason). It seems that you cannot reliably overwrite just one event from a file, you have to overwrite the entire file. This means that I must ensure that the code for every event is up to date rather than just the ones where I change the portraits. This makes the events much more burdensome to maintain, and it already took me a week to update everything for 4.0. 

 

I was on the verge of eliminating all event content from the mod because of how difficult they are to manage, but then I had the idea to create an automated system for going through vanilla event files and replacing certain lines with VF code. This program will allow me to maintain the event code with minimal effort, but it may take at least a few days to develop. In the meantime, the event code for VF is considered to be broken, and I recommend entirely deleting VF_distant_stars_events_1, using the NR version, or reverting to an earlier version of Stellaris if you wish to continue using the mod while I am working on the update. 

 

STANDARD VF 3.0.2 IS INCOMPATIBLE WITH STELLARIS 4.0.15. I will be working on an updated version in the next few days, in the meantime the Non-Replacer version should still be working fine. 

Posted

Hopefully new 4.0 improvements are soon fixed and it won't be so hard to update mods to newest version. So far it's been just sad.
Thank you for quick updates

Posted
On 6/5/2025 at 12:32 AM, ModderWhoModsThings said:

 

 

After spending the past couple hours troubleshooting this issue and researching Stellaris events, I have come to the conclusion that the way events are coded is severely flawed (fun fact: instead of using the mod load order to determine overwrites for events, the order of event loading is determined by the UTF-8 code of the filename for some reason). It seems that you cannot reliably overwrite just one event from a file, you have to overwrite the entire file. This means that I must ensure that the code for every event is up to date rather than just the ones where I change the portraits. This makes the events much more burdensome to maintain, and it already took me a week to update everything for 4.0. 

 

I was on the verge of eliminating all event content from the mod because of how difficult they are to manage, but then I had the idea to create an automated system for going through vanilla event files and replacing certain lines with VF code. This program will allow me to maintain the event code with minimal effort, but it may take at least a few days to develop. In the meantime, the event code for VF is considered to be broken, and I recommend entirely deleting VF_distant_stars_events_1, using the NR version, or reverting to an earlier version of Stellaris if you wish to continue using the mod while I am working on the update. 

 

STANDARD VF 3.0.2 IS INCOMPATIBLE WITH STELLARIS 4.0.15. I will be working on an updated version in the next few days, in the meantime the Non-Replacer version should still be working fine. 

 

Can't single events still be overwritten by just making sure the file containing said event is loaded first? In an experiment I moved "distar.245", the event that was causing the event popups to a file called "00_VF_distant_stars_events_1.txt", doing this fixed the empty event popup and the event worked like a charm when I triggered it manually.

 

Posted
11 hours ago, DragoBlazer said:

 

Can't single events still be overwritten by just making sure the file containing said event is loaded first? In an experiment I moved "distar.245", the event that was causing the event popups to a file called "00_VF_distant_stars_events_1.txt", doing this fixed the empty event popup and the event worked like a charm when I triggered it manually.

 

Did it work though? How did you do it? Can you give a bit more detail on what you've changed/moved? I can't seem to make the game 'ignore' this issue.

Posted
1 hour ago, McAron said:

Did it work though? How did you do it? Can you give a bit more detail on what you've changed/moved? I can't seem to make the game 'ignore' this issue.

I can confirm, it works. The pop up is no longer there.

Find text file called "VF_distant_stars_events_1" (it's in "events" folder of the mod), search for the event of id "distar.245".

Cut the whole event out of the file, then create new text file in same folder named "00_VF_distant_stars_events_1". Paste it there. Save both files. Should work.

Posted
12 hours ago, DragoBlazer said:

Can't single events still be overwritten by just making sure the file containing said event is loaded first? In an experiment I moved "distar.245", the event that was causing the event popups to a file called "00_VF_distant_stars_events_1.txt", doing this fixed the empty event popup and the event worked like a charm when I triggered it manually.

Messing around with filenames to get certain files loaded first had poor results when I tried it. I don't remember exactly what my methodology and results were, but trying one file prefix (adding a character like "!!" to the start of the file) things still broke, and when I tried another prefix at the opposite end of the UTF-8 table, it didn't load VF code at all. I've already got my event replacement program working beautifully, and directly overwriting the entire vanilla file has been working quite well. I am currently integrating the vanilla event files into my automated system and am about halfway done. 

Posted
2 hours ago, regnot123 said:

I can confirm, it works. The pop up is no longer there.

Find text file called "VF_distant_stars_events_1" (it's in "events" folder of the mod), search for the event of id "distar.245".

Cut the whole event out of the file, then create new text file in same folder named "00_VF_distant_stars_events_1". Paste it there. Save both files. Should work.

Yeah I haven't done that yet. Should try. But since apparently update is coming close I'll wait for that (thanks again).

Posted
11 hours ago, ModderWhoModsThings said:

Messing around with filenames to get certain files loaded first had poor results when I tried it. I don't remember exactly what my methodology and results were, but trying one file prefix (adding a character like "!!" to the start of the file) things still broke, and when I tried another prefix at the opposite end of the UTF-8 table, it didn't load VF code at all. I've already got my event replacement program working beautifully, and directly overwriting the entire vanilla file has been working quite well. I am currently integrating the vanilla event files into my automated system and am about halfway done. 

 

Nice to hear, shame that the event system isn't more robust. Looking forward to the update!

Posted (edited)

So it looks like with the latest update the Paragons will spawn without their modified appearence. They will be unmodified. This is for both the legendary Paragons (Keides, Skrand and Azaryn) and other regular Paragons. Those that spawn from enclaves and the like appear as they should with modified images. I am guessing it has to do with the paragon_events files being removed. No other issues so far with the new mod update.

Edited by nugget117
Posted
4 hours ago, Celestial Dragon said:

So it looks like with the latest update the Paragons will spawn without their modified appearence. They will be unmodified. This is for both the legendary Paragons (Keides, Skrand and Azaryn) and other regular Paragons. Those that spawn from enclaves and the like appear as they should with modified images. I am guessing it has to do with the paragon_events files being removed. No other issues so far with the new mod update.

Looks like I missed the paragons when overhauling the events, I'll have a patch released shortly. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...