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[mod] Vanilla Framework Continued


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Posted
6 minutes ago, piefightclub said:

new game and im still getting this what do i doimage.png.aef9b4ece1de99d55a6e5092845c7947.png

checked error logs 
fallen empires cant build stuff on some planets
so
either it is a fallen empire fault or its gigastructural engineering mods fault 
imma disable gigastructural engineering see if that fixes it

Posted
1 hour ago, piefightclub said:

new game and im still getting this what do i do

Did you delete any existing VF version before installing the new one? This will happen if there are any pre-3.1 VF files left in the mod. 

Posted
4 hours ago, ModderWhoModsThings said:

Did you delete any existing VF version before installing the new one? This will happen if there are any pre-3.1 VF files left in the mod. 

i did 
it was the fault of a completely different mod 
fixed now

Posted (edited)
On 6/11/2025 at 4:32 AM, piefightclub said:

i did 
it was the fault of a completely different mod 
fixed now

I got the same infinite event popup, already reinstalling VF multiple times. Which mod did you remove?

 

Edit: I got desperate and since the log file points to event error I just kinda delete that event folder in this mod and everything working again. It's still replacing portraits but I think not the paragons and events.

 

Edit2: I got it working with the event folder on, so paragons and events portrait replacer is working. What I did is update stellaris to the latest version. It seems that VF (or the game itself?) doesn't like it when I using outdated version of stellaris (I was using the 4.0.14.1 version and I pause updating version out of fear of breaking existing mods).

Edited by Luthenin
Posted

Hi guys, so I downloaded last version of the mod and game stopped working. I'm currently staying on 3.14 version of the game and really do not want to update. I changed .mod files version to 3.14. But it still doesn't get past the loading screen. I used VF 3.0.1 version and everything worked without a hitch. VF 3.1.0 will not work on 3.14 at all, or are there some fixes that can be implemented? Or should i just roll back? 

Posted
5 hours ago, DenKTM said:

Hi guys, so I downloaded last version of the mod and game stopped working. I'm currently staying on 3.14 version of the game and really do not want to update. I changed .mod files version to 3.14. But it still doesn't get past the loading screen. I used VF 3.0.1 version and everything worked without a hitch. VF 3.1.0 will not work on 3.14 at all, or are there some fixes that can be implemented? Or should i just roll back? 

I posted a link to the last version designed for Stellaris 3.14 (VF 2.7.0) on page 12 of this forum. Other than uploading some legacy versions, I cannot provide support for older versions of Stellaris. 

Posted
10 hours ago, ModderWhoModsThings said:

I posted a link to the last version designed for Stellaris 3.14 (VF 2.7.0) on page 12 of this forum. Other than uploading some legacy versions, I cannot provide support for older versions of Stellaris. 

Ok, thank you for a quick reply. 

Posted
On 6/11/2025 at 10:30 AM, Luthenin said:

I got the same infinite event popup, already reinstalling VF multiple times. Which mod did you remove?

 

Edit: I got desperate and since the log file points to event error I just kinda delete that event folder in this mod and everything working again. It's still replacing portraits but I think not the paragons and events.

 

Edit2: I got it working with the event folder on, so paragons and events portrait replacer is working. What I did is update stellaris to the latest version. It seems that VF (or the game itself?) doesn't like it when I using outdated version of stellaris (I was using the 4.0.14.1 version and I pause updating version out of fear of breaking existing mods).

there was a mod i had that would give multiple origins 
that was causing issues so once removed it stopped
 

Posted (edited)

Back for your regular bug reports: I just encountered a robot species spawning with the portrait name "VFpre_robot" - none of the pops in this species are visible, which leads me to believe that this is another accidental inclusion of a non-existent portrait set.

Edited by Anotu
Posted
12 hours ago, Anotu said:

Back for your regular bug reports: I just encountered a robot species spawning with the portrait name "VFpre_robot" - none of the pops in this species are visible, which leads me to believe that this is another accidental inclusion of a non-existent portrait set.

Thanks for the report, this issue will be investigated! 

Posted

I'm sure I found a bug. The machine races from the event “Awoken” still have an incorrectly written script responsible for the different types of races' portraits on the planet in the “Current Population” table, so there is still a bug that all races have the same one portrait that falls as number 1 in the folder with their portraits. I believe all other races do not have this problem.  I checked it myself. I changed in file the “pop” to “pop_group” and again everything worked as it should.

Posted
5 hours ago, adecz said:

I'm sure I found a bug. The machine races from the event “Awoken” still have an incorrectly written script responsible for the different types of races' portraits on the planet in the “Current Population” table, so there is still a bug that all races have the same one portrait that falls as number 1 in the folder with their portraits. I believe all other races do not have this problem.  I checked it myself. I changed in file the “pop” to “pop_group” and again everything worked as it should.

Looks like I forgot to update the code for robot event species. Thank's for the report, this will be fixed in the next update! 

Posted
On 6/15/2025 at 6:51 AM, piefightclub said:

there was a mod i had that would give multiple origins 
that was causing issues so once removed it stopped
 

can you tell me the name of the mod. i am at a standstill rn

Posted
39 minutes ago, masterrofle said:

nvm i finally found it but my game is crashing instead now

Unfortunately there's nothing I can do to help you debug a modlist, but let me know if you encounter any problems with only LV + VF running. 

Posted

open game console

type debugtooltips

mouse over the empty event window

it will tell you the event name in question

 

after that it is just a matter of tracking down which mod messed it up

Posted

image.png.aef9b4ece1de99d55a6e5092845c7947.png

I'm having the same problem, despite using only LV and VF. Problem disappears if i disable VF. Debug shows around 30-50 different event names, so (i think) it'll be impossible to track down. I'll try updating stellaris from 4.0.6 to 4.0.20, and i'll let know if it fixed error. Complete modlist:

image.png.99b8c8c1d337099ba140110a17bea704.png

Posted
12 hours ago, xd007xd said:

Ok, seems that updating game fixed issue. If somebody has the same isuue, it's way to go.

I always try to help people however I can, but I can only provide active support for the latest version of Stellaris and thus VF is only designed to run properly on the latest version of Stellaris. I can see this being especially problematic with all the overwriting of event code, if the event code in VF doesn't match the code in Stellaris, things can break very easily. The non-replacer version does not overwrite any base game files and should have vastly greater compatibility with different game versions and other mods. 

Posted
5 hours ago, alaunus01 said:

Given that I use Irony Mod Manager the 'overwrite all base events' decision is a massive thorn in my side. 

Sorry, but it's the most reliable solution I could devise. Stellaris is weird about overwriting events for whatever reason. 

Posted

I'm not entirely sure, but I've been running into a problem. When I try to use the Overtuned origin or certain unique cybernetic traits, all the portraits in my species end up looking the same as the ruler's portrait. I suspect it might be a compatibility issue with other mods, but I'm hoping someone might have advice on how to fix this?

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