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[mod] Vanilla Framework Continued


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Posted (edited)
21 hours ago, ModderWhoModsThings said:

LV adds traits for single-gender species (male, female, futa), while VF adds traits for more complex gender setups (male/futa, female/futa, male/female/futa). Without being able to replicate your error, I can't directly fix the issue myself, but I can still help you troubleshoot the problem. It seems that something from LV is breaking leader generation by making leaders spawn with incorrect genders. With LV running, can you check to see which genders leaders are generating for with no gender trait, then the all-female trait, and finally the female-futa trait? Hover over the leaders to see their gender, and assume that anyone without a gender is indeterminate. I want to know if there are leader generation issues with other trait configurations. 

What i was referring to with "is there something you can do" was troubleshooting so that's perfect.
OH MY GOD I FOUND THE PROBLEM!
When i made a species to test this i didn't add any traits other than the gender trait. When i went to test it i found everything was normal, obviously that shocked me because it's NEVER normal. After testing different configs of the species i found that If you use the Androgynous trait it MAKES THE GENDER INDETERMINATE. This is why the Androgynous trait in LV isn't selectable if you choose male or female or futa. It is however selectable with VF gender traits and seeing as a female and a futa can easily be mistaken for eachother i ALWAYS used this trait whenever i made a female/futa species. 

 

Additionally it does seem to do the same with the Tri gender trait so if in the past i said that the tri gender trait didn't cause the same issue its because i didn't add the androgynous trait and assumed the lack of the bug meant the tri gender species was not bugged.

 

If you use the androgynous trait with one of your gender traits you should be able to replicate the bug. You should also either fix the assignment issue with the trait or make the two traits incompatible so random species generation doesn't make broken species. (preferably fix the issue itself since i quite enjoy the 15% unity boost but its fine if you can't / don't want to)

 

Thank you for giving me the idea to test different species bc i never would have found that otherwise

 

Edit: Also if possible could you perhaps consider making a variant of the Female/Futa Trait without the pop growth boost? I have often found myself wishing for that since alot of the time i add the trait simply because i don't want to see the male portraits.

Edited by tannerthekright
Posted
6 hours ago, tannerthekright said:

OH MY GOD I FOUND THE PROBLEM!
When i made a species to test this i didn't add any traits other than the gender trait. When i went to test it i found everything was normal, obviously that shocked me because it's NEVER normal. After testing different configs of the species i found that If you use the Androgynous trait it MAKES THE GENDER INDETERMINATE. This is why the Androgynous trait in LV isn't selectable if you choose male or female or futa. It is however selectable with VF gender traits and seeing as a female and a futa can easily be mistaken for eachother i ALWAYS used this trait whenever i made a female/futa species. 

 

Additionally it does seem to do the same with the Tri gender trait so if in the past i said that the tri gender trait didn't cause the same issue its because i didn't add the androgynous trait and assumed the lack of the bug meant the tri gender species was not bugged.

 

If you use the androgynous trait with one of your gender traits you should be able to replicate the bug. You should also either fix the assignment issue with the trait or make the two traits incompatible so random species generation doesn't make broken species. (preferably fix the issue itself since i quite enjoy the 15% unity boost but its fine if you can't / don't want to)

 

Thank you for giving me the idea to test different species bc i never would have found that otherwise

 

Edit: Also if possible could you perhaps consider making a variant of the Female/Futa Trait without the pop growth boost? I have often found myself wishing for that since alot of the time i add the trait simply because i don't want to see the male portraits.

I had no idea the Androgynous trait changed gender assignments, this directly conflicts with the way I've been using the indeterminate gender in VF. I'll have to think the problem over and modify VF to be more compatible.

 

Adding an additional variant of a trait would clutter the UI and the code, and it's too much work to maintain a submod just to offer a slightly different version of the traits. You can easily remove the pop growth boost on your own by opening "Vanilla Framework\common\traits\_100_VF_Traits.txt", and deleting the line "logistic_growth_mult = 0.1" from all traits. The trait will still SAY that it gives a boost because trait descriptions are handled by the english localization script, but the actual effect of the growth will not work in-game. You can see the net sum of all applied trait effects when you hover over a species portrait in the species panel in-game to see whether or not a trait has actually taken affect. 

Posted

Haveing no knowledge on the back end of things: if there being no psionic portraits is casuing a problem, may I suggest moving/clone the angels and angelwoman (humanoids) and the succubus (necroids) to psionis until "proper" sets can be made? Psionics are tied to sprotualisy ethics after all

Posted
20 hours ago, draconon97 said:

Haveing no knowledge on the back end of things: if there being no psionic portraits is casuing a problem, may I suggest moving/clone the angels and angelwoman (humanoids) and the succubus (necroids) to psionis until "proper" sets can be made? Psionics are tied to sprotualisy ethics after all

I'll probably do something like that

Posted

I wanted to ask if it's possible to disable the FUTA traits by deleting a line in the editor, and if so, which one, or is it not that easy to do?

I'm not very familiar with this.

 

The reason I’m asking is that I just started a species with the Origin Evolutionary Predators.

I’ve noticed that the event for my species keeps trying to assign these traits over and over.

You can just load an autosave to try again, but it does bother me a little.

But it’s no big deal if it’s not that easy to do.

Posted
7 hours ago, Tatanos said:

I wanted to ask if it's possible to disable the FUTA traits by deleting a line in the editor, and if so, which one, or is it not that easy to do?

I'm not very familiar with this.

Traits from VF are safe and easy to remove. Simply delete the file "Vanilla Framework\common\traits\_100_VF_Traits.txt" and the female-futa, male-futa, and tri-gender traits will not show up in your game. Lustful Void adds its own futa trait though, and while you could track it down and delete it from a file I would recommend against doing that because there are scripts and events in LV that depend on the futa trait, so removing the LV trait would break LV's code. 

Posted
8 hours ago, ModderWhoModsThings said:

Traits from VF are safe and easy to remove. Simply delete the file "Vanilla Framework\common\traits\_100_VF_Traits.txt" and the female-futa, male-futa, and tri-gender traits will not show up in your game. Lustful Void adds its own futa trait though, and while you could track it down and delete it from a file I would recommend against doing that because there are scripts and events in LV that depend on the futa trait, so removing the LV trait would break LV's code. 

Thanks a lot for the info.^^

  • 4 weeks later...
Posted

Just to confirm, yes there do seem to be issues. When I try to play the latest DLC with this mod the game bugs out, popping up multiple empty textboxes every day.

Posted (edited)

That's caused by the overwritten events, the game expects files with all the up-to-date events, and the as-of this post current version of the mod has outdated files. Those outdated files are causing the issue with the blank popup boxes. Deleting the events files should do the trick.

Edited by Railgunner2160
Posted
4 hours ago, bsdmm said:

Hey i was looking through my mods and it says vanilla framework may be out of date is there any issues?

 

2 hours ago, Anotu said:

Just to confirm, yes there do seem to be issues. When I try to play the latest DLC with this mod the game bugs out, popping up multiple empty textboxes every day.

 

2 hours ago, Railgunner2160 said:

That's caused by the overwritten events, the game expects files with all the up-to-date events, and the as-of this post current version of the mod has outdated files. Those outdated files are causing the issue with the blank popup boxes. Deleting the events files should do the trick.

Railgunner is correct, I'll work on getting a new update out Wednesday to fix things. 

Posted (edited)
59 minutes ago, ModderWhoModsThings said:

 

 

Railgunner is correct, I'll work on getting a new update out Wednesday to fix things. 

If it helps, my errors were crisis related, not Paragon related. I deleted crisis_events1.txt, crisis_events2.txt, crisis_events3.txt and machine_age_crisis_events.txt  from the mod and kept the paragons, and the blank pop ups stopped.

Edited by DeadByDaylight
Posted
On 6/15/2026 at 9:56 PM, DeadByDaylight said:

If it helps, my errors were crisis related, not Paragon related. I deleted crisis_events1.txt, crisis_events2.txt, crisis_events3.txt and machine_age_crisis_events.txt  from the mod and kept the paragons, and the blank pop ups stopped.

doing that broke the mod wholesale for me.

Posted (edited)

hello ive been having issues with the descriptors the error reads "the path in this mod's descriptor file is invalid or does not exist" i've been trying to fix this myself but i don't think i have the knowledge base. i went so far as to empty out my mod folder but i didn't help. i downloaded the latest version posted on 20260617 sorry if the answer is obvious i may be oblivious thanks <3 

edit: i tried reinstalling all the other mods i deleted and now they all have the same issue... ;-;

92d323415ca55558858546300a06ceec.png.0f581965031c99a8a4dd4615339b7005.png910eebf4333baa26a8c46bcb2da30aa5.png.010ade1646dcb076ba1604284f1c3256.png

Edited by sillyyiffybilly
Posted

Open the .mod files with a text editor, I recommend using Notepad ++, the ones that mistakenly have the video file icons. Once the files are open look for a line that starts with path=, change it to something like path="mod/Vanilla Framework" and path="mod/VF Portraits" for their respective files. This should force the launcher to rebuild the path so it matches whet your PC uses.

Posted
3 hours ago, sillyyiffybilly said:

hello ive been having issues with the descriptors the error reads "the path in this mod's descriptor file is invalid or does not exist" i've been trying to fix this myself but i don't think i have the knowledge base. i went so far as to empty out my mod folder but i didn't help. i downloaded the latest version posted on 20260617 sorry if the answer is obvious i may be oblivious thanks ❤️

edit: i tried reinstalling all the other mods i deleted and now they all have the same issue... ;-;

92d323415ca55558858546300a06ceec.png.0f581965031c99a8a4dd4615339b7005.png910eebf4333baa26a8c46bcb2da30aa5.png.010ade1646dcb076ba1604284f1c3256.png


You extracted the mod files wrong, if you copied the downloaded files into the mod folder and then used .e.g. 7zip's [extract to "$Archive_File_Name\"] function, then that's wrong. There is already the correct mod folder structure present in the zip file, so you should simply use the [extract here] option instead.
I.e. you created one more unnecessary folder (the ones whose names include the version numbers) when extracting the archive, breaking the mod's expected folder structure.
Basically, just go inside the folders in your screenshot and cut 'n paste the actual mod folders out of them, then the delete the empty folders with the version numbers.

Posted
10 hours ago, xamion said:


You extracted the mod files wrong, if you copied the downloaded files into the mod folder and then used .e.g. 7zip's [extract to "$Archive_File_Name\"] function, then that's wrong. There is already the correct mod folder structure present in the zip file, so you should simply use the [extract here] option instead.
I.e. you created one more unnecessary folder (the ones whose names include the version numbers) when extracting the archive, breaking the mod's expected folder structure.
Basically, just go inside the folders in your screenshot and cut 'n paste the actual mod folders out of them, then the delete the empty folders with the version numbers.

thank you very much i cant believe i messed it up like that

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