Jump to content

Recommended Posts

Posted

Tempting Tides


This mod expands on Lustful Void with playstyle paths and various extra content, including traditions, federations, agendas, etc.

 

Heads Up - v.1.6 has barely been tested. Any bug reports posted in support are appreciated, even minor such as missing localization or misguiding texts.

 

LV - Tempting Tides

Stellaris Version 4.0.* supported

 

En Masse

Spoiler
  • 5x Buildings (3 chains)
  • 3x Colony Designations with automation
  • 2x Council Agendas
  • 1x Planetary Decisions
  • 4x Edicts
  • 1x Federations (with laws and perks)
  • 2x Authorities
  • 1x Civics
  • 6x Councilors (with negative bonus compensation for research, defense and state positions)
  • 1x Trade Policy
  • 8x Jobs
  • 1x Tech Category - Sexstudies applied to all three research areas.
  • 12x Technologies
  • 3x Tradition Trees, 1x Ascension
  • 8x Leader Traits (4 subclasses)
  • 2x Species traits

 

Installation:

Extract the zip into C:\Users\<user name>\Documents\Paradox Interactive\Stellaris\mod\

LV Tempting Tides only contains some vanilla overwrites so it should work with most mods. Load order should not matter but this is preferred just in case :

  • Lustful Void (Required)
  • LV Base Game Overwrites
  • LV Balance Patch
  • <Suggested/Other mods>
  • LV Tempting Tides
  • LVTT MC Patch (optional)

 

Suggested mods:

Some of the following mods have content integrated in Tempting Tides.

 

Changelog:

Spoiler
v.1.6b
  • Removed defensive council position not being able to cover penalties
 
v.1.6b
  • Merge lvtt concubine into lv concubine
  • Remove Diplomat leader
  • Fix robo workers
 
v.1.6a
  • Remove broken vanilla leader skills from diplomat leaders
  • Fixed migration values
  • Minor balancing and fixes
 
v.1.6
  • Stellaris v4.0 update
  • Added missing event chain for tantric species trait
 
v.1.5a
  • New civic - BDSM Society including councilor, jobs and defensive army
  • New leader traits
  • Fixed job outputs - Removed trait based bonuses
 
v.1.5
  • Rework of Concubines and Tantrics economy and gameplay. Watch out for Master Focus overload.
  • Concubine Foundation and Aristocratic Elite now works in tandem with similar functionality.
  • Tantric Servants added. *Not fully tested*
  • Added colony automation to both LVTT and LV designations to prioritise relevant buildings.
  • New Diplomat leader class, non-lewdish, including subclasses and extra traits.
  • Added new Consororité laws and perks, including missing fleet contribution.
  • Higher tier buildings now also cost rare resources.
  • Fix capital building consort replacements.
  • Refactoring and balancing.
  • A bunch of other fixes.
 
v.1.4b
  • Fixed Bimbocratic authority by removing invalid civics
  • Concubine entourage favor chance reduced to 1%
  • Removed ascension perks that would disallow the tantric tree (in hopes it will fix the appearance problem)
 
v.1.4a
  • Tantric jobs no longer allowed for enslaved pops
  • Halved edict fund from tantric mage leader trait
  • Lowered Eroticratic random weight
  • Localization fixes
 
v.1.4
  • Added authority
  • Added ascension perk
  • Added living standard
  • Added tradition tree
  • Added tech
  • Bigger vaiety to Eroticratic government forms
  • Fixed concubinage and tantric traditions issues with buildings and techs. Building technologies can no longer be researched unless ethic is correct. Tantric temples no longer requires adopting Tantric. Lustful gardens will be replaced with trade buildings upon ethic change, instead of just being destroyed.
  • Updated concubinage and tantric building tech gfx

 

Please do provide feedback about any bugs and if I need to balance some values.

The artwork is from a variety of artists and quite temporary. I would be grateful for anyone willing to lend a hand on graphical content and/or directions.


 

Posted (edited)

Enjoying the mod, though what the heck is the Civic's tooltip supposed to say for those of us who don't read or understand latin?

 

Edit: are the lvtt_scripted_effects and lvtt_scripted_modifier files supposed to be empty?

Edited by Railgunner2160
Posted

Minor bug I've noticed: The Sex Studies scientist trait is missing the trait name, trait icon, and it looks like a minor issue with the localization as it is displaying as 'lvtt_sexstudies' rather than I assume 'Sex Studies'.

Posted
On 3/20/2024 at 2:59 PM, Lord Isangrad said:

Please continue.  More LV related agendas would also be very nice. Also, add a Sexologist council position that can replace the head researcher.

Thanks for the tip, I will look into that.

Posted
On 3/21/2024 at 4:11 PM, Railgunner2160 said:

Enjoying the mod, though what the heck is the Civic's tooltip supposed to say for those of us who don't read or understand latin?

 

Edit: are the lvtt_scripted_effects and lvtt_scripted_modifier files supposed to be empty?

The latin is from a placeholder generator :)

I have some files that has been used for testing and will probably be used sooner or later. I think there might be some effects and modifiers in v.1.2.

Posted
On 3/24/2024 at 3:53 PM, walear said:

the Concubine Capital/world thing about replacing Clerks doesnt seam to be working

Some tooltips and descriptions is outdated. I might do a hotfix with updated localization as this is quite misleading.

Posted
On 3/24/2024 at 7:17 PM, Railgunner2160 said:

Minor bug I've noticed: The Sex Studies scientist trait is missing the trait name, trait icon, and it looks like a minor issue with the localization as it is displaying as 'lvtt_sexstudies' rather than I assume 'Sex Studies'.

This should be fixed by now.

Posted
On 3/25/2024 at 8:49 AM, truejolle said:

great mod :)  .. building_lvtt_lust_gardens_3 is missing in the localisation files

This is fixed but might change as the descriptions is just copy pasta between the tiers

Posted

Bug: Congubinage tradition requires lustfull affiliates tech however the tech requires you to adopt the tradition for it to become available for research

Posted
2 hours ago, TarDust said:

Bug: Congubinage tradition requires lustfull affiliates tech however the tech requires you to adopt the tradition for it to become available for research

Fixed in v.1.2a

Posted (edited)

Two things i've noticed: Despite Concubine foundation saying it starts you with Lustful Affiliates, It doesn't seem to be the case?
And

Whenever a madame job is being worked, it keeps trying to 'shuffle' the workers, leading to a bunch of pops being shuffled around constantly- Keeps promoting pops to specialist, kicking them out the job, pulling up another pop, etc etc.

Edit: My modlist is pretty heavy, and im hunting for the conflict that might cause it just incase its a mod conflict- but i just wanted to let you know just in case.

Edited by Nightengale__
Additional info
Posted (edited)
1 hour ago, Nightengale__ said:

And

Whenever a madame job is being worked, it keeps trying to 'shuffle' the workers, leading to a bunch of pops being shuffled around constantly- Keeps promoting pops to specialist, kicking them out the job, pulling up another pop, etc etc.

 

I'm also running into this + weirdness where my food monthly trades are just not being processed (e.g. sometimes the trade just... stops for the month).

 

Rolling back to 1.1 the madame behaviour still seems to happen once the jobs are in (I console'd the tech in to test) - it's actually shuffling pops in/out of the madame job itself, from the look of it, so it could just need some tuning on the eligibility check or logic. I'm not sure if something about being in the job is causing other pops to be rated as a better fit, but yeah, something messy there for sure.

 

Since rolling back, I haven't run afoul of the trade weirdness. That one could be a conflict somewhere but I have no idea how/where since I can't see anything that should be affecting this in the mod.

Edited by Eskella
Posted
15 hours ago, TarDust said:

Bug: Congubinage tradition requires lustfull affiliates tech however the tech requires you to adopt the tradition for it to become available for research

Nasty breaking bug. Thanks for the heads up. This is fixed in v.1.2b. Have reverted back to Concubinage requiring lustful affiliates as intended from the beginning which was also the reason of giving the tech from civic.

 

9 hours ago, Nightengale__ said:

Two things i've noticed: Despite Concubine foundation saying it starts you with Lustful Affiliates, It doesn't seem to be the case?
And

Whenever a madame job is being worked, it keeps trying to 'shuffle' the workers, leading to a bunch of pops being shuffled around constantly- Keeps promoting pops to specialist, kicking them out the job, pulling up another pop, etc etc.

Edit: My modlist is pretty heavy, and im hunting for the conflict that might cause it just incase its a mod conflict- but i just wanted to let you know just in case.

Concubine Foundation now correctly provides the Lustful Affiliates from start.

I tested the job problem. In my case it doesn't matter whether I have a madame or not. When I force filled my 6 concubine jobs and then removed the forced jobs I automatically went down to 5 and I a farmer was added as my food consumption is negative. I ran a couple of months and every month 1-2 concubines was moved to miner and farmer until I got positive numbers. I think this is correct according to standard gameplay with job weights as concubines ain't cool enough until other resources are taken care of. Also my unity was pretty high. My madame jobs though won't get added until most workers are filled and they won't get fired so no extra pops getting raised to specialist. I will keep a lookout though because I only tested with building lusful gardens exlusively with no other worker/specialist buildings.

 

8 hours ago, Eskella said:

 

I'm also running into this + weirdness where my food monthly trades are just not being processed (e.g. sometimes the trade just... stops for the month).

 

Rolling back to 1.1 the madame behaviour still seems to happen once the jobs are in (I console'd the tech in to test) - it's actually shuffling pops in/out of the madame job itself, from the look of it, so it could just need some tuning on the eligibility check or logic. I'm not sure if something about being in the job is causing other pops to be rated as a better fit, but yeah, something messy there for sure.

 

Since rolling back, I haven't run afoul of the trade weirdness. That one could be a conflict somewhere but I have no idea how/where since I can't see anything that should be affecting this in the mod.

The production values in the top bar only updates every month and as I mentioned above the switching applies at these monthly updates. As for madames I will keep my eyes open. It's weird because I've not touched the madame for a while :D

 

Thanks all for the feedback everyone.

Posted (edited)
11 hours ago, Nightengale__ said:

Whenever a madame job is being worked, it keeps trying to 'shuffle' the workers, leading to a bunch of pops being shuffled around constantly- Keeps promoting pops to specialist, kicking them out the job, pulling up another pop, etc etc.

Edit: My modlist is pretty heavy, and im hunting for the conflict that might cause it just incase its a mod conflict- but i just wanted to let you know just in case.

Are you using Calcifire's Sex Rights? I tried to run without it and the jobs didn't switch like before. Sex Rights overwrites LV jobs and is not updated with the new weighting system in LV 0.7.5.

Edit: New weighting system in LV 0.7.6.

Edited by printit
Posted
2 hours ago, printit said:

Are you using Calcifire's Sex Rights? I tried to run without it and the jobs didn't switch like before. Sex Rights overwrites LV jobs and is not updated with the new weighting system in LV 0.7.5.

Edit: New weighting system in LV 0.7.6.

 

Have similar problem, job constant shifting, (sex right mod is disabled), and now my council ios full of "?" mark.

Posted

Yeah for me, no sex rights or anything like that- but whenever the madam job gets filled, it would boot that pop off the job (making them unemployed) and then pull up a worker pop. This was only with the madame i got from the job replacement that the civic adds. The real issue comes after because it pulls *All* my worker class citizens off their jobs, sometimes tehy pop back on and then pop off again- it marks them all as 'unemployed' and leaves all the jobs empty. Im not quite sure whats really causing that *mess*.

 

that was the old version of this mod, Im just downloading the new version of the mod and ill see if the issue persists. the only *major* mods I have are gigastructural and LV, but that shouldn't really be too bad.

Posted

Minor/Major Bug: The mod seems to be causing issues with the council view, not only is the background showing up as a question mark but also almost all or possible all the icons are question marks as well. Renaming the file to your 'lvtt_' prefix seems to have solved the issue.

Posted (edited)
50 minutes ago, Railgunner2160 said:

Minor/Major Bug: The mod seems to be causing issues with the council view, not only is the background showing up as a question mark but also almost all or possible all the icons are question marks as well. Renaming the file to your 'lvtt_' prefix seems to have solved the issue.

Yeah just noticed that issue myself- how did you fix it?

Edit: I also have an issue with some of the techs just being.. unable to finish? there was one that improved envoy's that i got to 2749 out of 2750 and it just wouldn't finish?

Edited by Nightengale__
Posted

go into the Interface folder and rename the 'council_view.gfx' file to say 'lvtt_council_view.gfx'. That should solve the issue, it's a overwrite rather than amend issue since it's using the default file name rather than a customized one.

Posted (edited)

I just realized that some of the releases I uploaded was not the actual release versions but version including my work in progress 🤦‍♂️
I will correct this. Will also put all effort into the madame issue. But I might need more information about your mod lists as my pops won't get fired from nor upgraded to madame.

 

Edit: v.1.2a and v.1.2b has been corrected and reuploaded

 

Edit: If anyone can reproduce the madame problem on v.1.2b and tell me their load order I would be grateful. Any extra information about selected civics, other non-vanilla jobs, etc. is helpful.

 

Here's my load order that seems to work

  1. Lustful Void 0.7.6
  2. LV Base Game Overwrites 0.7.6
  3. LV Balance Patch 0.7.6
  4. LV Tempting Tides v.1.2b

 

I also tried this load order without the annoying madame bug. Worker pops slowly switching to farmer and miner with Sex Rights.

  1. Lustful Void 0.7.6
  2. LV Base Game Overwrites 0.7.6
  3. LV Balance Patch 0.7.6
  4. Citizen's Sex Rights
  5. Calcifire's Trait Pack
  6. LV additional things
  7. LV Tempting Tides v.1.2b
Edited by printit
Posted (edited)

Minor bug.

description for Concubine Foundation didn't work for me, changing encoding of "lvtt_common_l_english" from CTF-8 to CTF-8 with BOM, made it work again. it was CTF-8 with BOM in earlier version i tried. and other YML files was saved in CTF-8 with BOM.

 

Edit: is the tantric stuff supposed to be only for spiritualists? if so, maybe should hide the tradition for all others?

Edited by Xadhoom

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...