Alploochra Posted July 25, 2025 Posted July 25, 2025 1 hour ago, printit said: I believe this has been brought up before. There are three council positions replacing the vanilla ones and they have to be selected the same way as when you change to any other authority. The missing head penalties are all compensated and displayed as modifiers in tooltips, alongside the penalties. The research menu has a missing portrait though. Grammar will be changed with the next update. Thanks for noticing. Unless I'm mistaken. Ignite the thrusters, for there are no cliffs in the void. I see the counter-buffs, yet I still start with a 18 navy size max instead of 20... I see you ditched the diplomats in the last version, is it because they made the characters menus stutter ? It was a neat idea nonetheless, the like is not seen enough ! If you take suggestions and waiving feasibility, maybe fusing them with envoys could do the trick ? (for example Concubinage tradition could give them all traits ?)
printit Posted July 27, 2025 Author Posted July 27, 2025 On 7/25/2025 at 9:15 AM, Alploochra said: I see the counter-buffs, yet I still start with a 18 navy size max instead of 20... I see you ditched the diplomats in the last version, is it because they made the characters menus stutter ? It was a neat idea nonetheless, the like is not seen enough ! If you take suggestions and waiving feasibility, maybe fusing them with envoys could do the trick ? (for example Concubinage tradition could give them all traits ?) Well, that's disturbing to say the least. Imo the fleet limit math is off as the penalty isn't summed up with the other multiplier modifiers, so it's not a standard modifier per se and shouldn't be displayed as such. I will remove the defense position with a patch. The others seem correct and will stay. As of the diplomat. Yes, the intention is to make them work as envoys. However, allowing the diplomat model to be an envoy changes all envoys to be diplomats and I'm also having a bit of trouble integrating leader traits outside of TT in an easy manner, but it's doable yet hacky. Also, allowing the model to crew science ships allows them to do survey, research and archeology even though specifically stated not to and will probably be completely removed. Conclusion is that implementing new leader classes is quite fleshed out except the toggles I want to use doesn't really work as "expected" All this together and its current state of being a bit buggy and nothing more than a semi merged official scientist made me remove it. Hopefully temporarily.
Katz Posted July 27, 2025 Posted July 27, 2025 There's something weird with the "Lustful Body" trait. It seems to be doubling up the one from LV. And one of its versions cannot be leveled up.
Alploochra Posted July 27, 2025 Posted July 27, 2025 1 hour ago, printit said: Well, that's disturbing to say the least. Imo the fleet limit math is off as the penalty isn't summed up with the other multiplier modifiers, so it's not a standard modifier per se and shouldn't be displayed as such. I will remove the defense position with a patch. The others seem correct and will stay. As of the diplomat. Yes, the intention is to make them work as envoys. However, allowing the diplomat model to be an envoy changes all envoys to be diplomats and I'm also having a bit of trouble integrating leader traits outside of TT in an easy manner, but it's doable yet hacky. Also, allowing the model to crew science ships allows them to do survey, research and archeology even though specifically stated not to and will probably be completely removed. Conclusion is that implementing new leader classes is quite fleshed out except the toggles I want to use doesn't really work as "expected" All this together and its current state of being a bit buggy and nothing more than a semi merged official scientist made me remove it. Hopefully temporarily. Can the Navy issue be about the modifiers applying weirdly ? As in 20*0.75*1.25=18.75 (so, the 18 i get) The hackiness must be what the reason the leaders panel slowdowns and lags (not a TT specific problem, other mods changing Leaders features do it too) I'm pretty sure Paradox has an Envoy fleshing-out feature in the pipes given how they changed them in the past patches, but them being Paradox, it can be 3 years or more down the line. Like for the friggin' armies features that have been in the limbos for years already (fracking make them work like fleets, Paradox, damnit) . In case it makes you reconsider to wait or something. I don't have the know-how to try, but can't your intended feature be inversely implanted ? As in Concubinage and Subterfuge (and/or new/pertinent traditions across the tree) give a trait to all your Envoys, permanently, that works in specific slots (First Contacts, Diplomacy +/- relations and Espionnage)
printit Posted July 28, 2025 Author Posted July 28, 2025 20 hours ago, Alploochra said: Can the Navy issue be about the modifiers applying weirdly ? As in 20*0.75*1.25=18.75 (so, the 18 i get) The hackiness must be what the reason the leaders panel slowdowns and lags (not a TT specific problem, other mods changing Leaders features do it too) I'm pretty sure Paradox has an Envoy fleshing-out feature in the pipes given how they changed them in the past patches, but them being Paradox, it can be 3 years or more down the line. Like for the friggin' armies features that have been in the limbos for years already (fracking make them work like fleets, Paradox, damnit) . In case it makes you reconsider to wait or something. I don't have the know-how to try, but can't your intended feature be inversely implanted ? As in Concubinage and Subterfuge (and/or new/pertinent traditions across the tree) give a trait to all your Envoys, permanently, that works in specific slots (First Contacts, Diplomacy +/- relations and Espionnage) Yes, the math seems to be ((base + additive_modifiers) * multiplier_modifiers) * (1 - penalty) We get ((20+40) *1.25)*0.75 = 56,25 instead of ((20+40) * (1 + 0.25 - 0.25) = 60 hence the penalty modifier, in tooltip, is misleading and there's nothing to do about it as the penalty is not accessible in modding. From what I've seen, the other councilor penalties is considered modifier_multiplier, thus working. I will consider making the diplomat work in the next patch. Might even make it a separate mod on steam workshop.
Katz Posted July 28, 2025 Posted July 28, 2025 Gestalt Rogue Servitors have acess to the Lustful Liasons tech that does not actually give them the building acess.
Saber83 Posted July 31, 2025 Posted July 31, 2025 I need some help. I've been trying to figure out why this mod doesn't work correctly. Basically after I extract it, I figured out none of the files are in the correct folders (or sub-folders as the case may be). I figured out to place the .mod file in the Stellaris mod folder, but that only allows the game to detect that the mod has been added. Because none of the other files are in their correct places, the game doesn't know what the mod does. As an example, after extraction the files/folders have names like this: LV Tempting Tides\common\ and LV Tempting Tides\common\council_agendas\lvtt_council_agendas.txt Obviously, some of them I can figure out what to name them, but some have the same name and some files I can't figure out where to place.
Alploochra Posted July 31, 2025 Posted July 31, 2025 2 hours ago, Saber83 said: I need some help. I've been trying to figure out why this mod doesn't work correctly. Basically after I extract it, I figured out none of the files are in the correct folders (or sub-folders as the case may be). I figured out to place the .mod file in the Stellaris mod folder, but that only allows the game to detect that the mod has been added. Because none of the other files are in their correct places, the game doesn't know what the mod does. As an example, after extraction the files/folders have names like this: LV Tempting Tides\common\ and LV Tempting Tides\common\council_agendas\lvtt_council_agendas.txt Obviously, some of them I can figure out what to name them, but some have the same name and some files I can't figure out where to place. ... What are you doing ? Don't rename anything ! Extract into the mod folder and that's all.
Xadhoom Posted August 1, 2025 Posted August 1, 2025 Bug: Can't upgrade capital buildings. when looking at the files, it seem they made a lot of changes, so i'm not certain you even need the edits anymore or if they should go to the inline scripts they use, seems to work without the lvtt_capital_buildings.txt file, i can be wrong and miss something you added but for now it works for me without it.
Saber83 Posted August 1, 2025 Posted August 1, 2025 15 hours ago, Alploochra said: ... What are you doing ? Don't rename anything ! Extract into the mod folder and that's all. Tried to extract it into a folder and place that in the Stellaris mod folder without changing anything. The game itself detects the mod correctly but nothing that is supposed to be added by the mod appears in game, so I don't know what is going on.
Katz Posted August 1, 2025 Posted August 1, 2025 Make sure to delete the previous versions of the mod? The OS might have asked you if you want to replace or rename when copying stuff over.
Saber83 Posted August 2, 2025 Posted August 2, 2025 21 hours ago, Katz said: Make sure to delete the previous versions of the mod? The OS might have asked you if you want to replace or rename when copying stuff over. I did. I always make sure to do that when I install any of these mods. Stupid question, but should I extract this mod into it's own folder and place that into the Stellaris mod folder, because I just tried extracting the zipped file contents directly into the Stellaris mod folder and that didn't work either. I don't know what to do anymore.
Alploochra Posted August 2, 2025 Posted August 2, 2025 You should have a .mod file in the mod folder and a repertory with the exact same name that the .mod file in the same mod folder. That's all. Are you "extracting" or "Extracting as xxxxx" ?
Dragen_Heir Posted August 11, 2025 Posted August 11, 2025 On 8/2/2025 at 9:04 AM, Alploochra said: You should have a .mod file in the mod folder and a repertory with the exact same name that the .mod file in the same mod folder. That's all. Are you "extracting" or "Extracting as xxxxx" ? Getting it here too using Ark on Linux and 7z through commandline, eventually I tried pkzip (the unzip command on commandline) and got it to extract correctly. unzip "LV Tempting Tides v.1.6c.zip" -d "LV Tempting Tides" The odd part is, Ark works perfectly fine for everything else on the site, at least, of what I've tried, this is the first time I've hit something this esoteric. 1
bloed Posted August 17, 2025 Posted August 17, 2025 (edited) BUILDING the concubine buildings (lust garden chain) is locked entirely behind being a xenophile empire, but every empire gets the RESEARCH option. So my Totalitarian Militarists were really confused why they researched concubines and then couldn't build the buildings. That requirement for the buildings should probably just be removed? Additionally, the civ that turns your enforcers into dommes states in its tooltips that Entertainers will be transformed to dommes, but then turns Enforcers into dommes. So that's likely a bug in the tooltip? Edited August 17, 2025 by bloed
bloed Posted August 18, 2025 Posted August 18, 2025 On 7/27/2025 at 3:25 PM, Katz said: There's something weird with the "Lustful Body" trait. It seems to be doubling up the one from LV. And one of its versions cannot be leveled up. This bug still seems to persist as well.
DragonbornUchiha Posted August 27, 2025 Posted August 27, 2025 What is the MC patch for? I haven't played in awhile, and it's in my load order, but i'm having trouble remember what 'MC' is.
vempare Posted September 9, 2025 Posted September 9, 2025 beleive i found another bug, cant increase the size of the Erotocratic government above the base of 4, or it could be just on my end
perpetualcunt Posted September 10, 2025 Posted September 10, 2025 Consort Estates building seems to add politicians instead of consorts
armand12 Posted September 10, 2025 Posted September 10, 2025 (edited) Tooltip for dairy cow trait seems a bit bugged. Mine reads "lv_dairy_jobs_bonus_workforce_mult_tt" just above the sex jobs efficiency. Running Gigas, LV, MLD, TT, Directors Cut, and some UIOD. Got me digging through the trait files for Calc's Directors Cut, LV, and TT. If I can find the file that has dairy cows in it and can identify the line causing the tooltip issue I'll let you know. Not sure where to look though, Calc's trait doesn't have the tt appended in her "babe_species_traits" and I don't know enough about cross-patching to know where to look for where/how your modifier got on the tooltip. I'll keep trying for a bit. The error also applies to living onahole, but not large breasts, gonna try and finish researching the traits so i can give a comprehensive list. EDIT: Nvm, figured it out. LV sees lv_dairy_jobs_bonus_workforce_mult and knows to point that to lv_dairy_jobs_bonus_workforce_mult_tt, the tt stands for tooltip apparently, unfortunetly it itself doesn't point any further down the line. Edited September 10, 2025 by armand12
cavaleirojustica Posted September 11, 2025 Posted September 11, 2025 Can we have a ero version of imperial? For those that hate elections....
armand12 Posted September 12, 2025 Posted September 12, 2025 (edited) On 9/11/2025 at 12:14 PM, cavaleirojustica said: Can we have a ero version of imperial? For those that hate elections.... Imperial lewd gov't? Something something Harem something collecting Maybe it could be something like the tentacle world origin from LV, you pay some resources to sacrifice a leader to your imperial ruler and they get a bonus based on how fuckable the leader's species/traits are? Different bonus for having different species as well/instead, that way you would be enticed to sacrifice external leaders/paragons? With evolutionary predators, you should be able to setup a similar situation/tracker for the variety of traits in your harem as another way to look at doing it. Edited September 12, 2025 by armand12
Sadist12345 Posted December 7, 2025 Posted December 7, 2025 Can you change it so that the Consort Estates actually adds Consorts as the tooltips says, and also add to the Concubine Foundation civic to change Politicians to Nobles from the get go? It's really annoying that you need to take an extra Aristocratic Elite civic if you want to play with this one.
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