EdwardEl Posted March 9, 2025 Author Posted March 9, 2025 Seem to be making a real habit of double posting but ah well, version 1.0 is now out so enjoy. Patch notes are on the front page so I won't repeat them, this will likely be the last major technical update until after Stellaris patch 4.0 comes out as I'm somewhat concerned what the reworks will mean for a few ideas I have brewing. That being said, I'll be continuing to add events with my focus now turning to beginning some bigger event chains where I can properly stretch my writing muscles and tell a real story rather than tiny snippets, I feel there's enough 'simple' content in the mod now that I can begin building out the real meat of it. I don't have an exact time on the next update, it really depends on how long Monster Hunter Wilds holds my focus, but thankfully that game is a wonderful inspiration for all kinds of bestial debauchery. Expect a quick fix probably around the release of 4.0 then the main patch a month or so later depending on how the conversion goes.
LewdRedDragon Posted March 11, 2025 Posted March 11, 2025 Well, the aggressive event was pretty interesting. That's one way to get a farming/breeding world, I suppose. I'm just imagining the culture shock from a hypothetical woman who left such a world and them having to get used to walking around on two feet. That's okay, though. We know they're not once the workday's over.
EdwardEl Posted March 11, 2025 Author Posted March 11, 2025 14 hours ago, LewdRedDragon said: Well, the aggressive event was pretty interesting. That's one way to get a farming/breeding world, I suppose. I'm just imagining the culture shock from a hypothetical woman who left such a world and them having to get used to walking around on two feet. That's okay, though. We know they're not once the workday's over. Haha exactly, they'll learn to love their new lives before long I'm sure, then they'll never want to go back. I'm not entirely happy with the implementation of Broken and Feral worlds, I wanted them to be more like Penal or resort worlds but when I dug into the code it turns out a lot of what those do is coded into the buildings so I'd have to overwrite almost every vanilla building to get it working which would just ruin compatibility. I think the current version is a good compromise but for now I still mourn what could have been haha.
Railgunner2160 Posted March 11, 2025 Posted March 11, 2025 4 hours ago, EdwardEl said: Haha exactly, they'll learn to love their new lives before long I'm sure, then they'll never want to go back. I'm not entirely happy with the implementation of Broken and Feral worlds, I wanted them to be more like Penal or resort worlds but when I dug into the code it turns out a lot of what those do is coded into the buildings so I'd have to overwrite almost every vanilla building to get it working which would just ruin compatibility. I think the current version is a good compromise but for now I still mourn what could have been haha. Hope springs eternal, given the massive changes coming with the 4.0 pop/job system rebuild I suspect that resort and penal worlds will be redone as well!!
tappi Posted March 11, 2025 Posted March 11, 2025 I really like the new events, but I do feel the negatives it gives to a planet are a bit harsh, especially when I got the event on all my first 3 planets very soon after the start of the game. Also not sure if this is just due to my mod combinations or if anyone else can verify, but the new situation seems to break my auto unpause.
EdwardEl Posted March 11, 2025 Author Posted March 11, 2025 1 hour ago, tappi said: I really like the new events, but I do feel the negatives it gives to a planet are a bit harsh, especially when I got the event on all my first 3 planets very soon after the start of the game. Also not sure if this is just due to my mod combinations or if anyone else can verify, but the new situation seems to break my auto unpause. Hmm strange, it shouldn't happen that fast, given it needs aggressive wildlife of some kind which is already fairly rare, then needs multiple attacks to happen to set the flag, and even after all that will only fire once every 5 years. I'd give it a mean time to happen of around 20-30 years for a given planet which should be plenty. I'll look into it.
LewdRedDragon Posted March 12, 2025 Posted March 12, 2025 11 hours ago, EdwardEl said: Hmm strange, it shouldn't happen that fast, given it needs aggressive wildlife of some kind which is already fairly rare, then needs multiple attacks to happen to set the flag, and even after all that will only fire once every 5 years. I'd give it a mean time to happen of around 20-30 years for a given planet which should be plenty. I'll look into it. I think what's going on is, on the first few worlds after the homeworld, there's the random events with aggressive wildlife with no apparent flag. Then after that fires a few times, it adds the hostile fauna flag and deposit. And then it starts marching toward the hostile takeover situation. I'm fairly sure it still triggers as expected on worlds with the hostile fauna flag to start with, it just adds it to the earlier worlds which can (in theory) cripple your economic start. I don't really mind, as it's quite capable of being stopped and it's not that big a deal. Plus, you know, depravity is fun, it's part of what we're here for. I just figure I'll use habitats above those worlds to mitigate the economic damage the beasts down below are causing. Plus, of course, give hedonists the empire over a place to go and take a good look at the debauchery happening. Anyway, any thoughts for buildings/jobs on the docile side? Or possibly more on the aggressive side? Either's fun.
EdwardEl Posted March 12, 2025 Author Posted March 12, 2025 3 hours ago, LewdRedDragon said: I think what's going on is, on the first few worlds after the homeworld, there's the random events with aggressive wildlife with no apparent flag. Then after that fires a few times, it adds the hostile fauna flag and deposit. And then it starts marching toward the hostile takeover situation. I'm fairly sure it still triggers as expected on worlds with the hostile fauna flag to start with, it just adds it to the earlier worlds which can (in theory) cripple your economic start. I don't really mind, as it's quite capable of being stopped and it's not that big a deal. Plus, you know, depravity is fun, it's part of what we're here for. I just figure I'll use habitats above those worlds to mitigate the economic damage the beasts down below are causing. Plus, of course, give hedonists the empire over a place to go and take a good look at the debauchery happening. Anyway, any thoughts for buildings/jobs on the docile side? Or possibly more on the aggressive side? Either's fun. Ahhh I think I know what happened. Exploration can trigger a rape, it's not terribly rare but not that common either. Once the first happens it has a high chance of snowballing into more attacks that can lead to the planet getting the hostile fauna modifier and then, as you say, it's off to the races. I tried to give the fallen worlds uses, the breeder world for pop growth and the broken world for basic resources but especially food. Ideally I wouldn't of had to murder the output of specialists or rulers and would of just made it impossible to build those kinds of buildings and districts on the worlds but that would involve overwriting base game files which i'm avoiding to keep my mod as compatible as possible. As for ideas, yeah I've got plenty. The idea is all the other stuff is locked behind tech and possibly an ascension perk unlocked when you have 2/3 fallen/docile worlds in your empire. On the docile side it'll be love hotels/kennels/petplay arenas, lots of pop happiness, trade value, and xenophile ethics attraction. Whilst the feral/broken side will be massive beast dens and simplistic farms/mines with bestial overseers that provide defensive armies and more army xp, basic resource jobs and pop growth. My main issue with new buildings is that I just totally suck at art and nothing base game really fits haha, so I have to stick to things I can at least somewhat represent with the existing assets.
LewdRedDragon Posted March 12, 2025 Posted March 12, 2025 I can promise you, the buildings themselves aren't that big a deal. If it matters that much to you though, a simple workaround would be to take a hint from the Wild Lascivity mod. Just have a vanilla building with an icon to differentiate it. Using some of the primitive buildings with an icon would probably be a happy medium, as the primitive buildings are rarely seen anyway. If it really really matters to you, I can probably try to take a whack at it. Though I'm not sure how good the results will be. I suck as an artist too, that's why I cheat. On another note... made a few more replacers, and added a few more pics that aren't attached to anything at the moment. Figured people could use or make their own substitutions if they want to. Note for all, this is an update to the previous replacer packs. It has everything the earlier ones did, too. Planetary Exploration Replacers.rar
Draugard Posted March 13, 2025 Posted March 13, 2025 Hello everyone, I have a question. And how many stages of the "capture" of the planet are there in total? For already... There are 20-30 colonies on the planet, but the stage is kind of like... The first one?
EdwardEl Posted March 13, 2025 Author Posted March 13, 2025 5 hours ago, Draugard said: Hello everyone, I have a question. And how many stages of the "capture" of the planet are there in total? For already... There are 20-30 colonies on the planet, but the stage is kind of like... The first one? There's kinda four 'stages' for a given planet. First is nothing going on at all, no animal or wildlife modifier, no events unless explore causes them Second is having one of the planet modifiers, this basically starts a soft timer that will eventually lead to the planet trying to embrace zoophilia or fall to animals. Third is the start of the fall, and only exists for embracing zoophilia, after a first event it gets legalized and the timer for the full fall happens, obviously for aggressive animals they don't care much about a slow cultural shift so they skip this stage Stage four, and the final current stage is Zoophilia Embraced or Broken/Feral worlds where day to day life is totally transformed. They will continue to fire events but less frequently and won't progress further. Theoretically there will be a fifth stage where it advances beyond individual planets to reshape your empire entirely, probably locked behind an ascension perk of some kind but that's just a bunch of plans for the moment.
Draugard Posted March 13, 2025 Posted March 13, 2025 (edited) 5 hours ago, EdwardEl said: There's kinda four 'stages' for a given planet. First is nothing going on at all, no animal or wildlife modifier, no events unless explore causes them Second is having one of the planet modifiers, this basically starts a soft timer that will eventually lead to the planet trying to embrace zoophilia or fall to animals. Third is the start of the fall, and only exists for embracing zoophilia, after a first event it gets legalized and the timer for the full fall happens, obviously for aggressive animals they don't care much about a slow cultural shift so they skip this stage Stage four, and the final current stage is Zoophilia Embraced or Broken/Feral worlds where day to day life is totally transformed. They will continue to fire events but less frequently and won't progress further. Theoretically there will be a fifth stage where it advances beyond individual planets to reshape your empire entirely, probably locked behind an ascension perk of some kind but that's just a bunch of plans for the moment. ... Thanks you Now i have erection :ь Edited March 13, 2025 by Draugard
tappi Posted March 14, 2025 Posted March 14, 2025 On 3/12/2025 at 3:57 PM, EdwardEl said: Ahhh I think I know what happened. Exploration can trigger a rape, it's not terribly rare but not that common either. Once the first happens it has a high chance of snowballing into more attacks that can lead to the planet getting the hostile fauna modifier and then, as you say, it's off to the races. I tried to give the fallen worlds uses, the breeder world for pop growth and the broken world for basic resources but especially food. Ideally I wouldn't of had to murder the output of specialists or rulers and would of just made it impossible to build those kinds of buildings and districts on the worlds but that would involve overwriting base game files which i'm avoiding to keep my mod as compatible as possible. As for ideas, yeah I've got plenty. The idea is all the other stuff is locked behind tech and possibly an ascension perk unlocked when you have 2/3 fallen/docile worlds in your empire. On the docile side it'll be love hotels/kennels/petplay arenas, lots of pop happiness, trade value, and xenophile ethics attraction. Whilst the feral/broken side will be massive beast dens and simplistic farms/mines with bestial overseers that provide defensive armies and more army xp, basic resource jobs and pop growth. My main issue with new buildings is that I just totally suck at art and nothing base game really fits haha, so I have to stick to things I can at least somewhat represent with the existing assets. That sound plausible, I've played a bit more and it's been somewhat more chill, maybe just dumb "luck". I do still wish there was a way to resist essentially losing a planet because of bad luck. Sure the broken/feral worlds have uses, but I like playing a "xenophile" build and the ways of resisting the aggressive events are blocked for a lot of stuff, so if it happens for a planet producing any specialist materials (RIP the sexology world) it kinda sucks.
EdwardEl Posted March 14, 2025 Author Posted March 14, 2025 4 hours ago, tappi said: That sound plausible, I've played a bit more and it's been somewhat more chill, maybe just dumb "luck". I do still wish there was a way to resist essentially losing a planet because of bad luck. Sure the broken/feral worlds have uses, but I like playing a "xenophile" build and the ways of resisting the aggressive events are blocked for a lot of stuff, so if it happens for a planet producing any specialist materials (RIP the sexology world) it kinda sucks. That's fair, and I do have plans for a few ways to undo it, or maybe in the case of slutty/heavily xenophile empires convert it to a more consensual style orgy world. I did have a quick planet decision to remove it for testing that I could quickly patch back in if it becomes enough of an issue.
Extraño666 Posted March 16, 2025 Posted March 16, 2025 Hi, I wanted to ask if it's normal for the event to happen twice when adopting laws against zoophilia. I also wanted to ask if I could have permission to translate the mod into Spanish.
EdwardEl Posted March 16, 2025 Author Posted March 16, 2025 (edited) 1 hour ago, Extraño666 said: Hi, I wanted to ask if it's normal for the event to happen twice when adopting laws against zoophilia. I also wanted to ask if I could have permission to translate the mod into Spanish. It can happen once per planet, shouldn't trigger twice on the same world unless the first one fails. And sure, translate away, I've been keeping everything in one singular localization file to make it easier for people to shove it through auto-translation into their preferred language. Edited March 16, 2025 by EdwardEl
Extraño666 Posted March 17, 2025 Posted March 17, 2025 Hace 3 horas, EdwardEl dijo: Puede suceder una vez por planeta, no debería activarse dos veces en el mismo mundo a menos que falle el primero. Y claro, he estado guardando todo en un solo archivo de localización para que sea más fácil para las personas pasarlo por la traducción automática a su idioma preferido. Espero no haber roto nada del código, ya traduje la versión anterior y vi spoilers del nuevo contenido XD pe_l_spanish.rar
necrontyr525 Posted March 19, 2025 Posted March 19, 2025 congrats on 1.0! upgrading from 0.5 to 1.0 now, may bork game in progress but oh well. edit: game loaded in just fine, no idea if everything is going to trigger right, but at least no crash and next game will work as normal.
EdwardEl Posted March 19, 2025 Author Posted March 19, 2025 1 hour ago, necrontyr525 said: congrats on 1.0! upgrading from 0.5 to 1.0 now, may bork game in progress but oh well. edit: game loaded in just fine, no idea if everything is going to trigger right, but at least no crash and next game will work as normal. Nothing is replaced, only added, might be some weirdness with images for the first month but once it rolls over there should be no issues updating mid game
Tephis Posted March 20, 2025 Posted March 20, 2025 Hi, EdwardEl. You've made a great mod, best of luck with the development. I have a few questions/suggestions regarding current and future events: 1. Will the events take into account LV_traits like ‘All male’/‘All_female’ pops, because it is strange to read in the descriptions of events about how men react to the events of the mod considering that the whole race consists of only women. Perhaps you could add this condition to trigger events that the world's population has finally found a way to increase in population through cross-breeding and creating hybrid race or something like that. 2. Will there be embracing/falling events affecting the male population of planets. And I don't mean only NTR/cuck stuff (not my cup of tea), but breeding with like mares/doe-like creatures or some aquatic life (like female squids, dolphins etc.)? Or maybe it could be an event chain where all genders equally embrace their new ways of co-existing with planet fauna? One more thing. I noticed a bug (or is it?) that occurs if you select "Purge" option in the chain of events about alpha beast. At the end of the chain there is a message that the alpha and his pack are defeated and the planet is saved, but the situation itself does not disappear from the log. But if you select the ‘mobilise troops’ option, this problem does not occur.
Tephis Posted March 20, 2025 Posted March 20, 2025 And a few more questions (sorry if it's too much already) Do you have any plans for ascension perks or ascension paths (like in "family oriented" mod)? It would be cool to have some civic policies regarding beasts from the game start. Maybe a civic that gives an opportunity to start wars to spread their beliefs or abduct alien fauna for empires with "embraced zoo" path. And simillar opportunity for "fallen" empires to bring the enemy empire under the influence of the alpha beast. Also please consider some planetary decisions simillar to "human cows focus" or "sexology focus" from core LV mod to have an opportunity to somehow switch between production or science bonuses like "happily fucked focus" that gives amenities bonus or "cum extraction focus" (for bonuses in production) or "copulating studies" for science. Maybe even "zoo sex tourism focus" to have trade bonuses for planets with approved zoo laws. Maybe empires with "envirolementalist" civic might have an opportunity to tame hostile fauna and turn it docile during Alpha Emerges event?
EdwardEl Posted March 20, 2025 Author Posted March 20, 2025 2 hours ago, Tephis said: And a few more questions (sorry if it's too much already) Do you have any plans for ascension perks or ascension paths (like in "family oriented" mod)? It would be cool to have some civic policies regarding beasts from the game start. Maybe a civic that gives an opportunity to start wars to spread their beliefs or abduct alien fauna for empires with "embraced zoo" path. And simillar opportunity for "fallen" empires to bring the enemy empire under the influence of the alpha beast. Also please consider some planetary decisions simillar to "human cows focus" or "sexology focus" from core LV mod to have an opportunity to somehow switch between production or science bonuses like "happily fucked focus" that gives amenities bonus or "cum extraction focus" (for bonuses in production) or "copulating studies" for science. Maybe even "zoo sex tourism focus" to have trade bonuses for planets with approved zoo laws. Maybe empires with "envirolementalist" civic might have an opportunity to tame hostile fauna and turn it docile during Alpha Emerges event? Hmmmm so to answer your questions, for the all male/all female traits it is something on my list to consider, along with hive minds and machine empires, all of whom kinda need individual text for their events. For the moment it's not something I plan to do right away but I am aware of it, I just need to think about how to rewrite a lot of stuff. With the alpha, defeating it is a random event that can fire, it's much more likely if you're purging but it can eventually sort itself with any of the options, I'll look into it not ending properly though, there shouldn't be any reason it doesn't but I'm learning as I go so something may have slipped through. I am planning for an ascension route for both along with special civics/starts that let you get a head start on each path, those were going to be my next update but the complete rework of base stellaris that's in the works put them on pause so everything mechanical is going to have to wait until after that patch hits. For bonuses, I considered a few things, and tourism is very much something I plan to do later, I'll probably be adding some planet designations to fit those sort of ideas once you have the ascension perk. The alpha army may be a special army gained at the end of a longer event chain I have planned to follow up on why and how the alpha emerged. Before that though I need to see if I can add an event to let the beast armies create aggressive wildlife modifiers on planets when they invade a planet since that was how I have the chain planned to start.
RadFoxgirl Posted March 22, 2025 Posted March 22, 2025 Just a question, would It be possible to get a version of this mod without the AI Images put in? They kinda kill the vibe, and I love this mod, so It would be really nice if it had the option to not use them
LewdRedDragon Posted March 22, 2025 Posted March 22, 2025 (edited) 57 minutes ago, RadFoxgirl said: Just a question, would It be possible to get a version of this mod without the AI Images put in? They kinda kill the vibe, and I love this mod, so It would be really nice if it had the option to not use them That's actually something you can fix yourself fairly easily. I made them because I didn't like some of the original pics... well, for much the same reason, actually. Go to Documents\Paradox Interactive\Stellaris\mod\planetary exploration\gfx\event pictures Delete these ones: evt_pv_beast_11 evt_pv_beast_12 evt_pv_bred_2 evt_pv_canine_8 evt_pv_canine_9 evt_pv_canine_10 evt_pv_canine_11 evt_pv_canine_12 evt_pv_canine_13 evt_pv_canine_14 evt_pv_canine_15 evt_pv_canine_16 evt_pv_canine_17 evt_pv_canine_18 evt_pv_goblins_5 evt_pv_horse_7 evt_pv_horse_8 evt_pv_horse_9 evt_pv_nude_2 evt_pv_nude_3 evt_pv_plant_5 evt_pv_plant_6 evt_pv_plant_7 evt_pv_public_5 evt_pv_public_6 evt_pv_public_7 evt_pv_slime_5 evt_pv_slime_6 evt_pv_wedding_3 evt_pv_wedding_4 Now I'm not familiar with how the code goes, so simply removing them might be problematic. That's okay. There's an easy workaround. Just take the pics already in there you like most and copy-paste to replace the deleted files, then rename them to fit the list above. That'll remove my contribution here entirely. I get it. AI art's problematic in a lot of ways and there's a lot of problems with it. I made the packs for my personal use, but decided to share. I mainly made them because the format for pics in Stellaris is pretty specific and quite narrow, so I figured I might as well try to make a workaround specifically designed for it. Edited March 22, 2025 by LewdRedDragon Attempt at placing a list in spoiler didn't work. 1
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