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[mod] Planetary Exploration


EdwardEl

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Posted
27 minutes ago, LewdRedDragon said:

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.

 

 

 

Appreciated!

Posted
19 hours 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

 

I can find stuff to replace them for the next patch, as LewdRedDragon says finding art is a pain and stuff that you can cut down takes time, I'm 50/50 on AI art myself but felt they fit well enough.

 

Removing the images won't cause crashes it'll just use the 'default' art for events which isn't sexy and is just a random scanning image. So that works as a workaround. Sadly the changes I made to randomize event art makes it harder to just produce a version without. Still, I can replace them easily enough and just have LewdRedDragon's replacements available on here to those that want them, seems the most elegant solution

Posted
15 hours ago, MadMusician said:

Quick question: Does this also support Dangerous Wildlife Expanded?

 

No, it won't cause problems but they won't generate events. Still that mod doesn't touch the planet modifiers so it should still work mostly as intended, just lacking events from the aggressive wildlife modifier.

Posted (edited)

The bestial surge situation isn't going away after its conclusion for some reason.

 

Forgot to add I chose to fight back and on their defeat the situation get stuck. The eternal +20 militarist ethic attraction isn't too bad.

Edited by Doomsday8931
Posted
22 hours ago, LL_PW said:

Odd. I am unable to extract the rar file. Is some special format used? It keeps saying its corrupted. 

 Hmmm just downloaded and extracted it no problem, maybe the download was corrupted?

Posted (edited)

There is no way to prevent the Broken/Feral world state from the new situation if you are a Militant Xenophile as it prevents you from doing anything except just sitting there and do nothing.

You can't submit because you're militant and you can't fight back because your xenophilic, it just auto picks this is a local problem.

I wouldn't normally care except this event popped on my capital and tanked my economy.

 

Edited by darthvaapad
  • 1 month later...
Posted

are the events supposed to fire even though no wildlife blockers are present in a planet? kinda wanna know if it is a mod conflict or not since i got at least 5 events firing every 4 months on planets that doesn't have one

Posted

I'm going to have to uninstall this mod for now. My only planet got hit by the "feral planet" event and ended my run before I even got a second colony set up. There wasn't even any way to prevent it, since I was still locked from changing civics to something that could prevent it from happening due to the starting cooldown on reforming government.

It's a great concept for a mod, and I'd love to play with it in the future if something changes, but having a high chance of your worlds being effectively destroyed with no way to prevent it is a dealbreaker.

It would be great if there was some sort of way to deal with it other than a militant route, which is locked for many players. Maybe a peace route where you can decide to coexist with them would work.

Posted
On 5/9/2025 at 9:49 AM, SanzeninHayate32 said:

are the events supposed to fire even though no wildlife blockers are present in a planet? kinda wanna know if it is a mod conflict or not since i got at least 5 events firing every 4 months on planets that doesn't have one

 

The events can trigger from blockers, planetary features and planetary modifiers in addition to occasionally triggering as a follow on from a previous event. Though that many events firing feels off to me, the main events should only be firing every 2/4 years or so, that being said with the 4.0 update the mod is broken as hell atm.

On 5/9/2025 at 9:24 PM, johnicarus said:

I'm going to have to uninstall this mod for now. My only planet got hit by the "feral planet" event and ended my run before I even got a second colony set up. There wasn't even any way to prevent it, since I was still locked from changing civics to something that could prevent it from happening due to the starting cooldown on reforming government.

It's a great concept for a mod, and I'd love to play with it in the future if something changes, but having a high chance of your worlds being effectively destroyed with no way to prevent it is a dealbreaker.

It would be great if there was some sort of way to deal with it other than a militant route, which is locked for many players. Maybe a peace route where you can decide to coexist with them would work.

Mod is currently very broken by 4.0 update, still wrapping my head around the balance of the new patch, playing games, getting a feel for what needs to change to keep parity, and until LV updates it's missing a prerequisite for running the lewd events anyway.

Posted

I think I must be doing something wrong. I haven't gotten a single event from removing blockers (or otherwise, really).

 

Where does this mode need to be in the load order?

Posted
9 hours ago, yuriski said:

I think I must be doing something wrong. I haven't gotten a single event from removing blockers (or otherwise, really).

 

Where does this mode need to be in the load order?

 

It doesn't work at all in the latest patch, but in older versions it shouldn't matter. The mod doesn't overwrite anything so it can go anywhere in the mod-order, it only checks on game load for LV to enable the sex events.

  • 2 weeks later...
  • 3 weeks later...
Posted
3 hours ago, hotenhornay said:

Another user has released a version that's 4.0 compatible: 

 

Yeah, sry I didn't find this thread myself to link it here. I'll follow it from now on. I have just updated it to remove a set path and make a minor bugfix.

Posted
On 3/28/2025 at 9:47 PM, Doomsday8931 said:

The bestial surge situation isn't going away after its conclusion for some reason.

 

Forgot to add I chose to fight back and on their defeat the situation get stuck. The eternal +20 militarist ethic attraction isn't too bad.

Got the same problem here choosing to submit. Is there any way i can force to conclude the Situation like console commands and if so what do i have to type?

Posted (edited)
5 hours ago, mojoejoejoe said:

Got the same problem here choosing to submit. Is there any way i can force to conclude the Situation like console commands and if so what do i have to type?

you can end the situation ( if you can open the window belonging to it) by typing the command: effect destroy_situation = this
while having the situation open.

 

I have found the error, patch will be out shortly.

Edited by PG3
  • 4 weeks later...
  • 2 months later...
  • 1 month later...
Posted

This is a really excellent mod, one of the best for Stellaris.

I'm hoping to see some kind of beast takeover of the entire empire, or maybe an origin of some kind. There are so many great ideas with this mod, all executed well.

I'm curious if there is some kind of guide or readme of information for those that want it. 

  • 4 months later...
Posted

The bestial surge situation acts really strange. The conditions at the poles seem to be opposite (negative says beasts repelled/planet fallen positive says government collapse/colony defended). Events that indicate the planet is weakening end up going towards the end that defends the colony while things that should save it go negative (I also see a red II indicator in between the other green ones on the other end). 

 

It gets stuck when it hits the end point towards the center since it can't actually finish at the opposite pole. I've seen this happen with both the naturally occurring event and when I've triggered one to check so I'm not sure exactly what's happening. It feels like it's running two versions of the situation at the same time that don't work with one another.

 

I don't think I have anything that would end up causing this kind of issue with a situation since the ones in other mods work fine. Is there a known issue with it?

  • 2 months later...
Posted

umm do somene too have all event descriptions, like Event_description_1 or something like that ? only mods i have are Lv, Lv lewd adviser, and planetary exploration

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