PG3 Posted June 22, 2025 Posted June 22, 2025 View File Planetary Exploration updated for 4.0 This is an updated Version of the planetary Exploration mod by EdwardEL. I have experienced no errors during my playthroughs, if any come up, please dm me here or post it in the thread of the old mod, I'll try to check frequently. The thread is here:Ā The original version can be found here:Ā Ā Submitter PG3 Submitted 06/22/2025 Category Stellaris Requirements Lustful Void (Soft Requirement) 1
mynamesuxs Posted June 22, 2025 Posted June 22, 2025 might just be me but the file path was wrong in descriptor
printzonic Posted June 22, 2025 Posted June 22, 2025 59 minutes ago, mynamesuxs said: might just be me but the file path was wrong in descriptor Just delete everything before mod/Planetary Exploration. Then it works fine. And OP fix your file because you are doxing your self a bit. 3
Zvizer002 Posted June 23, 2025 Posted June 23, 2025 (edited) Cool mod, like it. Can you set different events or disable events for artificial planets (habitats / ringworlds)? Is it possible to take in account the planets (male / female) population from LV in account for the event descriptions? Its a bit awkward to see an event describing males and females on a single gender world Edited June 23, 2025 by Zvizer002 1
kirieignnis Posted June 23, 2025 Posted June 23, 2025 Hi, I'm loving the mod. Just wanted to let you know that you left your path in the .mod. 1
Dovakeks Posted June 23, 2025 Posted June 23, 2025 On 6/22/2025 at 6:56 PM, printzonic said: Just delete everything before mod/Planetary Exploration. Then it works fine. And OP fix your file because you are doxing your self a bit. I have the same problem. What do you mean with "delete everything before mod/Planetary Exploration" ? I deleted my whole mod folder and verified the steam files, then installed the mods again. Still getting the same message, that the descriptor is missing.
rdisbestp Posted June 24, 2025 Posted June 24, 2025 15 hours ago, Dovakeks said: I have the same problem. What do you mean with "delete everything before mod/Planetary Exploration" ? I deleted my whole mod folder and verified the steam files, then installed the mods again. Still getting the same message, that the descriptor is missing. Took me a minute to figure it out, but I got it. After extracting the ZIP file, go into the folder you just unpacked. There should be a folder and an individual .mod file, both sharing the mod name. Open the .mod file with Notepad and where it says path=, replace everything in the quotations with "mod/Planetary Exploration", then save the file and close it. The mod should work now. Have fun! 1
Dovakeks Posted June 25, 2025 Posted June 25, 2025 (edited) 22 hours ago, rdisbestp said: Took me a minute to figure it out, but I got it. After extracting the ZIP file, go into the folder you just unpacked. There should be a folder and an individual .mod file, both sharing the mod name. Open the .mod file with Notepad and where it says path=, replace everything in the quotations with "mod/Planetary Exploration", then save the file and close it. The mod should work now. Have fun! Thank you very much.Ā Edited June 25, 2025 by Dovakeks typo 1
adecz Posted June 26, 2025 Posted June 26, 2025 I do not know if this is a mistake or a planned procedure so I will write. From time to time the game informs and creates new nests of monsters, which is ok, the problem begins when I seize some planet that belonged to another AI. This planet has about a few to some twenty such nests and the later in the game the worse it gets. The AI seems to get these events too and does nothing to remove them which I guess causes the nests to appear more and more.Ā I do not know if this is supposed to be the case, but it makes the amount of time I would have to meet to remove these nests as absurd. Something I don't understand or is this a bug? 3
LordOfJesters Posted June 29, 2025 Posted June 29, 2025 (edited) On 6/24/2025 at 10:00 AM, rdisbestp said: Took me a minute to figure it out, but I got it. After extracting the ZIP file, go into the folder you just unpacked. There should be a folder and an individual .mod file, both sharing the mod name. Open the .mod file with Notepad and where it says path=, replace everything in the quotations with "mod/Planetary Exploration", then save the file and close it. The mod should work now. Have fun! I'm trying to do that, but no matter how many times I save it keeps reverting back whenever the launcher is opened. Edited June 29, 2025 by LordOfJesters
rdisbestp Posted June 29, 2025 Posted June 29, 2025 5 hours ago, LordOfJesters said: I'm trying to do that, but no matter how many times I save it keeps reverting back whenever the launcher is opened. I have no clue why the launcher would affect it. It should work the same way manually modding stellaris works for other mods, barring the part where you have to change some text. Make sure to save the changes in Notepad by going to the "File" tab and "save". Close the file and open it again to make sure it actually saved like it should. Move the mod files to "C:\Users\[YourNameHere]\Documents\Paradox Interactive\Stellaris\mod". Then open the stellaris game launcher, add the mod to your load order and run the game.
LordOfJesters Posted June 29, 2025 Posted June 29, 2025 After some more searching, it turns out the problem is a file in the stellaris folder called "launcher-v2.sqlite" thats causing the problems. Delete that and everything works fine.
SirSwordsalot Posted July 14, 2025 Posted July 14, 2025 Having an issue where the beast uprising events don't disappear once they're lost.
NotGraze Posted July 14, 2025 Posted July 14, 2025 On 6/26/2025 at 11:18 AM, adecz said: I do not know if this is a mistake or a planned procedure so I will write. From time to time the game informs and creates new nests of monsters, which is ok, the problem begins when I seize some planet that belonged to another AI. This planet has about a few to some twenty such nests and the later in the game the worse it gets. The AI seems to get these events too and does nothing to remove them which I guess causes the nests to appear more and more.Ā I do not know if this is supposed to be the case, but it makes the amount of time I would have to meet to remove these nests as absurd. Something I don't understand or is this a bug? Experiencing the exact same thing, its very much a pain in the ass.
Warace1 Posted July 14, 2025 Posted July 14, 2025 Yeah, Suffering from the same thing. Would be livable if you could get rid of the dens faster instead of taking almost a full year, Say like 60 or 90 days to get rid of a den instead of it's current time.
SirSwordsalot Posted July 15, 2025 Posted July 15, 2025 16 hours ago, Warace1 said: Yeah, Suffering from the same thing. Would be livable if you could get rid of the dens faster instead of taking almost a full year, Say like 60 or 90 days to get rid of a den instead of it's current time. If you're referring to the gorehounds and magma wyrms, that comes from calcifire's stuff. Not this.
ts344 Posted March 16 Posted March 16 (edited) 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). Ā It gets stuck when it hits the end point towards the center since it can't actually finish. I've seen this happen with both the natural event and when I've triggered one to check so I'm not sure exactly what's happening. 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? Edited March 16 by ts344
ts344 Posted March 22 Posted March 22 well follow up it seems that that having Wild LAscivity was the actual issue. It still runs into the doesn't finish the situation bug, but taking that mod and the compatibility patch out made it work like normal
LordC19 Posted May 27 Posted May 27 (edited) Has anybody used this mod alongsideĀ Ethics & Civics? The author of the original mod mentioned in the description that this might break parts of the mod. EDIT: Did some testing and it seems to work with Ethics & Civics. However I have a some questions left, which also apply for my test runs without Ethics & Civics: 1) Is it indended that only "Unexplored Terrain" blockers give events when clearing these? 2) The "On puls events" (e.g. planetary_exploration.902) do not fire. I can also not force them via consol command. The command is accepted but nothing happens. Edited May 27 by Canderous89
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