Vtrx Posted May 25, 2020 Posted May 25, 2020 10 hours ago, Rin_rolf said: EDIT: fixed an issue with condition requirements for playing salacious machine civic. opps. I was wondering why salacious machines required rogue servitors when the jobs couldn't be worked. Thanks for the minor patches, I won't use the provided English ones because I just used an owoifier on the text that came with the mod and I definitely don't regret that experience.
Rin_rolf Posted May 25, 2020 Posted May 25, 2020 10 hours ago, Vtrx said: I was wondering why salacious machines required rogue servitors when the jobs couldn't be worked. Thanks for the minor patches, I won't use the provided English ones because I just used an owoifier on the text that came with the mod and I definitely don't regret that experience. yeah me too actually.. i didn't edit the files that would control it, but maybe i hit a backspace by accident while sifting through the files. idk.
jihadjon92 Posted May 28, 2020 Posted May 28, 2020 I can not get this mod to show up on the mod list, even though it is in the Pardox mods folder. Any ideas?
JesusKreist Posted May 28, 2020 Posted May 28, 2020 On 12/5/2019 at 3:12 PM, JesusKreist said: The Paradox launcher is broken. Not just a little bit but utterly. For me some mods are not shown, other mods that are not there anymore are shown, mod load order is not saved into a .json as it is supposed to be, rearranging mods in the load order is finicky at best, mods correctly downloaded via steam are shown as broken, .mod files manually saved are altered by the launcher if a mod of the same name once a long long looong time ago was subscribed to... For instance I have a different launcher that tells me I have 196 mods and 55 are active whereas the paradox launcher tells me I have 256 mods and 51 are active... Here is a launcher for paradox games that is vastly superior to the paradox launcher. Unfortunately the launcher of paradox can't be circumvented entirely as it needs to "approve" the mods before they are truly active. But as far as I know it should™ be only a visual bug in the launcher that some mods are missing there i.e. if they are activated in the other superior launcher they should™ be active. For launching you can start the stellaris.exe in the steam folder directly. And you definitely should as the launcher is hot garbage. Even after all this time the launcher is a tiny little bit better than a year ago but still broken.
AsteriskCGY Posted May 30, 2020 Posted May 30, 2020 So I started a LIght Snu Fever race game and pretty quickly seemed to have replaced the first friendly neighbor I had with my species, but then realized since these people were still individuals, were still loyal to the other Civ instead of something like an infiltration plan. Which makes sense, they're still individuals, just with a body that overwrites other species with their own. But now I kind of want to be able to deploy basically my population of sleeper agents and have them take over civs for me by breeding them out. Was thinking this could be some kind of Psionic thing, where all species (probably those without implants) get connected by the snu subconscious. Or I guess the idea would be to load up on specific ethic traits and let that grow and change another government to get them on my side. I just want some more mind control sex related stuff.
unown Posted June 3, 2020 Posted June 3, 2020 On 5/30/2020 at 3:01 PM, AsteriskCGY said: But now I kind of want to be able to deploy basically my population of sleeper agents and have them take over civs for me by breeding them out. Was thinking this could be some kind of Psionic thing, where all species (probably those without implants) get connected by the snu subconscious. Or I guess the idea would be to load up on specific ethic traits and let that grow and change another government to get them on my side. Actually had kind of the same idea, atleast mechanically, but either through species trait or civic. Even had built a more advanced system that worked via getting final genetic tech and wargoal in 2.3.3, where country gradually transitioned into vassal state, with fleets and leaders defecting and all. There were even two possible scenarios: either country was fully assimilated or part of country retained independence, depending when or if ruler defected. I still curse myself for accidentally deleting the zipped old version when cleaning up before updating game. While it needed dialogue and some polish here and there, that was a lot of work down the drain ?. Now I have some things that I'm working on as a low priority hobby, but I took several months on the previous one, so... And even then now I'm doing things a bit differently now, species transition via bioreactive trait, which also has traits to counter it. Government shift will be with some species trait (maybe hidden), and affect just ethos since copying ethos/civics is not possible without if-else for every single one or creating new country. No vassalization, no defection, just static pop threshold for changing primary species and ethics if ai doesn't change government ethos when pops diverted enough in some direction. And harem rulers with concumbines... and rapist criminals. Need permissions for traits and some other LV assets though and someone to write the dialogue and select picture assets, since I can't pass most even if I used LV ones in addition to ones here, they just don't fit in situation or I dislike the style, etc. I mean I went through all species pics in this mod creating a preferential species subset, removing roughly half of used pics, maybe even more. From other species mods here I can probably count with my fingers how many pictures I gave a passing grade, atleast per mod basis.
azraelkelix300 Posted June 8, 2020 Posted June 8, 2020 the furry waifu robots wont build when i priortize them playing as a organic empire "I think the most likely culprit is an outdated portrait mod." willing to fix it?
Feicia Posted July 7, 2020 Posted July 7, 2020 Is there a way to make the game only use SSX/M Portraits for random Empires when making a new game?
rus0789 Posted July 20, 2020 Posted July 20, 2020 I started a new game, and daily, a large amount of events occur on the home planet with the same event windows as the one posted by FlameStaler on the post above; with debugtooltip I see it has to do with snu fever, anybody knows what could it be and how to solve it? Edit: went back to check again, I wanted to leave a more detailed report, the events were event_snu_fever.1 up to event_snu_fever.33, all of them empty windows with only an "ok" button. Those events are from the ssxt_pop_events files, and they either had the hide window flag activated or had descriptions. I guess it is because of the game ver, as others mentioned
JesusKreist Posted July 20, 2020 Posted July 20, 2020 The tip/workaround is to not play with snu fever of light snu fever on your race. Reason this pops up is very likely the fact that this mod is not fully compatible with the current version of the game. The event in question is the "does that pop fuck an alien pop into oblivion today?" check. Normally it should be hidden but for some reason the event is forced to the foreground. Since it never was intended to be seen it naturally has no text attached. It is unclear whether the event works as intended or not. Aside from popping up I mean as that part does not. And btw. On 1/7/2018 at 3:01 AM, Toronam said: SSX 1.10 for Stellaris 2.1.x to 2.3.x The current version of Stellaris is 2.7.2 ... In this thread there are small community updates. The last was for 2.6 IIRC.
DrStrangeLover Posted July 29, 2020 Posted July 29, 2020 So, it says "The ui for the ruler window and the pop window in the planet view are also modded, it's fully incompatible with any mods changing those windows ( crash), it's still compatible with mod menu ( mode menu must be loaded before trait and more)." So that means If I'm using this with UI Overhaul Dynamic, I need to load this afterwards, or I'll get a crash? And in general, is there anything I should know about using this mod with a whole ton of other mods? Edit: Well, putting this last in load order overrides UI Overhaul Dynamic on the planet view. I'ma try moving this before it and see if it runs. Edit: Moving this before UI Overhaul Dynamic runs, but I have a suspicion it will crash if I ever look at a screen for aliens who are using one of the SSX portraits. We'll see though. Edit: No, no crashes yet. Seems to work fine.
Saharalion Posted August 8, 2020 Posted August 8, 2020 In the late game, for empires that have the Snu Fever, there are too many events every months popping. An option to aggregate the events into a single one would be greatly appreciated. This issue makes playing late game a huge pain in the ass.
Guest Posted August 24, 2020 Posted August 24, 2020 I've downloaded SSX Traits & more. Due to my complex setup I wish to spare some time in testing, might someone of you give me a few hints? What of the original files do I need or are those all independent modules?
nanoanon Posted October 15, 2020 Posted October 15, 2020 I've downloaded sexysxenos portraits and it works, thanks. But how do I add portraits to existing group? For example, I have biological ascension and I enslaved some arthropoids. I can make 'em sexslaves, but they are ugly and I can't change species type. Sorry for bad english.
pvpcake Posted November 1, 2020 Posted November 1, 2020 So after installing this mod and activating it, my UI mod (UI Overhaul Dynamic) is not working anymore, any ideas why?
kamiyosha Posted January 5, 2021 Posted January 5, 2021 well, i just got the latest update, and downloaded the necroids pack, and now the SSX mod is not showing in the launcher. any suggestions? it showing that they are there, but they are not able to be activated from the mods list to add them to the play set. its as if they are not there at all now. new installation info needed? mod needs updated? can anyone help me out here? played with this mod for years, and love it, i dont want to go back to blah prudish universe.... EDIT: I figured it out, and i am listing what i did in case others have this problem. apparently, the launcher wont load some "old" mods or from third party sites such as loverlab. instead, you have to create a custom mod list from the launcher (a custom "playset") and add the mods you want on that playset for them to show up. i have tested this and so far (tm) its seems to be working,
catchyorbit Posted January 5, 2021 Posted January 5, 2021 10 hours ago, kamiyosha said: well, i just got the latest update, and downloaded the necroids pack, and now the SSX mod is not showing in the launcher. any suggestions? it showing that they are there, but they are not able to be activated from the mods list to add them to the play set. its as if they are not there at all now. new installation info needed? mod needs updated? can anyone help me out here? played with this mod for years, and love it, i dont want to go back to blah prudish universe.... EDIT: I figured it out, and i am listing what i did in case others have this problem. apparently, the launcher wont load some "old" mods or from third party sites such as loverlab. instead, you have to create a custom mod list from the launcher (a custom "playset") and add the mods you want on that playset for them to show up. i have tested this and so far (tm) its seems to be working, Sir, I give you a round of stormy applause for explaining how to get this mod working. I've been occasionally visiting the page in hopes for an update, but it turns out that none is needed. Thanks for taking your time to explain how to make it work. I'd also like to express colossal gratitude to the developer and contributors of the mod for all the hard work putting the mod together.
JesusKreist Posted January 5, 2021 Posted January 5, 2021 Err ... Open the launcher. Click "Mods". Click "Manage Playset" Click "Add More Mods" I honestly don't get how people have problems with that. Yes the launcher is hot garbage but at least this part is plain logical and self explanatory.
CFU Posted January 8, 2021 Posted January 8, 2021 I'm getting the infinite dialog box problem with new games even on fresh installs of this mod with the "for 2.2 and beyond" version. The solution from the last times this was mention didn't seem to fix it. Am I missing something?
JesusKreist Posted January 8, 2021 Posted January 8, 2021 Yes and No. It loads into the game fine. Thing is after I added SSX and started a new machine empire I noticed they had a habitability of 0 and colony ships were not able to be built. That may or may not be caused by SSX directly, though.
Ancient Shelter Posted January 11, 2021 Posted January 11, 2021 Will this mod continue the develop❔ The last update is 7 month ago?
Neri Posted January 17, 2021 Posted January 17, 2021 On 1/11/2021 at 6:06 AM, Ancient Shelter said: Will this mod continue the develop❔ The last update is 7 month ago? Sadly it's probably dead. Too bad, one of the best mods.
ArcaneHowitzer Posted January 25, 2021 Posted January 25, 2021 Is there a way to preserve certain other species in a Snu Fever nation? Like, let the four-toed shrub people get fucked into oblivion but keep the bit-titted goth gf species around? I would think the easiest way would be assimilation, to imbue another species with the monstrous libido necessary to keep up with your own race and thus be safe from dying of dehydration and broken pelvises, but if it is I can't seem to figure out how to do it.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now