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[mod] Stellaris Sexy Xenos and more (SSX) 1.11.8


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Posted (edited)
7 hours ago, Fakenet said:

Edit4: I think I managed to make the machines ofthat mod work but he machines I use are of a different mod.

 

Machines/Synths are tricky, I just noticed that I missed something in my own upload because it took me getting to synthetic evo to find it. Robots and Machines are classed differently in the portrait sets file, I ended up having to add this to make it work with robots/Synthetic evo.

 

*make sure to remove the catsynth, chromesynth and synthkoi if you copy/paste, and add the portraits from Lewd Xenos

Spoiler


robots = {
    species_class = ROBOT

    conditional_portraits = {
        randomizable = {
            has_synthetic_dawn = yes
        }
        playable = {
            has_synthetic_dawn = yes
        }
        portraits = {
            "sd_hum_robot"
            "sd_mam_robot"
            "sd_rep_robot"
            "sd_avi_robot"
            "sd_art_robot"
            "sd_mol_robot"
            "sd_fun_robot"
            "catsynth"
            "chromesynth"
            "synthkoi"
        }
    }

    conditional_portraits = {
        randomizable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        playable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        portraits = {
            "sd_pla_robot"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_lithoids = yes
        }
        playable = {
            has_lithoids = yes
        }
        portraits = {
            "lith_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_necroids = yes
        }
        playable = {
            has_necroids = yes
        }
        portraits = {
            "nec_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_aquatics = yes
        }
        playable = {
            has_aquatics = yes
        }
        portraits = {
            "aqu_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_toxoids = yes
        }
        playable = {
            has_toxoids = yes
        }
        portraits = {
            "tox_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_machine_age_dlc = yes
        }
        playable = {
            has_machine_age_dlc = yes
        }
        portraits = {
            "synth_machine_01"
            "synth_machine_02"
            "synth_machine_03"
            "synth_machine_04"
            "synth_machine_05"
            "synth_machine_06"
            "synth_machine_07"
            "synth_machine_08"
            "synth_machine_09"
        }
    }

    conditional_portraits = {
        randomizable = { has_rick_the_cube_dlc = yes }
        playable = { has_rick_the_cube_dlc = yes }
        portraits = {
            "cyb_machine"
        }
    }

    # Conditional portraits without actual conditions are used here to keep portrait list on UI in particular order
    conditional_portraits = {
        portraits = {
            "default_robot"
        }
    }
}

Edited by ToastyVos
Posted
On 5/17/2024 at 9:37 AM, ToastyVos said:

Heres the revised file, hopefully it works

 

 

And there was great rejoicing among the masses, and the people proclaimed "Huzzah !"

 

Thank you very much.

Posted
On 5/17/2024 at 10:37 AM, ToastyVos said:

 

I had removed the SSX Category, as it was just a personal patch for myself and I wanted to combine it with humanoids. That said, I went and revised it so there's now a SSX and SSM categories, along with the overlap of SSM onto machines, synthetics, and cybernetics. This version is SSX like it ran on 3.11 just updated to the 3.12 format. I ran a quick test, and all seemed well. I didn't type a whole lot myself besides copy and paste formats and making sure it followed the file structure, while using other mods as a reference to see how they worked. But there was a few parts where I had to change things around and type things, I used this as a starting guide https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-343-the-machine-age-and-stellaris-3-12-1-andromeda-preliminary-release-notes.1673718/ under the section "Portrait Sets, Categories and Species Classes".

 

Heres the revised file, hopefully it works.

 

SSX3-12Rev1.7z 197.96 MB · 2 downloads

Oh wow. This works just great, thank you for making my favourite species mode portraits work again. I really do appreciate the space opera of the galaxy being a little... Lewder. ;)

Posted
On 5/17/2024 at 6:37 PM, ToastyVos said:

 

I had removed the SSX Category, as it was just a personal patch for myself and I wanted to combine it with humanoids. That said, I went and revised it so there's now a SSX and SSM categories, along with the overlap of SSM onto machines, synthetics, and cybernetics. This version is SSX like it ran on 3.11 just updated to the 3.12 format. I ran a quick test, and all seemed well. I didn't type a whole lot myself besides copy and paste formats and making sure it followed the file structure, while using other mods as a reference to see how they worked. But there was a few parts where I had to change things around and type things, I used this as a starting guide https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-343-the-machine-age-and-stellaris-3-12-1-andromeda-preliminary-release-notes.1673718/ under the section "Portrait Sets, Categories and Species Classes".

 

Heres the revised file, hopefully it works.

 

SSX3-12Rev1.7z 197.96 MB · 2 downloads

Thanks for the fix, I cant imagine playing without this mod.

Posted (edited)
On 5/18/2024 at 7:09 PM, ToastyVos said:

 

Machines/Synths are tricky, I just noticed that I missed something in my own upload because it took me getting to synthetic evo to find it. Robots and Machines are classed differently in the portrait sets file, I ended up having to add this to make it work with robots/Synthetic evo.

 

*make sure to remove the catsynth, chromesynth and synthkoi if you copy/paste, and add the portraits from Lewd Xenos

  Hide contents


robots = {
    species_class = ROBOT

    conditional_portraits = {
        randomizable = {
            has_synthetic_dawn = yes
        }
        playable = {
            has_synthetic_dawn = yes
        }
        portraits = {
            "sd_hum_robot"
            "sd_mam_robot"
            "sd_rep_robot"
            "sd_avi_robot"
            "sd_art_robot"
            "sd_mol_robot"
            "sd_fun_robot"
            "catsynth"
            "chromesynth"
            "synthkoi"
        }
    }

    conditional_portraits = {
        randomizable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        playable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        portraits = {
            "sd_pla_robot"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_lithoids = yes
        }
        playable = {
            has_lithoids = yes
        }
        portraits = {
            "lith_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_necroids = yes
        }
        playable = {
            has_necroids = yes
        }
        portraits = {
            "nec_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_aquatics = yes
        }
        playable = {
            has_aquatics = yes
        }
        portraits = {
            "aqu_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_toxoids = yes
        }
        playable = {
            has_toxoids = yes
        }
        portraits = {
            "tox_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_machine_age_dlc = yes
        }
        playable = {
            has_machine_age_dlc = yes
        }
        portraits = {
            "synth_machine_01"
            "synth_machine_02"
            "synth_machine_03"
            "synth_machine_04"
            "synth_machine_05"
            "synth_machine_06"
            "synth_machine_07"
            "synth_machine_08"
            "synth_machine_09"
        }
    }

    conditional_portraits = {
        randomizable = { has_rick_the_cube_dlc = yes }
        playable = { has_rick_the_cube_dlc = yes }
        portraits = {
            "cyb_machine"
        }
    }

    # Conditional portraits without actual conditions are used here to keep portrait list on UI in particular order
    conditional_portraits = {
        portraits = {
            "default_robot"
        }
    }
}

I imagine this could go on undiscovered for quite some time if you don't play that route ever. Thank you.

 

My issue with the machines was from Vanilla Framework I think, the portraits simply weren't at the same place my empire presets expected.

Edited by Fakenet
  • 3 weeks later...
Posted
7 hours ago, ArticBlazer said:

how do i put this into my game? theres only 6 of the traits in the game with this trait added but no portraits

Use the updated version a few pages back for the portraits. The traits are a lot more difficult.

Posted
15 hours ago, Fakenet said:

Use the updated version a few pages back for the portraits. The traits are a lot more difficult.

ah thanks, how do i fix the traits? if possible even

 

Posted
On 6/11/2024 at 11:30 AM, ArticBlazer said:

ah thanks, how do i fix the traits? if possible even

 

What trait actually doesn't work? The ones I checked still show up.

I have no answer to your question but I am sure I can find out if anything doesn't work.

Posted
On 6/12/2024 at 5:27 PM, Fakenet said:

What trait actually doesn't work? The ones I checked still show up.

I have no answer to your question but I am sure I can find out if anything doesn't work.

well i did manage to get some of the traits that were on the pictures to show up but i cant use them otherwise it just crashes my game whenever i try to start a game with an empire with those traits

Posted
On 6/15/2024 at 4:02 PM, ArticBlazer said:

well i did manage to get some of the traits that were on the pictures to show up but i cant use them otherwise it just crashes my game whenever i try to start a game with an empire with those traits

Sorry, I can't recreate your problem.

  • 4 weeks later...
  • 1 month later...
Posted
On 5/18/2024 at 4:35 AM, Fakenet said:

Thank you, I am trying to update Lewd Xenos but trying to figure out what the right variables are is a pain.

 

Edit: It might not have worked for me because the goddamn mod manager did not add the mod despite me telling it to add everything. Anyway it does work now.

 

Edit2: I don't think my brain works like that, I need an explanation for idiots. Like put this there. I can't do with this is what it was, this is how it has to be now. FOr example it looks like the old class file is the same a s the new set file but noone ever says so.

 

Edit3: Partial success, Got the biological portrait to work, not yet the machines though.

Edit4: I think I managed to make the machines ofthat mod work but he machines I use are of a different mod.

thanks alot happy to see some one fix it 
 

Posted

Hi. So, i have come back to playing Stellaris after a year of being bored with it. And naturally, this mod is very, very out of date. has some taken over the development of this mod, and has it been updated to work with 3.12.5? 

Also, I have forgotten how to install the mod. 

 

please and thank you! 

Posted
On 8/24/2024 at 5:57 PM, kamiyosha said:

Hi. So, i have come back to playing Stellaris after a year of being bored with it. And naturally, this mod is very, very out of date. has some taken over the development of this mod, and has it been updated to work with 3.12.5? 

Also, I have forgotten how to install the mod. 

 

please and thank you! 

 

  • 1 month later...
Posted

Managed to get the Portraits to work with current patch thx that person uploading the java generator.  I did notice when looking though this mod and lustfull void mod there is similar things /events.  Maybe work with her to get mod so it do not conflict.  I do like both mods

Posted (edited)
49 minutes ago, markdb92 said:

Managed to get the Portraits to work with current patch thx that person uploading the java generator.  I did notice when looking though this mod and lustfull void mod there is similar things /events.  Maybe work with her to get mod so it do not conflict.  I do like both mods

You are talking to no one,, the mod is very much abandoned by it's creator. If you want SSX features to be compatible you have to talk to Lithia but she has been busy IRL for a few month.

Edited by Fakenet
  • 2 weeks later...
Posted

I know this mod is dead, but does anyone know how to fix this error? I've only gotten since the Grand Archives update.


[15:37:48][containerwindow.h:128]: interface/eventwindow_ssx.gui: Could not find icon "selector_gui_presence_icon" in window "event_window_option_entry".
[15:37:48][containerwindow.h:88]: interface/eventwindow_ssx.gui: Could not find overlappingElementsBox "effect_icons" in window "event_window_option_entry".
[15:37:48][containerwindow.h:128]: interface/eventwindow_ssx.gui: Could not find gridBoxType "trigger_icon_layers_gridbox" in window "trigger_icon_entry".

  • 2 weeks later...
  • 2 months later...
Posted
On 11/14/2024 at 11:39 PM, test3211112 said:

I made a new version of all four original mods.

 

Everything should now be fixed and I added some updates in particular to everything involving the snu fever trait.

 

If there's any remaining bugs, let me know.

sexyxenos.zip 257.18 MB · 190 downloads sexysxenostraits.zip 53.5 MB · 152 downloads sexysxenoscountries.zip 2.55 kB · 97 downloads sexysxenospersonalities.zip 6.25 kB · 94 downloads

 

Unfortunately this gave me ctd, maybe it's cause of some incompatibility with other mods, I couldn't test much but this for me was not working

  • 3 months later...
Posted
On 1/14/2025 at 5:02 PM, Horny Turtle said:

 

Unfortunately this gave me ctd, maybe it's cause of some incompatibility with other mods, I couldn't test much but this for me was not working

 

On 5/17/2024 at 9:37 AM, ToastyVos said:

 

I had removed the SSX Category, as it was just a personal patch for myself and I wanted to combine it with humanoids. That said, I went and revised it so there's now a SSX and SSM categories, along with the overlap of SSM onto machines, synthetics, and cybernetics. This version is SSX like it ran on 3.11 just updated to the 3.12 format. I ran a quick test, and all seemed well. I didn't type a whole lot myself besides copy and paste formats and making sure it followed the file structure, while using other mods as a reference to see how they worked. But there was a few parts where I had to change things around and type things, I used this as a starting guide https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-343-the-machine-age-and-stellaris-3-12-1-andromeda-preliminary-release-notes.1673718/ under the section "Portrait Sets, Categories and Species Classes".

 

Heres the revised file, hopefully it works.

 

SSX3-12Rev1.7z 197.96 MB · 258 downloads

I'm using this one from the bottom of page 38 - so far it works.

Posted
On 11/14/2024 at 3:39 PM, test3211112 said:

I made a new version of all four original mods.

 

Everything should now be fixed and I added some updates in particular to everything involving the snu fever trait.

 

If there's any remaining bugs, let me know.

sexyxenos.zip 257.18 MB · 260 downloads sexysxenostraits.zip 53.5 MB · 217 downloads sexysxenoscountries.zip 2.55 kB · 145 downloads sexysxenospersonalities.zip 6.25 kB · 139 downloads

Seems like SSX traits crashes on galaxy gen in current version. Man, I wish they would add the traits to LV, it's the only part I actually care about and LV updates in a reliable fashion

  • 4 weeks later...
Posted

Did anyone make an updated version? I only used one, but it didn't work. I also don't know when Paradox messed with how portraits work, so idk how far back to go for an updated working version.

Posted (edited)
On 11/14/2024 at 11:39 PM, test3211112 said:

I made a new version of all four original mods.

 

Everything should now be fixed and I added some updates in particular to everything involving the snu fever trait.

 

If there's any remaining bugs, let me know.

sexyxenos.zip 257.18 MB · 276 downloads sexysxenostraits.zip 53.5 MB · 232 downloads sexysxenoscountries.zipUnavailable sexysxenospersonalities.zip 6.25 kB · 150 downloads

@NSFWmon Try this one.

Edited by Fakenet

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