Bloodly Posted February 26, 2021 Posted February 26, 2021 I have a problem. I need to convert and properly resize over 1000 PNGs into .dds files.
StarchildKiss Posted February 26, 2021 Posted February 26, 2021 8 hours ago, Bloodly said: I have a problem. I need to convert and properly resize over 1000 PNGs into .dds files. I use DDS Converter 1.4. I believe this is the website: https://vvvv.org/contribution/dds-converter And this is a screenshot of settings I use. I don't know if those are the best settings but they always worked for me.
Bloodly Posted February 26, 2021 Posted February 26, 2021 I have that. It's fine enough, except it turned the transparent background into black. Which is visible in Stellaris rather than being invisible. And doesn't help me with resizing the images without error. I've tried XNResize, but it leaves weird shadows of the images in the resulting resized versions.
ArcaneHowitzer Posted February 27, 2021 Posted February 27, 2021 How about a mod that adds some Macro content. LV already has the Raunchy Titans event line, but there's no way to get the titans as pops, or just have your main species be the titans. Ironically, I don't think it would have to be a very large mod. A few traits (likely involving a major housing penalty), some interactions (maybe some LV integration, Macro pops + Hybrid tech gives other pops Titanic Evolution?), maybe a few other odds and ends to round it out. It would probably make a good base for Micro stuff as well. I'm not really a modder myself, more of an 'ideas guy'.
Bloodly Posted February 27, 2021 Posted February 27, 2021 Oh GODS. Even saving in GIMP sometimes ends up with a corrupted dds image as output. Most are fine, some are not, and it's unclear why. UGH.
Bloodly Posted April 16, 2021 Posted April 16, 2021 For custom race sets: Make sure your archetype in 'species classes' is set correctly. With 3.0, Organic Pop Assembly(Example; Spawning Grounds, Cloning Bay) checks your archetype. If your race isn't set correctly, your race won't be able to be assembled-the game will say 'there are no species able to be assembled'.
darkOmoon Posted April 17, 2021 Posted April 17, 2021 I'm trying to make a mod and having a hard time doing it can anyone explain to me how I would make a mod that changes the DLC nemesis, Ascension perk, become the crisis, to allow for a rogue servitor faction to take it I understand the general idea of why they made it so you can't by default but with my faction backstory as Rogue servitors we don't serve the Organics we treat them like pets and seeing as my goal is always endgame to conquer the entire universe because clearly the Organics are incapable and not intelligent enough to be anything more than pets becoming the crisis is perfect for my faction but the game will not allow it and I can't figure out how to change it in a way that will still allow me to play with my friends I tried changing the file directly that controls it and that work but it made it so my check some with some random ID that no other player could get.
StarchildKiss Posted April 17, 2021 Posted April 17, 2021 7 hours ago, darkOmoon said: I'm trying to make a mod and having a hard time doing it can anyone explain to me how I would make a mod that changes the DLC nemesis, Ascension perk, become the crisis, to allow for a rogue servitor faction to take it I understand the general idea of why they made it so you can't by default but with my faction backstory as Rogue servitors we don't serve the Organics we treat them like pets and seeing as my goal is always endgame to conquer the entire universe because clearly the Organics are incapable and not intelligent enough to be anything more than pets becoming the crisis is perfect for my faction but the game will not allow it and I can't figure out how to change it in a way that will still allow me to play with my friends I tried changing the file directly that controls it and that work but it made it so my check some with some random ID that no other player could get. You can simply overrite the file with the ascension perks and remove the rogue servitor civic from the excluded conditions. That would technically allow you to get the ascension perk. But I don't know what consequences that has for the crisis content and if you can still use it since it may not have been made with the rogue servitor in mind.
jwideman Posted April 17, 2021 Posted April 17, 2021 I'm making my own mod (so far, adding new traits to Lusty Void) and I can't for the life of me get the localisation working. I've saved it in the correct format (UTF-8 BOM) but the game completely ignores it. If someone would take a look at it for me, that would be great. mod.zip
schroecat Posted April 19, 2021 Posted April 19, 2021 On 4/18/2021 at 2:28 AM, jwideman said: I'm making my own mod (so far, adding new traits to Lusty Void) and I can't for the life of me get the localisation working. I've saved it in the correct format (UTF-8 BOM) but the game completely ignores it. If someone would take a look at it for me, that would be great. mod.zip 2.51 kB · 1 download So you're gonna kick yourself here, it's a really silly thing. The file name of your localisation file has an uppercase i (india) in the name instead of a lowercase l (lima). Have fun! fixed localisation.7z
jwideman Posted April 19, 2021 Posted April 19, 2021 FFS... I could have sworn I copied and pasted that from the wiki.
Bemoteajh Posted April 19, 2021 Posted April 19, 2021 Rather than trying to make larger mods, just start making event packs. A long event is more than enough to be its own download. I am going to start work on this next weekend if im not working OT. Ideas list: 1) Army infestation - If an army lands on a planet that you do not control and has a special planet trait like tentacles for example. Must choose to Kill infested, quarantine on that planet, find a cure, or ignore it (spread). 2) Alien STDs - You must quickly complete a series of researches to find a cure as the virus rips thru your species. Maybe even a permanent shift to xenophobic. 2a) Help find cures for allies if they have the event. 2b) Weaponized STD - Infect an allied migration partner with a modified STD on purpose. Evil yes, but a fast way to weaken someone you were going to betray in a few years anyway 3) Inter-marry Dynasties - Can convince an alliance partner to merge empires via marriage rather than normal vassal/integration. Power shift as civics will be blended for creation of new state. Will likely make it that you must be of same species group and have xenocompatability. Will be a 100 year event chain dealing with political squabbles, civilian revolts if your not xenophiles, finally resulting in a new ruling hybrid species. (this one is a long shot but I love crusader kings too much)
Abominus Posted May 7, 2021 Posted May 7, 2021 Since the actual patch just dont really let your production for slave get to the moon, I think about adding an enclave, where you could buy slaves. Is that a nice idea or do you think its aweful?
kiargo Posted June 3, 2021 Posted June 3, 2021 On 5/7/2021 at 5:45 PM, Abominus said: Since the actual patch just dont really let your production for slave get to the moon, I think about adding an enclave, where you could buy slaves. Is that a nice idea or do you think its aweful? A enclave located at a habitated planet sounds nice, even they could sell it for cheap, but with the withdraw of some negative lewd traits. Also, would like to ask if.. there was any interest to make a dragon mod.
StarchildKiss Posted June 4, 2021 Posted June 4, 2021 21 hours ago, kiargo said: A enclave located at a habitated planet sounds nice, even they could sell it for cheap, but with the withdraw of some negative lewd traits. It would certainly be possible. But the best way to do it with an enclave would be to use the same diplomacy screen that the other enclaves have to buy certain amount of slaves. Otherwise making it like the vanilla slave market screen would be too difficult. Aside from there needs to be a planets selection too. So either send every bought slave to your capital or random planet. And regarding traits it would be best to give the option of slave presets. So you could for example choose between "worker", "prostitute" "cows" etc. I'm not gonna do such a mod but that's how I would to it.
Bloodly Posted June 16, 2021 Posted June 16, 2021 'Aphidic reproduction' could be a good name for a trait or civic.
plutocene Posted June 21, 2021 Posted June 21, 2021 Does anyone know a way/mod to add negative traits to species modification?
Seeker10101 Posted June 22, 2021 Posted June 22, 2021 (edited) 10 hours ago, mikovic76 said: Does anyone know a way/mod to add negative traits to species modification? You need the society research Genetic Resequencing that you get from the ascension perk Evolutionary Mastery, which is part of the Utopia DLC. https://stellaris.paradoxwikis.com/Population_modification https://stellaris.paradoxwikis.com/Society_research#Genetic_Resequencing https://stellaris.paradoxwikis.com/Traditions#Ascension_perks Edited June 22, 2021 by Seeker10101
plutocene Posted June 22, 2021 Posted June 22, 2021 (edited) Woops, so thats actually in the vanilla game now. Thanks for the info. Edited June 22, 2021 by mikovic76 1
CrimsonOmegaLance Posted July 10, 2021 Posted July 10, 2021 How do you guys play as a submissive species with LV?
xal9k Posted July 21, 2021 Posted July 21, 2021 Howdy, I have some really weird stupid questions, because I cannot seem to find the information I need around online. I'm currently working on a mod which adds premade empires for Lustful Void (and later there will be some for WL, Family Oriented..) However, me being me I thought I would want to make it more interesting. I wanted to have empires that could potentially spawn in the game which have specific dynamics (say, hating another premade empire off the bat) if they spawn. I thought the way I would achieve this is by way of events. The event would trigger, check to see if empires X and Y exist, and then set empire Y to be hostile to empire X. I thought "this will be easy, I'll just use is_same_empire in the trigger!" This was my original code. country_event = { hide_window=yes is_fired_once=yes trigger={ is_same_empire=empireX exists=empireY } immediate={ set_hostile=empireY } } Problem is that when this gets run Stellaris gets pissed and says is_same_empire and exists aren't being used right and that these defined empires aren't valid targets. So, a few questions. Is this possible to do? Am I using these commands right? If I am not, how are they used, in what contexts? Thank you so much for the help!
COPYCAT2531 Posted July 24, 2021 Posted July 24, 2021 Hello, please help with the mod. I just recently started to make one mod for portraits. If in the brink, then they do not display portraits in races. Like everything I registered in common and in portraits in gfx. Please, please, go, otherwise it is a shame very much, having spent a day of my life in an empty one ((I can throw off my mod if necessary. if anything, here's a screenshot:
StarchildKiss Posted August 1, 2021 Posted August 1, 2021 On 7/24/2021 at 8:03 PM, TIRAMISU2531 said: Hello, please help with the mod. I just recently started to make one mod for portraits. If in the brink, then they do not display portraits in races. Like everything I registered in common and in portraits in gfx. Please, please, go, otherwise it is a shame very much, having spent a day of my life in an empty one ((I can throw off my mod if necessary. if anything, here's a screenshot: That's a though one. I also had blank portraits show up in the empire creation and it's difficult to find what caused them, at least for me. The only way to find out why, is to look at the modlist and this specific mod.
COPYCAT2531 Posted August 1, 2021 Posted August 1, 2021 1 hour ago, StarchildKiss said: That's a though one. I also had blank portraits show up in the empire creation and it's difficult to find what caused them, at least for me. The only way to find out why, is to look at the modlist and this specific mod. Now he turned off the mods, left his current. All Equally no portraits. Can I skip the mod to see what's wrong with it?
Il Duce Posted August 4, 2021 Posted August 4, 2021 (edited) Total modding noob here. Is is possible to mod existing jobs instead of adding new ones? I'm trying to overwrite an existing job, but I end up just removing the job from the game. Even just placing an unedited copy of the job in mod/common/pop_jobs seems to break it, without attempting any actual changes. I'm looking at other mods and I see people do this with buildings and it works, but I don't see other people doing it with jobs, which makes me worry maybe the game just doesn't support this. (All I'm looking to do right now is just prevent pops with a certain trait from working certain vanilla jobs.) Thanks in advance. EDIT: Probably resolved. The key was not changing the filename of the jobs file after moving it over to mods/... . I'll leave the post up in case other modders ran into the same roadblock. Edited August 5, 2021 by Il Duce 1
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