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[Stellaris] Modding Help, Ideas and Suggestions


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Hi, I made this civic:

 

civic_smx_female_domination = {
	modification = no
	potential = {
		ethics = { NOT = { value = ethic_gestalt_consciousness } }
		authority = { NOT = { value = auth_corporate } }
	}
	possible = {
		ethics = {
			OR = {
				text = civic_tooltip_authoritarian
				value = ethic_authoritarian
				value = ethic_fanatic_authoritarian
			}
		}
		civics = {
			NOR = {
				value = civic_smx_male_domination
				value = civic_syncretic_evolution
				value = civic_lv_parallel_evolution
			}
		}
	}
	traits = { 
		trait = trait_lv_all_female
		trait = trait_lv_dominant
		trait = trait_lv_sadistic 
		trait = trait_lv_large_breasts
		trait = trait_lv_high_volume_lactation
		trait = trait_lv_drooling_vagina
		trait = trait_lv_breeder_hips
		trait = trait_lv_excess_estrogen
	}
	random_weight = { base = 5 }

#	description = civic_tooltip_syncretic_evolution_effects
# see game_start.11
	modifier = {
		planet_jobs_slave_energy_produces_mult = 0.25
		planet_jobs_slave_minerals_produces_mult = 0.25
		planet_jobs_slave_food_produces_mult = -0.25
		planet_jobs_slave_unity_produces_mult = -0.25
		pop_growth_speed = 0.20
	}

	has_secondary_species = {	# see game_start.11
		title = civic_syncretic_evolution_secondary_species
		traits = {
			trait = trait_lv_all_male
			trait = trait_lv_submissive
		}
	}
}

 

and changed the scripted_effects into:

 

        if = { limit = { owner = { has_valid_civic = civic_smx_female_domination } }
        
            last_created_species = {
                set_citizenship_type = {
                    country = root.owner
                    type = citizenship_slavery
                }
            }
                modify_species = {
                    species = last_created_species
                    add_trait = trait_lv_elastic_orifices
                    add_trait = trait_lv_nudist
                    add_trait = trait_lv_soft
                    add_trait = trait_lv_natural_anal_lube
                    add_trait = trait_lv_adorable
                    add_trait = trait_lv_large_penis
                    add_trait = trait_lv_high_volume_ejaculations
                }
            while = {
                count = 12
                create_pop = {
                    species = last_created_species
                    ethos = random
                }
            }
        }

 

I got 12 pops at start, but they are not with the traits I wanted them to have and are not enslaved...

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19 hours ago, Raana said:

Sounds like what happened to me after the recent story pack game update. Though the only way to find out is to disable all of your mods and try to start a game with just a quick random empire.

 

If it still crashes in the same spot with all mods disabled, then it's probably a problem caused by a game update. Which in my case required me to completely purge my stellaris files (both in program files and my documents) and reinstall the game from scratch. Re adding my mods after.

 

If it -doesn't- crash after disabling all of the mods then it's probably a mod conflict and I recommend re activating each mod individually until you find which mod has the compatibility issue.

Thanks Raana, I'm going to get to work on that now thanks for the help. 

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On 7/1/2019 at 6:44 PM, Abominus said:

Hi, I made this civic:

 

and changed the scripted_effects into:

 

I got 12 pops at start, but they are not with the traits I wanted them to have and are not enslaved...

The following worked for me when I tried it.

 

Try this for the civic:

Spoiler

civic_smx_female_domination = {
	modification = no
	potential = {
		ethics = { NOT = { value = ethic_gestalt_consciousness } }
		authority = { NOT = { value = auth_corporate } }
	}
	possible = {
		ethics = {
			OR = {
				text = civic_tooltip_authoritarian
				value = ethic_authoritarian
				value = ethic_fanatic_authoritarian
			}
		}
		civics = {
			NOR = {
				value = civic_smx_male_domination
				value = civic_syncretic_evolution
				value = civic_lv_parallel_evolution
			}
		}
	}
	traits = { 
		trait = trait_lv_all_female
		trait = trait_lv_dominant
		trait = trait_lv_sadistic 
		trait = trait_lv_large_breasts
		trait = trait_lv_high_volume_lactation
		trait = trait_lv_drooling_vagina
		trait = trait_lv_breeder_hips
		trait = trait_lv_excess_estrogen
	}
	random_weight = { base = 5 }
	
	modifier = {
		planet_jobs_slave_energy_produces_mult = 0.25
		planet_jobs_slave_minerals_produces_mult = 0.25
		planet_jobs_slave_food_produces_mult = -0.25
		planet_jobs_slave_unity_produces_mult = -0.25
		pop_growth_speed = 0.20
	}

	#description = civic_tooltip_syncretic_evolution_effects
	has_secondary_species = {	# see game_start.11
		title = civic_syncretic_evolution_secondary_species
		traits = {
			trait = trait_lv_all_male
			trait = trait_lv_submissive
			trait = trait_lv_elastic_orifices
			trait = trait_lv_nudist
			trait = trait_lv_soft
			trait = trait_lv_natural_anal_lube
			trait = trait_lv_adorable
			trait = trait_lv_large_penis
			trait = trait_lv_high_volume_ejaculations
		}
	}
}

 

And this for the scripted effects (keep it in the first section with syncretic, servitors, etc.) and make sure another mod's scripted effects file isn't being prioritized:

Spoiler

		if = { limit = { owner = { has_valid_civic = civic_smx_female_domination } }
		
			last_created_species = {
				set_citizenship_type = {
					country = root.owner
					type = citizenship_slavery
				}
			}
			while = {
				count = 12
				create_pop = {
					species = last_created_species
					ethos = random
				}
			}
		}

 

Also, for pops to be enslaved they have to qualify for the slavery citizenship type. So slavery policy needs to be allowed and the game can't think that they're the same species as the primary species (shared portrait and such).

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2 hours ago, Raana said:

The following worked for me when I tried it.

 

Try this for the civic:

  Hide contents


civic_smx_female_domination = {
	modification = no
	potential = {
		ethics = { NOT = { value = ethic_gestalt_consciousness } }
		authority = { NOT = { value = auth_corporate } }
	}
	possible = {
		ethics = {
			OR = {
				text = civic_tooltip_authoritarian
				value = ethic_authoritarian
				value = ethic_fanatic_authoritarian
			}
		}
		civics = {
			NOR = {
				value = civic_smx_male_domination
				value = civic_syncretic_evolution
				value = civic_lv_parallel_evolution
			}
		}
	}
	traits = { 
		trait = trait_lv_all_female
		trait = trait_lv_dominant
		trait = trait_lv_sadistic 
		trait = trait_lv_large_breasts
		trait = trait_lv_high_volume_lactation
		trait = trait_lv_drooling_vagina
		trait = trait_lv_breeder_hips
		trait = trait_lv_excess_estrogen
	}
	random_weight = { base = 5 }
	
	modifier = {
		planet_jobs_slave_energy_produces_mult = 0.25
		planet_jobs_slave_minerals_produces_mult = 0.25
		planet_jobs_slave_food_produces_mult = -0.25
		planet_jobs_slave_unity_produces_mult = -0.25
		pop_growth_speed = 0.20
	}

	#description = civic_tooltip_syncretic_evolution_effects
	has_secondary_species = {	# see game_start.11
		title = civic_syncretic_evolution_secondary_species
		traits = {
			trait = trait_lv_all_male
			trait = trait_lv_submissive
			trait = trait_lv_elastic_orifices
			trait = trait_lv_nudist
			trait = trait_lv_soft
			trait = trait_lv_natural_anal_lube
			trait = trait_lv_adorable
			trait = trait_lv_large_penis
			trait = trait_lv_high_volume_ejaculations
		}
	}
}

 

And this for the scripted effects (keep it in the first section with syncretic, servitors, etc.) and make sure another mod's scripted effects file isn't being prioritized:

  Hide contents


		if = { limit = { owner = { has_valid_civic = civic_smx_female_domination } }
		
			last_created_species = {
				set_citizenship_type = {
					country = root.owner
					type = citizenship_slavery
				}
			}
			while = {
				count = 12
				create_pop = {
					species = last_created_species
					ethos = random
				}
			}
		}

 

Also, for pops to be enslaved they have to qualify for the slavery citizenship type. So slavery policy needs to be allowed and the game can't think that they're the same species as the primary species (shared portrait and such).

I finally made progress today, it works now:

on-action event

 


namespace = smx_game_start

country_event = {
    id = smx_game_start.1
    hide_window = yes
    is_triggered_only = yes

    trigger = {
        OR = {
            has_valid_civic = civic_smx_male_domination
            has_valid_civic = civic_smx_female_domination
        }
    }
    immediate = {
        if = { 
            limit = { 
                has_valid_civic = civic_smx_male_domination
            }
            every_owned_pop = {
                limit = {
                    species = {
                        has_trait = trait_lv_all_female
                    }
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_elastic_orifices
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_nudist
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_nudist
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_soft
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_natural_anal_lube
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_adorable
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_large_breasts
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_high_volume_lactation
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_drooling_vagina
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_breeder_hips
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_excess_estrogen
                }
                modify_species = {
                    species = this
                    base = none
                }
                set_citizenship_type = {
                    country = root.owner
                    type = citizenship_slavery
                    cooldown = yes
                }
            }
        }


        if = { 
            limit = { 
                has_valid_civic = civic_smx_female_domination
            }
            every_owned_pop = {
                limit = {
                    species = {
                        has_trait = trait_lv_all_male
                    }
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_elastic_orifices
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_nudist
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_soft
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_natural_anal_lube
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_adorable
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_large_penis
                }
                modify_species = {
                    species = this
                    add_trait = trait_lv_high_volume_ejaculations
                }
                modify_species = {
                    species = this
                    base = none
                }
                set_citizenship_type = {
                    country = root.owner
                    type = citizenship_slavery
                    cooldown = yes
                }
            }
        }
    }
}

 

Works fine: The new secondary race got all its traits and is enslaved.

 

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i was wondering if there were any Very beginner friendly guides to putting custom portraits into the game?

 

ive been trying for at least 8 hours trying to get the game to register my DDS pictures for a mod through the mod creator to no avail
 

Link to comment
7 hours ago, Angeleou said:

i was wondering if there were any Very beginner friendly guides to putting custom portraits into the game?

 

ive been trying for at least 8 hours trying to get the game to register my DDS pictures for a mod through the mod creator to no avail
 

There are a few interlinking files required to make portraits work. Replace the matching highlighted <your_X_tag> bits with whatever tag you want for your mod to make differentiating it easier. Do not keep the <> though.

 

common/graphical_culture/<modtag>_graphical_culture.txt

common/species_classes/<modtag>_species_classes.txt

gfx/models/portraits/<your_portraits>       (the location of your .dds images)

gfx/portraits/portraits/<modtag>_portraits.txt

 

The graphical_culture.txt file is straight forward. Just copy a single one of the vanilla segments and change the opening tag. An example (copied the humanoid one):

Spoiler

<your_graphical_culture_tag> = {

	ship_color = yes
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.6 -0.2 0.1 }
		cam_light_2_dir = { -0.4 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 -0.1 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 100
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 0.0
	}
}

 

 

The species_classes.txt file is for the portrait categories in the game menu and should look something like this:

Spoiler

<your_species_class_tag> = {
	possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } }

	archetype = BIOLOGICAL

	portraits = {
		<your_portrait_group_tag_1>
		<your_portrait_group_tag_2>
		# etc,etc...
	}

	graphical_culture = <your_graphical_culture_tag>
	move_pop_sound_effect = "moving_pop_confirmation"
}

 

 

And the portraits.txt file needs to look something like this (I added in bits to make them compatible for the Lustful Void single gender traits as well):

Spoiler

portraits = {
	<maletag1> = { greeting_sound = "human_male_greetings_01" texturefile = "gfx/models/portraits/<your_portraits>/your_male_image_1.dds" }
	<maletag2> = { greeting_sound = "human_male_greetings_02" texturefile = "gfx/models/portraits/<your_portraits>/your_male_image_2.dds" }
	# etc,etc...
	<femaletag1> = { greeting_sound = "human_female_greetings_01" texturefile = "gfx/models/portraits/<your_portraits>/your_female_image_1.dds" }
	<femaletag2> = { greeting_sound = "human_female_greetings_02" texturefile = "gfx/models/portraits/<your_portraits>/your_female_image_2.dds" }
	# etc,etc...
}

portrait_groups = {
	<your_portrait_group_tag_1> = {
		default = <femaletag1>
		game_setup = {
			add = {
				trigger = {
						ruler = { gender = female }
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
			add = {
				trigger = {
					ruler = { gender = male }
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}
				
		species = { # this section for LV single gender traits
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_all_male
							has_trait = trait_lv_futanari
						}
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = { 
					AND = {
						OR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						NOT = { has_trait = trait_lv_all_male }
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						has_trait = trait_lv_all_male
					}
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}

		pop = { #for a specific pop
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_all_male
							has_trait = trait_lv_futanari
						}
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = { 
					AND = {
						OR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						NOT = { has_trait = trait_lv_all_male }
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						has_trait = trait_lv_all_male
					}
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}

		leader = { #scientists, generals, admirals, governor
			add = {
				trigger = {
					gender = female
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
			add = {
				trigger = {
					gender = male
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}
			
		ruler = {
			add = {
				trigger = {
					gender = female
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
			add = {
				trigger = {
					gender = male
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}
	}
}

 

 

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4 hours ago, Raana said:

There are a few interlinking files required to make portraits work. Replace the matching highlighted <your_X_tag> bits with whatever tag you want for your mod to make differentiating it easier. Do not keep the <> though.

 

common/graphical_culture/<modtag>_graphical_culture.txt

common/species_classes/<modtag>_species_classes.txt

gfx/models/portraits/<your_portraits>       (the location of your .dds images)

gfx/portraits/portraits/<modtag>_portraits.txt

 

The graphical_culture.txt file is straight forward. Just copy a single one of the vanilla segments and change the opening tag. An example (copied the humanoid one):

  Reveal hidden contents


<your_graphical_culture_tag> = {

	ship_color = yes
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.6 -0.2 0.1 }
		cam_light_2_dir = { -0.4 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 -0.1 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 100
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 0.0
	}
}

 

 

The species_classes.txt file is for the portrait categories in the game menu and should look something like this:

  Reveal hidden contents


<your_species_class_tag> = {
	possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } }

	archetype = BIOLOGICAL

	portraits = {
		<your_portrait_group_tag_1>
		<your_portrait_group_tag_2>
		# etc,etc...
	}

	graphical_culture = <your_graphical_culture_tag>
	move_pop_sound_effect = "moving_pop_confirmation"
}

 

 

And the portraits.txt file needs to look something like this (I added in bits to make them compatible for the Lustful Void single gender traits as well):

  Hide contents


portraits = {
	<maletag1> = { greeting_sound = "human_male_greetings_01" texturefile = "gfx/models/portraits/<your_portraits>/your_male_image_1.dds" }
	<maletag2> = { greeting_sound = "human_male_greetings_02" texturefile = "gfx/models/portraits/<your_portraits>/your_male_image_2.dds" }
	# etc,etc...
	<femaletag1> = { greeting_sound = "human_female_greetings_01" texturefile = "gfx/models/portraits/<your_portraits>/your_female_image_1.dds" }
	<femaletag2> = { greeting_sound = "human_female_greetings_02" texturefile = "gfx/models/portraits/<your_portraits>/your_female_image_2.dds" }
	# etc,etc...
}

portrait_groups = {
	<your_portrait_group_tag_1> = {
		default = <femaletag1>
		game_setup = {
			add = {
				trigger = {
						ruler = { gender = female }
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
			add = {
				trigger = {
					ruler = { gender = male }
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}
				
		species = { # this section for LV single gender traits
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_all_male
							has_trait = trait_lv_futanari
						}
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = { 
					AND = {
						OR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						NOT = { has_trait = trait_lv_all_male }
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						has_trait = trait_lv_all_male
					}
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}

		pop = { #for a specific pop
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_all_male
							has_trait = trait_lv_futanari
						}
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = { 
					AND = {
						OR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						NOT = { has_trait = trait_lv_all_male }
					}
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
				
			add = {
				trigger = {
					AND = {
						NOR = {
							has_trait = trait_lv_all_female
							has_trait = trait_lv_futanari
						}
						has_trait = trait_lv_all_male
					}
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}

		leader = { #scientists, generals, admirals, governor
			add = {
				trigger = {
					gender = female
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
			add = {
				trigger = {
					gender = male
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}
			
		ruler = {
			add = {
				trigger = {
					gender = female
				}
				portraits = {
					<femaletag1> <femaletag2> # etc,etc...
				}
			}
			add = {
				trigger = {
					gender = male
				}
				portraits = {
					<maletag1> <maletag2> # etc,etc...
				}
			}
		}
	}
}

 

 

even following everything you posted to i still cant get the images to work in-game.

 

-do i need to remove the " <maletag>" rows if i have not yet made DDS images for them yet?

 

*** -when i try to test the mod out ingame. the Race name shows when creating a new empire it then copies the first picture i click from any race i clicked before i go to it. it then shows no images when i choose to change the Ruler appearance nor can i use any of the customization sliders. ***

 

- after using the code you provided for the "portrait.txt" when i try to save the changes i made it tells me that i cannot do so because it has unicode format. yet the other code your provided didnt give me this alert when i try to save the changes i made.

 

im sorry ive never modded a game that required txt documents and coding. this is all new to me.

 

EDIT 1: i seem to have got a singular image to work out of the 4 that i put inside the DDS folder, it seems to be using that one image for EVERY portrait.

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3 hours ago, Angeleou said:

even following everything you posted to i still cant get the images to work in-game.

 

-do i need to remove the " <maletag>" rows if i have not yet made DDS images for them yet?

 

*** -when i try to test the mod out ingame. the Race name shows when creating a new empire it then copies the first picture i click from any race i clicked before i go to it. it then shows no images when i choose to change the Ruler appearance nor can i use any of the customization sliders. ***

 

- after using the code you provided for the "portrait.txt" when i try to save the changes i made it tells me that i cannot do so because it has unicode format. yet the other code your provided didnt give me this alert when i try to save the changes i made.

 

im sorry ive never modded a game that required txt documents and coding. this is all new to me.

 

EDIT 1: i seem to have got a singular image to work out of the 4 that i put inside the DDS folder, it seems to be using that one image for EVERY portrait.

You can either remove the <maletag> sections as long as you also remove the female gender triggers in the female sections, or copy the female portrait tags into the male section as placeholders. There will be female images in the male option in game, but the alternative is potential issues caused by having no images in the male option for the game to pull.

 

Not sure why the portrait section would give a unicode format error. All I did was copy the text out of the  game's own .txt file. Didn't even use Notepad++ to do so (though I would recommend using that program for any Stellaris modding).

 

If you could maybe copy the lines of code here or upload a .rar file attachment with what you have maybe I could find what's throwing things off.

 

Don't worry too much about being new to this kind of modding though. Even I'll admit it confused me at first, even with previous experience modding Civ 5, and I still haven't really figured out how events work in Stellaris yet. Just takes a little time, practice and a lot of reverse-engineering existing things to figure things out. ?

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1 hour ago, Raana said:

You can either remove the <maletag> sections as long as you also remove the female gender triggers in the female sections, or copy the female portrait tags into the male section as placeholders. There will be female images in the male option in game, but the alternative is potential issues caused by having no images in the male option for the game to pull.

 

Not sure why the portrait section would give a unicode format error. All I did was copy the text out of the  game's own .txt file. Didn't even use Notepad++ to do so (though I would recommend using that program for any Stellaris modding).

 

If you could maybe copy the lines of code here or upload a .rar file attachment with what you have maybe I could find what's throwing things off.

 

Don't worry too much about being new to this kind of modding though. Even I'll admit it confused me at first, even with previous experience modding Civ 5, and I still haven't really figured out how events work in Stellaris yet. Just takes a little time, practice and a lot of reverse-engineering existing things to figure things out. ?

i manage to reverse-engineer a portrait mode that was working for me and switching out its dds files with mine, and it seemed to work which is good. going to use it as a practice sheet to learn how to mod this game. unfortunately it only works with one gender for now. hopefully i can figure out how to make it use seperate images for both genders

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  • 2 weeks later...

Hello all,

i just try to mod a little bit on my own perv galaxy mod^^

 

Question:

is there a way to check the portrait for a leader and assign a specific trait only for that specific portrait?

I found only the species_portrait condition.

 

If it is not possible is it then possible to set a % chance that this specific trait appears?

Or maybe can i assign a trait via a decission to a leader like a governor of a sector?

 

Thx for help

Ava

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  • 1 month later...

Anyone have a link to a tutorial on how to make a custom species for Stellaris Version 2.3.3?  Everything I have found is outdated and I haven't been able to get any custom species to work.  So I can not even find a template to learn off of.  I'm not sure what they did with the last update, but every single mod I had installed is broken (it may have been the last couple updates, I haven't played it in awhile).

 

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One thing I'm really surprised and a little disappointed in is the lack of any mods for Stellaris that add in races from Fenoxo's "Troubles in Tainted Space" text-based game. With it being a space-based erotic adventure game and full of interesting alien species (not just furries), it's just a little surprising it hasn't been thought of before.

 

I'm specifically interested in the Tanuki and Dzaan races, though I'm not sure just how many sprites/busts they've actually got. Guess I'll have to see how uncompressed the files are.

 

If I can figure out how to pull and convert some of the art from said game's files, I might work on this, but I've never done more Paradox Games modding besides editing some stuff in other modders' files. I once fixed some inverted and/or arguments to get a Stellaris building upgrade to show as an option and fixed an event chain that wouldn't progress, but that's the extent of it lol.

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  • 2 weeks later...

So I'm trying to make an event that changes a species' portrait when it no longer has a specific trait, and this is what I'm using:

namespace = ee_species

country_event = {
	id = ee_species.1
	hide_window = yes

	species = {
		limit = {
			species_portrait = humanoid_05_f
			NOT = {
				has_trait = trait_breeder
			}
		}
		modify_species = {
			species = this
			portrait = humanoid_05
		}
	}
}

except it's not working.  What am I doing wrong?

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  • 2 weeks later...
  • 3 weeks later...

@16dhampton The hybrids animated portraits mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1740880914 ) lets you do this. Just make sure it's towards the bottom of your load order so it overwrites the other species lists in different mods.

 

There are a few others like enhanced gene modding (https://steamcommunity.com/sharedfiles/filedetails/?id=922791015 ) also let you change the portrait, but I'm pretty sure it only works on vanilla portraits.

 

The biggest issue that for the most part you can't change between species classes (eg. no humanoid to arthropoid, reptilian to fungoloid, etc.). This means that a lot of custom portraits that use their own species class won't be available to choose mid-game

 

If someone could create a mod that lets you change the portraits of your pops between species classes, they would truly become a god among men.

 

@irontooth23456 Maybe take a look at the hybrids mod? It seems to add this function pretty well, but could use some tweaking for things like species class and such.

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The Night Elves and Blood Elves of Warcraft are beloved of lewd mods.  With that in mind, two mods of value are 

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1800624677

 

Twink's Kaldorei.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1762619605

 

Twink's Sindorei.

 

Very pretty, very high effort, lovely garments.  I wonder what it would take to mess with those garments?

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  • 4 weeks later...

Question: is anyone else running into a bug where the AI empires will have unemployed Artisans/Foundry Workers on their worlds, and will stop constructing districts/buildings after a while, even if they have the resources to do so?

 

In my most recent game as a Criminal Syndicate, the friendly nation to the north of me (the Autocracy of Saherrel) stopped constructing new buildings/districts around the same time that they lost a minor war with a neighboring faction (they lost 3 planet-less systems) and I put a Branch Office on their world.

 

The nation to the south of me has a different problem: they're a Materialist empire, but they seem to have put all of their robots on the Slave Market immediately, because they keep losing population on their homeworld, causing amenity buildings to get Ruined. They've also unemployed all of their Metallurgists and (sometimes) their Artisans, although when I swap over to them with the "play #" command, their pops go back to work eventually.

 

Both empires have more than enough minerals to build something, but neither seems to want to. I would at least expect the Autocracy to build another Precinct house, because between my Branch Office, a Corrupt Governor and unemployed pops, their crime is at 100%, but even though it's their only planet, they've got five free building slots and plenty of minerals, they aren't doing anything.

 

My current modlist is:

-Sci-Fi Loading Screens (Steam)

-Real Human Species (Steam)

-*Remastered Human Portraits (Steam)

-Sluts of the Galaxy (Loverslab, edited to allow random spawning of the portrait packs)

-CyberxKhan's Assortment of Namelists for Stellaris (Steam)

-(-United Sci-Fi Races-) (Steam)

-(-United Flags-) (Steam)

-Cue's Multiple Crises (Steam)

-Elves of Stellaris (Steam)

-(United Sci-Fi Races: Robots-) (Steam)

-Sexy Xenos (Loverslab, just the portrait pack)

-Daidacho's Lewd Xenos) (Loverslab)

-Tons of Tits (Loverslab)

-Better Terraforming Candidates (Steam)

-Tiny Outliner (Steam)

-Animated Catgirls (Steam)

-Animated Serpantoid Portraits (Steam)

-Andalite Species (Steam)

-Animated Angel Species and Animated Fallen Angel Species (Steam)

-Animated Human Android Species (Steam)

Stellaris Bug 1.png

Stellaris Bug 2.png

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  • 3 weeks later...

Hello, looking for help getting my first mod up and running for Stellaris. 

 

It's a simple Economy trade policy mod that adds some flavor text and allows you to turn trade points into a base income for your entire empire. 

 

Here is what I have for the policies text in the common/policies folder. It is not showing up in game. 

Quote

trade_policy = {
    potential = {    
        NOT = { has_ethic = ethic_gestalt_consciousness }
    }

    option = {
        name = "trade_policy_whores"
        
        policy_flags = {
            trade_conversion_whores
        }
        
        modifier = {}
        
        AI_weight = {
            factor = 0    
        }
    }
 

 

 

 

And this is what I have under the conversation txt.  

 

Quote

#Second is set to nmd gkd
#

whores_conversion =
{
    potential = {
        has_policy_flag = trade_conversion_whores
    }
    
    weight = {
        weight = 10
    }
    
    conversion_rate = {
        energy = 0.4.5
        alloys = 0.1
        food = 0.2
        minerals = 0.2.5
    }

    economic_category = trade_routes
}

 

And here is the localization folder.

 

Quote

l_english:

 trade_policy_whores:0 "All We Need Is Whores"
 trade_conversion_whores_name:0 "$trade_policy_Whores$"
 trade_policy_whores_desc:0 "We have ordered our Whores and Sluts to trade for anything and everything, our race might be mostly made up of useless Bimbo's and Whores, But at least they can be of some use.\n\n§EEach collected £trade_value£ §YTrade Value§! earns us £energy£ §Y0.4.5§!, £alloys£ §Y0.1§!, £food£ §Y0.2.5§! and £minerals£ §Y0.2.5§!§!"
 

 

I used a rough guide I found on steam, but I don't think it was up to date. Any help would be wonderful. 

 

 

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  • 1 month later...
21 hours ago, Sakhmeth said:

Did Stellaris break non-Steam mods recently? I can only seem to get them through the workshop now.

Yes. 

There is a work around where you use the mod tools from the launcher and make a new mod, put the content of the mod you actually want in the folder was just created and then enable that mod.

It's kinda strange, but hey, it works.

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  • 2 weeks later...

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