NotGayButIMakeExceptions Posted July 2, 2019 Posted July 2, 2019 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.
Raana Posted July 3, 2019 Author Posted July 3, 2019 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).
Abominus Posted July 3, 2019 Posted July 3, 2019 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.
Angeleou Posted July 9, 2019 Posted July 9, 2019 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
Raana Posted July 9, 2019 Author Posted July 9, 2019 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... } } } } }
Angeleou Posted July 9, 2019 Posted July 9, 2019 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.
Raana Posted July 9, 2019 Author Posted July 9, 2019 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. ?
Angeleou Posted July 9, 2019 Posted July 9, 2019 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
Abominus Posted July 12, 2019 Posted July 12, 2019 Is it possible to move one pop from one planet to another by event? Found it out: resettle_pop
Avahashija Posted July 24, 2019 Posted July 24, 2019 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
cailic Posted August 31, 2019 Posted August 31, 2019 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).
WolfOfPasloe Posted September 8, 2019 Posted September 8, 2019 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.
AlphaLyxis Posted September 21, 2019 Posted September 21, 2019 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?
16dhampton Posted October 2, 2019 Posted October 2, 2019 Does anyone know if there's a mod that allows one to change a species' portrait through Gene modification (or in the middle of a game in general). I have so many portraits downloaded and am barely using them cuz so many zenos spawn with the default ones.
zelayasrevenge301 Posted October 23, 2019 Posted October 23, 2019 @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. 1
Thegameing Posted October 28, 2019 Posted October 28, 2019 Is there mods that allow more diplomatic interaction? That allowes me to call my vassel leaders to my capital and humiliate them, or if I am the vassel that calls my leaders to them? Or ways to improve diplomatic relations with sexual ways?
Bloodly Posted October 30, 2019 Posted October 30, 2019 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?
Dargaron Posted November 24, 2019 Posted November 24, 2019 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)
Sybian Posted December 11, 2019 Posted December 11, 2019 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.
Sakhmeth Posted January 26, 2020 Posted January 26, 2020 Did Stellaris break non-Steam mods recently? I can only seem to get them through the workshop now.
Nikten Posted January 27, 2020 Posted January 27, 2020 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. 1
Sakhmeth Posted January 28, 2020 Posted January 28, 2020 Thanks, I read elsewhere that another work around is to uninstall/reinstall the paradox launcher in Windows system settings, which worked like a charm for me.
Lord_Dibble Posted February 6, 2020 Posted February 6, 2020 Has anyone looked into replacing certain sounds in stellaris? Not basic sounds like weapons, but maybe event sounds or sounds that play when you change species rights.
darkestdragon Posted March 15, 2020 Posted March 15, 2020 has spend a couple of hour try to get mods for this site to be seen by the new launcher and is failing i enjoy play with this mods and would like to continue play with them but is stuck on find away to make it work with out break something and it frustrating as hell, issue is that the launcher is not seeing any of the non workshop mods . would appreciated some advice
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