NebulaFox4427 Posted March 19, 2020 Posted March 19, 2020 For everyone confused about why this mod is bugging out their launcher, simply open the .mod file (tot.mod, not the descriptor.mod file) in something like notepad or notepad++ and change the path line from path="/mod/tot" to path="mod/tot" A simple change makes a world of difference in parsing. Edit: To be on the safe side, delete "mods_registry" "game_data" and "dlc_load" in your Documents/Paradox Interactive/Stellaris folder (or wherever you've had your game rerouted to) to prevent duplicate mods from being created when you do this. The first time I did this it created a duplicate mod of all my steam mods, but deleting the aforementioned files fixed it, as soon as you start the launcher back up, it'll recreate them and everything should work just fine, no need to dick around with the mod tool button. 2
pottman Posted March 21, 2020 Posted March 21, 2020 Spoiler I can't get the futa pictures to show up.
srx47 Posted March 21, 2020 Author Posted March 21, 2020 you obviously missing dds files from addon archive
pottman Posted March 21, 2020 Posted March 21, 2020 26 minutes ago, srx47 said: you obviously missing dds files from addon archive I remember putting them in, twice. I don't know what is happening, but can do it again. EDIT: Put the addon in again, still nothing. I'm stumped.
pottman Posted March 21, 2020 Posted March 21, 2020 Ok, it seems like the addon I downloaded put the dds files in the wrong place.
srx47 Posted March 21, 2020 Author Posted March 21, 2020 yeah i know your pain... had some problems modding things with wrong folder structure i try to make all my archives structure to be put directly into "Documents\Paradox Interactive\Stellaris\mod" folder
matthew18 Posted March 21, 2020 Posted March 21, 2020 On 3/18/2020 at 11:53 PM, NebulaFox4427 said: For everyone confused about why this mod is bugging out their launcher, simply open the .mod file (tot.mod, not the descriptor.mod file) in something like notepad or notepad++ and change the path line from path="/mod/tot" to path="mod/tot" A simple change makes a world of difference in parsing. Edit: To be on the safe side, delete "mods_registry" "game_data" and "dlc_load" in your Documents/Paradox Interactive/Stellaris folder (or wherever you've had your game rerouted to) to prevent duplicate mods from being created when you do this. The first time I did this it created a duplicate mod of all my steam mods, but deleting the aforementioned files fixed it, as soon as you start the launcher back up, it'll recreate them and everything should work just fine, no need to dick around with the mod tool button. This for some reason worked on recognizing all my mods, I was fighting with this for days. Thank you
srx47 Posted March 24, 2020 Author Posted March 24, 2020 Lewd addon, extract into main mod folder, replace txt file when asked Spoiler 2.6.2_lewd_addon.zip
StarchildKiss Posted March 24, 2020 Posted March 24, 2020 On 5/17/2018 at 2:22 PM, srx47 said: My sex mod, currently in development but should be safe to play. So in general: - 1 civics for regular (+1 for corporate) - 13 buildings (+ 4 upgraded versions of some) - 7 branch office buildings - 10 jobs (1 ruler, 5 specialist, 4 worker) - 1 district for each type of dwelling (regular, habitat, ringworld, ecumenopolis) - 1 starbase module and 1 building - 1 trait for robots - leader gender policy (for anyone) - lot of policies for sex jobs (for those with new civics) Reveal hidden contents - Some things had to be hardcoded so its not mod friendly /common/buildings/00_capital_buildings.txt | make capitals flip to sex capital on civic detection /common/scripted_effects/01_start_of_game_effects.txt | to support generation of new buildings for civic and origins (not critical, capital will flip in 30 tics) /common/scripted_triggers/01_scripted_triggers_buildings.txt | to tell that capital is upgraded Also not intended for AI to use, so buildings have no AI wight sex_mod_0.9.zip 541.78 kB · 24 downloads Hi, I want to review your "sex mod" after trying it a bit. So far I am liking it, there are many custom textures and jobs and I really like the idea of replacing every job with themed jobs and a different resource distribution. But right now it's way too op. Right from the start of the game I got way too many resources. I think it would be better to make the resource amount more similar to the vanilla ones. Example: Vanilla miners have a base of 4 mineral production. The addition of amenities and trade value to your sex miners is cool but the 6 minerals base on top makes it too strong. I think you should either reduce minerals to the vanilla amount or even lover which would be a really balanced tradeoff for their additional amenities and trade value. 1
srx47 Posted March 24, 2020 Author Posted March 24, 2020 yeah balance is not my strong suit >_> not going to change anything soon 'coz i got a flu... lets hope its not covid-19
darkestdragon Posted March 24, 2020 Posted March 24, 2020 question how do i get the latest portrait add on working?
srx47 Posted March 25, 2020 Author Posted March 25, 2020 11 hours ago, darkestdragon said: question how do i get the latest portrait add on working? like always, extract into main mod folder and replace 00_species_classes.txt p.s. also i updated it, now 80 portraits 7 hours ago, Astralbody13 said: welp, 2.6.2 happened! doesn't change anything with mod mods
Eliphas-Chaos Posted March 26, 2020 Posted March 26, 2020 Okay, this is probably me being stupid and done something wrong despite the super simple instructions but the portraits are really small for me, not like the base game portraits, the More Futas mod portraits or the Xenophilla mod portraits. Can someone please explain what I have done wrong?
srx47 Posted March 27, 2020 Author Posted March 27, 2020 i have no idea whats wrong, you are not first one with same problem. try to open "\tot\gfx\portraits\portraits\01_portraits_sexy.txt" and add this: character = { size = { x = 385 y = 375 } entity = { orientation = center_down position = { x = 0 y = 0 } scale = 1.0 } icon = { orientation = center_down position = { x = 0 y = 0 } scale = 1.0 } } room = { size = { x = 420 y = 400 } character = { orientation = lower_left position = { x = 0 y = 0 } scale = 1.0 } planet = { orientation = upper_right position = { x = 0 y = 0 } } } at the beginning of file
kiki@gmail.com Posted March 27, 2020 Posted March 27, 2020 thats wonderful. thats very wonderful. i am so sad i cant express my fellings seeing this mod.Thank u.
StarchildKiss Posted March 27, 2020 Posted March 27, 2020 I wonder where this issue is coming from. I never had this problem and it seems like most of the others didn't either.
StarchildKiss Posted March 27, 2020 Posted March 27, 2020 @srx47 I have a theory for the issue with the portraits some people have: My mod and others use a resolution of 500x320 for the portraits. I looked at one of yours and it has a resolution of 385x387.
srx47 Posted March 27, 2020 Author Posted March 27, 2020 they are 385 to 375 - like they SHOULD be other mods just overwrites vanilla sizes and scales it because of 520/320 = 1.56 and mine are 1.02 (and vanilla is 1.25 but they are not static images but 3d models so its fine) solution i posted before should work
Nexstage Posted April 1, 2020 Posted April 1, 2020 Tried your solution, doesn't helps. This is with the dynamic UI mod, without it they look even smaller.
srx47 Posted April 1, 2020 Author Posted April 1, 2020 well, shit here is croped to 600x375 version (with default photoshop compression, have no idea whats it is) tot.zip
dolco Posted April 2, 2020 Posted April 2, 2020 May I pick some of the pictures from your mod and add them to my portrait mod that I might be posting in the future?
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