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[mod] [Stellaris] Tons of Tits


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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.

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yeah i know your pain... had some problems modding things with wrong folder structure :D 

i try to make all my archives structure to be put directly into "Documents\Paradox Interactive\Stellaris\mod" folder

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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

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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

image.png.f7934b42080281152314f823f0cccf79.png

image.png.2df2e9a0028d1836886b24af5370be05.png

image.png.f5075366fc10d6a93e7c259cf1827738.png

image.png.7f33ea000cca41ae6849ab03cd145f48.png- 

image.png.27a781254f86d003faa1c080db525b26.png

 

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.

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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 :P

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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?

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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

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they are 385 to 375 - like they SHOULD be

image.png.91d709e1625a13e13213983fc7033202.png

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

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