Stellaris

Stellaris

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Psionic Species Expansion Fix [4.0.15+]
   
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1.365 MB
13 Jun @ 12:31pm
20 Jun @ 5:19am
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Psionic Species Expansion Fix [4.0.15+]

In 1 collection by LeGustaVinho
Stellaris - Best Mods - 4.0
46 items
Description
Thanks to Paradox in patch 4.0.15 they changed the add_trait API, because of this change it breaks some events of Psionic Species Expansion, while the author (@jasonpepe) can't fix it I created this fix.

Load Order:
1) Psionic Species Expansion
2) Psionic Species Expansion Fix
38 Comments
Hiro 2 Oct @ 7:44am 
SteamLibrary\steamapps\workshop\content\281990\3498438028\common\buildings
in
zzz_pse_government_building_override and
pse_buildings
Thuggeroll 1 Oct @ 4:22pm 
@Hiro Does what you posted allow you to build a PSI Corps with the PSE mod? If so, which files are you adding that code to?
Hiro 1 Oct @ 7:40am 
potential = {
host_has_dlc = "Utopia"
owner = {
OR = {
has_tradition = tr_psionics_psi_corps
has_tradition = tr_psionics_shroud_psi_corps
}
NOT = { has_origin = origin_endbringers }
}
NOR = {
has_designation = col_resort
has_modifier = slave_colony
}
---------------------------------------------------------------------------------------------------------------------------
destroy_trigger = {
exists = owner
owner = {
NOR = {
has_tradition = tr_psionics_psi_corps
has_tradition = tr_psionics_shroud_psi_corps
}
}
}
Ginger 30 Sep @ 8:13pm 
It needs to be added back into the destroy_trigger as well, otherwise the building will be removed as soon as it's completed. Just learned that one the hard way, whoops.
Ginger 30 Sep @ 8:03pm 
The psi corps building is set to require the tr_psionic_psi_corps tradition, but Beyond the Shroud hides that tradition in favor of tr_psionic_shroud_psi_corps, which this mod removes from the potential block. Adding it and the OR condition back allows the psi corps building to be built again
dkenhoney 26 Sep @ 6:44am 
So, after testing a couple of games, activating this mod after the psionic situation is complete does allow me to gain access to the manifestation window. However, it (the mod) deletes any psi corps buildings and prevents any others from being built.
dkenhoney 23 Sep @ 9:47am 
My fix so far...HAD been to look up the file on the techs and use the actual tech ids to just give them to me with console commands. Unfortunately PSE is incompatible with the latest expansion. When I get far enough into the situation to unlock the psi corps building it's not available to be built. This prevents the situation from finishing. Obviously PSE also doesn't have a solution for the new Cradle of Souls covenent. Given I now know the ids of the techs, I'd prefer to have the psi corps problem fixed first if possible.
FLSoz 1 Sep @ 6:42pm 
Problem is the techs in the base mod expect @ap_technological_ascendancy_rare_tech to exist as a scripted_variable but it doesn't anymore. So it defaults to value of 0.

Meaning, the research options will only show up if you have *NOT* selected technological ascendancy as an ascension perk.

Or the tech weight is bugged from the missing scripted variable. Can't definitively confirm one way or another. I fixed it in my game by adding that as a scripted variable by modifying the mod files to add that scripted variable after I already selected the AP.
dkenhoney 27 Aug @ 9:41am 
I've continued testing, and I still can't get anything beyond Psi Manipulation Theory to drop. I've removed all other mods, I've forced spawned unity to rush through the psionic tree, I've force spawned unity to also force level up all my leaders to get two scientists on the council with extra research alternatives and psionics specialty to increase chances of it being available...nothing. I can't get any tech from this mod to be available beyond Psi Manipulation theory unless I use the boring and op console command to research ALL technologies.