Stellaris

Stellaris

Expanded Events
1,178 Comments
Aci 10 Sep @ 6:42am 
@Tovius Thanks for the reply! But huh, that's odd
I have deleted and re-downloaded the mod, but it still happened
Is there a log or something else I can send you that could help figure out whats causing it?
Cardolam 9 Sep @ 5:43am 
Just to second @Tovius comments, for me it seems EE is working without any issues, much less CTDs.
Tovius  [author] 8 Sep @ 11:28am 
My mods are not crashing on my end. You will need to ask the authors of those other mods for help, because I cannot help you.
Figaround 8 Sep @ 2:58am 
I shared the results of the testing [docs.google.com], see the message below. The failure is in the assembly with the lower half of the mods, and it is critical for me, there are ACOT, Gigas, NSC, mods for traditions and ascension, interface mods. Suddenly you will have an idea what kind of mod conflict, and probably many users of your mods play with many mods from the lower half.
Tovius  [author] 7 Sep @ 7:13pm 
@Aci
I don't see that on my end.
Tovius  [author] 7 Sep @ 7:09pm 
Again, they are not causing crashes on my end. I don't know what's going on at your end, but it's not something I can help with.
Figaround 7 Sep @ 6:57pm 
All 3 mods caused crashes separately, in full or almost full builds.
Tovius  [author] 7 Sep @ 5:16pm 
My mods are working fine. Sounds like it is CheatMod that is causing the issue.
Figaround 7 Sep @ 9:10am 
Yes, the link is a Google spreadsheet, where there is a separate sheet for each experiment. Where in the name of the sheet at the end there is -, there was a crash, where there is +, there was no crash. And I highlighted the mods enabled during the test in bold (the whole line), if the mod is in bold and there are no values ​​in 2 columns false, 0, then the mod was enabled.
Figaround 7 Sep @ 9:09am 
There is a problem with your mod, with 1 of 3. My game crashes (even before loading the main menu), when the following mods are enabled:
Expanded Events , CheatMod , Spaceborne Civs Expanded .
And I tested my assembly, link [docs.google.com], the first half of the mods with these mods - no crash. When any of them is enabled and there is the lower half of the mods (the heaviest and interface mods there, for example), the game crashes.
Aci 7 Sep @ 4:30am 
This mod adds a bunch of unused building options to my building tab, called things like "cost", "destroy_trigger", "modifier", "upkeep" and even one just called "}".
It still seems to work fine, but definitely is a bit annoying.
Thought I'd let you know :)
MaulMachine 31 Aug @ 11:04am 
About half the mod. Also, it's not version-current.
Stephince 31 Aug @ 10:35am 
I'm going to add this to a game after it has started. Will I miss out on much content?
Cardolam 23 Aug @ 7:03am 
Is this compatible with 4.0.22?
Tovius  [author] 16 Aug @ 9:10pm 
Nope. Sorry.
Martok 16 Aug @ 2:56pm 
Hey, @Tovius. I have the same question for this mod as I did for your Spaceborne Civs Expanded mod: Will it still work with 3.14?
Tovius  [author] 18 Jul @ 4:23pm 
Probably not. Why do you ask?
Duke Fontaine 18 Jul @ 4:13pm 
Can this mod and the associated required mods be removed from a save mid-game?
Tovius  [author] 13 Jul @ 6:55pm 
@draconicDuelist
The Modifiers seemed to have been added to Expanded Pops by mistake. It will be fixed soon.
draconicDuelist 13 Jul @ 4:23pm 
The origin Galactic Preserve event (expanded_game_start, event id gamestartexpanded.5) that shifts the population into other species is assigning 240,000 population rather than 2400, seemingly due to the game itself multiplying pop counts by 100.
draconicDuelist 13 Jul @ 2:13pm 
It would appear that countryexpanded.510 the 'blackouts' event, if you choose the option that grants the 'intensive_energy_research' modifier completely removes city districts, because the modifier doesn't seem to exist in any form (as far as I can tell).
Averious ღ 3 Jul @ 1:15am 
@Gomikael You can add the 'human_1' flag to a nation in your 'user_empire_designs' file in your Documents\Paradox Interactive\Stellaris folder---that'll force it to work.
Gomikael 29 Jun @ 5:48pm 
Huh I had used an altered version of the UNE in the past and didn't have that issue I'll look around for a solution on my end then. I may be able to use a command at the start to trigger the flag. Thank you for the mod I love using it!
Tovius  [author] 29 Jun @ 4:26pm 
The Ghost of the Past event requires that you have the human_1 country flag, which may be lost if you edit the UNE.
Gomikael 29 Jun @ 2:00pm 
I got the same problem of the colony ship events not firing but I should note I made a copy of the UNE to use a different ship type could this be the cause of it not triggering?
temujin321 25 Jun @ 6:38pm 
Was wondering if there is a console command to manually trigger the Damaged Ecosystem situation, it really helps with my immersion and would love to be able to turn it on.
Cheddbuzz 25 Jun @ 6:03am 
hello i was just wondering if this mod adds a event about a xeno rights leader that give a permanent empire modifier for egalitarian and xenophile attractions? and if so if there is any way to get rid of the modifier
Cardolam 19 Jun @ 11:49am 
@Duke Fontaine

Recently I had troubles with Expanded Mods Base but solved all of them by updating to the latest version of Stellaris. Are you using latest version?
johnbarbosa 16 Jun @ 3:14am 
Hi, sorry to bother, but perhaps you can help, in all my plays I used the mod "Systems Alliance" with a custom humanoid picture, never had a problem with ghosts of the past triggering before, but with the last update only if I play vanilla UNE does show up, anyway I can trigger it?
Tovius  [author] 13 Jun @ 11:41pm 
Minor update: Paradise Lost now starts without Basic Industry. When you research the tech, the urban zone is replaced with the industrial zone.
Tovius  [author] 11 Jun @ 8:48pm 
@johnbarbosa
I'm not seeing it. Try redownloading the mod. If that doesn't work, double check it's not caused by another mod.
Tovius  [author] 11 Jun @ 7:18pm 
I mean what is the issue with it. Is the first event not showing up?
AltoidsMaximus 11 Jun @ 6:08pm 
@Tovius Traditionally, as the United Nations of Earth you would see the event that would come up in the beginning about the space ships sent before FTL technology that got lost in space. Once the player discovers Alpha Centauri Prime, they get to find the "surviving humans" of Elpis, as well as the other expanded events about it.
Tovius  [author] 11 Jun @ 4:11pm 
I will look into it
johnbarbosa 11 Jun @ 11:58am 
Hi, It seems the last update created an empty pop up box.
Tovius  [author] 9 Jun @ 4:28pm 
What do you mean? Please elaborate
AltoidsMaximus 9 Jun @ 4:25pm 
The Lost Colony Ships for the UNE is not showing up.
YutaniWakazashi 8 Jun @ 12:55pm 
@BosGhost

If you have Machines & Robots Expansion Continued, that is what was causing the blank event spam for me.
Tovius  [author] 7 Jun @ 4:11pm 
There is no error on my end. Are you sure its not another mod?
Haerzog 7 Jun @ 3:45pm 
by which you mean the blank popup event bug?
BoxGhost 6 Jun @ 10:48pm 
Anyone else still getting the popup issue? After updating and clearing steam cache im still getting the popup glitch.
Tovius  [author] 1 Jun @ 3:51pm 
That's a fault with the launcher. Try redownloading the mod.
rtrub1 1 Jun @ 1:26pm 
Warning triangle still appears when I re-enable the mod.
Nyx (She/Her) 1 Jun @ 11:59am 
No legacy version 😔
arieviloj 1 Jun @ 7:31am 
still need the outdated UM patch?
fcl3 1 Jun @ 6:01am 
Nvm, did not see this mod now requires Expanded mod base
fcl3 1 Jun @ 5:57am 
Does not seem to work with UNE search for colony event, even whan i am trying to trigger it manually, by typing event.countryexpanded.30 in console. Game tells me that event does not exist
Tovius  [author] 31 May @ 11:56pm 
It has been updated! Please let me know if you run into any problems.
Tovius  [author] 31 May @ 5:17pm 
I'm getting closer. I need to rewrite a lot of the Paradise Lost code, and then I'll need to to bug testing.
Zethuron 28 May @ 6:20am 
So in a specific case, its possible for the galactic cradle origin to cause some nearby systems to be disconnected from the hyperlane network entirely.

Probably more likely to happen on low hyperlane settings.

I see that those systems have some kind of flag on them, could that be utilized as a check to see if they are isolated? And in such case generate a new hyperlane to a nearby system not part of cradle cluster.