Stellaris

Stellaris

Trait Points & Pick 99
81 Comments
Rumor  [author] 22 Oct @ 5:18pm 
WAH!

Thank you for the updated mod link, @MrHmm ! Replaced it (even tho I personally stopped using it lol I think its because it was indeed outdated)

In terms of other mods, I'm not exactly too sure. I hadn't really looked and I wasn't able to really slot any of the ones I saw into my current mod collection without causing issues.

There is a Suisei music mod I use... I'm sure there are static portraits/reskins that float around, but I can't be 100% certain.

But yes, I am here! We are Here!
Mr.Hmm 22 Oct @ 5:15am 
Also Author, you might want to link this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478208799 (Updated Trait Diversity mod until the main mod get updated)
Mr.Hmm 22 Oct @ 5:11am 
WAH!!

Never noticed we the takokind had a mod for Stellaris, do we more for this game or others? i am curious.

WAH!!
Rumor  [author] 7 Oct @ 6:14am 
Takos, remember

It is just a bunch of rectangles.

WAH!
Rumor  [author] 7 Oct @ 4:26am 
WAH!
Dubrichius 6 Oct @ 7:14pm 
WAH!
Rumor  [author] 17 Sep @ 7:01pm 
No problem! Have fun!

WAH!
MegaPro1921 17 Sep @ 6:35pm 
I found out what happened. It was a machine race expansion mod. Thanks for the feedback tho!
Rumor  [author] 17 Sep @ 6:34pm 
Hey @MegaPro1921

I just checked the files and did a comparison of what I have and what is on the base game.

Basically, stuff should still work as intended.

One or more mods that you have might be changing machine Trait Points and Picks and is overwriting my mod's changes.

For a sanity check, disable all mods except mine and see if it still doesn't change machines.

If it doesn't, I can push an update. If it does, then it is another mod overwriting mine.

Get back to me. Thanks!
MegaPro1921 17 Sep @ 4:56pm 
It doesnt work on machines for some reason
Rumor  [author] 6 Sep @ 6:18am 
WAH! @Dervalanana
Dervalanana 5 Sep @ 7:51pm 
the ULTIMATE tako
Rumor  [author] 21 Jun @ 6:18pm 
@Yokami

WAH~!
Yokami 21 Jun @ 12:42pm 
takooooooooooooooooooooooooooooooooo
Rumor  [author] 4 Jun @ 5:22pm 
You seem to have quite a bit of problems @SirBlack

From what I think, it might be because you have other mods that are "Overwriting" my mod.

You'll have to put my mod at the (almost) very bottom of the playlist to make it "load last" and overwrite anything that might conflict with it.

Of course, I only handle the "default" species. If it is a custom species, I don't touch it with this mod.

For example, WSG mod has some custom species in them. This mod will not change anything. So I made a custom persona mod to change the trait picks and points you get for those custom species.

At the end of it, you need to make sure that this mod is near bottom of the playlist. Any mod bellow mine should be something like UGRP for example.

Hope this helps!
SirBlack 4 Jun @ 2:54pm 
uh the new update today made my trait points and picks =0 wtf is that just me?
SirBlack 2 Jun @ 1:06pm 
i don't use any mod managers other than steam also found the mod that was causing it to not function oddly enough it was a species mod didn't say anything about touching trait picks weird
Rumor  [author] 1 Jun @ 1:00pm 
If I remember correctly, I asked if you have put it as far down as possible if you are using Irony Mod Manger @SirBlack

It needs to load as primary as possible.

Honestly, I forgot how Stellaris does their mod loading in their own system.
SirBlack 1 Jun @ 10:18am 
trying to figure out why it isn't working what code does it touch?
SirBlack 1 Jun @ 10:10am 
something is messing with it because its not working does it matter where it is in the load order?
Rumor  [author] 30 May @ 9:47pm 
I forgot to update you, @SirBlack. I did a pass and things indeed changed.

I have done adjustments and it should work just like before.

Let me know if there is any problems.

I have other mods in the backend that needs updating. Ugh.
Rumor  [author] 30 May @ 3:50am 
Hahahaha. It has been a while @SirBlack

I just got back from voice lessons on my end.

I would imagine that it would be broken, yes. I hadn't touched Stellaris since the update considering what I heard (which was that it is a right mess)

I'll be looking into it once I can get some dinner in me. Please hold.
SirBlack 29 May @ 5:48pm 
hey i dont think your mod works in the current 4.0 version of the game and sorry for not responding it did help me it worked in 3.14 i had mods conflicting back then but now there shouldn't be any conflict but the mod doesn't work
Rumor  [author] 3 Dec, 2024 @ 9:27pm 
@SirBlack I have reviewed the code vs what is in the game for what this mod modifies. Except for the version number (it is outdated by its version number) and a message code for localisation differences (no actual effect on things), there is no unexpected differences between the code of my mod vs what is on the base game.

There might be a mod that is overwriting this mod on your collection. Do try to put this mod near the bottom and see if it works.

Also, this only modifies the BASE species. Any custom ones is not covered.

Let me know if there is any issues tho.
Rumor  [author] 3 Dec, 2024 @ 9:13pm 
Oh it doesn't, @SirBlack?
SirBlack 3 Dec, 2024 @ 1:37pm 
mod no longer works sadly
PrivateX.0 1 Oct, 2024 @ 12:39am 
wah
通常3倍のスピード 9 May, 2024 @ 3:22am 
Is there any way/ mods to only allow custom desgined empires to spawn? I have a mod installed for that but it doesn't work. In all honesty I try to design all of the empires in my galaxy for a more tailored roleplay/ sandbox experience anyways
Rumor  [author] 9 May, 2024 @ 2:24am 
That is actually what I did for the custom species that I play with; I made my own personal patch to modify it. I treat it in terms of load order like any other patch.

This should also work with expanded ethics. You will most likely need to do some maths to avoid having the AI run with some weird ethics.
Rumor  [author] 9 May, 2024 @ 2:24am 
Hey @zerofanzz

As long as the archetype files have not been changed with machine age and still follow the basic layout, it should be still fine.

Either way, let me know if something does eff up.

In terms of the ethic points and civics, it is easy enough to do it. I have a personal mod for that honestly. I did have to change Gestalt to be the max ethic points so I won't have Gestalts running around with Militarist/Materialist/Spiritualist ethics.

Without looking hard on that WH mod, it does sound like they are doing a hard lock on that kind of thing. One thing you can do is to do a "patch" where you copy+paste their civics lines and just adjust the value to whatever you want it to be.
通常3倍のスピード 9 May, 2024 @ 2:15am 
Btw, I don't no much about modding, and I'm not sure if you would have the time or motivation to make it, but could you add a mod that increases the amount of ethics picks to 5 or 6 and extend the available civics at game start to 4 whilst being compatible with ethics expansion mods? I know that there are already tons of mods out there that do that, but there is a warhammer grimdark mod (assuming that they update it for machine age ) that for whatever reason overrides those mods regardless of load order and sets civic picks to 2. If you could make a mod that fixes that, it would be really great, as you are the only one I could find that still keeps their mod updated. Thanks for reading through this wall of text and have a wonderful day!
通常3倍のスピード 9 May, 2024 @ 2:15am 
I'll try it out when i have the time and see if it affects robot pop assembly. From what i can tell so long as the mod's species_archetype file text matches the vanilla species_archetypes file with the exception of trait point and picks values then it shouldn't be impact, so so long as the mod is updated I guess there wouldn't be an issue? Seeing as you already mentioned smth about species archetypes i'm assuming that this wouldn't be an issue.

If it doesn't work, could you help update the mod for me? If it doesn't work then copying the vanilla species archetypes text into the mod text and manually changing the values should work, from what I have found. Thank you so much for making this mod and keeping it updated.
Rumor  [author] 9 May, 2024 @ 1:39am 
Hello @zerofanzz

Custom Species refers to custom archetypes that are found on some mods. For example, in Azur Lane Mods, the portraits used are "KANSEN" species. They do not fall under the archetypes that are set out by Paradox so they follow their own custom archetype. This mod only captures the species archetypes that Paradox has laid out.

In terms of the robotic pops... I honestly have no idea? This is a very lightweight and simple mod. It only changes 2 values (which are Trait points and the Trait picks values) so I am not exactly too sure if that would be affecting assembly or not.
通常3倍のスピード 9 May, 2024 @ 1:27am 
what do you mean by will not work on custom species? Does it mean that custom species will no longer spawn if they have the extra trait points? Also, similar mods previously have made me unable to assemble robotic pops. Is this going to be a thing with this one? Sorry for all the questions and have a great day!
Rumor  [author] 28 Feb, 2024 @ 7:32pm 
Oh? There is a change in how Traits and Civics are handled in the game @vamware ?

As far as I can see (when I looked at the patch notes) there shouldn't have been any changes that affects them.

I'll double check.

I should also adjust the description to say the fact that if nothing changes the trait points and civic points, this should still work even if it says its "outdated".

Expect a future me update on it.
vamware 28 Feb, 2024 @ 3:34pm 
needs to be updated for new version
Rumor  [author] 18 Jul, 2023 @ 11:30pm 
I'm pretty sure that I said that AI will also have the same trait points and picks... let me check.

------

Hey, future me here. I just checked. It is the 5th sentence you would have read if you actually read the mod description, @Гермиона Грейндж

Its there. It never left. I made sure to disclose that.
Гермиона Грейндж 18 Jul, 2023 @ 9:56am 
It effects AI...
Rumor  [author] 7 Jul, 2023 @ 6:57pm 
I have to admit @The Real Big Man Jones velk.ca, I do not see any possible way that my mod would actually not work unless another mod is overwriting my changes to the base species archetypes (ie Robot, Machine, Bio, and Lithoid).

However, I would update it either way. Stand by.

Just remember that if you do not place this mod properly, other mods could be overwriting the small changes I made with this mod. As I said in the mod description too :P
Master Goonway 7 Jul, 2023 @ 2:46pm 
the trait picks is working fine, but the points are at 4
Rumor  [author] 9 May, 2023 @ 10:40pm 
Ok. So.

I took a look. There should be no conflict.

So I did an update with just a version number change.

Let me know if something borks.
Rumor  [author] 13 Oct, 2022 @ 1:07pm 
Alright @vamware version number update is done.
Rumor  [author] 10 Oct, 2022 @ 4:33pm 
Then it will literally just be a version number change @vamware

There has been no changes on what I cover with this mod so regardless on what warnings the POS that is the Stellaris/Paradox launcher says, it will still work.

I'll get to it after I eat some dinner, maybe.
vamware 10 Oct, 2022 @ 2:10pm 
it works but it is giving the warning about older version
Rumor  [author] 9 Oct, 2022 @ 2:01am 
to be clear. an update is necessary if there has been any changes to archetypes and I'll get to work on it right away. However, as I can observe, there has been no changes so there should not be any reason for an update.
Rumor  [author] 9 Oct, 2022 @ 2:00am 
@vamware

huh... was there any actual changes to species (that I cover ie Vanilla) that requires an update?

last I checked, there has been no changes to any species archetypes.
vamware 9 Oct, 2022 @ 1:34am 
needs to be updated for v3.5.2 and higher
Caramel 11 Aug, 2022 @ 4:18am 
WAH!
бипки 2 Aug, 2022 @ 9:49am 
WAH!
Index Cheshire 5 Jul, 2022 @ 7:15am 
WAH!