Stellaris

Stellaris

A Lot of Traditions - 12 Tradition Slots
61 Comments
Adeptus Freemanicus  [author] 29 Sep @ 4:50pm 
Should be fixed, let me know if otherwise.
Adeptus Freemanicus  [author] 27 Sep @ 2:44pm 
@lauberhof, Get UI Overhaul Dynamic and the patch I made for it, I will try to fix it but it'll take longer than you just getting both of those mods.
lauberhof 27 Sep @ 1:24pm 
Since the update I'm having an issue with this mod. When I open the traditions window in game I can't scroll down anymore so I can't get to the other traditions beyond the first couple rows. The problem disappears when I disable this mod. Any ideas how I can fix this?
Adeptus Freemanicus  [author] 26 Sep @ 9:48am 
@comma, Glad to hear it! Thank you for reporting the issues!
comma 25 Sep @ 1:22pm 
@Adeptus Freemanicus It works perfectly now! Thank you so much ~ <3
Adeptus Freemanicus  [author] 23 Sep @ 8:37am 
@comma, @LesserHellspawn, Understood, I went with the nuclear option and did the interface file all over again, not sure it'll fix it but I hope so. Thanks for reporting this and providing information, update going up in a few minutes.
comma 23 Sep @ 8:30am 
@Adeptus Freemanicus My load order is exactly the same as @LesserHellspawn. I have all DLC enabled except the storms one. Thanks for taking the time out of your day to look into this btw.
LesserHellspawn 22 Sep @ 10:40pm 
That is exactly the problem I'm seeing too. Load order is UI Overhaul Dynamic first A Lot of Traditions next, the compatibilty mod last.
Adeptus Freemanicus  [author] 22 Sep @ 7:51pm 
@comma, I just tested it, can get the tradition and all the perks in it, I did have issues with the game crashing but that was fixed with verifying game files.

Do you have the new DLC? Also, what's the load order of the ALOT mods you have + UI Overhaul (if you have it.)
comma 22 Sep @ 4:57pm 
@Adeptus Freemanicus Can confirm, disabling this mod fixes the bug with Psyonic tradition. To further describe the bug, whenever you hover over the Psyonic tradition, a pop up appears over it, with no text and a "Confirm" button, clicking on which does nothing. If you pick the tradition, it will have no talents inside and the pop up will still apear.
Adeptus Freemanicus  [author] 22 Sep @ 3:51pm 
This mod doesn't touch any popups, the only part of the UI the mod touches is the main part of the tradition tab, can you confirm that disabling this mod fixes this issue?
TiraboTurbos 22 Sep @ 2:43pm 
This mod hasn't updated FOR the 4.1 update yet, so y'know...
LesserHellspawn 22 Sep @ 2:05pm 
There might be a problem with the new 4.1 update. I can't confirm the pop up regarding the psionic ascension, and as a consequence I can't take the tradition picks in there. Psi Corps somehow worked, but the second doesn't even show up. I have disabled all other UI mods to rule them out as culprits.
Adeptus Freemanicus  [author] 19 Sep @ 3:41pm 
@smoothmango, Very likely, if it crashes simply change the version number in the .mod file for this mod.
Adeptus Freemanicus  [author] 19 Sep @ 3:41pm 
@TiraboTurbos, Great!
smoothmango 18 Sep @ 12:15pm 
can i use this mod on 3.14?
TiraboTurbos 1 Aug @ 3:36pm 
And I just rolled Ascensionism, that works too.
Adeptus Freemanicus  [author] 31 Jul @ 6:12pm 
@TiraboTurbos, Nice, glad to hear it!
TiraboTurbos 31 Jul @ 6:11pm 
My latest play-through I managed to roll Ascension Theory, it DOES work.
TiraboTurbos 29 Jun @ 3:47pm 
I actually decided to test it and use the debug commands to give me the tech(but still have to research it), and it DOES work. I must've just been obscenely unlucky.
Adeptus Freemanicus  [author] 29 Jun @ 2:45pm 
@TiraboTurbos, Yes, I never touched it from it's orignal state, which leaves two main possibilities, you are really unlucky or a Stellaris update (a recent one) broke it and no one else reported it.
TiraboTurbos 29 Jun @ 1:44pm 
Just double checking, but you didn't touch the OG ascension theory tech, right? Is it still supposed to show up after the 6th perk?
TiraboTurbos 29 Jun @ 1:14am 
...Maybe, double check the modded technology? It still hasn't shown up, even with the curator. I usually got the OG tech shortly after the 6th or 7th ascension perk in vanilla gameplay, and I doubt I just so happened to have a scientist with the right expertise on the council every time.
TiraboTurbos 24 Jun @ 2:36pm 
Thanks.
Adeptus Freemanicus  [author] 24 Jun @ 2:19pm 
@Turbotowns, Goodluck.
TiraboTurbos 24 Jun @ 1:43pm 
I check the wiki, and it said the chance was reduced by 80% if I don't have a counselor with the right expertise or the curator trait, so I hired a curator scientist and made them my head of research, hopefully I get it soon.
Adeptus Freemanicus  [author] 24 Jun @ 4:51am 
@Turbotowns, Ascension Theory is a rare tech, so maybe it didn't pop up, Scientific Inspiration federation perk, Technological Ascendancy perk, and Dimensional Worship civic, all increase it's chance of showing up. Read More. [stellaris.paradoxwikis.com]
TiraboTurbos 23 Jun @ 10:12pm 
I've gotten all 12 tradition slots filled and their 12 ascension perks, but I haven't gotten ascension theory yet, are there some requirements I forgot about or have I just been obscenely unlucky?
Lesandrya 15 May @ 4:33am 
Damn, nice job, thanks for fixing it <3
Adeptus Freemanicus  [author] 8 May @ 7:17am 
@RedRapture, Understood.
RedRapture 8 May @ 7:04am 
Nah bro, you misunderstand what I was sayin. Your mod *before your update* was the issue. With the update, there is no longer an issue. I was simply playing the game when you made the update. I have deleted the comment saying this mod stopped Biogenesis.
Adeptus Freemanicus  [author] 8 May @ 6:58am 
@RedRapture, The mod doesn't cut anything out nor touch/remove any buildings, wait for a few days for mod authors to update their mods, if it still persists after then, send me your mod load order and I'll try to find the mod causing the issue if you are unable.
RedRapture 8 May @ 6:44am 
Ah, there's the issue with me, I've been playing the game the last several hours and when I couldn't take biogenesis, I checked your files vs the game files and saw how it was cutting them out.
Adeptus Freemanicus  [author] 8 May @ 6:23am 
@RedRapture, Check other mods enabled, I been told with the latest update I released a few hours ago fixed the issues with Biogenesis, as now the mod doesn't touch perks at all.
Wolf478 10 Apr @ 1:15pm 
@Adeptus Freemanicus

You also didn't carry over the local variable @ascension_path_base_weight meaning that ai will never pick these AP.
Wolf478 10 Apr @ 1:13pm 
@Adeptus Freemanicus
You missed a } in the 69_LOT_Perks_Fix.txt
Adeptus Freemanicus  [author] 5 Apr @ 7:26pm 
@Mr D Grim, After looking through some mods I decided to update the mods with 01_, but I remain unconvinced that it'll really solve much, but after further research it's seems to be currently my only choice as defines cannot be dynamically via in-game events, which was my original plan.

That would of by-passed the need for load order all together, but sadly game limitation means no luck.

The current best thing is users ensuring that they have no mods that change defines back to normal limit or to a smaller number.

Again, thank you for the comments!
Mr D Grim 29 Mar @ 4:06am 
sorry misswrote the first sentence a bit.
what i wanted to say was:
"While you are correct that a proper load order would fix inter mod conflicts. there are some cases where you will still have mod issues despite the load order because the load order does not dictate everything"
Mr D Grim 29 Mar @ 4:03am 
While you are correct that a proper load order would fix inter mod conflicts. there are some cases where that is not entirely true.
for example say a mod changes the ascension paths files therefor making your 69_LOT_Perks_Fix.txt not work, people will have issues which is likely what the person Boriken Coffee ran into.

and the reason there was an issue where the game had problems with correctly reading @max_tradition_trees is because of the file name 69_Lot_scripted_variables.txt. the game will NEVER read that file over its default one. because the name is lower in alphabetical order.
so naming that file to for example 01_Lot_scripted_variables.txt would fix that and would make 69_LOT_Perks_Fix.txt not needed at all anymore.

I ran into this exact issue trying to get both my mods to work.
test it out i'd say. you genuinely do not need 69_LOT_Perks_Fix.txt
Adeptus Freemanicus  [author] 28 Mar @ 11:39pm 
@Mr D Grim, thank you for the comment,

A correct load order in the launcher takes away the need to really touch those files, and issues will still arise as other mods will still have files that will overwrite yours, so relying on file names is a folly.

69_LOT_Perks_Fix.txt solves an issue with @max_tradition_trees where it doesn't correctly read modded @max_tradition_trees and instead base game, through my testing removing it entirely solved the issue, other confirmed it. This also seems to happen even with no other mods loaded.

Though it is correct that removing will make the mod more compatible and any new updates that touch ascensions.

Glad to hear you got into modding and made something!
Mr D Grim 28 Mar @ 9:13pm 
Heya, I wanted to let you know that you should rename the file under the scripted variables to something like 01_ to 06_
instead of the 69_
While working on my own version to add an 8th tradition but no ascension perk slots or repeatable tech i found out that that variable file works on a FIOS basis (reverse alphabetical order basically)
https://stellaris.paradoxwikis.com/Modding#Overwriting_specific_elements
doing so will fix most your issues.
and you can then also remove "69_LOT_Perks_Fix.txt" under ascension perks.
which will make your mod be a lot more compatible with other mods and future game updates.

Anyway thanks a lot for your mods they helped me a lot on my path to make my own version from scratch by seeing what files i needed to look at.
Adeptus Freemanicus  [author] 27 Mar @ 8:46pm 
@Gizmo, Don't use that mod, so sadly I cannot confirm or deny that.
Gizmo 27 Mar @ 7:07pm 
By any chance, is this mod compatible with Star Trek New Civilizations?
Adeptus Freemanicus  [author] 23 Jan @ 3:03pm 
@Boriken Coffee, Conflict, not an issue with the mod itself.
Boriken Coffee 23 Jan @ 3:44am 
Unfortunately ascension paths can't be picked with the empty tradition slots given by the mod. Really fucked over my game
Adeptus Freemanicus  [author] 7 Nov, 2024 @ 8:29am 
@ChrisGaming64, did the mod break after an update?
DarthCain 5 Nov, 2024 @ 1:08pm 
Update please
AdamMarkIV 13 Sep, 2024 @ 11:19pm 
Hi, it seems that with this mod there are no machine empire ascension paths, hope you can fix that
Adeptus Freemanicus  [author] 17 May, 2024 @ 11:37pm 
@Doge Needs Healing (99/100HP), I'll go ahead and remove them, I guess when people start reporting issues it can go back.
Grumpy Yukichi 17 May, 2024 @ 5:05pm 
Yeah it might be best to delete the ascension paths from the mod as they interfere with other mods which change how ascension paths work (such as the newer one allowing organic Synths to take the Synthetic Age ascension path afterwards), as well as interferes with the Synthetic Fertility origin. Removing the ascension path folder from the mod fixed all of the issues I was seeing because of the forced inclusion of the other ascension paths.