Stellaris

Stellaris

Psionics Tri-Expanded+
239 Comments
Glockenspur 29 Sep @ 7:10pm 
Tested the re-uploaded version with all my usual mods activated and so far it seems to be working! No CTDs or empty event spam.

The Psiocratic origin seems to be working as well, I built a custom-made empire to test it and the player does begin with the latent changes trait on all their leaders and a psi-world. I"ll need to progress further to test everything, but so far no issues.

Thank you again for the hard work! If I run into any more bugs/issues I'll let you know.
Cephalon Sithalo  [author] 29 Sep @ 6:39pm 
Ok I looked into the code, and I think I did just upload the pre-4.0 version. See if it works when you can please :LotusFlower:
Cephalon Sithalo  [author] 29 Sep @ 3:31pm 
Im starting to wonder if i uploaded the correct version of the mod or if this is still the pre4.0 version...

I may have forgotton to put the files back in. I thought i did but i might not have. I cant check now but ill be able to check before the day is over
Glockenspur 29 Sep @ 2:49pm 
Link to UI Overhaul Dynamic : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1623423360
(I think that's correct, copy-pasted from its page. It has a number of dependencies and options from there.)

I started a fresh game (didn't load from a save) using United Nations of Earth empire. With UI overhaul Dynamic, I get the blank event spam. Without it, I get a CTD the moment the game is unpaused.

So, the results can vary a bit based upon the mod setup, but CTD's and broken tech panel seem to be pretty consistent.

One more thing I just noticed: the shipset in the empire creation/selection screen is blank (shows a sort of blocky silhouette).
Cephalon Sithalo  [author] 29 Sep @ 2:44pm 
You also get CTDs and broken tech panel with only this mod enabled? Thats even weirder v.v
Glockenspur 29 Sep @ 2:25pm 
Bah. Forgot to proofread. Wanted to clarify my post below: I also get CTD's or broken tech panel with no other mods enabled except Psionics Tri-Expanded+, including UI overhaul dynamic.
Cephalon Sithalo  [author] 29 Sep @ 2:11pm 
Curious, usually the only ui conflict i have is the planet view being slightly off.
I know i had to update some interface stuff for planet stuff but not sure what of that would lead to ctd.

Or anything that deals with tech nor why it would push out blank events... But i will try to see. Can you link the exact ui overhaul mod you are using please and thankyou :LotusFlower:
Glockenspur 29 Sep @ 2:02pm 
Outstanding work! One of my favorite mods. I especially like the psionic worlds.

I did want to report a possible bug, though. This new version seems incompatible with the UI Overhaul Dynamic mod. I painstakingly went through my mod list, testing everything one at a time, and confirmed that this mod is indeed the cause of one of two problems while using UI Overhaul Dynamic:
1) CTD before the game finishes loading
or
2) The tech panel breaks and can't be interacted with: cards are either invisible and the ones that aren't can't be selected. It also infinitely spams a blank event notification.

Not sure why a UI mod would conflict, but I did want to point it out. Also, load order seemed to make no difference. I have all DLC except the two new ones released with 4.0.
Cephalon Sithalo  [author] 28 Sep @ 6:42pm 
Updated for 4.0 right here on this mod page itself with thankfully no issue compared to the other 95% of times I have attempted to do such while changing a name of a mod.

Mostly just fixes the mod not working but also a bit of a balance pass. Added some new features. More planned but this is it for now :LotusFlower:
Cephalon Sithalo  [author] 28 Sep @ 11:53am 
@Aqa thats more where i am leaning toward. Ive always uploaded updates as new mods but the more i think about it now im rethinking that.

At least for a modern mod. Some of my ancient mods should probably be their own thing but thats unrelated :LotusFlower:
aqa 28 Sep @ 4:01am 
I think keeping one mod as the most current version, and provide snapshots for older versions in separate mods, is the better option. Both for players and other modders.
Cephalon Sithalo  [author] 26 Sep @ 8:09pm 
I was gonna upload the new version yesterday but cant do much work on currently and didnt want something major to be broken and he unable to fix it.

But should be able to upload the new version sunday-tuesday.

Although im not sure which is better to do, update it to this and reupload this as a pre4.0 mod of upload the post 4.0 as a new mod.

This one has many subs and i doupt most of them are subscribbed to the comments so they might not know it was uploaded elsewhere.

I was just gonna upload 4.0 as its own mod but might be better to doit in reverse
dkenhoney 26 Sep @ 7:20am 
Indeed, thank you! Next to Psionic Species Expansion (which currently doesn't work with the latest dlc), your mod was my favorite Psionic mod. I'm very happy to hear that you're still working on this.
YunGuiSeng 21 Sep @ 12:37am 
thank you
Cephalon Sithalo  [author] 20 Sep @ 9:26am 
@Anyone I almost have the 4.0 update ready but with the game update coming in a couple of days, I want to ensure it works with that newest version before pushing it out.
As long as it works with no issues I should have it out at least by next Friday.

I will say that I have once again removed the Psi Shipsets due to something in how graphical cultures are applied having changed with 4.0. In the previous version I could just swap to them with an event but now they do not swap until the game has been reloaded (and your previous ships remain as they where even ones created post swap) and that can cause graphical issues.

If the upcoming update fixes that back to how it was before then I will re-enable them.
But no Bioships due to how the bioships require a graphical culture for some reason. Makes them too difficult to include :LotusFlower:
Cephalon Sithalo  [author] 31 Aug @ 7:00am 
This is for pre4.0. The 4.0 version is wip
Mike 29 Aug @ 4:40pm 
After going through mods enabling them 1 by 1 this causes a repeatable issue. Massive lag when slecting a shipset, the shipsets showing up as black boxes on a pre made empire, and the game CDTing when attempting to start a new game.
dkenhoney 20 Aug @ 10:44am 
Thank you very much for continuing to work on this mod. I saw your conversation with Ravenx, and I hope you're doing ok. Losing a family member is one of the hardest things that can happen (lost my older brother when I was 13, he was 16, am now in my 30s).

I also just wanted to express my appreciation for this mod, it's the only mod I've seen that gives an ascension for your species to become psionic energy beings. Obviously it adds a lot more than that, which makes it a lot of fun. Please take your time with it, I think I can speak for everyone else that is still interested in the mod that we would prefer that you take your time and do a good job without overstressing yourself than for you to rush this.
Cephalon Sithalo  [author] 18 Aug @ 7:43am 
@ravenx587 Appreciate, I am dealing with it better than expected but still. And honestly when I am on a roll at development I enjoy it. Its just when it bogs me down its unenjoyable.

As for the legality of paid commissions and such, thanks for the info. I didnt plan on restricting any mods or contents behind a paywall. They would still be provided for free. It would just be like a Kofi for a gift if someone likes the mods and wants to just provide some support. Even if I did commission work, those mods would still be uploaded for anyone to use.

I know Ive seen at least one Stellaris Author with a donations link at least. But it isnt anything I am actively pursuing atm. Maybe once I figure out the legality of it and also have some more original content that I think is worth it :LotusFlower:
ravenx587 18 Aug @ 6:44am 
as for the legality of paid commissions and such, stellaris modding wouldn't be a good idea, Stellaris EULA and paradox in general states that all mods should be for non-commercial purposes and provided for free, so you could get in trouble legally if you were to monetize a mod or anything for stellaris and/or paradox as a whole.

if any of that is inaccurate do feel free to correct me, im just working of what knowledge i have, and if im wrong then bet!
ravenx587 18 Aug @ 6:37am 
dude in that case please dont stress over the mod and take care of yourself! take your time and give yourself some leeway. real life comes first always, and the death of a loved one is as real as it gets. take your time, and dont feel pressured about the mod, it will all be there when you are in a better headspace and have had time to grieve and heal. im sorry for your loss and wish you the best of luck :Blessing:
Cephalon Sithalo  [author] 12 Aug @ 7:53pm 
I dont like to share life stuff but idk. Been holding back from mentioning it for a while and I very much appreciate the niceness of how you asked. Its ok to be that guy when you are at least being nice about it :LotusFlower:
Cephalon Sithalo  [author] 12 Aug @ 7:50pm 
I needed a break for a few days. I am trying though. There's just more than I expected. I hope to get it done by the end of the month or at least the next 30 days.
Just been a hard year for me. 4.0 released near in time to the loss of my mother. And some other financial stuff that happened near the same time too.
I considered a Patreon or Cashapp or Kofi or something but idk the legality of it for Stellaris modding but I feel I need to put out more better stuff of my own before I should even consider opening such a thing if its fine. Not that anything mod related would be restricted behind any of those things. Just a nice thank you ya know.
ravenx587 12 Aug @ 6:47pm 
hey, sorry to be that guy, but any progress on an update?
Cephalon Sithalo  [author] 31 Jul @ 11:43am 
Sorry for the wait. I thought I would get it done before the end of the week but isnt looking like it.
gamersonline 31 Jul @ 11:35am 
Ahhh oki then i will wait before activating it.
Cephalon Sithalo  [author] 27 Jul @ 11:27am 
If you are still on 3.12 to 3.15 then you can use this just as before.
I am still cleaning up errors and trying to reformat the mod for 4.0 :LotusFlower:
gamersonline 27 Jul @ 2:40am 
so we should wait or we can use it already?
Cephalon Sithalo  [author] 26 Jul @ 3:27pm 
@sigrun.helga I know its probably too late, but multiplayer functionality should be implemented now and should still function as part of 4.0 when that is done. So if you and your friend want to give it a go later (or in the old 3.0 version) you both should be able to experiance the mod correctly.

Up to 20 players, I know no one is going to use up to 20 players with this but its there just in case.

@w.girl27 Psionic Shipsets are back and greatly expanded, not to the megastructures or cities currently. Might be included in the base for 4.0 or be added through an addon.

I am going to see about 4.0 now :LotusFlower:
Cephalon Sithalo  [author] 26 Jul @ 3:23pm 
Update (I know right what the heck)
Idk if anyone is still using this version but now that this base is done, I can move onto 4.0 proper and fix whatever is going wrong there :Excalibur:

Once 4.0 is ready, I will upload that as a new mod and link to it from here for anyone who is subscribed to the threat to see.
Cephalon Sithalo  [author] 11 Jun @ 1:44am 
@Alex FRD (and anyone else really)
Ive just had a lot going on but I appreciate it. It is slowly coming along.
I want to update this pre-4.0 version one final time with a few new things and some fixes.
After that I can take what I have and work on making a compatible version for post 4.0 and that will be its own mod.

No timeline outside of hopefully less than 2 months :LotusFlower:
Celestial Caesar 26 May @ 7:12pm 
Glad to see you still doing quality work, Sithalo. Take your time with updates, don't burn yourself out.
Cephalon Sithalo  [author] 22 May @ 12:11am 
Slower than expected. I was burning out when I made the last comment. I been working on bits and pieces here and there.

But I am getting more into it again recently after a "break"
"Break" because technically I have been working on it just not as consistently as I wanted.

I told myself last comment not to give any time frames because I can never meet them but I was (overly) confident that I would have it ready. But that burn out just sorta hit v.v

So no time frames this time. I did just finish a major part of what caused the burn out in the first place so I am hopeful to be more energized to work on it :LotusFlower:
DripChecker1991 21 May @ 10:44pm 
Any updates on the progress of the mod yet? I get it takes a long time and its never easy but a little update to show how its going would be amazing!
Cephalon Sithalo  [author] 9 May @ 4:23am 
@ w.girl27 Good to know. I expected it would just work but guess not. Ive been working on some unrelated stuff for the mod but I will try to fix it soonish (2-3 weeks)
w.girl27 9 May @ 3:56am 
sadly it causes the infinite blank pop up bug in the new update man it hurts that seemingy all the digsite and event mods or any mod with those in it are broken right now.
Cephalon Sithalo  [author] 2 May @ 9:37pm 
I just saw that the update will be out in 3 days. Once the update releases this mod will be out of commission while I work on updating it.

I have not tested but I think most of the mod should still work. But with the change to the planet building/district system, progressing past supercharge/contain will probably need some reworking of the building I imagine.

That (probably) should not take too long but there is some other stuff I wanna try working in and that might take a little longer.

But I am hoping to get it done within the first 2 weeks of the update at least. This upcoming update will also be its own mod and this will remain up for compatibility of older versions.
Thank you for your patience :LotusFlower:
Cephalon Sithalo  [author] 18 Apr @ 10:20am 
Thank you for the information, without the site he cannot continue to the end and will be stuck at his current level in the mod.
If he wants to continue on the development, just run that event.
Appreciate the report :LotusFlower:
sigrun.helga 17 Apr @ 11:44pm 
i had finished it completely, he just startet. he got the emissary and the system, but it stopped there. he has got a lot of the psi technologies, but he went engineered evolutuion. he got everything the same as me until the archaeology site should have spawned. oh dont worry about it, the match is still going well, so nothing completely broken yet :)
Cephalon Sithalo  [author] 17 Apr @ 5:45pm 
A temporary fix I can suggest, have your friend use "event psiocratic_diplomat.70"
This should trigger the event after finishing the archaeology site when the Emissary returns.
I dont see anything in the archaeology site events that should prevent them from continuing as normal without having done it.

So long as they talk to the Emissary and so long as the planet has the specific deposit, they should be allowed to build the structure.

For a run with the story anyway. If you are having issues in the alt path again just let me know.
I am so sorry for the inconvenience. I know how annoying it is to have a match break... I will try to get some sorta fix out before the next update :LotusFlower:
Cephalon Sithalo  [author] 17 Apr @ 5:38pm 
I did some testing, looks like there can only be one archaeology site at a time. I figured it would just be able to spawn another in but doesnt look like it.

For the time being, for multiplayer games, it would be best if both players did the alternate tech based path instead of the story based one until I can get something working for it.

Now if you both do the tech path and an issue comes back up, please let me know. Like if you both get the system but one of you doesnt get any choice when colonizing.

Also it doesnt matter which planet you colonize during the tech path. any of the 3 will prompt the ability to contain or charge it. So if one of you colonize a world and it doesnt pop up asking or doesnt give you the option to build either of the structures, let me know.

I will look into making the story path work out but that might not be a quick fix.
Cephalon Sithalo  [author] 17 Apr @ 5:29pm 
Multiplayer is hard for me to test but give me some more info and I'll see what I can find.
Where you both going down the same path? Like both talking to Emissary or both taking the alternate route? Or was one doing one and the other the other. Idk if any of that is relevant but figured doesnt hurt to ask.

Your friends system did spawn though right? Its just they did not get the archeology site?
sigrun.helga 17 Apr @ 5:15pm 
the problem we have is he dont get the ability to build the containment building and he did not get the archeological site in the system during the last past games. so we are still a bit unsure
Cephalon Sithalo  [author] 15 Apr @ 11:23pm 
@sigrun.helga They should be able to just by normal gameplay. I couldnt test multiplayer but I can see no reason why there would be an exclusion.
sigrun.helga 15 Apr @ 8:38pm 
can more than one human players do the Contain and/or release part of the mod? if so, how?
Cephalon Sithalo  [author] 3 Apr @ 9:19pm 
One other thing, by all means if you think there is something that is a little too powerful for a certain stage of the game let me know. I am always open to balance feedback.
These modifiers used to be 30% upkeep reduction and production modifiers of +60%

Some feedback gave me a push to rebalance them and reign them back a little bit.
Cant garuntee I will change anything but I dont mind hearing how things could be balanced :LotusFlower:
Cephalon Sithalo  [author] 3 Apr @ 9:15pm 
This actually does make Psionics available to materialist through an event.
10 years after the player has finished first special project, if they have yet to research psionic theory, an event will pop up to basically inform the player that psionic theory can be researched.
Dova Dude 3 Apr @ 9:08pm 
Thank you for all the info and such a quick response, just one more question. Does this make Psionics available for Materialists or do I need another mod for that?
Cephalon Sithalo  [author] 3 Apr @ 9:06pm 
0/2 I personally wouldnt say its up there in the gigastructural level for the most part. The case could be made that it is strong. But its a drip feed build up. You are not gonna research one project and suddenly be producing even 2x the resources or have ships that just magically cannot get hurt.

It has some powerful stuff but its fair in that everyone gets it so it doesnt give psionics a huge boost or anything (ironically)
Cephalon Sithalo  [author] 3 Apr @ 9:04pm 
1/2 You dont need Psionics so it cant really be considered too dominant even if using this mod.

It could be seen as OP but that has nothing to do with psionics.

Stat wise, the 3 starter civics give you 4 modifiers each and these civics slowly improve overtime.
I have tried to make the projects to do them costly so you dont just get everything quickly all at once.

But it just varies by what ethic you use.
Modifiers that mult in a positive start at 5%
Modifiers that mult in a reduction (ie upkeep) start at 2.5%