Stellaris

Stellaris

Another Leader Traits Mod
96 Comments
Demognomicon 8 Oct @ 12:14pm 
@Prolbo After some testing it looks like it is Ethics and Civics Classic (Machine Spirit Update) that is causing the issue with this mod.
Demognomicon 6 Oct @ 8:23am 
@Prolbo Much appreciated. I will remove that and see how it works.
Prolbo  [author] 6 Oct @ 8:20am 
Well. It was simple one. "Scripted Trigger Undercoat". while I do respect it's goal, the execution... just hits limits of moddability. It makes changes to so many objects where cross overrides just can not be possible.
Demognomicon 6 Oct @ 5:54am 
@Prolbo OK, I will share this to you on Discord
Prolbo  [author] 6 Oct @ 12:56am 
@Demognomicon That's outright wrong and shouldnt be possible.
Either your vanilla files has wrong filenames (which shouldnt be possible at all) OR one of the mods you are running also overrides vanilla files responsible for leader traits.

Can you share your modlist? (You can find it in the launcher, <playsets> tab, click <***> in the upper right area, <share>)
Demognomicon 5 Oct @ 2:06pm 
Also if a skill is taken like Archaeologist, it still shows up later as an option. I'm seeing two different Archs plus an Arch II even with Arch already taken.
Demognomicon 5 Oct @ 2:02pm 
@Prolbo Still seeing duplicates unfortunately and the same skill is showing up more than once, also Arch II's for example
Demognomicon 5 Oct @ 1:25pm 
@Prolbo Thank you :-)
Prolbo  [author] 5 Oct @ 1:02pm 
Hopefuly itll resolve the issue
Demognomicon 5 Oct @ 12:21pm 
@Prolbo I am seeing duplicate traits like meticulous with different bonus settings
Song 1 Oct @ 8:34am 
Thank you for creating and maintaining this!

It adds a bit of sanity into this mad mad world.
Red Skull 27 Sep @ 8:27am 
Thanks for update!
Prolbo  [author] 7 Sep @ 3:09am 
np
Archscientist K 6 Sep @ 2:10pm 
Oh... My bad then lol
I didn't realize they only work if the Scientist isn't in the Council. That makes sense.
I just checked it again with that in mind and it's working. Sorry for the confusion...
Prolbo  [author] 6 Sep @ 1:29pm 
Those additional effects should not be shown (and work) when Leader in question is on the Council and+or occupy wrong position. It has been made to prevent clutter and compensate having 1 or more expertises out of 15 but not being able to utilize them on the Council.

If those effect doesnt work when leader out of council and serves as explorer/governor - that's a bug.
Archscientist K 6 Sep @ 12:55pm 
The extra effects of the scientist expertise traits are not appearing when they're on their ships anymore (the extra ones you added, I remember there were new effects to each expertise both on planet and on science ships depending on where they were assigned, but only the planet effects appear on the UI now).
It seems the effects are still in the files, so maybe it's a loc issue? Idk enough to be certain
Prolbo  [author] 15 Aug @ 12:31pm 
I guess I can
Just not today
stellaris_noob 11 Aug @ 7:34pm 
could you make it a chinese traslation, no matter with or without AI? I REALLY appreciate your work,but I need a CN version
Red Skull 3 Jul @ 8:48am 
this works with other leader traits mods, but obviously some of the traits they provide that use the system of officials being merged dont up, not asking for a fix just letting you know :steamthumbsup:
Prolbo  [author] 14 Jun @ 8:23am 
Well, issue with traits and Paragons fixed.
Another issue revealed: event which should add traits from Edicator counselor and Ee for Talent, doesnt work. Game just didnt want to use it. Either need to wait when PDX will fix it OR use workarounds...
Prolbo  [author] 14 Jun @ 1:28am 
Oh God... Right. They did that, didn't they?
Velosid 13 Jun @ 5:10pm 
Found a bug, or maybe a couple idk,with this mod. Some paragon events don't work, perhaps because devs updated the way leader hire screen pop now and the mod hasn't changed to them yet. regardless: this are the events i noticed don't work and show an empty leader hiring screen:
event paragon.40600, event paragon.41200, event paragon.41300, event paragon.41400
Oliveira 13 Jun @ 4:58pm 
Hello, Prolbo— I created a mod that translates and revises the localization of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3498553777
Prolbo  [author] 3 Jun @ 2:30am 
Okay, biogen leader traits should be popping in despite any vanilla issues, fix triggered yearly + on gov chage; Champion of the People will never appear for gestalts;

Inline flexibility and comatibility improvent tests are next.
Hydra 2 Jun @ 3:16pm 
You should also make Champion of the People not a option for Gestalts like it is in vanilla.
Prolbo  [author] 30 May @ 1:16pm 
Interesting.
Hellbrink 29 May @ 8:40am 
upon taking the purity government types with this mod none of your leaders actually gain the genetic purist trait
jasonft 17 May @ 1:59am 
I used to have a mode pre 4.x that somehow did it. Explorers almost never got governor traits and so on for governors and admirals. No idea how they did it.
Prolbo  [author] 17 May @ 1:16am 
@jasonft it doesnt seems that regular hiver leaders in my mod recieve council trait options.
Prolbo  [author] 16 May @ 11:25pm 
@nyyfandan OK. No idea honestly.

@jasonft Yes, my mod has some additional restrictions about Hiver leaders getting options for councelor traits. Though I'm not sure if they'll hold. Just yesterday I was forced to use workaround to resolve issue which wasn't there till 4.0. I'll check gestalt trait distribution on the weekend.
nyyfandan 16 May @ 5:40pm 
@Prolbo it seems to have stopped doing it when I moved this near the bottom of the load order. Not sure what's conflicting. I don't have any other mods that explicitly edit that. I need to do some more testing to see what's interfering
jasonft 16 May @ 3:14pm 
Something that bothers me (among the many 4.0 bugs) is why my leaders keep getting options from duties other than what I have assigned them. Example: My machine mind sends out scout ships to explore but they sometimes get half or more of their level up options being governor picks. Would this mod reduce or eliminate this?
Prolbo  [author] 16 May @ 11:01am 
Thats specifics PDX UI. You cant really get rid of them. Well, at least withouta lots of compromises and tedious adjustement work to make all elements align.

Anyway. Yes it replaces lvl icon collage. No it doesnt misalign. At least for me.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3482547308&fileuploadsuccess=1
nyyfandan 16 May @ 10:50am 
Does this affect the leader level badge that appears on the portrait for characters? I use UIOD and it makes the badge all janky. Basically like the textures/elements are misaligned. Not sure why though
Prolbo  [author] 16 May @ 10:24am 
Well... Okayish? Im kinda unsure what to say. It works. It provides bonuses. It affects gestalts.
Number of base trait picks (before modifiers apply) should be 4 now.

Also, I kinda forgor to mention it earlier but now traits picks given on 1/3/5/7/9/11 levels.
That's why all normal traits has 1 less tier. So you can have 2 good cadet traits and 4 points in veteran traits, as well as specialisation and destiny.
jasonft 16 May @ 7:04am 
How well does this work for Gestalts?

I love my Machines and usually play them. Less than impressed about some level upgrade choices I get.
Behold the Robes 16 May @ 6:06am 
Error in events\!!_paragon_leader_creation_plr.txt: Ln: 494 Col: 49 (UTF16-Col: 21)
NOT statement is not correctly encased in curly brackets
Meaty Ogre 14 May @ 12:18pm 
Omg ofc it was just steam not updating it. I'm sorry about the false alarms, I'll delete all the other comments.
Prolbo  [author] 14 May @ 12:14pm 
I do Not.
Update it. Forcefully.
Prolbo  [author] 14 May @ 11:22am 
On the bright side, my ivestigation revealed that Investor, Unified Focus, Reformer and Industry Oriented work fine. I cant find any irregularities.

On the other hand. Fertility Precher's food bonus definitely doesnt work. It would even trigger for some reason. Even in vanilla...
alankraskow 14 May @ 10:05am 
Lovely! One of my favourite mods ^^
Prolbo  [author] 14 May @ 8:29am 
Mod has been updated to 4.0
All leader traits truly trimmed 1 level down.
All trait stats adjusted.
All affected trait related event or variables adjusted.
LeviMais 7 May @ 7:17pm 
Thank you for the work Prolbo, this mod has become a must use mod for my campaigns, excited for you to get it finished up for 4.0!!
Prolbo  [author] 5 May @ 9:41pm 
Wow, work on update goes with outstanding pace! Yesterday I've managed to update almost 20% of all traits.
Oliveira 28 Apr @ 12:46pm 
Yeah, it was probably some component that didn't load correctly. Strangely I need to create a new game and then load the save, very strange hahaha But thanks for the feedback!!
Prolbo  [author] 28 Apr @ 10:43am 
Okay, my investigation revealed that some thingth does not work as I was expecting and resstructuring is required. Some of it I've fixed already. Other thing will be fixed on a later date.

But nothing I've found can cause CtD.
Prolbo  [author] 28 Apr @ 8:50am 
Well, these are definitely bugs worth mentioning and fixing. However I doubt they are the reason why your game crash.
Oliveira 27 Apr @ 10:43pm 
hey Prolbo!

I have a savegame with your mod and I'm having a crash when loading. The last lines generated in the error.log are about your mod. Could you help me?

[02:39:35][trigger.cpp:487]: invalid scope for trigger. got [leader], expected {country}. file: in scripted trigger has_tier1or2or3_in_council at file: common/traits/L04A_Commander_traits_plr.txt line: 1013 line: 1
[02:39:35][trigger.cpp:487]: invalid scope for trigger. got [leader], expected {ship, fleet}. file: common/traits/L04C_Scientist_traits_plr.txt line: 3129
[02:39:35][trigger.cpp:487]: invalid scope for trigger. got [leader], expected {country}. file: in scripted trigger has_tier1or2or3_in_council at file: common/traits/L04A_Commander_traits_plr.txt line: 1039 line: 1
Prolbo  [author] 24 Feb @ 8:12am 
Eh? Okay, Ill check how its done in vanilla and fix it accordingly.