Stellaris

Stellaris

Trait Picker
45 Comments
Neverminder 18 Sep, 2022 @ 10:53pm 
F
Nanum 18 Dec, 2018 @ 2:09am 
One day we hopefully will see an update of this. Like this since it was published. <3
Xeonzs 5 Oct, 2017 @ 1:52am 
Also hoping to see an update for this.
vamware 3 Jun, 2017 @ 8:45am 
1.6.1 also say out of date
vamware 14 May, 2017 @ 7:02am 
dose not work with 1.6.0
Averax  [author] 12 Apr, 2017 @ 2:46pm 
@Nanum i'll have to see about updating this one as it requires ALOT of coding for such simple things.
Nanum 6 Apr, 2017 @ 7:25am 
Best Mod ever. An update would be nice.
TIYB 13 Jan, 2017 @ 4:16pm 
@ Averex A. are you planing on updating this to 1.3.4 and B. does it work with mods that add more traits to the pool
Verminator 16 Dec, 2016 @ 4:23am 
Awesome, hope this still works.
D3v1ls_J4n1t0r 9 Dec, 2016 @ 6:39am 
please update :D
fasteraubert 26 Oct, 2016 @ 1:22pm 
Seconded please update :)
Nanum 25 Oct, 2016 @ 2:17pm 
Hi, pls update this mod :):rshocked:
mintymind 6 Aug, 2016 @ 5:08am 
I would love a mod like this for ethics.

So i can play with 4 ethics points (or whatever), while the computer doesnt get it. I guess its more tricky to do, since it has to be applied to the population and the goverment. (a bit like when you remove repugnant, but retain the diplomatic penalty despite nobody in your empire being repugnant any more)
Rastro 3 Aug, 2016 @ 7:45pm 
In the trait picker at start, the Conformist trait does not remove the deviant trait, just add the conformist trait, for a net total of -5% ethic divergence lol
Averax  [author] 3 Aug, 2016 @ 4:52am 
@mintymind maybe conquering/immigration of other races would be better for those planets? In the next update I'll add habitibility traits as well.
Rastro 2 Aug, 2016 @ 1:43pm 
I never have an actual problem with terraforming. It takes forever, yeah, but you can have dozens of new planets without needing any genetic engineering (which personally find unfavorable)
mintymind 2 Aug, 2016 @ 3:43am 
The cost in strategic resources, time taken, and energy make terraforming pretty uncompetitive, unless its been changed since release. I havnt tried it since 1.0.

The way to do other planets in my games has always been to move 1 guy over in a colony ship, and change his preference with genetic engineering. That can only be done if the trait points available is +1 or more. Hence doesnt work with this mod if you use it to make a stronger race.
Rastro 1 Aug, 2016 @ 6:02pm 
@mintymind
Terraforming is an extremely viable method of colonizing in the mid game.
I usually spend the early game establishing colonies on worlds that would be highly beneficial, and once I get a good energy base, about +100, then I send out constructors to mass build terraformed over all kinds of colonizables. Then, starting from the ones that would take the longest, and systems with multiple planets, terraform them become mid-late game I'm taking in 200 energy and 500+ minerals. Any my enemies cover Mwahahaha!!
mintymind 1 Aug, 2016 @ 4:14pm 
This doesnt play well with the mid-game strat of settling a planet, and then morphing your guys to fit the environment. You end up with negative trait points, and the box is greyed out. This means you are stuck with either random event morphs, or terraforming. This is a huge problem imo and pretty much removes any idea of using this mod other than to muck about in the early game.
supamat 28 Jul, 2016 @ 4:06pm 
I found out how to manually activate the menu from the consol. you type "event traitpicker.1" without quotes into the consol.

had to spend an hour lookin through those ridiculus numbered folders in the steam folder to find the traitpicker zip file.
supamat 28 Jul, 2016 @ 1:45am 
im about 20 years into a game and i forgot to pick a trait. is it possible to use a consol event command to choose traits again form your mod menu mid game. would anybody please let me know the event concol command to activate it again. Thanks
Rastro 22 Jul, 2016 @ 7:36pm 
In the trait picker at start, the Conformist trait does not remove the deviant trait, just add the conformist trait, for a net total of -5% ethic divergence lol
Harold Ink 10 Jul, 2016 @ 5:25am 
@EvilWing01 Leaders that have already spawned do not gain they traits, however, new leaders that generate after game start (6 Months, I think) will have the traits.
Averax  [author] 6 Jul, 2016 @ 6:02pm 
@evilwing they dont but thats why you get 250 influence so that you can rehire new leaders if needed :)
GunsABlazin 6 Jul, 2016 @ 3:49pm 
I noticed that my ruler and scientists do not gain these traits, is there something I'm missing? My general populace gained them so it did work.
Rastro 1 Jul, 2016 @ 2:10pm 
Oh, I didn't see the 1.2 update at the bottom of the summary 😁 whoops lol
Porkchop1787 1 Jul, 2016 @ 11:17am 
@prbeeney It still works for me or am I missing something
Rastro 30 Jun, 2016 @ 5:58pm 
How's the work going on the update?? Apparently they reupdated it to 1.2.1
Rastro 28 Jun, 2016 @ 11:09am 
ok
Averax  [author] 28 Jun, 2016 @ 11:08am 
Gonna take a bit longer cause of the new traits :)
Rastro 28 Jun, 2016 @ 9:53am 
Update?
docflamingo 6 Jun, 2016 @ 8:41am 
@Averax: Ah, very nice! Many thanks!
Averax  [author] 6 Jun, 2016 @ 7:10am 
docflamingo 6 Jun, 2016 @ 6:48am 
This is interesting. I had a thought though, would it be possibile to make something along these lines allowing you to pick your initial ruler and leader traits?
Averax  [author] 3 Jun, 2016 @ 2:08am 
Ill look into uodating this mod with the latest version of extended today.
Jigain 3 Jun, 2016 @ 12:52am 
Aye, Talented trait is missing. Additionally selecting Deliberators / Virtualists (Extended Traits) does not update actual monthly influence. Other than those two things, I love this mod.
Tenerid 1 Jun, 2016 @ 9:16pm 
I think you missed the Talented Trait
Averax  [author] 1 Jun, 2016 @ 7:08pm 
@ i put the succ, yep that was patched by the developers themselves for 1.1
5 Minute Greggs 1 Jun, 2016 @ 2:08pm 
Doesn't override the robot option for me as of today, tested it just now. Simply appears before the synthetic option. So just pick your traits then close it to continue.
t@ngent 22 May, 2016 @ 12:45pm 
FYI, this conflicts with Playable Robot mod, since the event here overrides the decision to choose synthetic or organic race
Avalanche 17 May, 2016 @ 9:56pm 
Well, you can technically make a custom trait that you can pick when creating your race and set it to not be picked by the AI.

This way, you can be uber powerful or you can even gimp yourself if you want the extra challenge or something.

I guess this mod you have made is good for those people that do not know how to mod the thing themselves.
Alorand 14 May, 2016 @ 11:15pm 
@ljr2530
That is a known [and very annoying] bug in the base game.
For me, although it doesn't show visually, it still counts for properly increasing the happyness cap on Pops that have it.
LJR 14 May, 2016 @ 1:54pm 
Mmm... The traits show up, but I'm not getting any effects (just looked at a planet and it doesn't show the bonus habitability from adaptable)
Averax  [author] 14 May, 2016 @ 10:09am 
List is hardcoded. I can make a compatible version. Can you link the mod?
Darkgamer504 14 May, 2016 @ 10:05am 
is it compatible with other trait mod or is the list hardcoded ?