Stellaris

Stellaris

Ethics and Civics Alternative 2.8
Pops won't work
2.8 seems to have caused a bug where pops will either only be workers or enforcers, and refuse to do any job even if prioritized
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Näytetään 1-15 / 21 kommentista
+1
I've run into this as well, they'll vacate ruler positions and won't promote to fill specialist or ruler jobs, so they just sit as unemployed workers.

I've tried changing priorities, including disabling all worker jobs and they still didn't try to promote.
Same here
Fellas, I just found a solution for anyone interested, used the fixed version of this mod Dagon posted in the comments: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2280945168&searchtext=

Worked perfect for me :)
Will that work with compatibility patches? If not it's a no sell. I'm running something like 80+ mods that've been locked into a stable load order, but there's enough codependency between them that if the "Restored" version of the mod doesn't work with compatibility patches it's a no sell. Anyone able to confirm that it'll function?
Spartan A291 lähetti viestin:
Will that work with compatibility patches? If not it's a no sell. I'm running something like 80+ mods that've been locked into a stable load order, but there's enough codependency between them that if the "Restored" version of the mod doesn't work with compatibility patches it's a no sell. Anyone able to confirm that it'll function?
As far as I can see no.
That's the issue, they make a fixed version but the compatibility is basically sh*t. I want to be able to play with a fixed version and not have to kick out my ENTIRE MODLIST just to prevent something from breaking.
Another confirmation of this bug right here. Love this mod, please fix dev. Love you, G.
eidolon089 29.12.2020 klo 18.13 
2
OK, think I've figured out what's going wrong.

Go to Steam\steamapps\workshop\content\281990\1790861374 for the mod files.

In the common/scripted_triggers/ethics_rebuild_scripted_triggers.txt, find:

"divinity_right_to_work_job_check_trigger_ruler = yes"
"divinity_right_to_work_job_check_trigger_specialist = yes"

Delete or put a # in front of these comment.

The pops should now be working ruler/specialist jobs.

Don't be afraid to delete it, this scripted trigger only appears in this file. I would guess it was an additional check which petruxa intended to implement but never did, or a holdover from E&C Classic.

The compatibility mod isn't necessary, since it overwrites a lot of E&C Alternative with E&C Classic, which can produce unintended behavior (in particular, most unique governments never show up because they require ethics found in that mod).
eidolon089 lähetti viestin:
OK, think I've figured out what's going wrong.

Go to Steam\steamapps\workshop\content\281990\1790861374 for the mod files.

In the common/scripted_triggers/ethics_rebuild_scripted_triggers.txt, find:

"divinity_right_to_work_job_check_trigger_ruler = yes"
"divinity_right_to_work_job_check_trigger_specialist = yes"

Delete or put a # in front of these comment.

The pops should now be working ruler/specialist jobs.

Don't be afraid to delete it, this scripted trigger only appears in this file. I would guess it was an additional check which petruxa intended to implement but never did, or a holdover from E&C Classic.

The compatibility mod isn't necessary, since it overwrites a lot of E&C Alternative with E&C Classic, which can produce unintended behavior (in particular, most unique governments never show up because they require ethics found in that mod).
doubel checked and that worked.
eidolon089 lähetti viestin:
OK, think I've figured out what's going wrong.

Go to Steam\steamapps\workshop\content\281990\1790861374 for the mod files.

In the common/scripted_triggers/ethics_rebuild_scripted_triggers.txt, find:

"divinity_right_to_work_job_check_trigger_ruler = yes"
"divinity_right_to_work_job_check_trigger_specialist = yes"

Delete or put a # in front of these comment.

The pops should now be working ruler/specialist jobs.

Don't be afraid to delete it, this scripted trigger only appears in this file. I would guess it was an additional check which petruxa intended to implement but never did, or a holdover from E&C Classic.

The compatibility mod isn't necessary, since it overwrites a lot of E&C Alternative with E&C Classic, which can produce unintended behavior (in particular, most unique governments never show up because they require ethics found in that mod).
The fix doesn't seem to fix entertainer specialist jobs? Is there any particular reason why this could be the case?

Edit: solved, there's a separate entertainer job check under the specialist job check. Deleting it solved the problem.
Viimeisin muokkaaja on Abu Hajar; 5.1.2021 klo 15.04
Some more information on the glitch:
-Occurs when a new pop grows/is assembled.
-Every pop (aside from Enforcers) demotes to the worker class, but adding and removing job slots can temporarily fix the issue.
-Once you have more pops than worker jobs, you're SOL until you get fewer pops, as no amount of job shuffling can save you at that point.
ereb 10.1.2021 klo 3.11 
There is no need to delete, but to change it
divinity_right_to_work_job_check_trigger_ruler = yes
on
if = { limit = {divinity_right_to_work_job_check_trigger_exempt = no} divinity_right_to_work_job_check_trigger_ruler = yes }

Viimeisin muokkaaja on ereb; 10.1.2021 klo 3.12
Can also confirm that I experienced this glitch while running this mod exclusively and it was fixed once deleting those 3 lines in ethic_rebuild_scripted_triggers.txt

Still don't know if this impacts compatibility or not though so I'll test that.
eidolon089 lähetti viestin:
OK, think I've figured out what's going wrong.

Go to Steam\steamapps\workshop\content\281990\1790861374 for the mod files.

In the common/scripted_triggers/ethics_rebuild_scripted_triggers.txt, find:

"divinity_right_to_work_job_check_trigger_ruler = yes"
"divinity_right_to_work_job_check_trigger_specialist = yes"

Delete or put a # in front of these comment.

The pops should now be working ruler/specialist jobs.

Don't be afraid to delete it, this scripted trigger only appears in this file. I would guess it was an additional check which petruxa intended to implement but never did, or a holdover from E&C Classic.

The compatibility mod isn't necessary, since it overwrites a lot of E&C Alternative with E&C Classic, which can produce unintended behavior (in particular, most unique governments never show up because they require ethics found in that mod).

I ♥♥♥♥♥♥♥ love you
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