Stellaris

Stellaris

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MaxRavenclaw's Ascension Perk Compatibility
   
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8 Oct, 2017 @ 2:21am
27 May, 2018 @ 4:10am
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MaxRavenclaw's Ascension Perk Compatibility

Description
Most of the other mods that do things similar to this haven't been updated, so I decided to take things in my own hands.

This mod makes it so that the Biological Ascension Path is compatible with everything else. I don't see why you couldn't genetically modify cyborgs or psychics. The Synthetic and Psionic Paths are still excluding each other, though, to prevent complications.

No longer overwrites the ascension perk file. Now it just overwrites Mind over Matter, The Flesh is Weak, and Engineered Evolution.
116 Comments
Make 30 Nov, 2022 @ 7:57am 
So. Will you update it to the new 3.6 mechanics?
Thx anaway.
MaxRavenclaw  [author] 1 May, 2022 @ 11:24am 
Check what files are being modified. You can find that in the zips in the workshop folder of Steam, IIRC.
HolyMolyOllyPoly 1 May, 2022 @ 4:03am 
You're right, it's a mod compatibility issue, my mistake. I did, however, find the mod causing the conflict. Weirdly enough, it's Gatekeeper's Planetary Diversity - Unique Worlds. How a mod that deals with planets is interfering with ascension perks I have no clue, though. I've never had these two mods conflict in my past playthroughs.
MaxRavenclaw  [author] 30 Apr, 2022 @ 1:06pm 
I haven't updated this mod in years. Have the devs not changed the ascention perk files in all this time? Y'all might want to check if my mod doesn't overwrite some ascention perk stuff.
Itsa me, MarDIO 29 Apr, 2022 @ 2:18pm 
@HolyMolyOllyPolly You have a mod conflict, works fine for me
HolyMolyOllyPoly 28 Apr, 2022 @ 3:42pm 
Not working for 3.3.
Triskelion(she/her) 19 Sep, 2021 @ 2:13pm 
Does this still work for 3.1?
NobuNobu Douga 11 Jul, 2021 @ 11:53am 
I just tested this, both by itself and with all the other mods I'm using, and its working. Or at least bio+synth is working; didn't test psionics because I'm not a witch
MaxRavenclaw  [author] 26 Jun, 2021 @ 2:05am 
But I digress. I'm not a great modder myself either, but Paradox games are pretty easy to mod at this level. You just need to edit some text files. Keeping a file like this up to date is even easier. You just need to compare what Paradox changed in their vanilla text files and merge them with my modifications. I think at one point they overhauled some of their code though, because the files had changed drastically, which can complicate updates. Then again, I do have some understanding of code which maybe makes it seem simpler to me than others.

My hurdle is that I have to reinstall the game to update the bloody thing, and maybe re-read the vanilla files to remember what everything did, and I have no motivation now that I've stopped playing. I only updated a mod for a game I no longer played once or twice, for Rome Total War, or was it Attila... but that's because I knew updates there were rare. Stellaris and Hoi4 get updated too often so it's a pain to keep it up.
MaxRavenclaw  [author] 26 Jun, 2021 @ 2:05am 
Oh, I also made a few cheat level mods, but I was too ashamed to upload those hahaha Eventually those evolved into veritable unique civs with lore and stuff. One basically had a stiff upper lip that translated into 100% happiness all the time, which is actually kind of OP, another was a mechanist faction... I don't remember what exactly was OP about them though. Also created three buildings that basically gave some insane bonuses... well, two of them did, the third was there for lore purposes but didn't do much.