Stellaris

Stellaris

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EditorMenu - Events Module
   
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16 Apr, 2018 @ 2:14pm
15 May, 2018 @ 11:57am
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EditorMenu - Events Module

Description
This is a sub-mod to EditorMenu, and it is required for usage.

--- Warning! ---

This mod overrides a lot of game's event files.
If this mod ever becomes marked as outdated, disable this mod immediately.

Currently Supported Version: 2.0.5

-- Current Functions ---

• Enable/disable nomads
• Enable/disable The Birth of Piracy event
• Enable/disable individual starting events (Sublight Probes, Mass Extinction, etc)
• Enable/disable individual Precursor chains
• Option to prevent Fallen Empires from awakening due a country's fleet size alone
• Option to never fail War In Heaven to trigger if all the conditions have been met (Leviathans DLC only)
• Option to disable War in Heaven
• Option to disable Guardians of the Galaxy
Since War in Heaven and Guardians of the Galaxy cannot both happen in one game, disabling one makes sure the other one happens. Provided required conditions are met.
• Option for Infinity Machine calculations project to always yield the best result
• Option for Stellar Devourer Gaia project to never fail
• Disable/enable individual crises

--- Compatibility ---

This mod is not compatible with any mod that alters aforementioned functions of in-game events.
Probably not compatible until investigated otherwise.

Files used so far:
common/special_projects/00_projects_guardian
events/country_events_2
events/crisis_trigger_events
events/fallen_empire_awakening_events
events/guardian_events
events/nomad_events
events/pirate_events
events/precursor_events
18 Comments
joffrecordan 18 Jun, 2018 @ 5:28pm 
Also, there are enough special systems in Vanilla, Leviathans, Apocalypse, and Distant Stars that if you were to update the special systems menu, each set of DLCs could have its own set of special systems to spawn/ping.

Also, Strategic Resource editing seems to be broken, unless I need to add it via Observation Mode. I think they are added via anomaly now, although if you take a look at the systems initializers or newest anomalies you can see how they've changed the code that adds them to add_dark_matter = yes instead of add sr_dark_matter amount or whatever it used to be.
joffrecordan 18 Jun, 2018 @ 5:28pm 
TMPhoenix is correct. The special systems menu shows mostly nameless pings, instead of labeled options. Also, the Infinity Machine events, as well as some enclave dialogue are no longer addressed to guardians.#### descriptions.

I believe you had Infinity Machine stuff included in the mod as a way to guarantee the Pantagruel outcome of the event line. You may be pleased to note that there's no longer a random chance of getting Pantagruel if you have the technosphere_special country flag, however, there also seems to no longer be a way to get the technosphere_special country flag now. At least, not through the events. This means your Infinity Machine option can simply add or remove the technosphere_special flag instead of altering the roll-chance of the event.
TMPhoenix 3 Jun, 2018 @ 11:55am 
I'm playing with the 2.1.1 beta right now and I noticed there's a problem with event descriptions. I believe Paradox decided to rename a bunch of events (and thus their descriptions). For example the infinity machine events (guardian.1056) became leviathans.1056...
Bomb boy 1 Jun, 2018 @ 2:29pm 
can update with new dlc stuff plaeas:or mods the Events Module and EditorMenu itself?
Kerovanka 31 May, 2018 @ 6:35am 
can yuo do for the stsrs editorMenu (my dream)?
silverd  [author] 24 Apr, 2018 @ 10:40am 
@Inny you're absolutely right. I removed my comment almost right after I posted it because I wasn't sure right after if it was first-come-first-serve. Got home, checked to be sure.
Yea, the VP mod will only work if it's loaded before the Events Module. Thanks for making me double-check!
Inny 24 Apr, 2018 @ 8:39am 
It's in fact in reverse order - reason why patches come before their main mods. But with what you said, I'll just rename it to !Visible Precursors and it should be fine. Thanks for your answer. :)
Inny 24 Apr, 2018 @ 7:55am 
Just for information, there's (obviously) a conflict with the Visible Precursors mod, as it uses events/precursor_events.txt too. And, as it's a great mod, I'm conflicted too. ;)
势不可挡的第四天灾 20 Apr, 2018 @ 6:27am 
it works fine:steamhappy:
silverd  [author] 20 Apr, 2018 @ 5:09am 
@O5-13 The files that this mod overrides are identical to those of in the current 2.0.4_beta. However I haven't had the chance to test it in-game myself yet.
But unless they somehow broke my sub-mod activation script, it should work just fine.