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Example, if you play with the Under One Rule origin you dont get the luminary questline to trigger.
Other have said that the Chosen do not spawn in game either.
The end game multipliers cant make the crisis strength stupid high even on 1.5X. the first two are a joke and the final is 10M or higher at times. not sure how to explain better.
Otherwise yes, from my Testing this still works 90% as intended.
Sorry for the confusion!
I've never seen it happen to another empire, but for some reason in that game it happened to everyone, including me.
If you didn't mess with that, then it's surely something else which changed recently.
Every empire is experiencing this event -- the Devouring Swarm, the Fanatic Purifier, and all the other normal empires.
Is that a possible effect from something in this mod?
When one of the AIs was dumb enough to release the Gray Tempest on the Galaxy long before everyone was ready to handle it (plus, five of the seven L-Gates were close to each other, which didn't help for that part of the galaxy), a lot of area became uncontrolled, so I sent my Science Ships out to go discover. They found insights for the other precursors, and now I am getting the Discover Precursor Insight option for the Irrassians, which are going quite decently now.
It's just the Yuht that doesn't seem to get the Discover Precursor Insight option in my playthrough.
I'm confused about the earlier comments. Is there still a point in the "All Anomalies Spawn" next to this mod, or should I not bother?
Thanks. That was exactly what I needed.
\common\scripted_triggers\0_esfv_scripted_triggers.txt
\events\00_esfv_ancient_relics_arcsite_events_1_edits.txt
\events\00_esfv_precursor_events_edits.txt
That's it. All precursor related changes are in those three files with nothing else. And delete the on_actions folder too if you have Precursor Story Pack mod.
BTW is there any way to make "All precursors can be found (doesn't necessarily mean you WILL find all of them)" disable? How should I edit the code.
Some anomalies have a null chance to spawn, so they roll to not appear the Mod 'All Anomalies Spawn' removes the offending Null chances.
The Reburicator and a few other anomalies have null chances, that mod works fine though if you didn't feel inclined to edit your mod to fix the same issue.
Every game without this mod just feels empty.
Sadly the mod currently clashes with the slingshot in the stars origin, which gives you the quantum catapult instead of a habitable world, please update.