Stellaris

Stellaris

Trait Point Traits
111 Comments
Cephalon Sithalo  [author] 2 Aug @ 5:45am 
As far as I know trait picks and trait point modifiers have not changed. If someone tells me it doesnt work I will update it if I find it does not work :LotusFlower:
BlackLight 2 Aug @ 12:15am 
Does this still work for 4.0?
Cephalon Sithalo  [author] 22 Feb @ 10:38pm 
@Body Dropper76, It still works and does not need an update.
When an update comes along and breaks it, then there will be a need to update it :LotusFlower:
Body Dropper76 21 Feb @ 10:54pm 
can you update this please it's almost been a year?
Cephalon Sithalo  [author] 30 Mar, 2024 @ 4:21pm 
@Kizuna Shirosaki, almost a year later and you are still having the issue despite the hopeful fix. Idk, maybe I will look at it later. I been working on and off on another mod atm
Kizuna 29 Mar, 2024 @ 11:04am 
Seems like the AI was able to use this trait when they mke a new robot pops
Tank5168 25 Mar, 2024 @ 1:06am 
Thank you Mod is work ok
Cephalon Sithalo  [author] 27 Jun, 2023 @ 12:14pm 
I mean... Your are welcome. But it doesnt work as it should v.v
Pothel 27 Jun, 2023 @ 10:36am 
YES IT WORKS :D ! Thank you very much for fixing this so fast :)
Cephalon Sithalo  [author] 27 Jun, 2023 @ 6:56am 
Update:
Fixed a missing localization
Fixed scripted trigger to allow human players to remove the traits
Can add traits back in but with a caveat since I cannot get it working properly.

Machines might have no problem adding and removing any of the traits. But for organic pops you need to go down Genetic Ascension for some reason. I have no idea why.

I would fix it to work properly across the board but I dont see anything else I can do so heres what I got. If anyone can figure out how to fix it that would be great :LotusFlower:
Cephalon Sithalo  [author] 27 Jun, 2023 @ 6:52am 
Ive done like 2 tests, 1 as human start, one as gestalt assimilator start. With both the human and the assimilated pops, I can remove the trait but I dont have the option to add any of the others as a replacement unless I go down genetic ascension path. Which is really weird because there is nothing in their code related to that.

The advanced traits in vanilla have a scripted trigger in them that checks if you can use advanced traits. If you can then those traits show up. I dont use that check so they shouldnt show up on genetic ap but they do.

Meanwhile my gestalt robots where able to have the whole range of traits applied no problem. There isnt anything in the code that makes the traits effect robots differently than organics and yet it is happening.
Cephalon Sithalo  [author] 27 Jun, 2023 @ 5:56am 
People where having issues with ai and this so included a scripted trigger where only human players would be able to manipulate it during the game.

Turns out the trigger doesnt work there because for some reason the game does not register the human player as human. Fun
Pothel 27 Jun, 2023 @ 1:52am 
There is no way to add trait points or change to higher or lower trait points during the game - only when creating an empire. Is this a bug or deliberate ? Because as I recall it used to be possible ? Maybe the mod is misaligned in my modlist but it is at the very bottom of the.
Cephalon Sithalo  [author] 22 Jun, 2023 @ 4:30pm 
Sorry to hear that, how are they behaving?
AG-ROSES 22 Jun, 2023 @ 4:12pm 
the trait points seems not to work correctly i am not sure why
Cephalon Sithalo  [author] 22 Jun, 2023 @ 10:56am 
You are welcome. I want to add proper icons but idk where the base file is to match the original icons so doing them proper would be more work.
Kizuna 22 Jun, 2023 @ 9:59am 
Thanks for the reply and effort in updating this mod
Cephalon Sithalo  [author] 21 Jun, 2023 @ 6:05pm 
You are welcome, glad to help :LotusFlower:
马达加斯加的企鹅 21 Jun, 2023 @ 5:42pm 
Thank you for your help!:steamhappy:
Cephalon Sithalo  [author] 21 Jun, 2023 @ 9:04am 
Well... "Unlimited" :LotusFlower:
Cephalon Sithalo  [author] 20 Jun, 2023 @ 7:55pm 
It sounds like you are talking about Trait Picks which was never made unlimted by this mod and functions the exact same as vanilla.
I just tested with this mod and it worked as expected.

If you want unlimited trait picks to go with your unlimited trait points then you need to use another mod like my Z-99 Trait Selections

This will give you the ability to have 99 traits picked.

If anyone is wondering why that is not bundled with this mod it is because it relies on overwriting a vanilla file and I decided that it would be best to keep them separate.
马达加斯加的企鹅 20 Jun, 2023 @ 5:10pm 
The numbers of traits are not unlimited any more. There appear two numbers, one positive and the other negative, which makes it impossible to save them
Cephalon Sithalo  [author] 19 Jun, 2023 @ 6:20am 
Updated to maybe prevent ai from using it.
Added a scripted trigger and the check for it in the trait.
Should prevent the ai from utilizing it during a game.
Cephalon Sithalo  [author] 19 Jun, 2023 @ 6:16am 
That doesnt sound like a bug that just sounds like the AI using the trait.
Kizuna 18 Jun, 2023 @ 11:53pm 
Seems like there's a bug in which the AI was able t use this mod to craft their robot mid game.
Cephalon Sithalo  [author] 18 Jun, 2023 @ 12:06pm 
You are welcome. I went ahead and added a base 75 and a 200 to it. Enjoy whatever genetic monstrosities you create lol.

Who needs 2000 pops when you got 1 pop working 1 job that produces everything and its stupid good at it :LotusFlower:
Рокоссовский1944 18 Jun, 2023 @ 11:59am 
Thank you very much!
Cephalon Sithalo  [author] 18 Jun, 2023 @ 10:38am 
Updated to add 75/125/150/175/200 TPTs
Note that these do not have proper icons because I dont feel like dealing with graphical things atm :LotusFlower:
Рокоссовский1944 17 Jun, 2023 @ 10:13am 
125/150/175 points pls? (a lot of traits' mods)
Cephalon Sithalo  [author] 13 May, 2023 @ 9:16pm 
YWSVM! :LotusFlower:
War_Affair 13 May, 2023 @ 8:17pm 
TYSM! :steamhappy:
Cephalon Sithalo  [author] 4 May, 2023 @ 6:15am 
Sorry to hear that
Kizuna 4 May, 2023 @ 2:54am 
Seems like I got one of those robot default template keep getting picked problem as well.
Cephalon Sithalo  [author] 2 May, 2023 @ 9:18am 
If you figure it out let me know becuase I am pretty curious. The only reason I could see the pops creating 1 type then defaulting is some kind of event but idk why anyone would ever need such an event.
Jami 2 May, 2023 @ 7:05am 
No pressure, of course. Thanks anyway! I might play around a little, see if I can figure out what's going on. Maybe I'll drop another comment if I find anything. :steamthumbsup:
Cephalon Sithalo  [author] 2 May, 2023 @ 6:16am 
There isnt any reason that using any of those mods should result in this. None that I can think of anyway. Its quiet the strange issue. Sorry I cannot be of more help...
Jami 2 May, 2023 @ 5:50am 
Yeah, I think I'll chop it up to my other mods. My modlist is sitting at around 50-ish mods. I figured I'd bring it up because only 3 of those mods affect species traits ("Trait Diversity", "(-United Traits-)" and "Pinguinator's Trait Picks", if it helps any) and I've had this exact issue with another mod which does the same thing as this mod.
Cephalon Sithalo  [author] 1 May, 2023 @ 8:16pm 
Not that Im aware of. I just tested with just this and another unrelated mod enabled that I was working on using console commands to get to synthetic ascension but I did not have the issue.

You are clearly having the issue, not saying you arnt. I just dont know why. And I have no way to fix it since it doesnt appear to be a thing on my end.

I dont see how any other mods would cause the issue but what other mods are you using? Is it a big list?
Jami 1 May, 2023 @ 4:03pm 
Does this mod have any compatibility issues or problems with the current version of the game?Currently this mod messes with the synthetic ascension path where mech pops constructed are all the default pop template created when completing synthetic ascension. Trying to prioritise a different template will create a pop of the new template but then revert back to the default. Any pops assimilated are also of the default template without any traits. Removing this mod fixes the issue, at least for me. I don't know if this problem also affects normal robots but I would assume so.
DARKH0BBIT 24 Mar, 2023 @ 12:33am 
fair i see your point lol
Cephalon Sithalo  [author] 23 Mar, 2023 @ 6:19am 
That wouldnt be perfect. Perfect would be letting it apply to the one species with the trait.
Sure if you are the kind of player who doesnt bother with more than one your starting species then sure lol. Perfect :LotusFlower:
Zark Muckerbang 22 Mar, 2023 @ 9:39pm 
nice
DARKH0BBIT 20 Mar, 2023 @ 7:42pm 
honestly that would be perfect, my hive playthrough i don't really need to worry about others in my empire so wouldn't even be effected. plus im not against custom ai's that match my civ designed to get it if its an accidental side effect either. my only concern is if the randomly generated one's get it but still not the end of the world if they do either. your mod seems to be working perfectly already so i think your idea would work just fine ;)

if nothing else maybe you could piggy back off of an existing research that already adds picks or clone it and just increase the numeric value and make it restricted like you said if research works the same that is and would allow civ restrictions
Cephalon Sithalo  [author] 20 Mar, 2023 @ 12:39pm 
Idk how the game does it as I have never checked. Im just learning that you can add trait picks through a modifier lol. Unless there is a way to get the modifier to work properly with the trait.

But if there is no way to get the modifier to apply via the trait itself then it wouldnt really work all that well afaik.
I could make it an event that goes on game start and checks to see if you have a pop with certain trait and if you do then you get an empire modifier that gives you +n Trait Picks

But that would not apply just for your species that has the trait but every species you bring into your empire.

It would be an interesting Idea if I could limit it to the species with the trait.
DARKH0BBIT 20 Mar, 2023 @ 1:23am 
"They way you describe it make it out to sound like a trait that gives both points and picks.
But I already suggested that so now im even more confused lol' sorry ya you are correct that is what i was trying to say i was thinking of just having traits that add both points and picks all in one i must have miss read your other reply but all good

ok ya that could work how would that be applied would you then need the genetic engineering to apply them or are you thinking of an event type deal at the start
Cephalon Sithalo  [author] 18 Mar, 2023 @ 10:18pm 
I went ahead and tested giving the +TraitPicks modifier to the trait but it didnt seem to work. With a +5 trait picks (as shown by the ui in game) I went from 5 trait picks to 4.
I started the game and used research all technologies to check the genmod screen and I still only had 4 trait picks.

I could make a trait that gave you extra trait picks after the game has started but having the trait just add the pick directly doesnt seem to work.

If that is indeed what you meant anyway :LotusFlower:
Cephalon Sithalo  [author] 18 Mar, 2023 @ 10:11pm 
They way you describe it make it out to sound like a trait that gives both points and picks.
But I already suggested that so now im even more confused lol
DARKH0BBIT 18 Mar, 2023 @ 8:14pm 
no what im thinking is add the additional picks to the existing trait points options so it would be like +10 points and +5 picks / +25 points and +5 picks and so on so on doesn't have to be +5 could be +10 or you could do a scale up type deal along with the points

bummer you cant force the negatives as well :/ but no biggy just an idea i had to allow for some self balancing/immersion
Cephalon Sithalo  [author] 18 Mar, 2023 @ 8:02pm 
I dont think the AI uses these traits. At least I hadnt seen it while testing.

99 trait picks is different from this mod in what they do. Are you asking for a mod that adds in traits that give trait picks?

I dont think its possible to force the player to pick a negative but could be evented to do it but I dont see the point. Why would I add a trait that removes the amount of traits you have accesss too and does nothing else other than take up trait points just to take up trait points?
DARKH0BBIT 18 Mar, 2023 @ 7:56pm 
is it possible to add a couple picks in as well? could try to balance if ai gets them too, if its possible to force the player to pick negatives as well that would be sick but not required honestly i would love to see maybe 5 if you cant force a player to pick negative but if you can then maybe say 10 picks 5/pos and 5/neg

i know of your 99 picks as well but that just seems to unfair in my opinion and defeats the random events that might gift a point or pick. and if the ai gets 99 picks too then oooof im in trouble hahah