Stellaris

Stellaris

Enhanced Traits[Obsolete] - Link to new version in description
45 Comments
Sunconure11 7 Apr, 2020 @ 11:04pm 
You would just need to add PLANTOID to the archetype file.
Sunconure11 7 Apr, 2020 @ 10:38pm 
Could you add support for the photosynthesis mod, since it overwrites the archetype file?
KiritekQQ  [author] 20 Mar, 2020 @ 2:42am 
Fixed
Waladil 19 Mar, 2020 @ 5:47pm 
The Unassertive/Rowdy sets of traits are coded backwards -- the "good" one increases administrative sprawl while the "bad" one reduces it. Unless there's some new reason where you want high administrative sprawl these days
Rolhn 19 Mar, 2020 @ 12:37pm 
Its strange cause it was working before the 2.6.1 update, but after that even with the rollback to a previous version, it just simply doesnt work anymore. Thanks Paradox for breaking shit once more.
KiritekQQ  [author] 19 Mar, 2020 @ 12:27pm 
Try to resubscribe and/or place it lower in load order.
Rolhn 19 Mar, 2020 @ 12:12pm 
Huh, I think Paradox fucked up cause this mod says I have it downloaded and its active, but when I go to the traits menu for the race I was gonna make, it doesnt show up? Like, Only the basic traits from the game but your modded traits are not there. I dont know what is going on with either it or the game.
KiritekQQ  [author] 19 Mar, 2020 @ 11:36am 
It`s already updated. Paradox launcher just sux.
Glasses 19 Mar, 2020 @ 11:23am 
Hiya! Do you plan on updating this. I still think the mod works as is with the new 2.6.1 but it'd be nice to have it updated for 2.6*. It's ok if u can't though
Bottom of the Well 23 Feb, 2020 @ 12:15pm 
Im an idiot nevermind i just seen the trait ID link
Bottom of the Well 23 Feb, 2020 @ 12:14pm 
Any chance to get the name of the traits so they can be added/removed with Add/remove_trait_species. Ive tried using their ingame name but that doesnt work. Debugtooltip doesnt give anything for them either.
Arkest Nexrhein 5 Feb, 2020 @ 9:48pm 
Xd Sorry About that didnt realize i needed to pick the appearance. But thx for responding. :steamhappy:
KiritekQQ  [author] 5 Feb, 2020 @ 1:05am 
@Rhein It works exactly like in vanilla. Did You choose apperance for Your syncretic species?
@Guluere This trait dosen`t work. I will fix it today by giving traits to generals/admirals of species that has strategist trait.

Guluere 5 Feb, 2020 @ 12:01am 
Does ship negative works on species?
Arkest Nexrhein 4 Feb, 2020 @ 11:31pm 
Syncretic Evolution Civic doesnt work correctly. gives the serviles -1 to trait points and picks
secomano 26 Jan, 2020 @ 5:37pm 
thank you so much. I still played the other day when you fixed it, totally forgot to thank you!
Mithril Leaf 21 Jan, 2020 @ 4:13pm 
Strategist traits don't seem to be working?
KiritekQQ  [author] 20 Jan, 2020 @ 10:23am 
I have increased size of gene modding window by 46%.
KiritekQQ  [author] 20 Jan, 2020 @ 4:10am 
I looked at the possible solution & its 100% fixalbe. Probably I will patch it today.
secomano 20 Jan, 2020 @ 3:44am 
I was looking for a mod that adds a slider or changes to that window to make it bigger or something like that but didn't find any. what looks like it needs is a compatibility patch to use when using more than one mod adding traits that adds a slider, or makes the window bigger. I totally understand if you can't do it since it's beyond the scope of this mod. thanks again for the quick reply and thanks for the mod too. I really like this idea as I've always felt that the vanilla traits should have more depth.
KiritekQQ  [author] 20 Jan, 2020 @ 3:37am 
In that case I will try to fix it.I have forgotten about stacking trait mods.
secomano 20 Jan, 2020 @ 3:31am 
thanks for the quick reply. the other mod is trait diversity. it was already lower, tried with your mod lower and it's the same thing. tried with both your mod and trait diversity lower and above UI overhaul dymanic and still same thing. it has too many traits with both mods and that window doesn't come with a slider. so now I can't reach advanced traits. this is really a first world problem. :D
KiritekQQ  [author] 20 Jan, 2020 @ 3:11am 
@secomano Just put that mod lower in load order it has already fix for that.
secomano 20 Jan, 2020 @ 3:02am 
is there a way to fix a trait overflowing issue in the species template modification window?
Deffohn 15 Jan, 2020 @ 12:40am 
! there is a trait with -4 instead of -3 ^^ !
Techno_Mage 13 Jan, 2020 @ 2:00pm 
Lithoids are missing some traits, like the -happiness ones which doesn't make sense. Also Hiveminds can take some that don't effect them like happiness +/- and supplies +/- and maybe crime too? either way needs to be looked into
KiritekQQ  [author] 7 Jan, 2020 @ 4:00am 
No. I will include it in the future.
Deviant 7 Jan, 2020 @ 2:15am 
Do the new traits affect the appeal to a particular ethics? How some vanilla traits (like “strong” or “very strong” increase the appeal of militaristic ethics)
Elidurden123 5 Jan, 2020 @ 8:15pm 
Sorry that i did not see that. Thanks for the Consideration lol.
Elidurden123 4 Jan, 2020 @ 8:02pm 
Would it be possible to make a version that does not at trait points because it messes with mods that add more beyond the maximum. great mod otherwise and i understand the need for the change BTW.
KiritekQQ  [author] 2 Jan, 2020 @ 6:10am 
@Ulrawup Its workaround, I made mistake when I was naming new traits I deleted the original communal trait. To fix it in manner that isn't going to break all saves I added communal trait as Dog trait but I forgot to delete picking it from AI logic. I will delete it with the federation update. Thanks for Your kind words.
@Micheal Stevens Added into description.
Sethy Poo 1 Jan, 2020 @ 5:51pm 
I was wondering if you had a list of the trait ids for the new traits. If you do could you put them in the description or in the comments?
Ultrawup 1 Jan, 2020 @ 3:28pm 
So uhh, why are all the species who used to be communal now dogs, according to this mod?
I mean, if I wanna make a communal species I can just select the new communal trait, but why did the vanilla one get replaced with a free one with no modifiers that just says "woof"? It's kinda messing up every prescripted empire that has the trait, as well as all my own if I don't fix them manually...

Anyway, despite the doggo invasion, loving the mod! Good work :D
Sarge 29 Dec, 2019 @ 2:22pm 
Ok thanks KiritekQQ.
KiritekQQ  [author] 29 Dec, 2019 @ 11:29am 
Yea AI choose from all new traits. Sometimes AI pick only 1 tier IV trait but most of the times they pick 4-6 positive/negative traits ranging from tier I to IV.
Sarge 29 Dec, 2019 @ 11:25am 
Does the ai benefit from this aswell?
ben.aplin94 29 Dec, 2019 @ 6:35am 
Thanks for fixing it! Really great mod, have a happy new year!
KiritekQQ  [author] 29 Dec, 2019 @ 1:48am 
Should work now properly. I just added link to the document with changes/changelog/roadmap into mod description.
ben.aplin94 28 Dec, 2019 @ 5:45am 
Just so you know, some traits like the engineering inept ones, are costing points, not refunding them.
Varsia 27 Dec, 2019 @ 11:29am 
This seems interesting, I'll have to keep an eye on it!
KiritekQQ  [author] 27 Dec, 2019 @ 10:10am 
I'm sorry but its beyond my ability to recolour those icons.
Icelord 27 Dec, 2019 @ 10:06am 
just a small thing but if you can find out how to recolor things to make all the - traits you have there red instead of green it would make this fit in with the base game a lot better
KiritekQQ  [author] 27 Dec, 2019 @ 10:05am 
fixed
Necrovulture 27 Dec, 2019 @ 8:16am 
Hmm today I will forfeit 4 trait points to cut my research by 60%