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I'll update it when I try out Stellaris again, once I hear the growing pains from the big changes in 4.0.* have passed.
Definitely don't try to run it with 4.0 before - you'll likely break your save or at least the event chain.
This mod only allows the Nomads to spawn, which the activated Megacorp normally DLC prevents (in favor of the Caravaneers and their EA lootboxes). No idea if Paradox changed anything about the Nomads, do as you think is best.
Has that been fixed, or is it something I ought to worry about before deciding whether to enable this mod or not?
Generally anything that touches /commons/ or /events/ folders will break checksum (IDK if any other folders trigger checksum, but those two are guaranteed to and are the ones most impacted by anything but ui or graphical mods)
IMHO this is one thing Creative Assembly does better with Total War, they allow gathering achievements with modded play. In Stellaris you can completely cheese the difficulty by just moving Pre-FTL and game event date sliders to absurd amounts and essential be undefeatable, so the checksum check is just added tedium.
I'll do an update pass on my mods soon. In the middle of moving right now, so it's hard to find time.
"The date when and if the Nomads arrive is rolled at game start, with the following chances:
20% chance to appear after 20 years ± 500 days
25% chance to appear after 40 years ± 500 days
25% chance to appear after 55 years ± 500 days
30% chance to never appear
Nomads are replaced by Caravaneers if DLC is enabled." (<- this is the only thing that my mod changes, the above % chances remain unchanged)
Caravaneers require MegaCorp DLC, Nomands have been free content (or maybe Leviathans).
and i dont remember seeing them before i bought a bunch of DLC a long, long time ago when Megacorp was new.
I dont know why having all the dlc makes some DLC inaccessible