Stellaris

Stellaris

Z-99 Trait Selections
82 Comments
BoraDragon 17 Jul @ 1:54am 
works in 4.0+
SirBlack 3 Dec, 2024 @ 12:36pm 
tried launching it on it's own it no longer works for some reason might be like how the portaits no longer work past 3.12 due to changes to the code
Cephalon Sithalo  [author] 1 Apr, 2024 @ 9:24am 
Then you likely have either:
1-Another mod that overwrites that file.
2-Steam didnt download the workshop files correctly.
Digit 31 Mar, 2024 @ 4:34pm 
Doesn't seem to be working for me
Knyghthawk 17 Sep, 2023 @ 8:19am 
thank you!
Cephalon Sithalo  [author] 16 Sep, 2023 @ 10:50pm 
I would be surprised if it wasnt :LotusFlower:
Knyghthawk 16 Sep, 2023 @ 9:14am 
still working?
Cephalon Sithalo  [author] 24 Jul, 2023 @ 6:37am 
Limited AI Habitats
Heres the small thing I was working on if anyone is interested.

Save Game Compat, Uses a random list to apply 1 of 2 modifiers.
First modifier makes Habitats slightly more costly for the empire that has the modifier to build
Second modifier makes Habitats completely to costly for the empire that has the modifier to build.

Its weighted so that there are much fewer empires that can build them than can. This helps prevent Habitat spam while still allowing at least some empires to use habitats and does not overwrite any vanilla files.
Cephalon Sithalo  [author] 22 Jul, 2023 @ 6:49pm 
Thanks, once I got anything done I'll post a link to it here. One should be done soonish but the other could take weeks or months depending on how much drive I can get with it.
Militus Immortalis 22 Jul, 2023 @ 5:58pm 
Definitely wish you the best of luck, Cephalon. It was a pleasure to chat with you, too! Thanks for all the advice and inputs :)
Cephalon Sithalo  [author] 22 Jul, 2023 @ 2:29pm 
Yeah it should have no effect. So I have no idea why those dont work.

you can find every modifier in game by going into
Documents/Paradox Interactive/Stellaris/Logs/script_documentation

I dont see anything relating to time like that for the GC but it is a big list and I may have overlooked it. But again, since there isnt really a vanilla way to do GC stuff I suggested its very likely that the modifier doesnt exist.

I vaugly remember them saying we can create our own modifiers but idk if it could be applied here and dont plan on trying to attempt stuff because I dont think it was counting for something like the GCs ability to speed up or slow down and more on custom resources getting their own custom modifiers by the game.

I'm working on a couple projects to hopefully help with lag late game but Idk when I will be finished or how well they will actually work.
Militus Immortalis 22 Jul, 2023 @ 7:08am 
That's so weird! The tutorial text as you call it shouldn't even affect code as # simply... Doesn't change anything, right? It's really bizarre haha.

I'm sorry to hear about the delay etc though. :< Glad you've been able to learn from it and growed as a whole, though! You're SUPER helpful and that's so appreciated.

And aw I appreciate that! It is a massive issue, isn't it? The late game late, that is. It's really why I wanted to do the mod as it's just a grind in the end. A slow, unfun grind.

That would be -so- immersive though, if we could make that happen. I'm very curious... I know in Hearts of Iron IV you can do time ideas, maybe edicts can work that way somehow? But that goes per Empire, not the entire Senate I think.
Cephalon Sithalo  [author] 21 Jul, 2023 @ 4:06pm 
3/2 I'm looking into a few new ways to reduce late game lag but even then I would probably still use your mod with some of its changes.

Idk if it is possible to alter the time of things in game but that would be something to look into.

I like the idea that at the start the GC is slow and inefficient as its a new thing with various races trying to learn how to work together.
But as the game goes on the process becomes more efficient. Passing certain policy choices decreasing the time it takes to do certain things.

Idk if there is a modifier to allow such to be set in game. Probably not as I know no vanilla way to reduce the time stuff in the GC. Would be more immersive though.
Cephalon Sithalo  [author] 21 Jul, 2023 @ 4:06pm 
1/2 The second one doesnt work because its using a really old system where picks where handled in the defines file by the looks of it.

But the other 2 should work. That is unnerving... The only thing mine does different is get rid of the tutorial text on the top of the file. But the vanilla file includes that and it works just fine. I have no idea why they wouldnt work.

I dont like that... But my first major mod got delayed because one of the new planets caused a crash when selected. I had selected the planet multiple times before and I was doing a final check and it caused a crash.
Cephalon Sithalo  [author] 21 Jul, 2023 @ 4:06pm 
2/2 Spent like all day trying to work it out and out of desperation I changed the sky texture to a regular one and it worked. So I recreated the original and it crashed again. None of the other worlds crashed even though they all had the same but slightly recolored sky textures.

Changed the name of the sky file to Zeta instead of Ceta and the game ran just fine. No idea why. There was no mod conflict, there was no vanilla conflict. Even if there was it shouldnt have resulted in the game crashing. Just whichever sky was loaded last would be the one chosen to represent the sky.

Eventually long time later I reverted the name back to Ceta and it worked as if it was never broken in the first place...
Cephalon Sithalo  [author] 21 Jul, 2023 @ 3:48pm 
Ya I think I tried to include trait picks as traits originally. This and its sister mod where supposed to be together I think but I wasnt able to include picks as traits in an ideal way so had to doit this way.

That is curious and now I am too. Can you link back to a couple of them so I can look into them.

Im not sure any diplomacy changes. Most mods work between versions as stelly usually adds instead of changes or removes. There has been a few times where they have renamed or changed modifiers for reasons.

If your diplomatic mod isnt to far behind then it should work just fine if not perfectly. Even if its several game versions behind it would probably still work mostly fine.

Ive just looked over your mod and I dont see anything that I imagined have changed in any major way where it wouldnt work. Time and resource based things like you have done should still work afaik.
Militus Immortalis 21 Jul, 2023 @ 3:39pm 
That's fair enough, thank you! Seems the most straight forward way to do it is like you have it set up then. :)

I am curious though- I went over around 10 mods that do similar things, when I looked at the code they're all about the 'same' (I don't mean this as a diss at all!) yet only your work with very similar code. That's so weird. I even tried to replicate it with the non-functioning mods and it had no effect. Very odd, honestly!

As a sidenote, if you ARE aware, has anything with the senate (old code) changed? I have a diplomatic mod and I'm curious if I need to look into it to update it or not.
Cephalon Sithalo  [author] 21 Jul, 2023 @ 3:38pm 
I do not know why they dont make a version of the modifier that works for pops but as of right now such modifiers are only set to work across countries so there isnt really an easy way to narrow it down into an application like you want.

I can think of some work arounds but they are not great. Like if you have a single trait that adds 15 trait picks then having an event fire where if a pop does not have the extra trait picks trait it gets a new trait that cost 15 trait points.

Technically a work around but a very bad one.
Cephalon Sithalo  [author] 21 Jul, 2023 @ 3:32pm 
All that said, there is a way to doit but again not in the preferred way.

You could make a trait and an empire modifier.
Have an event that triggers on game start and checks for empires that have said trait.
If an empire has the trait then the empire gets the empire modifier.

The empire modifier would have 1 or more of the previously mentioned modifiers which would give you pops however many trait picks that you wanted.

Issues are:
This doesnt work before game start. So you cant use it to add any trait picks before game start.
This will apply the modifier to any species in your empire. Which is ok for Gestalts or Single Species civs.
But if you are playing a game where you get multiple species in your civ then every one of them will have +n trait picks and not just the ones with the traits.
Cephalon Sithalo  [author] 21 Jul, 2023 @ 3:27pm 
It would be doable I believe but it wouldnt work with species creation. Not in the way that would be preferred.

There are 4 modifiers:
BIOLOGICAL_species_trait_picks_add
ROBOT_species_trait_picks_add
MACHINE_species_trait_picks_add
LITHOID_species_trait_picks_add

These are responsible for adding or removing trait picks for species type. You can add them to a species trait and in game you will see the modifier in the description of the trait suggesting the trait gives your species +n trait picks.

But in the same window you will see your choice of picks drop down by however much the trait cost and not increase as would be expected and once the game has started and once you research gene modding you will find your species has no extra trait picks and is instead still at whatever the number would be.
Militus Immortalis 21 Jul, 2023 @ 1:21pm 
I mean with that... Let's say I code a trait called "Extra Picks", taking it gets you an extra 15 picks or something.
Militus Immortalis 21 Jul, 2023 @ 1:10pm 
Thank you for this mod! I checked out a dozen mods that had very similar code but didn't work.

I'm trying to make a mod where you get extra picks if you take a specific trait. Any advice on how I'd go about that? :)
Cephalon Sithalo  [author] 6 Jun, 2023 @ 8:28pm 
Glad to hear that, enjoy! :LotusFlower:
War_Affair 6 Jun, 2023 @ 7:50pm 
Works like a charm Cephalon Sithalo, Thank you. :spiffo:
Cephalon Sithalo  [author] 6 Jun, 2023 @ 2:40pm 
Updated to include cyberman, let me know if it works correctly
Cephalon Sithalo  [author] 6 Jun, 2023 @ 12:50pm 
It sounds like the mod you use adds in a new species archetype. I had to add intergration with Superior Species before because of the same thing.

Paste the link to the mod and I'll see what I can do about including it :LotusFlower:
War_Affair 6 Jun, 2023 @ 8:38am 
@Cephalon Sithalo, My friends and I love your mod and use it for every one of our Stellaris sessions. However, I primarily use species built around the Cybermen Race mod because they have access to both robotic & organic traits, and therein lies a compatibility issue.

When I use the Cybermen to build a species it resets back to the default number of trait picks and I was wondering if I could please get you to add a compatibility patch?
I also wanted to thank you for making this mod and let you know that you are very much appreciated. :spiffo:
eaglegundam 11 May, 2023 @ 2:13pm 
ok quick qestion does this work with the current update?
Cephalon Sithalo  [author] 7 Mar, 2023 @ 6:52pm 
Apologies, Ive been wrapped up in trying to Platinum Horizon Forbidden West...

But now Ive renamed the mod (so that A-Z order places it on the bottom) and added in the species archtype file for Eevees :LotusFlower:
Killer Tamashi 24 Feb, 2023 @ 11:23am 
Heh, thanks. I used to maintain a much older mod that added just PNGs of eeveelutions before this one came around.

Of course! They're also working on getting more animated portraits for the race in, which is always nice.
Cephalon Sithalo  [author] 23 Feb, 2023 @ 10:46pm 
Your profile picture is certainly at home with such a mod. I will try to see about getting it done this week.

I havnt been on my pc much lately but I'm expecting to be back soon. And I'm thankful you let me know of such an interesting mod :LotusFlower:
Killer Tamashi 18 Feb, 2023 @ 7:06pm 
Hey, can you add compatibility for Empire of Eeveelution v2.0.2?
This mod doesn't work on their race..
Cephalon Sithalo  [author] 29 Jan, 2023 @ 11:19am 
I guess, I dont know. Someone comments seem to say they do. Try it and find out.

If the ai puts as many traits as possible on then the only way I know to prevent them from doing that is to make a complicated event that adds a trait that cost like 95 trait points and then adds random traits.

Course then id have to include multiple checks for specific traits to make sure everything is working properly and I would likely mess up something major.

No this is just a simple mod that just gives players and ai 99 trait picks. Will the ai use as much of it as they can? I dont know, you will probably see ai with more traits than usual but I dont think they use all the trait points. But idk how ai trait selection works :LotusFlower:
Totally not Skynet 28 Jan, 2023 @ 8:43pm 
Do AI have this many traits?
Cephalon Sithalo  [author] 25 Dec, 2022 @ 8:24am 
Not a problem your welcome!
FutureClimax 25 Dec, 2022 @ 8:23am 
Thanks!
Cephalon Sithalo  [author] 25 Dec, 2022 @ 8:11am 
I believe it was an older version of this mostly (-United Traits-) as it has a number of the traits shown.

There might have been another one in there too but I do not remember but at least this one :LotusFlower:
FutureClimax 25 Dec, 2022 @ 8:04am 
What mod is that in the image for the extra traits?
Cephalon Sithalo  [author] 17 Dec, 2022 @ 5:21pm 
Im glad you found the issue. Always fun when weird stuff happens that shouldnt lol :LotusFlower:
Eoin Lynne 17 Dec, 2022 @ 5:19pm 
Alright I figured it out,turns out for some reason it had become disabled in the playset.
Cephalon Sithalo  [author] 17 Dec, 2022 @ 5:14pm 
If what I suggested did not help then there is nothing else I can do. There is nothing that has changed in the mod or the game files that would cause it to break since it originally uploaded.

If the mod is in your playset and is not giving you 99 trait selections then that is not the fault of the mod. That is Steam/Paradox workshop/launcher issues.

The mod does still work. I just tested it and it gave me my 99 trait selections. I've had issues with mods before and I've done all the related things to try to get it to work and nothing fixed it. Then later randomly the background systems worked themselfs out and managed to get the mod to work.

Idk why it seems to happen so much with this mod. But it does work.
Eoin Lynne 17 Dec, 2022 @ 5:00pm 
Does not work, and what you suggested for Oxy to do to fix it does nothing.
Cephalon Sithalo  [author] 1 Nov, 2022 @ 8:01pm 
Let me know if any of those solve your issue :LotusFlower:
Cephalon Sithalo  [author] 1 Nov, 2022 @ 7:10pm 
No it does. If the workshop system is giving you an issue try the usual fixes.
Unsub/Resub
Restart Steam
Restart PC

But the mod works still :LotusFlower:
Oxy x3 1 Nov, 2022 @ 5:08pm 
No longer works
Cephalon Sithalo  [author] 25 Oct, 2022 @ 12:37pm 
Updated to include the later introduced bit of code from vanilla that prevents "Others" & "Presapients" from using modifiers
Cephalon Sithalo  [author] 25 Oct, 2022 @ 9:32am 
Ok, I need to know how it doesnt work then.

The red triangle means nothing other than the mod was updated for an earlier version. But that doesnt mean the mod doesnt work anymore.

Mods are read after dlcs else mods wouldnt be able to work with dlcs.

If you have another mod that overwrites the same file and is in an order that would overwrite it then that would cause an issue. But you are saying it doesnt work even with just this mod enabled.
Infobox 25 Oct, 2022 @ 9:17am 
I launched with only this mod active. I clicked the "disable all" button for mods and went through and only enabled this one mod. when I hover over the red triangle it says its for version "3.1.1". So possibly being that its nearly 3.6 of stellaris that could be an issue, though I wouldnt know. As for what I did while in the game I didnt attempt to edit a previous empire. I just went to create a new one and I browsed around for your mod stuffs, however I couldnt find it anywhere. Other then age of last update, my only other thought is dlcs conflicting with the mod.