Stellaris

Stellaris

Roleplayer's Paradise [Traits, Origins]
237 Comments
57z 18 May @ 1:44am 
yeah this mod spams infinite events, "crisis.2050" and "crisis.2023" both of which say nothing and do nothing, with just a picture of a ship, then spam every day
Lotus 12 May @ 10:44am 
Not sure what exactly the problem is, but whenever I have this mod on, I get empty 'event ID crisis.2050' text box that keeps popping up every few days.
truelove101992 22 Mar @ 5:41pm 
The event talking about the destruction of that mid-crisis event featuring the robot priestess (can't remember her name).
explodoboy  [author] 22 Mar @ 4:00pm 
Don't know what that is, but either way try playing with the experimental branch. It's more likely to not conflict with the current version.
truelove101992 21 Mar @ 11:48pm 
Having an odd situaiton where the wheel of time event fires every single month when this mod is enabled.
explodoboy  [author] 9 Mar @ 9:10pm 
thank you :)
AmbientAmoeba 9 Mar @ 8:49pm 
Still one of the best mods out there
explodoboy  [author] 9 Mar @ 1:20pm 
The AI aren't supposed to be able to genemod at all. It's been a problem for a while and I've yet to figure out how to stop it.
Zenvy 8 Mar @ 4:39pm 
Hi New to this mod, i haven't thoroughly read through previous comments.
However i wanted to know whether the use of extra trait picks can be disabled for AI empires, its disrupting my rp. Thanks
AmbientAmoeba 15 Jan @ 8:26pm 
One of the best Stellaris mods out there ❤️
MysticWolf1242 19 Oct, 2024 @ 8:25pm 
Currently causing a game-breaking issue where the synth queen death voiceline plays every month
𝕯𝖆𝖗𝖐𝖂𝖔𝖑𝖋 13 Oct, 2024 @ 5:15pm 
broken with machine age traditions. Synthetics tree shits and dies and forgets 2 traditions in it. I know this because i removed the tradition folder within the files and it debroke itself, pls fix
Master Rhokai 25 Sep, 2024 @ 8:43am 
If I comment out the speech line, wont that prevent the crisis from "ending"?
Sirius Frost 24 Jul, 2024 @ 6:56pm 
To expound upon what Labc said, the event will fire over and over again if you have this mod enabled.
🦔Labc 6 Jul, 2024 @ 12:21pm 
@explodoboy I've found the problem with the synthetic queen defeat message.
In common/on_actions/rpp_on_actions, line 331 :
crisis.23005
is the same id for the synth queen in ACOT

in ACOT mod : events/acot_machine_age_cetana_overwrite.txt line 443 :
# Final Speech
country_event = {
id = crisis.23005

I've been able to play but simply putting a # before crisis.23005 in rpp_on_actions
explodoboy  [author] 29 Jun, 2024 @ 2:51pm 
I've decided to push the changes to the experimental branch. Be aware that while very nearly everything that is in the mod is functional, it is not complete. There are also missing (brand new) additions that I plan on releasing alongside the update.

Basically, it's in a playable state but there are some very rough edges.
explodoboy  [author] 29 Jun, 2024 @ 2:24pm 
I've done more work on updating the mod recently, the ascension perks are fixed on the developmental end. I still have more work to do, but it shouldn't be too much longer before I can release the update.

I may push the current changes to the mod into the experimental branch very soon. Still debating on that. If I do, it'll be missing a few minor things but will mostly work.
Mishal Killecs 26 Jun, 2024 @ 5:14am 
Consumer Goods upkeep traits doesn't seem to work.
Ketzerin 24 Jun, 2024 @ 1:25am 
This mod currently breaks Individualist Machine Empires, causing "Synthetic Age" to not appear and for the three default Ascension Paths to appear instead. Which is really unfortunate because I love the traits added in by this mod, literally every single custom empire I made had RPP traits in them.
Nocturnius 22 Jun, 2024 @ 7:56pm 
@explodoboy @MechaShadowV2 I had the same problem but for me it was ACOT that was the incompatibility, probably because they both edit the crisis_events files meaning you have to choose between them.
explodoboy  [author] 20 Jun, 2024 @ 2:51pm 
@Maple_Syrup
No. RPP disables access to all vanilla species traits.
Maple_Syrup 20 Jun, 2024 @ 4:31am 
One question: will I still have access to the vanilla traits?
𝕽𝖔𝖒𝖚𝖑𝖚𝖘 18 Jun, 2024 @ 9:32am 
@explodoboy @MechaShadowV2 same problem here
🦔Labc 6 Jun, 2024 @ 6:20pm 
@explodoboy @MechaShadowV2 i've got the same problem but and managed to isolate it to what seem a mod conflict between this and Stellaris 3.12.x Blance Fixs (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3261512548)
explodoboy  [author] 5 Jun, 2024 @ 12:29am 
@MechaShadowV2
I am not experiencing whatever you are going through. Running just RPP has no issues pop up on my end. It may be a mod conflict or outright another mod at fault.
explodoboy  [author] 5 Jun, 2024 @ 12:25am 
To anyone wondering when the next update will be, I am beginning work on updating this mod to 3.12.
MechaShadowV2 27 May, 2024 @ 8:32pm 
this mod seems to be causing a glitch that makes the synthetic queen defeat message pop up every month from the start of the game.
explodoboy  [author] 16 Apr, 2024 @ 3:27pm 
@FlareTheSlayer
I don't know of any right now. If you have ideas for civics, feel free to present them.
FlareTheSlayer 15 Apr, 2024 @ 11:21pm 
Is there a similiar mod, but for civics?
explodoboy  [author] 6 Mar, 2024 @ 2:55pm 
@Hunterr
Good chance it's because of a mod conflict. Try loading RPP lower in the mod order.
Hunterr 1 Mar, 2024 @ 3:30am 
Hey, I have noticed that trade value traits do not work, both positive and negative ones.
explodoboy  [author] 19 Feb, 2024 @ 3:22am 
@Tetrako
Thanks for letting me know. I'll look into that sometime in the future, if I manage to remember.
Tetrako 19 Feb, 2024 @ 12:20am 
I believe the changes this mod makes to to the evolution oriented ascension perks comes into conflict with mods that expand tradition trees; if you go past the vanilla limit for tradition trees, you can no longer select Engineered Evolution/Flesh Is Weak/Mind Over Matter as it claims you no longer have any free tradition slots, even if you do.
explodoboy  [author] 19 Feb, 2024 @ 12:11am 
@xkuripuri
Different ascension paths give different trait maximums for different archetypes. You'll need synthetic (or cybernetic, i THINK) ascension if you want to go past Intermediate for robots.
xkuripuri 18 Feb, 2024 @ 4:25pm 
Looking at patch notes for upcoming stuff, it might just be a vanilla bug since they mention fixing the Knight modifiers being fixed.
Is the normal unlock for all Advanced and Grand, just to complete an Ascension path? By the time I start gene-modding I notice I always have the full selection. Although my Robots are only stuck at Intermediate level since I can't find the next level up still
explodoboy  [author] 18 Feb, 2024 @ 1:29pm 
@Atlas
AI empires are not allowed to use RPP traits, because the AI is too dumb to use traits correctly.

@xkuripuri
That's odd. Those traits are supposed to be pretty universal. I'll look into it...eventually.
Atlas 18 Feb, 2024 @ 2:01am 
how do i get the ai empires to use these traits?
All other species in my game have the slave gene and nothing else
xkuripuri 12 Jan, 2024 @ 2:57am 
I have noticed that the +Research and +Unity from jobs traits don't seem to work on the Knight jobs from the Toxic God Origin.
Swaginton11 8 Jan, 2024 @ 9:33pm 
is this effecting anyones ship techs not coming up in the tech tree?
xkuripuri 8 Jan, 2024 @ 9:06pm 
Oh hey, I remember the old version of this! The true peak of letting you overly customize an empire returns.
explodoboy  [author] 7 Jan, 2024 @ 4:39pm 
I just released a hotfix that will hopefully fix the leader lifespan traits. Please let me know if anything else is noticeably broken. I'll update RPP to 3.10 properly sometime in the future.
explodoboy  [author] 7 Jan, 2024 @ 4:38pm 
@Killer Tamashi
I don't know why, it just happens. For me, it happens when any mod that affects a custom empire is removed. I recommend backing up your custom species files, so you can restore them easily.

@Matahias
I'll look into that, thank you.

@thelynx01
Thank you for notifying me, I'll try to get a fix out shortly.
Killer Tamashi 31 Dec, 2023 @ 10:16am 
Is there a reason why all species created with these traits "forget" them when the game is loaded without this mod enabled? It's a real headache putting all these traits back when I enable the mod again..
Matathias 29 Nov, 2023 @ 3:15pm 
@explodoboy I haven't used your mod just yet, but one thing I've seen in other mods (and used myself) to prevent the AI from using something is the addition of the following:

ai_weight = {
weight = 0
}
This goes in the same scope as "randomized = no"

In my experience, that seems to stop the AI from starting with or picking a certain trait or civic.

Anyways, your mod looks quite interesting, can't wait to give it a go.
thelynx01 18 Nov, 2023 @ 4:01pm 
Hello,

It would seem the push from 3.9 to 3.10 has broken the leader lifespan traits.

I did a bit of digging since I've done modding before, and figured out the root issue.

Paradox has changed the relevant variable from 'leader_age =' to 'leader_lifespan_add ='

More than likely they just did this to clean up their own backend, but it had the side effect of breaking the lifespan traits.

Thanks again for keeping up with the Mod.
explodoboy  [author] 10 Nov, 2023 @ 6:19pm 
@PewPewsAlote
AI isn't supposed to be able to use traits. I suggest loading RPP close to the bottom of your modlist to make sure it overrides any other mods. Let me know if it still doesn't work; I've been trying to get that fixed for a long while.

@Timoruz
Yeah, I'm not the best artist. I also had to make the trait icons aliased (without transparency) due to how I made and merged the icons, and how .dds files like to save themselves.

@torn1147
I completely forgot about that feature, to be honest. I'll add it to the roadmap so fallen empires get pre-generated traits sometime in the future.

@[MCF] JR Galura
I will make an official update to v3.9 eventually. I anticipate most things should work with the mod just fine for the current version, though.
[MCF] JR Galura 1 Oct, 2023 @ 8:59am 
3.9?
torn1147 23 Aug, 2023 @ 2:18pm 
the fallen empire's pops sem to have no traits with this mod. In RPG traits, it used to be they spawned with some powerful randomized traits reflecting their degree of evolution.
Timoruz 21 Aug, 2023 @ 8:09am 
I like it, but the trait art is a bit jarring
PewPewsAlote 30 Jul, 2023 @ 9:01am 
can we disable the AI from using these traits? because they spam the shit out of these traits