Stellaris

Stellaris

[ABANDONED] Vampire Lords - Necromancy Addon
45 Comments
T3AR_HD 21 Dec, 2022 @ 6:53pm 
yeah I messaged the person who makes the main mod on their discord to see whats up.
Skill Less  [author] 21 Dec, 2022 @ 5:22pm 
main mod is for 3.2.2 only so I decided to not update this one here. Seems useless, sorry mate.
T3AR_HD 21 Dec, 2022 @ 3:28pm 
so I did some testing, and with only the necromancy and this mod enabled the vampire lord building and the ziggurat are unbuildable even when you meet the prerequisites. I also tried with only the base mod on and the ziggurat was still unbuildable.
Skill Less  [author] 19 Nov, 2022 @ 3:05pm 
alright, the console commands might not be any issue here, but mods could cause conflicts. can't help you much with them else than try to disable them.
hispaniafer 19 Nov, 2022 @ 8:47am 
No, there is no feedback, everthing seems fine. Yeah, im using various mods, and I have used some console commands also to get some ascenion perks witch might not be possible to get at the same time without the console, so that might also have incluended it

Thanks for the help
Skill Less  [author] 19 Nov, 2022 @ 5:51am 
Does tooltip give you any hint why you cannot build it? I have no idea either but if you can't build from the main mod either it could be either a mod conflict or an issue with the main mod?
hispaniafer 19 Nov, 2022 @ 5:08am 
Yes, I see it fine, but its has a grey color and dosn't let me click on it. Building from the main mod Ziggurat its in a similar situation
Skill Less  [author] 19 Nov, 2022 @ 2:19am 
to see it in buildings menu you only need this civic from what i remembered
hispaniafer 18 Nov, 2022 @ 5:16pm 
Any requirement to build vampire lord estates? I seem to not be able to build them, idk why
Lord_Eol 10 May, 2022 @ 10:27am 
Yeah figured as much . just wasn't sure if I was missing some "hidden" attribute. Really the only thing I found you miss is your leader getting lichdom
Skill Less  [author] 9 May, 2022 @ 1:22pm 
Not really, this civic essentially bypasses the ascension perk.
Lord_Eol 8 May, 2022 @ 12:27pm 
Is there any point to taking the undead ascension path picks if you also take Vampire Lords? Do they add anything that stack w/ this?
Javier NotFound.Tech 11 Mar, 2022 @ 6:19pm 
He reposted it
Skill Less  [author] 10 Mar, 2022 @ 7:53am 
i got no contact with the mod author, i know as "much" as you ^^
Javier NotFound.Tech 9 Mar, 2022 @ 7:56pm 
will the dark arts of necromancy come back?
Skill Less  [author] 26 Feb, 2022 @ 3:35pm 
the house of the flesh sculptor is a flavoured clone vat, but more like robotic plant for organics.. however the building is from the base mod, not from this addon.
NOS482 23 Feb, 2022 @ 9:35am 
What does the "House of the Flesh Sculptor" building do?
Natsuki Subaru 12 Feb, 2022 @ 9:16am 
can vampire lord caste servant be robots?
Skill Less  [author] 3 Dec, 2021 @ 8:39am 
hm, if it does not work with caste slaves then either the vanilla trigger does not work as i thought or the weights for these pops are higher than mine...

but thx for the report, if i find the time next week i'll play a bit with it. My intention was to force any non vampire slave into that job.
Dreden 3 Dec, 2021 @ 8:36am 
I'm doing a new game now with normal xenophobe full-blown slavery necrophage and it works fine now.
Dreden 3 Dec, 2021 @ 8:35am 
Could've sworn I had that - but I had residence caste slaves as indentured? I think. Maybe that was it?
Skill Less  [author] 3 Dec, 2021 @ 7:21am 
make sure your pop is NOT a vampire AND a slave for the servant job :)

there is no specific "new syntax" for this job because i don't use much vanilla there.
Pondera the Radio Angel 2 Dec, 2021 @ 8:30pm 
@Dreden that is odd... I could swear that bug got fixed...
Dreden 2 Dec, 2021 @ 3:51pm 
It looks like the vampire servants are not updated with the new syntax for jobs from 3.2 since they are always empty jobs atm; no one fills them.
Skill Less  [author] 1 Dec, 2021 @ 2:05pm 
no it does not.
Killer Turnus 1 Dec, 2021 @ 11:22am 
So does this replicate necrophage witout necro origin? I'm looking for a mod to allow for Necro-Void-dweller empire. There used to be one but i can't find it anymore..
Skill Less  [author] 24 Nov, 2021 @ 9:53am 
Yes, I just made the output same like nobles for now. I got an idea for some custom resource which they'll provide once I included it.

I just did not want to make it too OP atm, so I just didn't boost them anyhow :D

But I appreciate any suggestions :)
Pondera the Radio Angel 24 Nov, 2021 @ 9:50am 
I'm also pondering how Vampire Lords seem to do exactly the same things as nobles, despite them being the ruler of that planet. Maybe give them a +1 influence or something? Eh, I'll mess around with it.
Skill Less  [author] 24 Nov, 2021 @ 9:35am 
lol, funny idea. i'll think about it but I think you're right about the required efforts to implement something like this. ^^

however something like an event chain + empire modifier whould be a solution.. ^^
Pondera the Radio Angel 24 Nov, 2021 @ 9:30am 
@Skill Less. Then you build more habitats, or venture the stars, discover new peoples and ancient cultures and take their land and enslave them too. If I have unemployed slaves on a planet, I take that as a VERY good sign, and immediately go on a building spree on other planets so I can send them there. I'd much rather have that over unemployed Necroids, given the bonuses they get from stuff. I also tend to prefer indentureds because they're so incredibly versatile. Can fill spec jobs, less unhappy and less prone to getting their kneecaps broken (by me) in a slave revolt.

Also, I had a rather silly idea. You know how gigastructural has those achievements? This might be hard to do, but if you took a priest working on a planet, necrophaged them, and had them become a vampire lord, you could unlock the "How could you profane a Sarafan priest by turning them into a vampire?!" achievement.

Where my Soul Reaver 2 homies at?
Skill Less  [author] 24 Nov, 2021 @ 9:06am 
Well, chattel slaves get +10% resource output to all worker jobs. So you want to have your chattel slaves in position of worker jobs, while your other species should be unemployed for automatic resettlement in my opinion.

But it is so that your non slave pops will instead get a worker job and instead you have unemployed slaves..

Yes you can create just more worker jobs for all BUT... imagine your world is full already.. ^^
Pondera the Radio Angel 24 Nov, 2021 @ 9:01am 
@Skill Less I rarely settle for chattel slavery, but how do you mean? If you have enough main species pops to fill every job, then I imagine the solution is to create more lower class jobs, right?
Skill Less  [author] 24 Nov, 2021 @ 8:59am 
@Admiral Casual, np thx for your help I just uploaded the fix. I'm aware of the changes to slave strata, I really don't like it. Chattel slaves btw stay unemployed if you have enough main species pops *sigh*

@Zora Regarding your request, did you try to put the civic enabler mod on bottom of load order? If this does not work, too you could ask the at the base mod (different modder) to include that change.
Pondera the Radio Angel 24 Nov, 2021 @ 8:53am 
ah, forgive me, I misread and thought ZORA was the mod maker. Pardon my mistake.

But yes, it seems they changed syntax on some things and make some unwelcome changes. I just got done last night slapping my indentured servants back into line because the weights for artisan, metallurgist, and pearl divers were so extreme that they were displacing my owner species and making them unemployed. I want to take the paradox coder who thought that was a good idea and slap him/her with a cheese grater.
Skill Less  [author] 24 Nov, 2021 @ 8:48am 
pdx touched the job triggers? oh nooo T_T
Pondera the Radio Angel 24 Nov, 2021 @ 8:44am 
Hey, Zora. Good news and bad news. Bad news is that the recent update broke the mod so that pops never opt to become vampire lords. The good news is that I got this fixed in my own game and have a solution.

Under possible = { you have listed "ruler_job_check_trigger = yes". The problem lies here. I commented this out, and placed another line of

possible_precalc = can_fill_ruler_job

just above

resources = {
category = planet_nobles

and this seemed to work out okay. I tested it out and the correct pops were, indeed, becoming vampire lords in my games. It did take a new game though, so RIP saves
Zora 21 Nov, 2021 @ 11:15am 
Sorry I don't Know code at all. But I do believe you on that.
Skill Less  [author] 21 Nov, 2021 @ 11:10am 
feel free to take a look into the code yourself if you don't believe me. :)

https://github.com/cray935/Vampire-Lords
Zora 21 Nov, 2021 @ 10:54am 
Its only The addon that allows Hive Minds to use it. Not the normal civic which I found odd.
Skill Less  [author] 21 Nov, 2021 @ 10:08am 
hm, i didn't touch that civic.. and i didn't see that the base mod of this addon whould touch it too.
Zora 21 Nov, 2021 @ 8:27am 
Actually I was Gonna Bring up That This Mod seems to interfere with that mod and I know its these Necromancy ones. If I have these Enabled Reanimators Can't be used for Hives even though I have That enabled.
Skill Less  [author] 21 Nov, 2021 @ 3:11am 
We can reanimate Leviathans? Interesting, did not know that. But I think I whouldn't copy that kind of a feature, because it likely result in vanilla file overwrite.

I think I saw a mod which enables the reanimators civic for hives, maybe you wanna pick that one up? :)
Zora 20 Nov, 2021 @ 5:54pm 
I noticed Hive minds can use this addon could this possibly make Hive minds reanimate Leviathans like reanimators?
Skill Less  [author] 10 Nov, 2021 @ 8:49am 
Update: I removed the pop assembly tweak since the base mod now lets you assemble necromages and both undead species which works for me

I also renamed my building overwrite file to not overwrite all buildings from base mod. Should only overwrite the flesh sculpters and the ziggurat now
Skill Less  [author] 9 Nov, 2021 @ 12:50pm 
Update: add building for true vampire lord with proper job. building can be upgraded twice which leads to more servant jobs. like in vanilla the servant jobs need slaves, but slaves can be of any stratum.