Stellaris

Stellaris

Portrait Trigger Pack - Core
27 Comments
BASED MODDER!!!!!!!
droid.with.googly.eyes  [author] 8 Jun @ 4:27pm 
Done, green/industrialist and socialist/capitalist ethics are now checked.
Misterwheatley #Maintaintf2 1 Jun @ 11:19pm 
E&C classic, please :happy_creep:
droid.with.googly.eyes  [author] 20 May @ 7:08pm 
Right, given the wide variety of government/trait mods, to preserve my sanity, I'll only do compat for mods that people request here.

If you want to code it up yourself and send it via pastebin or otherwise, that's fine too.
droid.with.googly.eyes  [author] 9 May @ 5:20pm 
This has now been updated and the submods are now deprecated.

I'll see about adding in more ethics and civics mods.
droid.with.googly.eyes  [author] 7 May @ 7:40pm 
Given the removal of pop job checking in 4.0 and a new way to check for the presence of other mods, the impending update to this mod will render all the submods unnecessary.
Cicatrice 12 Nov, 2024 @ 12:06pm 
Yes, I figured that out, from your other posts in SE human. Cheers
droid.with.googly.eyes  [author] 11 Nov, 2024 @ 12:23am 
Unrelated to this mod. This is just triggers, nothing more.

What you want is to add more clothes to the asset selectors.
Cicatrice 10 Nov, 2024 @ 2:33am 
Quick question - this mod seems to pick just the same clothes for jobs out of the many outfits. Is this correct or a problem my end? I would prefer a randomiser, but realise that is probably too much work!
droid.with.googly.eyes  [author] 8 Dec, 2023 @ 12:56am 
If you want detection for jobs etc. from those mods, yes.
UyTheo 7 Dec, 2023 @ 6:04pm 
Is the pd and bb compat mods still needed?
droid.with.googly.eyes  [author] 14 Feb, 2023 @ 6:45am 
It's literally 2 files in common/scripted_triggers:
ptp_aux_triggers.txt
ptp_scripted_triggers.txt

Aside from thumbnail and descriptor, of course.

Submods made by me have the naming pattern
common/scripted_triggers/ptp_aux_triggers_<name>.txt

I will suspect you have broken downloads unless you can show that there is a naming conflict.
Winter 13 Feb, 2023 @ 8:53pm 
Just ran Ariphaos Patch with Trigger core & a few sub-mods in Irony & for some reason the trigger mods seems to be messing with a lot of other files not related to scripted triggers which is really strange. Might wanna check that out.
droid.with.googly.eyes  [author] 4 Dec, 2022 @ 3:25am 
Yes.

It doesn't seem like any detected vanilla jobs/civics got removed or renamed in my testing.

Do let me know if there is an issue though.
joakim.westergaard 3 Dec, 2022 @ 11:46pm 
Does this (and sub mods) work with 3.6?
Air1sam 28 Sep, 2022 @ 12:37pm 
Thought it was usable with iron-man prior to the recent update, my bad.
droid.with.googly.eyes  [author] 28 Sep, 2022 @ 7:18am 
I'm quite sure it has always changed the checksum.
Air1sam 28 Sep, 2022 @ 6:40am 
This mod as of the new update changes the checksum
droid.with.googly.eyes  [author] 18 Dec, 2021 @ 9:40pm 
As this mod doesn't do anything by itself, I suspect your crash results from a conflict or incomplete download of a mod that depends on it (though I only know of 1 at the time of writing this). Disabling this mod merely cripples others that depend on it.

I suggest checking the workshop and ordering your subscribed mods by date updated, and unsubscribing/resubscribing those mods that updated between when your game was last working and when you started seeing crashes, they should be the most likely culprits if the cause was a incomplete download. Make sure the files got deleted when unsubscribing before resubscribing.

Other than that I think I would have to see your playset.
Shadow1474 18 Dec, 2021 @ 9:23pm 
@droid.with.googly.eyes - I have a very heavily modded game, so it could be a plethora of things honestly but I definitely never crashed at start before. Following the recommended load order didn't help though, it just insta-crashes when I get into the world still.
droid.with.googly.eyes  [author] 18 Dec, 2021 @ 8:23pm 
Crashing is puzzling since these are just scripted triggers. At most there would be complaints in error.log about inappropriate scope usage if misused (in an asset selector, at least). They would also have to be used by something in the first place.

I would also have to know more about your playset to comment further. Or whether you are trying to make a portrait mod with this trigger pack.
Shadow1474 18 Dec, 2021 @ 8:05pm 
@droid.with.googly.eyes - Thanks for all the information. Originally, I had all of them near the top including the patches for this mod but I was crashing in-game and that stopped when I disabled the mod so I was wondering if it was just a load issue.
droid.with.googly.eyes  [author] 18 Dec, 2021 @ 8:00pm 
The trigger pack is nothing but scripted triggers with (hopefully) unique filenames so they shouldn't overwrite anything. Technically, they can go anywhere as long as the submods are below the main mod.

However, for organisation, I recommend placing them just above your portrait mods. I suppose I might have to rename these mods if modders find a use for the triggers outside of portrait mods. :)

The Merger of Rules goes at the bottom as usual. The trigger pack (or a mod using them) makes use of triggers that may be altered by the Merger.

The Merger adds a large number of modded authorities to authority checks. For example, a portrait modder can simply use is_megacorp to detect megacorp authorities. Without other mods, it will just detect the vanilla megacorp. With the Merger, it will detect megacorp authorities from many different mods with no additional work from the portrait modder.
Shadow1474 18 Dec, 2021 @ 1:42pm 
What is the load order supposed to be? I would assume the core goes near the top and the other patches near the bottom, but should the associated patches be loaded before or after The Merger of Rules?
事不过三兄ToumanRin 14 Dec, 2021 @ 10:21pm 
oh,thanks
droid.with.googly.eyes  [author] 14 Dec, 2021 @ 10:17pm 
If Google Translate is correct, this is a question about what the mod actually does. No guarantee whether this will be readable when translated back.

This mod contains scripted triggers for portrait modders to use in their asset selectors (or other places than can have scripted triggers) to detect jobs and other things, with submods handling detection of things from the relevant mods.

This makes things easier for portrait modders as they can support jobs from mods just by using the triggers in this pack.

It also makes things easier for users as they can simply include a submod in their playset (and the Core, of course) to have portrait mods also cover jobs from a mod, or ask for a submod to be made if one doesn't exist.

As long as I am contacted about desired stubs in the Core, anyone can write their own submod to enable job/civic support for a particular mod, as the triggers themselves are fairly simple.
事不过三兄ToumanRin 14 Dec, 2021 @ 9:41pm 
所以这个mod是做什么的?