Stellaris

Stellaris

Enhanced Traits Revised - Outdated
38 Comments
lelkr 7 Oct, 2022 @ 8:18pm 
damn
Lordlony  [author] 28 Sep, 2022 @ 10:00am 
I apologise, but no I made no changes to the ethics or pop attraction. This mod is basically dead to be honest, I don't currently have any plans to update it as it takes too much time. Also not sure I have the skill to make the required ethics changes.
Deviant 28 Sep, 2022 @ 9:17am 
But some of the vanilla traits add to the appeal of Ethics.
"Strong" and "Very strong" increase the attractiveness of militarism.
"Traditional" enhance the appeal of Spiritualism.
Etc.
Lordlony  [author] 28 Sep, 2022 @ 8:05am 
No these are almost all base off vanilla traits. The additional ones are mainly resource generation.
Deviant 28 Sep, 2022 @ 4:44am 
Do new traits affect attraction to a particular ethic?
Lordlony  [author] 9 Jun, 2022 @ 9:23am 
Not currently, but the ids apart from the completely new traits are just the original traits with numbers 1 to 4 at end i.e. trait_intelligent4 or trait_adaptive3. The newer traits follow similar naming trait_unintelligent[1-4] trait_happy[1-4].
treborlefou 8 Jun, 2022 @ 2:06pm 
Is there a trait id list anywhere? The one on the original mod is no longer available
Lordlony  [author] 23 May, 2022 @ 3:21pm 
Thank you I have fixed those two bugs you mentioned. Have not updated the version number though as I have not checked it against the current version of the game yet.
mrdnra 23 May, 2022 @ 3:17pm 
No worries, I've never really done modding at all before myself so I suppose if I ever did seriously consider modding myself, just knowing where to find all these files may well be an advantage. Thank you for creating this mod at all!
mrdnra 23 May, 2022 @ 3:14pm 
Also just noticed that "docile" is listed as costing 1 point rather than 3!
Lordlony  [author] 23 May, 2022 @ 3:14pm 
To be honest I have not played or worked on this mod much since the last update. I did intent on improving the AI a bit but seems rather daunting given how many traits there now are. From what I have observer though the AI do however seem to pick there traits randomly.
mrdnra 23 May, 2022 @ 3:09pm 
Sorry, I deleted my initial report to add the extra paragraph (steam needs to add an edit button to comments to add extra in rather than forcing deletion then re-entry). I've been able to edit it my end as I wanted to ensure it would still be selectable by randomly generated empires (not sure if it would work otherwise).
Lordlony  [author] 23 May, 2022 @ 3:08pm 
I may have included itself as an opposite I will check once I get round to updating this mod if I don't decide to abandon it. It should still however allow you to select it. If not let me know and I will try patch it.
mrdnra 23 May, 2022 @ 3:05pm 
I'm getting a bug when selecting the "overeating" trait, saying that overeating is incompatible with overeating! Have tested with just this mod loaded to ensure it wasn't a compatibility issue with other mods.

Having had a quick look at the file the opposite traits for overeating list all overeating traits, where obviously the first overeating trait shouldn't be listed!
Lordlony  [author] 10 May, 2022 @ 1:06pm 
In this version currently yes. They did not work well and I have not put a lot of effort into fixing them, as its a pain handling these ones as is.
Rakonat 9 May, 2022 @ 8:01am 
Were the Tactician and Strategist traits removed?
Lordlony  [author] 13 Apr, 2022 @ 6:36am 
@NaCI: Thanks for pointing that out, have updated the descriptions now. Thank you.
NaCl 9 Apr, 2022 @ 3:10am 
Also, The -Mineral traits for Robots have the wrong descriptions, And have the +Mineral description
NaCl 8 Apr, 2022 @ 2:49pm 
Minor error:

Worker/Slave +Happiness traits are given the wrong names,

The +20, +30, and +40, all share the names of the -20/30/40 respectively
rptumblrvallandor 21 Mar, 2022 @ 7:17pm 
Thank you @Lordlony. Much appreciated :)
Lordlony  [author] 21 Mar, 2022 @ 12:46pm 
That's because I appear to have deleted it, apologies. Fixed now.
rptumblrvallandor 21 Mar, 2022 @ 12:26pm 
Hello! Thanks for doing this mod. I just wanted to quickly check though, that when I had this mod activated, the Thrifty trait wasn't present. I turned it off, then I was able to see it again. Thank you!
Lordlony  [author] 21 Mar, 2022 @ 3:51am 
I have basically now checked and or overwritten all traits from the original enhanced traits mod. Additional opposites have been added to traits it makes sense to. I have also added some additional slave costs were appropriate. Will review those again at some point. As always let me know if you find any problems.
The Beatles 20 Mar, 2022 @ 7:33pm 
Thanks for this, good job. :steamhappy:
Lordlony  [author] 20 Mar, 2022 @ 6:44pm 
Once I have this smoothed out I will probably look at creating a separate mod to add in the traits I removed from the original. Assuming I can get them to work again.
Lordlony  [author] 20 Mar, 2022 @ 6:30pm 
Updated there hopefully not broken anything with that update. Main changes are around zombie and nerve stapled to make them more balanced.

@[6-6-6]little_cyclone: I would not want to add a droid version of nerve stapled as it would make the AI policies redundant also not sure how that would work in the event of an AI uprising.
Other than what I have now done which is to remove the ability to get free traits I.e. using nerve stapled and decadent for example. Never made sense to me how you could apply one trait to remove happiness then apply another that reduces it.

I was thinking possibly either remove the communal opposite or add in reduced slave housing as well as removing the leader skill -2 since they are not meant to be able to make leaders anyway.
Was also thinking about going through and adding in slave cost to traits slaves could typically be affected from such as docile and unruly.
little_cyclone 20 Mar, 2022 @ 3:17pm 
Opposite to nerve stapled?? You have my interest.. I was about to publish my own little mini mod with a robot/droid version of nerve stapled, am I too late? :)
Lordlony  [author] 20 Mar, 2022 @ 3:12pm 
Applied the relevant opposites to nerve stapled and the other traits. I don't think that was ever given a second look at after it was added into the game the :steamfacepalm: I will probably rework that at some point.
Lordlony  [author] 20 Mar, 2022 @ 1:08pm 
@Teckly: Thanks for pointing that out, I appear to have done it with a couple of them, fixed now, going to go through checking again, tidy everything up a little further as well :)

@[6-6-6]little_cyclone: Sorry was not my intention to delete the other version glad you are liking it.
little_cyclone 20 Mar, 2022 @ 10:15am 
got suddenly panicky this morning when all of a sudden I couldn't gene modify anything worthwhile ;) Glad this wasn't gone. Hoping to see more iterations in the future.
Teckly 20 Mar, 2022 @ 6:50am 
small thing for the fleeting traits
you placed for exemple fleeting 4 in the opposites fleeting 4
Lordlony  [author] 19 Mar, 2022 @ 11:55am 
Was incase you wanted it 🤷‍♂️
MrFunEGUY 19 Mar, 2022 @ 11:33am 
Uh, I don't really care, you didn't need to reupload anything for me. I just don't understand what's going on. Why are there now two? Why even upload the other one if you say it doesn't work? Very confused.
Lordlony  [author] 19 Mar, 2022 @ 4:31am 
Couple of fixes mainly to localisation and an icon. For chemist traits you also need tech first, so one of each volatile motes, exotic gases and rare crystals tech.
Lordlony  [author] 19 Mar, 2022 @ 1:58am 
Lordlony  [author] 19 Mar, 2022 @ 12:43am 
I deleted it by mistake will reupload if you like but there are still issues with it, more traits that don't do anything than I realized. Some of them I don't yet know how to fix.
MrFunEGUY 18 Mar, 2022 @ 8:21pm 
What happened to the other one?