Stellaris

Stellaris

Extended Humanoids
29 Comments
mute  [author] 18 May @ 6:15pm 
As mentioned on my other Extended Species Mods, I am discontinuing the individual mods in favor of a (built from the ground up) merger: Galactic Diversity

Not all mods have been integrated yet, and some features maybe never will, but this is the place where, if anything, everything will be from now on.
So long
Ciaphas Cain 19 Oct, 2024 @ 10:07am 
PLEASE update :(
Mandalore the Indomitable 2 Mar, 2024 @ 2:05pm 
Maybe someday we will see an update
ЛюбительЧая 13 Sep, 2023 @ 8:31am 
please, patch for 3.9
Simbach Vazo 14 May, 2023 @ 9:20am 
Seeing "Pretentious" and "Cowards" as the first traits for a humanoid pack, very funny and on brand for us.
mute  [author] 9 May, 2023 @ 11:23am 
Updated for 3.8; Pretentious and Gifted have been reworked.
More changes and an updated changelist coming soon.
Angelic Burrito 15 Mar, 2023 @ 4:36am 
Lol. Shows me right for only reading the description and not just trying a cool mod out.
mute  [author] 15 Mar, 2023 @ 4:14am 
Funny you should mention that, Skilled has actually already been removed for a while now. I just haven't updated the description to reflect that change. Gifted has also gained the effect of Skilled.

But I'll be revisiting this mod (hopefully soon) to finally add its two origins, at that point I'll also be updating everything else.
Angelic Burrito 15 Mar, 2023 @ 2:04am 
I really think Skilled should be removed and Gifted's cost be lowered to 2. Paying an extra trait point just for a coin-flip chance for new leaders to be temporarily better is very underwhelming, imo.
Grunt4life 11 Feb, 2023 @ 11:35pm 
This mod deserves more likes amazing work bro thank you:steamthumbsup:
Pietas 3 Jan, 2023 @ 8:31am 
imho Stargazers is really weak for 2 points. The rest of the traits are pretty appropriate, imho.
mute  [author] 12 Aug, 2022 @ 10:33am 
Updated, Namelists returned!
mute  [author] 31 Jul, 2022 @ 3:40am 
None of these traits are portrait-locked so that is perfectly normal
magna deus mortem 22 Jul, 2022 @ 6:19pm 
Are these supposed to be loaded in a specific order? My humanoid traits are in all my other species as well.
MidnightCoffee 20 Jul, 2022 @ 3:14pm 
Would you be able to elaborate on what 'gifted' does? Not quite sure what "Stats equal to a level up" implies. Are the leaders simply better in some way the higher the level, more than usual?
mute  [author] 21 Jun, 2022 @ 2:58am 
They are broken and have been removed temporarily. I just haven't gotten around to looking into it yet. They'll be back eventually though
Trashiest Possum 21 Jun, 2022 @ 12:02am 
Has the new update caused the new humanoid namelists to not show up?
𝓒𝔂𝓹𝓱𝓮𝓻 4 Jun, 2022 @ 11:10am 
any chance this includes names for NSC ships?
mute  [author] 27 Apr, 2022 @ 3:32am 
There actually isn't anything related to the DLC in here, so it's basically just "humanoids flavoured" traits. Same goes for my other mods as well, they're just inspired by the various DLCs and will work without them.
Keulron 26 Apr, 2022 @ 9:16pm 
Will this require the humanoids species pack, or can I install with just the default humanoids?
mute  [author] 16 Apr, 2022 @ 3:06am 
Afaik 0 cost traits don't actually cost trait points, but that's not the issue I have. I generally like the idea, I think it works great for Lithoids. "If everyone is special, noone is". I prefer how vanilla deals with the aquatics and necrophages trait, I just can't think of any effects that would be "mandatory" enough or distinctive enough for all the different biological species. If I had picked a mandatory trait for humanoids it'd probably have the effects of the Tinkerers or Stargazers trait. Letting players choose for themselves from a variety of "species-themed" traits just beats forcing my decision on them imo.

Now what I could totally do is increase the weights so randomly generated empires of a certain species always use a certain trait. That would still have a similar effect, wouldn't require overwriting vanilla, doesn't clutter the game with repetitive traits and still lets players pick for themselves.
Willi Sänger 15 Apr, 2022 @ 5:07pm 
@Cheato1: Exactly!
Cheato1 15 Apr, 2022 @ 3:52am 
Mute with regards to mandatory species trait you could have a 0 cost trait people could use and have a mod that adds a single extra trait pick seperate for those that wish to use it. That would allow it to be free but shouldnt mess with most vanilla files without the player choosing to do so.
Krahe 11 Apr, 2022 @ 12:57am 
Naet stuff. Think you need to add links listing all extended, since you already made 2 and likely will do more
Chaddeus 9 Apr, 2022 @ 10:39pm 
Finally! space dwarves fullly realized!
Willi Sänger 9 Apr, 2022 @ 12:17pm 
imho, I think this is on the contrary would improve the RP, however, if you do not see how to make them logical or profitable better not to do at all, on the other hand it could be a separate mod.
mute  [author] 9 Apr, 2022 @ 12:03pm 
Actually wanted to do something like that with the Extended Plantoids mod but ultimately decided against it simply because A. I'd have to overwrite Vanilla files for that, which is something i specifically don't want to do with these mods and B. It restricts roleplaying (at least according to some people). Not going to do that unless i see a clear logic behind it or a benefit to it. Which - at least for all the existing species - i don't.

Now on the other hand, if i was going to do my own Species Pack...
Willi Sänger 9 Apr, 2022 @ 11:40am 
What about adding a mandatory species trait, like the lithoids?