Stellaris

Stellaris

Obsessions
39 Comments
wancar 19 May @ 5:59pm 
Reporting to @rayshaun

Errors occuring in 'origin' & 'event' mods since 4.0 update and simultaneous biological DLC.

I tested this one using my all-DLCs build and this single mod in my modlist.
- I confirmed 5 empty pop-up's appear on the second day, no indication as to what triggers them.

Testing other event mods 1 single panel is triggered, or > 10, or in between. But modders are finding solutions to update and leave them in working order.

I hope @rayshaun is ok and can come back one day to fix it for it's many subscribers.
m4u1nh0 16 Jul, 2024 @ 8:51am 
is this still working?
ranma100 8 Feb, 2024 @ 6:08pm 
Seems to work OK with 3.10
ZacharyBuilder 1 Jan, 2024 @ 1:17am 
3.10?
LegitGamer1017 16 Dec, 2023 @ 8:36pm 
Does this mod still work alright with 3.10.* update?
TarTrapped 30 Oct, 2023 @ 9:15am 
Appears to still work as of 3.9, to all those wondering.
Timrath 24 Oct, 2023 @ 3:41am 
3.9?
LegitGamer1017 13 Oct, 2023 @ 2:15pm 
Does this mod still work alright with 3.9 update?
ZacharyBuilder 29 Sep, 2023 @ 5:04pm 
3.9?
joakim.westergaard 14 Sep, 2023 @ 8:27pm 
Does this work with 3.9?
joakim.westergaard 3 Jun, 2023 @ 12:28pm 
Just wanted to bring to your attention that the leader trait checks should propebly be updated to fit to the tiered trait system, e.g. "has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_psionics }" in stead of "has_trait = leader_trait_expertise_psionics"
Lordlony 11 May, 2023 @ 1:58am 
I know your mod already has global flag but apparently the new `meta` is a scripted trigger, so just in case you consider implementing it.

obsessions_mod_installed = { always = yes }

:Blessing:
Grateful for the update look forward to see what comes next.
rayshaun  [author] 10 May, 2023 @ 8:10pm 
Updated. The only bit that had to change were the leader traits since leader_skill_levels got changed to species_leader_exp_gain

Would love to incorporate some of the new leadership changes from the release, but am going to wait on that.
thijn7835 10 May, 2023 @ 11:02am 
will this get updated?
LAJ-47FC9 7 Apr, 2023 @ 9:56pm 
Oh, I love the looks of this one. Very much looking forward to trying it out. Particularly enjoy the idea of Obsessions. Little bit of control over what they can become obsessed with... oooohoohoohoo, the roleplaying potential is immense.
Wladislaw 4 Apr, 2023 @ 1:44pm 
Thanks!
rayshaun  [author] 4 Apr, 2023 @ 11:41am 
Re:Wladislaw. Should be fixed. (All I did was update the supported version to 3.7.* instead of 3.7.2 specifically.)
Wladislaw 4 Apr, 2023 @ 4:42am 
Are there any issues running this mod in 3.7.4? The launcher displays the warning sign. I'm considering a new game with loads of event mods. :)
Zero 1 Apr, 2023 @ 4:24pm 
Thanks. It ended up being a conflict between two other mods and was a nightmare to fix :)
rayshaun  [author] 30 Mar, 2023 @ 8:33am 
Re:Zero No, that doesn't appear to be from this mod. The main war that it can start would usually be called "Obsession War". There is also one event chain that can trigger the War in Heaven if you aren't careful...
Zero 27 Mar, 2023 @ 12:48pm 
Cause an event which causes "The Imperial Civil War" or consequences from failing mandates?
Here is a video of what's happening:
https://youtu.be/VF6YH5aRT9c
Zero 26 Mar, 2023 @ 8:13pm 
Does anything here cause an event called regroup which causes "The Imperial Civil War?"
rayshaun  [author] 17 Mar, 2023 @ 8:55am 
Yes, works with 3.7
joakim.westergaard 17 Mar, 2023 @ 12:52am 
Will this work with 3.7?
rayshaun  [author] 14 Feb, 2023 @ 11:32am 
From Changelog:
-Halved the spawn rate of the minor anomalies. (Major obsession spawn rate remains the same since those only spawn on habitable planets and are rarer anyways.)
-Added the first mid-game obsession. If the game didn't get a major obsession before the midgame pulse and you have an idle scientist, there is a chance for a non-anomaly based obsession to spawn.
rayshaun  [author] 10 Feb, 2023 @ 3:02pm 
Copying from changelog:
-Reinstated the Missing obsessed Scientist endings after fixing country creation and fleshing out the scenario quite a bit.
-Added a prompt to let users re-hire their obsessed scientist if they fire them as a not-so-subtle hint that firing them just because they picked up an Obsession is the wrong thing to do.
-Added a new possible ending to the Alpine Obsession for certain types of empires
-Fixed an issue with the end of the Savannah obsession where your leaders would end up with a different species id than your pops (which means they would never pick up future modification traits).
Taylor 8 Feb, 2023 @ 5:38pm 
Thank you for the quick reply and quick!
rayshaun  [author] 8 Feb, 2023 @ 12:43pm 
@Taylor: I fixed the 200 credit thing and disabled to fired scientist country until I can playtest it more thoroughly. (If the country has already been created in a save it probably has to be fixed by calling "own" in the console.)

Also, Rocko is just a rock.
rayshaun  [author] 8 Feb, 2023 @ 11:23am 
@Taylor: Thanks for the bug report. Yes, I found the bug on the 200 credit thing. I'll fix it later today. I'll have to look at the fired scientist empire to see if something's wrong with it. Hopefully fix that later today, too.
Taylor 8 Feb, 2023 @ 11:07am 
Great mod so far! But have come across two problems (I think they are from this mod).
First one involves finding a ship that looks like its from your empire (Rocko it's called, or something like that?), you get the option to spend 200 credits to get the ship. But it checks to make sure you have equal to 200 credits, rather equal to or greater.

Second issue. A scientist became obsessed so I fired him. He came back and claimed one of my systems for himself (I think). It shows as an independent system but I can't contact them, can't attack them, and nothing seems to be happening. Is that right?
rayshaun  [author] 8 Feb, 2023 @ 10:55am 
@ranma100: yes, probably.
ranma100 8 Feb, 2023 @ 8:47am 
I had a couple of anomolies where I was told I sent a social scientist to research a physics problem and failed. Are those yours?
rayshaun  [author] 7 Feb, 2023 @ 2:22pm 
Copying from changelog: Added a situation to deal with an obsessed scientist that is close to a breakdown.

Also made it easier to actually get to a breakdown since they aren't an immediate failure anymore (unless you do something unrecoverable to the scientist).

Compatible with saved games, though if you have an already obsessed scientist you won't hit the new situation as soon, since they won't have started with an obsession level as high as the new code.
Joker 6 Feb, 2023 @ 6:45pm 
Looks very interesting!
rayshaun  [author] 6 Feb, 2023 @ 2:26pm 
It does not require a new game, but all of the events are spawned through anomalies, so if everything is already surveyed you won't get any of them.

If you want a taste, try "add_anomaly obsessions_mod_category_savannah_1" (preferably on a Savannah world, but any habitable planet is fine) and investigate it with a lower level scientist.
Cpl.geckell 6 Feb, 2023 @ 8:47am 
Does this require a new game or can I load the events in mid-game or with a command?
ranma100 5 Feb, 2023 @ 3:07pm 
This sounds interesting.