Stellaris

Stellaris

Movable Parade Modifiers
28 Comments
Cephalon Sithalo  [author] 11 May @ 1:53pm 
There are new parades?
Ya the new ones wont work for it yet if there are. I had no idea if there are.

I would think it would work.
victoriousdread07 (private) 10 May @ 10:29am 
is this mod safe for 4.0? I would assume any parades that were added by the new dlc would still need to be incorporated, but everything else should be fine, right?
Cephalon Sithalo  [author] 20 Nov, 2023 @ 11:38am 
Yeah they broke empire modifiers and portraits for another of my mod with the update. Idk why they decided to change the names of the empire modifiers.

That said, if something doesnt work as it should by all means let me know. Its always possible they could change it and it will need to be fixed in the mod to check for the right thing. Its just an unlikely change but you never know with them lol.
KampfTomate007 20 Nov, 2023 @ 10:58am 
That's great to hear, although knowing paradox they aren't exactly unlikely to break stuff, lol.

I'll check if it works once i reached midgame and will try to remember to report back.
Cephalon Sithalo  [author] 20 Nov, 2023 @ 9:59am 
Thats a nice feature but it depends on how they doit. Unless they really messed something up for no reason again.

This mod only allows you to pack up the item after it has been established on a planet. And none of the projects it triggers are vanilla.

So unless they went out of their way to rename the modifiers then this should still work completely as is.
KampfTomate007 20 Nov, 2023 @ 5:13am 
Does this still work in 3.10?
Afaik the patchnotes stated that you can change which world gets the modifier while the parade is still ongoing, so i suspect this might need a patch.
Cephalon Sithalo  [author] 8 Oct, 2023 @ 10:29pm 
In the description it states you can't move it without stabilizing it first.
But I guess I didn't clarify that it does not start the chain up again. Once it's stabilized it is safe to move to and from as much as you want.

Personally, I'd like to add events that happen in between while packing or unpacking but I just wanted to get the mod out. It was an idea I had for a long time and I didn't want to make something super complex or with dozens of course events at the time. I still don't want to but I'd like to add events one day :LotusFlower:
CMDR_Kai 8 Oct, 2023 @ 9:06pm 
How does this interact with the Horrific Inverse Moss modifier that you get from defeating the Dimensional Horror?
Cephalon Sithalo  [author] 20 Sep, 2023 @ 8:57pm 
It's ok that is strange but glad you got it sorted whatever it was exactly :LotusFlower:
Noire 20 Sep, 2023 @ 7:55pm 
yeah I just used a command to instant finish the situations and it worked just fine. Guess that was something not related to this mod, sorry about that
Cephalon Sithalo  [author] 20 Sep, 2023 @ 5:59pm 
There's no decision to unpack the scavenger bot part though and you've checked all your planets?

If not, you can use the console command effect add_modifier = { modifier = scavenger_trophy days = -1 } to place the modifier on a planet.

I would prefer you place it on the planet it came from originally and attempt to move it again to where you wanted to move it too originally to see if the same thing happens or not
Noire 20 Sep, 2023 @ 4:12pm 
I unpacked the ether dragon modifier and it worked fine, kinda strange
Cephalon Sithalo  [author] 20 Sep, 2023 @ 2:45pm 
Update me with any new info when you can please and thank you :LotusFlower:
Cephalon Sithalo  [author] 20 Sep, 2023 @ 10:25am 
Maybe but there really shouldnt be any mod conflicts.
The only conflicts I could think of would be if they:
A-Changed the coded name of the modifier for whatever reason. But if they did that then you could not export it anyway because its looking for the vanilla code name.
B-Had their own movable parade situation that just so happend to be called the exact same as mine in which case the modifier should still get applied as long as one of the situations worked as they are supposed too.

Really weird. Are you still able to get the decision to unpack it anyplace?
Noire 20 Sep, 2023 @ 8:53am 
maybe it's a mod conflict on my side
Noire 20 Sep, 2023 @ 8:30am 
no, it just disappeared
Cephalon Sithalo  [author] 20 Sep, 2023 @ 8:17am 
Hmm, can you find it placed anywhere else in your empire?
Noire 20 Sep, 2023 @ 8:11am 
the scavenger bot one
Cephalon Sithalo  [author] 20 Sep, 2023 @ 7:52am 
Which modifier are you having trouble with? Ive just tested and on my end every modifier worked as intended.
Cephalon Sithalo  [author] 20 Sep, 2023 @ 6:12am 
Thank you for letting me know, I'll look into it :LotusFlower:
Noire 20 Sep, 2023 @ 1:49am 
seems broken in 3.9, the moved modifier doesn't appear on the new planet after the situation finishes
Cephalon Sithalo  [author] 2 Aug, 2023 @ 5:07am 
@Noire Sorry, I started working on it a couple months ago or so but lost my drive. But I randomly got my drive back and wanted to finish it and thankfully I had already finished a fairly decent base:LotusFlower:
Noire 2 Aug, 2023 @ 2:39am 
oh god this mod came too late but it actually exists so I won't complain
Azhrei_ 3 Jul, 2023 @ 3:37pm 
@LJMiranda
That is correct for all of them except for the inverse mass, which, as stated above, must be stabilized first.
ArcaneGamer 3 Jul, 2023 @ 12:51am 
should be in the main game but isnt
LJMiranda 2 Jul, 2023 @ 9:02pm 
So we have to finish the parade before moving them?
borsk 2 Jul, 2023 @ 9:19am 
Finally, I don't have to resettle half of pops pops just to prevent them from holding the scavenger parade on the planet with 1000 livestock. Thank you for making this!
Mr_Perlimpinpin 30 Jun, 2023 @ 3:00am 
works like a charm!