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Have you looked at the Changelog ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498553777
Can you enable debugtooltips and check the ID of the event?
Have you made sure you have the newest version?
Works fine, either DM or in our channel in the stellaris modding den if you're in it.
I can send an old version in a zip file over discord.
It has been updated to 4.0 now
hopefully you can get it fixed when you update the mod to 4.0
(thankfully its not bothersome, setting the specific event to toast and to not auto pause makes it never show up besides having to load toasts constantly)
This mod hasn't been updated for 4.0 yet.
That or make Russian Localization.
Unfortunately there are no Russian localization for this mod.
What language are you using?
There's an intro event that explains that unhappy pops will be more likely to join the insurgency, though I do admit a one-time event is probably not enough.
In any case, you can beat the insurgency by making everyone leave the insurgent faction (Requires all of your pops to be quite happy) or by Waiting until the mid-game where your empire will Split in two and you can choose to become the insurgency
It should be fixed now, although if not, try firing the event HMO_fix.4 with the console.
If it is not fixed automatically or with the help of the event, and you have unsubscribed/resubscribed to the mod to force it to update, please tell me.
Unvaulted will now continue the situation if you get a world of your ideal climate.
@House, J.D
I tried testing this, but the buildings and blockers spawned each time. Do you have other mods activated, or do you use spiritualist-specific civics that may change buildings at game start?
In what way does it break?
One thing of note, for unvaulted, if you never scan a world with your ideal climate type (no guaranteed habitables, for example), the situation never progresses. Even if you end up having a world with your ideal climate afterwards. I added having climate restoration as an alternative trigger.
I'm done with that save file though anyway, I look forward to making my way back to the origin though at some point! No more downgrading my planetary garrison and then getting wrecked by an unexpected 3,000 strength zombie wave.
That is not intended. I have fixed it so it shouldn't happen in any further playthroughs with the origin, though for your current save you'll have to fire the event HMO_fix.3 with the console to fix it.
Also, I'm glad you liked it! After The Apocalypse was by far the most time-consuming of them all to make.
@Dwado
I've added it to the list of bugs. Will fix when I get time.