Stellaris

Stellaris

Xtra Traditions
40 Comments
Drock 29 Jun @ 7:53am 
This is a great mod! There is a bug with the consumerism tradition though. The artificer jobs it creates are unworkable and not the same as the vanilla jobs.
Aethrophaesic 18 May @ 1:06pm 
@riskin they are, just check the desc
riskin 18 May @ 7:18am 
pls update :)
Little Tee 11 May @ 5:27am 
So you said in the description that you're currently updating this mod. Do you have plans to make the tradition swaps for Gestalt and Megacorps as part of this update? Or will that probably come later?
gableHETA 8 May @ 7:37am 
Thank you for working on the update for 4.0. Love this mod
Fix 7 May @ 8:17am 
pls, save version mod for 3.14
countlessCritters 6 May @ 3:36pm 
don't know if it said this before you asked, but the top of the description now says they're working on an update
Voidlord 6 May @ 10:06am 
I hope they do, its such a nice mod
hamzanuseibeh 6 May @ 5:47am 
are you gonna update this for 4.0?
Kirksko  [author] 25 Apr @ 4:22pm 
Hi @Oliveira, thank you for raising this issue, and for providing an example from your error log. I've looked into it, and the issue was being caused by the checking script for which planets are eligible to spawn a hyperspace courier fleet (from the hyperlane express tradition); the script was trying to get the owner scope of uninhabited planets that actually had no owner, so was throwing an error each time it did this. I have updated the mod just now to fix this!
Oliveira 24 Apr @ 4:12pm 
Hey Kirksko, I'm using your mod and I had some CTDs during my playthrough. Most of the errors had to do with Script Errors. The problem is so big that it generated a 600mb error log. It took 2h with the log collecting the same error and finally CTDs.

An example of the error:

[02:02:58][trigger_impl.cpp:1200]: Script Error: Invalid context switch [owner] from Amor Alveo [planet], file: events/xt_events.txt line: 1256, Scope:
type=planet
id=1606
opener_id=4294967295
random={ 0 3549500395 }
random_allowed=yes
Bane 16 Apr @ 2:32pm 
Really good work, especially with the choosen tech icons for the traditions and their tweaking. The consistency is very nice!
UwUboros 14 Apr @ 2:41pm 
I love this mod from a roleplay perspective. Definitely going to include this in my next playthough as a hyper-specialist empire. (Perhaps healthcare & agriculture when biogenesis comes out)
Voidlord 13 Apr @ 5:42am 
Oh I do love Mods that add extra traditions. And these seem to be pretty nice.
Kirksko  [author] 13 Apr @ 3:08am 
@ColdSpaCe7 The load order shouldn't matter, you can just put it anywhere in the list :)
MightyThor769 13 Apr @ 2:42am 
load order?
Kirksko  [author] 12 Apr @ 3:25pm 
@Dog H2O Yes, it should be 100% compatible with those mods
Dog H2O 12 Apr @ 12:53pm 
is this Giga-structures and UI overhaul compatible?
greatswizard 12 Apr @ 2:58am 
hell yeah. mods that add new traditions are pretty rare. So I'll take what I can
hamzanuseibeh 10 Apr @ 2:29pm 
thanks!
Kirksko  [author] 10 Apr @ 1:52pm 
@hamzanuseibeh Glad to hear you like it! I'll definitely be looking at updating this mod shortly after 4.0 is released.
hamzanuseibeh 10 Apr @ 8:23am 
i really love this mod, could you update it for 4.0
Anton Rabe 10 Apr @ 1:05am 
I love it! I love propaganda!
Eyleus 9 Apr @ 5:59pm 
Flavour text is on point - subscribed!
Mudsnooter 9 Apr @ 3:26am 
Very cool mod, totally adding this to my next playthrough.
christophe.poth 9 Apr @ 2:45am 
Thanks Kirksko !:steamhappy:
Walt The Why 8 Apr @ 4:05pm 
PEAK
Kirksko  [author] 8 Apr @ 2:22pm 
@countlessCritters Thank you for your kind words and support!
Kirksko  [author] 8 Apr @ 2:18pm 
@christophe.poth Hi! Yes, this mod should be fully compatible with all other tradition mods. The only issues that may arise during gameplay could possibly be if other mods alter the vanilla entry for a very specific part of the Medical Worker and Generator District economic categories, but this would be very unlikely. If you identify any issues with Xtra Traditions and any other tradition mod, feel free to let me know and I can look into it :)
christophe.poth 8 Apr @ 2:05pm 
Hi Kirksko  ,

First thanks for your mod , seems very interesting and creative imo.
Second is it compatible with others traditions mods ?

Anyways thanks for your answer and making this mod.

Best regards .
countlessCritters 8 Apr @ 9:27am 
Just from the screenshots, this may be my favorite traditions mod so far. Everything seems so much more interesting than the basic stat changes a lot of other tradition mods I've seen go for!
Kirksko  [author] 8 Apr @ 8:28am 
@卡尔文迪斯梅特 Thank you for translating my mod into Simple Chinese! I will add credits and a link in the description to your translation mod.
Kirksko  [author] 8 Apr @ 8:25am 
@Sylar1189 Loading an old save game with this mod will allow you to use the traditions, however some specific traditions which required tracking of certain stats (e.g, how many relics you gained or lost, how many commercial pacts you formed or broke) may not work as intended, as the only way to check these is via hidden events. Most stats used in this mod can be tracked using existing paradox code however, so only a small number of tradition features might behave weirdly if you load a pre-existing save.
Kirksko  [author] 8 Apr @ 8:21am 
@SaraDeep Russian translation has been added now. AI was used to quickly create it, so if there are errors or issues, please let me know.
Sylar1189 8 Apr @ 6:14am 
If you load an old saved game with the mod, is there anyway of getting the traditions? Or you have to begin a new game?
SaraDeep 8 Apr @ 3:35am 
have u got russian translation of this mode?
Emperor Lowa 8 Apr @ 12:01am 
I gotta be honest holoreel airdrops sounds like something my fanatic. xenophile militarist empire WOULD do. I mean that is like the first time i have seen something like that in stellaris. its kinda funny in its own right, and something that happens in real life but still.

aside from that rambling i have to say that these traditions are very creative and neat will use in my pre-4.0 playthrough, and look forward to any new trees following 4.0.
Kirksko  [author] 7 Apr @ 11:48am 
@Drakelord138 Yeah I can definitely revisit those ones and update them for 4.0, although Xtra Traditions might be the first priority.
Drakelord138 7 Apr @ 11:07am 
any chance of your older mods getting updated once 4.0 comes out?