Stellaris

Stellaris

More AI Personalities
1,265 Comments
cybrxkhan  [author] 15 Jun @ 9:05pm 
@alankraskow Thanks! Thankfully when I first made the mod, I designed it purposefully to not touch a lot of vanilla code so that maintaining it would be a lot easier if I ever didn't want to mod Stellaris much anymore
alankraskow 15 Jun @ 7:35pm 
@cybrxkhan thank you for maintaining this mod, especially that as you mentioned you don't have much interest in modding Stellaris. I appreciate this one even more now!
cybrxkhan  [author] 13 Jun @ 7:50pm 
@The Hat: Yeah it's been a while since this mod was first created.... Unfortunately these days i don't have much interest in modding Stellaris, so I just maintain/update it to new patches but haven't really added any new personalities in many years.
The Hat 13 Jun @ 7:46am 
Do you ever have any inspiration for adding new personalities?

I only ask because i've probably used this mod for almost a decade too heh :D. So thank you for keeping it updated, its very much appreciated, all the best.
cybrxkhan  [author] 14 May @ 8:14pm 
@倾海长城 If anyone wants to make a Chinese translation of my mod, they are more than free to :)
倾海长城 14 May @ 5:00am 
Has the author considered speaking this module in Chinese? I really want to give it a try.
cybrxkhan  [author] 13 May @ 8:40pm 
@Pyotr Yeah it's surreal it's been almost a decade, I think this is technically the game I've modded the longest in my life 👴
I haven't done much Stellaris modding in the past few years, but thankfully since this mod doesn't touch vanilla and is relatively light weight, it isn't as much a hassle to update :)
Pyotr 13 May @ 7:20pm 
I just installed Stellaris for the first time since 2017 and saw this mod automatically downloaded and was still being kept up to date. Just wanted to give props, it's incredible that you've kept it up all this time
cybrxkhan  [author] 7 May @ 2:22pm 
@Master Necro: Thanks!
Master Necro 7 May @ 12:48am 
GoaTed mod
cybrxkhan  [author] 6 May @ 9:20pm 
Mod has been updated to 4.0. Thanks all for your patience!
cybrxkhan  [author] 6 May @ 6:13pm 
@syraphim777 There's been some changes to the room textures. I'm checking later tonight if there are any other changes I need to adapt to
syraphim777 6 May @ 4:38am 
Simply number of version change. For launcher, and blondes like me - i must to know what is updated and be working and what is not.
cybrxkhan  [author] 5 May @ 10:12pm 
Just an update to everyone - quickly checked the files and doesn't look like I'll need to do much to update. Hopefully I can put out an update in a day or two. Thanks for your patience!
cybrxkhan  [author] 5 May @ 6:28pm 
This mod has not been updated to the newest patch yet. I'll check to see what changes I may need to do

@Ghost Fox: Thanks for the heads up about the room_textures file
Ghost Fox 5 May @ 3:29pm 
If nothing else, it needs an update to the room_textures file.
is this still compatible with all the new stuff?
cybrxkhan  [author] 18 Apr @ 10:22am 
@Teo,Skrn Thanks!
Teo,Skrn 17 Apr @ 3:06pm 
Awesome! Then I think this is 100% THE stellaris mod that I'll never not play with! And the one I'll always wonder why it's not base game. Keep up the great work! :smilechillet:
cybrxkhan  [author] 16 Apr @ 10:00pm 
@Teo,Skrn No, this mod doesn't have any impact on that. I don't make any changes to civics/origins or any events, etc. associated with them.
Teo,Skrn 16 Apr @ 11:08am 
Question: does this mod interfere in some way with special interactions like two determined exterminators or rogue servitors meeting and interacting, fanatic purifiers interacting with their own species in other empires or with the "original" empire from the lost colony origin?
Mr. Newb McMuffin 17 Jan @ 11:45pm 
Fantastic mod. I hope someone makes a compatability patch for Stellaris Evolved someday
tyvm for updating this fantastic mod friend
ParadoxicalOutcome 15 Jan @ 2:26am 
@cyberxkhan Nah, no need to worry, it's no big deal. I can figure it out from the files, just wanted to ask and make sure there wasn't anything I was missing. Maybe I'll even end up making an updated list myself, though that's a huge maybe.
cybrxkhan  [author] 14 Jan @ 6:29pm 
@ParadoxicalOutcome Sorry, don't have anything more up to date, I've just been lazy updating the file lol
Let me know if there's anything specific you want to know about.
ParadoxicalOutcome 14 Jan @ 5:39am 
Is there more recent documentation on what the new AI personalities do and which empires can get them? The one in the description seems to have last updated on 2019 and so I assume is massively out of date (It still calls Mechanist a civic!).
cybrxkhan  [author] 10 Jan @ 6:24pm 
@perl Thanks!
perl 10 Jan @ 4:22pm 
One of my favorite mods :)
HYPERS 27 Dec, 2024 @ 11:55am 
Thank you for keeping the mod updated
cybrxkhan  [author] 21 Dec, 2024 @ 10:44am 
@Antrammer Thanks! Thankfully when I first created the mod I designed it to be such a way that it could be quickly updated without needing much work relatively speaking, so even though I don't mod Stellaris much anymore I can still maintain these mods without much a problem.
Antrammer 21 Dec, 2024 @ 9:07am 
Everyone always screams in the comments of dead mods for an update... But very few people appreciate it in when someone goes through all the effort to keep a mod up to date, great job by the way!
cybrxkhan  [author] 6 Dec, 2024 @ 5:48pm 
@Jason Bean: This mod doesn't touch anything related to megastructure build limit or building navies. Do those issues happen when you're running only this mod and no other mods, not even minor little mods? It sounds like it might be some kind of odd incompatibility issue.
Anton Rabe 24 Nov, 2024 @ 12:05am 
Oh, it turns out I can't make unique phrases for personalitys about Diplomatic Pacts like emigration or commercial pact
Anton Rabe 23 Nov, 2024 @ 11:40pm 
It finally works! Thanks you!
Anton Rabe 23 Nov, 2024 @ 11:07pm 
Okay, thanks to you
cybrxkhan  [author] 23 Nov, 2024 @ 10:58pm 
@Anton Rabe: It's also possible the code isn't working due to simple errors. For instance, check to see if your folders and files are named correctly, and if you put the folders in the right place (i.e. for instance make sure the text is actually in the localisation folder).
Also, I would advise to try removing all requirements and modifiers on the personalities to test whether the issue is due to the requirements/modifiers or not, if the personalities start appearing, then you'll know it has to do with the restrictions or modifiers maybe being too restrictive.
Anton Rabe 23 Nov, 2024 @ 10:42pm 
The problem is that this is the first time I work with something like this, so I don't know where I can make a mistake or forget something.
And about the spawn chance... I set it to 100,000 and nothing happened
I set the standard chance, with modifiers and the same thing
cybrxkhan  [author] 23 Nov, 2024 @ 5:35pm 
@Anton Rabe: If they're not appearing, assuming you coded everything correctly (though make sure you carefully check that too), it might be due to having low chances to appear. You may want to increase the chances they appear and/or remove some restrictions.
Anton Rabe 23 Nov, 2024 @ 8:20am 
I wanted to make mod like yuor for Evolved but
But no matter what I do, my personalities don't spawn, only vanilla ones.
Now I understand why there are no mods like yours, it's very difficult
cybrxkhan  [author] 18 Nov, 2024 @ 9:09pm 
@Misterwheatley #fixtf2

That tends to happen if there's a background room texture mod running, does the issue happen when you're running *only* this mod and no other mods, not even minor cosmetic mods?
Misterwheatley #Maintaintf2 18 Nov, 2024 @ 8:21pm 
uh, some of the room textures seem to not be linking or working. I assume the blank black space isn't intentional...
cybrxkhan  [author] 18 Nov, 2024 @ 6:58pm 
@Sparble I see what you mean! I have done something similar for my CK3 mods, so I can make a note to do that for MAP when I find time. Thanks for the suggestion!

@save the meek: Yes, there are some effects to their attitudes towards other groups, and what weapons/defenses they prefer in ships, since these are influenced by the personality like in vanilla. I don't think it affects the general AI, but it does seem to influence it a bit
willow 17 Nov, 2024 @ 1:49pm 
do the different personalities affect things like attitude/ship designs?
Sparble 17 Nov, 2024 @ 11:21am 
@cybrxkhan just a new file in /common/scripted_triggers/ called something like more_ai_personalities_compat_triggers.txt, containing a single trigger like
'has_more_ai_personalities = { always = yes }'

and best would be something like
'has_personality_hopeless_pessimists = { has_ai_personality = hopeless_pessimists }'
maybe for the other personalities as well, only if you have the time for that though.

that would be all, really
I appreciate it!
cybrxkhan  [author] 17 Nov, 2024 @ 10:22am 
@Sparble What would I need to add for compatibility? (As long as it doesn't require me touching vanilla code)
Sparble 17 Nov, 2024 @ 8:26am 
hey, would it be possible to add a scripted compat trigger to the mod? I'd love to add dedicated support for hyperconstructs for the hopeless pessimist personality :D
cybrxkhan  [author] 13 Nov, 2024 @ 9:46am 
@Kralazar Mallus Ah ok I misunderstood!

@Celador Gotcha, I'll add a warning about that then
Celador 13 Nov, 2024 @ 12:18am 
@cybrxkhan Just warning people that the compatch for bug branch doesn't work anymore, as well the more recent one (from May).

It would've been nice to use this mod and the bug branch ethics for variety, but at the end of the day I prefer your mods, over bug branch ethics, especially since they cause numerous incompatibility issues with just about every other mod, and not a single compatibility patch seems to be working properly or have been updated in months.
💀Kralazar Mallus💀 13 Nov, 2024 @ 12:16am 
I told you - its ok, nothing wrong with mod)