Stellaris

Stellaris

[Outdated] Leader Overhaul v1.4.5 for Stellaris v2.0
144 Comments
Verdacy  [author] 29 May, 2020 @ 7:31pm 
This mod has been rebuilt! Please make your way over to Leader Overhaul - Full Edition
Verdacy  [author] 23 May, 2020 @ 4:48pm 
This mod is being rebuilt. In the mean-time, enjoy Leader Overhaul - Lite Edition
envy 10 Dec, 2019 @ 10:10am 
Crashes with the current version.
Neverminder 7 Jun, 2019 @ 4:00pm 
this still work? why is it so hard to find leader trait mods
Crash 15 Jan, 2019 @ 7:19pm 
Yes, update please!
NiL_FisK|Urd 1 Jan, 2019 @ 7:18am 
An update for 2.2.* would be really appreciated, thanks!
Rsbrock20 16 Jul, 2018 @ 10:26pm 
this really confuses me-

admiral_flaw_proud = {
icon = "gfx/interface/icons/traits/admiral_flaw_proud.dds"
cost = -1
opposites = {
#Generic Leader Flaws
"leader_trait_stubborn"
#Admiral Traits
"leader_trait_trickster"
#LO Generic Leader Flaws
"leader_flaw_greedy"
"leader_flaw_terminal"
#LO Generic Leader Quirks
"leader_quirk_enduring"
"leader_quirk_sickly"
"leader_quirk_smart"
#LO Admiral Flaws
"admiral_flaw_hesitant"
"admiral_flaw_poor_maintainer"
"admiral_flaw_proud"
"admiral_flaw_sitting_duck"
"admiral_flaw_slacker"
#LO Admiral Quirks
"admiral_quirk_defensive"
"admiral_quirk_evasive"
"admiral_quirk_offensive"
"admiral_quirk_reinforced"
"admiral_quirk_scrappy"
}

if you look, proud is an opposite of proud.

That can't be right?
Skygroot 10 Jul, 2018 @ 3:24am 
Hello I'm trying to build a big mod that could use your own mod. If you are already alive Please contact me on discord at Skygroot#0384. I need some precision about your code.
jojobe 29 Jun, 2018 @ 7:45pm 
this is one of those must have mods thank you!
Berettakyo 22 Jun, 2018 @ 6:04am 
pls update
MightNight 19 Jun, 2018 @ 10:22pm 
Damn man I loved this mod
mk-fg 6 May, 2018 @ 7:12pm 
Though if you plan to make it compatible with just current version, stop updating version compat info and put a deprecation notice in the description, you can probably just remove gui overrides and apply my patch (made with "git diff -w", i.e. use "patch -l -p1" or such).
I ran diff on all overwritten files in common/ vs original 2.0.4 before and after fixing all the issues I could spot, so pretty sure shouldn't have missed anything there.

(zip with full versions of all patched files - mega link [mega.nz])
mk-fg 6 May, 2018 @ 6:57pm 
@Verdacy
Completely understandable, and indeed going by the numbers, you made a lot of people happier with this mod, big bow and thank you for that!
(probably won't be a good maintainer for it myself, as I'm not a consistent player either, and not hugely interested in traits)
Verdacy  [author] 6 May, 2018 @ 2:42pm 
...Oh man...

As I look at the base game's file and compare it to mine, digging through all of this and making the correct changes won't be fast or easy, especially considering this isn't a game I play any more (at least, right now). Combine that with the fact that a pretty major life event for me is going on right now, I just don't see myself having the time or the willpower to maintain this mod.

If someone wants to take up the mantle, please let me know and I'll transfer everything to you. My apologies to everyone who loved this mod; thank you all for your support, and I hope it brought joy to your lifes!
Verdacy  [author] 6 May, 2018 @ 2:32pm 
Yikes... I'll get to work right away. Thank you mk-fg for pointing out how to fix the bugs.
mk-fg 5 May, 2018 @ 6:15pm 
If it might help, here's the patch I made to bring all overrides in common/ for this mod up-to-date:
https://gist.github.com/mk-fg/5773f08e0645809094264dd4f6004691

Tail end of 00_scripted_effects.txt is indeed the bulk of the diff, as @shakee mentioned, and probably the reason for issue that @johncarterofmarsblast referred to (due to missing remove_*_trades effects in override), should be all fixed there.
Some other issues are cost=1 associated with cyborg/synth traits (0 in vanilla) - not sure if intentional, but probably not, and wrong names for some techs - e.g. tech_doctrine_fleet_support -> tech_doctrine_navy_size_1, tech_doctrine_refit_standards -> tech_refit_standards, etc.
shakee 5 May, 2018 @ 7:17am 
Please fix your 00_scripted_effects.txt overwrite. Paradox added some stuff in it for trader enclaves and your mod breaks them.
mk-fg 3 May, 2018 @ 11:55pm 
government_view.gui installed by this mod instead of default one seem to be a bit outdated.
Difference with default one seem to be relatively new piracy risk box, rename ruler/heir buttons and ruler/heir skill icons, which are all missing.

Am I understanding correctly that the point of overwriting gui files was to expand trait boxes, and there isn't much downside to removing these overrides in local mod version, as trait list will still be available in tooltips and other places?
johncarterofmarsblast 9 Apr, 2018 @ 6:12pm 
When you make a resource trade deal with an enclave like the Muutagan Merchant Guild in 2.02 you make a monthly trade of energy, food or minerals in exchange for a monthly income of another resource. This mod makes it so when you click on "we wish to end our resource trade deal" the deal does not actually end. Several other mods have also been causing this problem: https://www.reddit.com/r/Stellaris/comments/88liw4/bug_it_seems_trade_conclaves_in_202_are_basically/
Verdacy  [author] 9 Apr, 2018 @ 3:13pm 
How so? What stops working?
johncarterofmarsblast 8 Apr, 2018 @ 9:25pm 
This mod currently makes it impossible to end resource trade deals with trading enclaves.
Hybrid Sentience 8 Apr, 2018 @ 2:57pm 
@xnadu27 Well, you could do what I do and take every single mod you have in their .zip form, unpack them all into seperate folders somewhere else and then run a search for every single file from Verdacy's mod.
Chastity the Celibate 31 Mar, 2018 @ 3:04pm 
When I turn on this mod it crashes at 51%, when I turn it off it works. But it’s not your problem, I wanted to know if was 2.0.2 or something on your end. I guess not.
Verdacy  [author] 31 Mar, 2018 @ 3:00pm 
If by "your collection", you mean that 140+ mod monstrosity, there's literally no way could know what's causing that, nor will I even attempt to try.

Good luck!
Chastity the Celibate 31 Mar, 2018 @ 9:50am 
Currently causes CTD when used with my collection. Don’t know why, but it does. I don’t have any mods that modify the leader traits (that I know of)
X i 30 Mar, 2018 @ 3:23pm 
Thanks! will be a bit yet.. tiny adjustments at first but there are traits etc I have drawn up. I try to stay as vanilla balanced as I can like your mod.
Verdacy  [author] 30 Mar, 2018 @ 3:07pm 
Sure! I may be revisiting this mod some point in the future, so I'd like to see what you come up with.

If/when you release it, please let me know and I'll link to it here.
X i 30 Mar, 2018 @ 3:05pm 
@Verdacy Would you allow me to upload my own rebalanced version of this mod updated for current patch that is COMBINED with a personal overhaul of Admiral Skills Levels, Xenology, and my own Leader Level work. (waiting permission from those mod owners as well. Credit and contribute status will be added)
Chastity the Celibate 30 Mar, 2018 @ 11:03am 
Good.
Verdacy  [author] 30 Mar, 2018 @ 9:53am 
As long as LO is higher in the alphabet than your UI mod, LO will have priority, so you won't notice any issues.
Chastity the Celibate 30 Mar, 2018 @ 9:38am 
I think only UI Overhaul would edit those files.
Chastity the Celibate 30 Mar, 2018 @ 9:37am 
I have UI Overhaul and some of the Tiny UI mods. But no other leader changing mods.
Verdacy  [author] 30 Mar, 2018 @ 9:35am 
I don't know of any right off the top of my head. Some GUI mods might not play nice, because I edit 2 gui files. Some 'leader' mods might/will conflict, especially if they edit any of the files I listed above.

Otherwise, you shouldn't have any problems.
Chastity the Celibate 30 Mar, 2018 @ 8:56am 
Do you know of any mods that might conflict with this? I don’t know any mods editing those files.
GwenBlanketSpecter 30 Mar, 2018 @ 4:59am 
unless you wouldn't mind if I did so.
GwenBlanketSpecter 30 Mar, 2018 @ 4:48am 
oh wow. I was about to review my old leader flaws mod but it seems you did something similar. guess I won't bother
Verdacy  [author] 29 Mar, 2018 @ 1:55pm 
If you want, I can create a compatability patch for the two. Would that suffice?
Zares 29 Mar, 2018 @ 4:40am 
Any plans for exp gaining overhaul? Something like in Improved Leader Dynamics :
- All leaders gain a small amount of experience every month regardless of what they do.
- Scientists gain more experience from leading research and less from surveying the unknown (though they still get more experience when out and about than when in the lab).
.
Sadly both - your and ILD modifies the same files :(
Wakelessrex 9 Mar, 2018 @ 11:29pm 
yea I figured an event might be the best way to do it, the random empires thing doesnt bug me as its for the star trek mod. there are no random empires.

my main problem then is ive 0 expiereance with scripting
Verdacy  [author] 9 Mar, 2018 @ 11:16pm 
Yikes. Maybe if you create a species trait that is linked through events to a leader trait...? That'd be where I'd start looking. Problem being, random empires won't always spawn with those species traits.
Wakelessrex 9 Mar, 2018 @ 7:15pm 
Is there a way, im trying to make it so every leader of a specific species starts with a specific leader trait, is this doable, how so?
Verdacy  [author] 7 Mar, 2018 @ 4:23pm 
To the best of my knowledge, if you set initial = yes and random = no, all leaders of that type would spawn with it... But I could be completely wrong. I never toyed with that.

As far as I'm aware, the only want to make a trait be gained upon level up is to include it in the leader_events_1.txt or 00_scripted_effects.txt (I can't remember which atm). It sucks, but it appeared to me that it had to be hard-coded in (which is kind of a good thing imo, so my flaws and quirks don't randomly spawn on level up).
Lizard Liaison 7 Mar, 2018 @ 10:28am 
@Verdacy

Totally understandable, most of that was nitpicking and since I've just subbed to your mod recently I had no issue with making the changes for myself. But yes, you've got +1700 people to answer to :P

One more question actually, if you don't mind: does the "random" parameter in the trait text files determine whether or not a trait can be gained (randomly) upon level-up? That is, if I set "initial = yes" and "random = no" for a given trait, will that make it so that the trait is only available at leader generation?
Verdacy  [author] 6 Mar, 2018 @ 4:27pm 
Thanks for the comments! Here's some responses:
- I don't think there's a cap at trait cost, but I havn't checked.
- Whatever you do with my mod is entirely up to you! All I ask is that if you want to republish it in any way, just give me a heads up. I certainly won't say no.
- There may be a way to force an increase in age at generation, but you'd have to modify the event script related to leader creation. I doubt it'd be all that difficult, if you knew what you were looking at. Best guess of where to start looking would be the "leader_events_1.txt" file that my mod already touches.
Verdacy  [author] 6 Mar, 2018 @ 4:26pm 
- The names are somewhat similar to each other, I admit. I personally don't prefer your changes to maniacal/spark/genius (because the first two provide increased chances for rare techs, while genius doesn't, hench the better bonus), and you didn't provide enough information regarding roamer/explorer for me to comment.
- I doubt I'll be changing any names of traits/quirks/flaws, though. It seems silly to change what over 1700 people are used to seeing, and I personally would likely find it annoying to have them change mid-playthrough (which is why I'm VERY hesitant to change stuff that works/already exists).
- If you have any suggestions for brand new content, I would love to hear it!
Lizard Liaison 6 Mar, 2018 @ 12:24am 
Also, some suggestions! I think some of your traits/quirks have names that are a bit too synonymous with each other, or with traits that already exist in vanilla. Things like "Roamer/Explorer" or "Spark of Genius/"Genius" or "Careful/Cautious/Thorough/Meticulous."

In the first two cases I couldn't really think of how to make the traits more distinct so I nerfed Roamer a bit, rolled a tweaked Explorer into it and upped the cost; with Spark/Genius I set Spark at 5%, buffed Maniacal to 10% and got rid of Genius altogether. I think this change actually makes sense in reading the descriptions for Maniacal/Spark of Genius anyway, as the former's description suggests more consistent results in Research than the random bits of inspiration from Spark.

For the quirks I mentioned, I think you could work towards distinguishing them more by giving them more ambivalent names that actually reflect the effects they have. Something like "Obsessive" instead of "Thorough," etc.
Lizard Liaison 6 Mar, 2018 @ 12:11am 
This is a great mod :) Should be part of vanilla, quite frankly. Just a question or two: Is the trait cost at leader generation capped at 2? In my testing so far I'm still not clear on this. Second question: I've tweaked some of your traits (for personal use, I hope you don't mind!) to make some flaws a bit more punishing and some positive traits a little less powerful.. one instance of this is is with the "Retired _____" trait for governors and the "Masteries" for scientists; in both cases I lowered the bonuses and added a decreased lifespan malus to reflect the fact that these leaders are likely older individuals. I'm wondering though--is there any way a trait can force an actual increase in age on a leader at generation, or is the way I'm doing it basically the only way to affect "age"? Thanks!
Verdacy  [author] 3 Mar, 2018 @ 3:03pm 
I'm glad you enjoy it! If you think of any ways to improve it, please let me know. :)
AnusChewer 3 Mar, 2018 @ 11:57am 
No problem! This is one of my favorite mods so I was glad to help out in some way. And thanks for clarifying the ones I got wrong. I totally forgot ruler levels impacted edict duration haha. Keep up the good work!
Verdacy  [author] 2 Mar, 2018 @ 10:56pm 
KingFebirtha, thank you so much for finding all of these! It's insane all of the little words they change around with each of these updates, many of which it seems they change just to break mods. :(

- The first is an internal name change (rocketry to propulsion).
- The second and fourth work as intended.
- - Rulers' skill gives them +5% edict duration per level. Your leader is level 2, giving her +10%, which stacked with 'constitutionalist's +15%, giving you a +25% total.
- - 'Militant' is similar to a vanilla Stellaris trait 'retired fleet officer', which gives a bonus to 'shipyard build speed' and 'shipyard build cost'.
- The third and fifth used modifiers that they completely removed from the game.
- - Disabled 'visionary' for now until I think of something to replace it with.
- - Changed 'observer' to increase sensor range by 1.
- The sixth was a small typo (missing a 0).

Uploading update right now!