Stellaris

Stellaris

Origins Civics - Colonies of Earth Addon
Maff 13 May, 2018 @ 3:35pm
Events Not Triggering Correctly [Mod List inside]
I wanted to make this thread so perhaps some of us with this issue can correlate possible reasons for this happening.

Going by one of cbshing's previous posts, it appears like it -should- be working. I'm hoping others who the same issue as me might be able to identify a common mod that we both use going by my mod list below:

- !! K !! - Realistic Camera
- !! K !! - Realistic Galaxy Map
- !Core Game Mechanics: Buildings
- !Downscaled Ships - Space Combat Expanded Patch
- !Mod Menu
- "((A Better Diplomacy: Opinions))"
- (-GAI-)DisableAscensionPerks
- (Glavius' Ultimate AI Megamod)
- -EAC: At War Patch - Downscaled Ships-
- -EAC: At War Patch for CGM Buildings and Debris-
- Astronomical Emblem Pack
- AutoBuild
- Automated Behavior Adjustment
- Automated Trade
- Auxiliary Fire-control Fix
- Color coded pop status icons
- Colored Map Icons
- Compatibility patch between Dark UI, Planet Diversity
- Cultural Overhaul - No Default Species
- Cultural Overhaul - No Traditions 2.0.2
- Cybrxkhan's Assortment of namelists for Stellaris
- Damage Bonus Reversal
- Dark UI
- Diverse Rooms
- Downscaled Ships
- Dynamic Politcal Events 2.0
- EAC: At War
- EG* - Cleaner System UI
- EG* - Colour Coded Messages
- Expanded Colours (180 Colours)
- Expanded Stellaris Ascension Perks
- Expanded Stellaris Traditions
- Human Variety
- Imperial Routine - Starbase Admirals
- Large Sector Name
- Megastructure Notifications
- More Events Mod
- Multiple Crises
- Music Pack
- Nights on Planets
- No Clustered Starts
- Origins Civis, OC Planet Diversity Patch, OC Additional Civics Point & OC Colonies of Earth (:steammocking:)
- Planetary Diversity
- Potent Rebellions 2.0
- Space Combat Expanded - Carrier Class
- Space Combat Expanded - Dreadnought Class
- Space Combat Expanded - SCX Core
- Space Combat Expanded - Ship Spacing
- Speed Dial
- Thinner Borders
- Tiny Outliner
- War Name Variety (2.0 - The Invasion Begins)
- War in Heaven 100%

Now this may or may not help at all, and I may have possibly wasted my time typing this out, but who knows!
Last edited by Maff; 13 May, 2018 @ 4:07pm
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Showing 1-14 of 14 comments
cbshing  [developer] 13 May, 2018 @ 7:11pm 
@Maff, an interesting list I'll have to explore. Sorry to hear the First Contact event is still not triggering for you. Have you tried it with just Origins Civics? I know it works for me, but there could be some combination of events that causes it to have an issue.

As for what could possibly be a cause, I'd have to argue any mod that might add a "first contact" message. Not sure what those may be, but I'd guess should check:
  • More Events Mod
  • Potent Rebellions 2.0
  • Dynamic Political Events
  • Glavius AI mod
  • Cultural Overhaul No Traditions
  • Multiple Crises
  • Cultural Overhaul
  • Portrait mods?

When I get some time I'll start going through the lists to see if I can find any mods that might be interfering. It's unfortunate, but I can't imagine why the code isn't working except for 1) The mod is not resolving the species to be considered the same species (potential portrait mod clash?), 2) Something is overwriting the first contact message on action event.
Last edited by cbshing; 14 May, 2018 @ 8:00pm
Maff 14 May, 2018 @ 10:06am 
I'll do a few checks on the mods you haven't ruled out on your list, too.
Maff 14 May, 2018 @ 10:35am 
The only one I didn't try while turned off was the Cultural Overhaul No Traditions mod. The rest still ended up with the same 'no unique dialogue' result, including while using vanilla portraits.

That said, I tried it in a quick start by using console commands to enable instant contact with all empires.
cbshing  [developer] 14 May, 2018 @ 2:20pm 
@Maff, I’ll give it a look over too then. But the event fires only when you make “first contact” with the same species. That is, you fly a ship into their space (or vice verse). I’m not sure if the console command instant contact triggers the same mechanism (I use the on_action first_contact) so I’ll have to check that. I test if it works where I have a science ship that is next system over to another ship of the same (homeworld) species and keep flying that ship into the next system. I also know the code doesn’t work if you already have shared contacts with your home empire, and need to debug the code that does that.
Maff 14 May, 2018 @ 3:05pm 
Yeah, that would probably be the best way to test. Also the slowest way, I suppose. Do you reveal the map first so you know where to send your science ship?
cbshing  [developer] 14 May, 2018 @ 5:15pm 
Yes, you are correct. I reveal the map first to do the playtesting. It’s not quite the way to play the game, but it only takes about 5-15 minutes to get my ships to the other nation.
cbshing  [developer] 14 May, 2018 @ 8:01pm 
@Maff, I just tried this with Cultural Overhaul No Traditions on, so that appears fine/compatible.
Maff 15 May, 2018 @ 4:01pm 
I tried with More Events Mod and Multiple Crises turned off - still no luck with the event popping up. I'm going to give normal Lost Origin a try to see what happens with my usual mods on.
Maff 15 May, 2018 @ 4:08pm 
Normal Lost Colony works absolutely fine on my end with all my regular mods activated. :\
Last edited by Maff; 15 May, 2018 @ 4:10pm
cbshing  [developer] 16 May, 2018 @ 6:18pm 
@Maff, hmm that is an interesting find since they should both work exactly the same way. Can you verify that when you get the game start message it says your species homeworld is Earth? And kind of cheaty, but can you also see if you do the communication command console does your species appear as a subspecies of the main species? This second part is integral to the code to work. If those appear correct, can you post a copy of the error.log file when your ship flies into the Earth or sister Colony system? Finally, what civics does Earth have? There are some civics that Earth cannot be (such as LifeSeeded) for the mod to do the species matching.
Maff 17 May, 2018 @ 10:26am 
Last time I checked my species appeared as a sub-species of Humans from the very start of the game. Earth was also listed as their home world. I'll give it a go today again and confirm.
Maff 17 May, 2018 @ 2:10pm 
So to confirm:

My species does get Earth set as their home world, as well as the little message at the start stating it. They also are listed as a sub-species of Humans right from the get-go, with or without communication to Earth's empire.

Earth's civics are, from the overhaul mod I'm using: Fanatic Material, Individualist, Fanatic Egalitarian.

Here is my error log: https://wetransfer.com/downloads/e94ba1c1d926914098deeac381d4b20a20180517211457/3f144c
Last edited by Maff; 17 May, 2018 @ 2:15pm
cbshing  [developer] 17 May, 2018 @ 6:55pm 
@Maff, I think I figured out the bug with this code. So normally when I run this addon mod I play with a Lost Colony empire as well. But once I removed the Lost Colony empire I was no longer able to get the "homeworld" events. It turned out the Colonies of Earth addon was not adding the "homeworld" flag.

Sorry for all of the gyration and thinks for sticking this out with me to figure out what's wrong. Thanks also for your error.log. Seeing that and not finding any unknown errors related to this mod + having the Earth event in the beginning work helped me to figure out that this may be the bug.

I'm going to update the mod soon. Please let me know and thanks!
Maff 18 May, 2018 @ 10:02am 
That's great news! I can't wait to try it out. Cheers!
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