Stellaris

Stellaris

! Sartek Tradition - Ascension Perk Merger
A-Sartek  [developer] 28 Sep, 2022 @ 12:56pm
Bug report / Support
Before reporting your bug(s), please review the troubleshooting thread first.

If the main comment area is insufficient, provide a more thorough explanation about your bug(s) here.
Last edited by A-Sartek; 22 Jun @ 3:53am
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Showing 1-15 of 51 comments
Limercia 2 Oct, 2022 @ 3:30am 
Somehow that mod causes some issues with NSC, new ship patterns can't be saved cause missing modules
A-Sartek  [developer] 2 Oct, 2022 @ 7:48am 
This mod does not alter spaceship modules, it fixes starbase modules only if used with Plentiful Perks.
Zares 6 Feb, 2023 @ 9:51am 
Hey, I know new save game is recommended, but I tried to add your mod mid game, used event sartekmerger.02 console command, and Executive Vigor doesn't provide +100 Edict Funds (but tooltip says so). Also no +20 from Government perks.

My Edict Fund is much lower in general than before, not sure why.

No Leader Exp Gain from Transcended Learning either.

I'm using most ascension perks mods from your list (except Plentiful Traditions 3.x - Extra Perks and Unique Ascension Perks).
As for rules mods, I picked ! Universal Game Rules Compatibility.

Any idea what's wrong? Thanks.
Zares 7 Feb, 2023 @ 8:09am 
Hey, just wanted to let you know that I had to start a new game because in the old one, I stopped being able to pick new ascension perks (I think I had like 33 picked), It happened some time after I picked Engineered Evolution in mid-late game and/or after I picked Genetics tradition. But I couldn't pick any new perks even after I loaded an older save.

In the new one, Government perks work as intended. I got myself tons of unity, used research_all_technologies, picked about 40 traditions and finished them. Picked Engineered Evolution and Genetics tradition - everything fine. Researched about 15 techs that give ascension perks - without issues as well.

Hopefully, it wasn't AI that messed something up. Or just activating your mod midgame is really not a great idea haha.

Or as someone reported in Plentiful Traditions discussion thread, there is some ascension perk or other mechanic that inserts a tradition:

Originally posted by mark20:
Besides that, I believe the issue was caused by a game update (change).
Namely when they introduced that there is an Ascension perk, which also inserts a tradition tree.
Because I can't remember that there used to be a "00_ascension_paths.txt" file.
And with that file they built in a limit, probably to prevent that a tradition is inserted even though there is no more space left.
If I'm right, then all mods that change the number of possible traditions, also need too adapt this file and enter a number that corresponds to the new maximum possible traditions.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1311725711/3768985348692235366/

And if AI or some event inserted it, maybe the game got this (or some other) code back?
custom_tooltip = { fail_text = "requires_free_tradition_tree" num_tradition_categories < 7 }

I will play this new save normally, and see what happens, but in your free time, would be nice if you could check if there is something that can block from getting any new ascension perks.

Thanks for the mod, I can finally explore perks from other mods without picking just one! :)
^w^ Rawr xD 3 Mar, 2023 @ 10:21pm 
Not sure if youre aware or even still looking here but putting planetary diversity in the load order you recommended previously causes only the PD resources to be displayed. Had to position above all other mods adding strategic resources.
A-Sartek  [developer] 5 Mar, 2023 @ 3:12pm 
@Zares I'm going to update this mod after first contact DLC, thank you for reporting this. :crashthumbsup:

@^w^ Rawr xD Hmm usually running universal resource patch last resolves that issue, it depends on your mod list.
A-Sartek  [developer] 12 Mar, 2023 @ 5:29am 
Originally posted by Zares:
Hey, just wanted to let you know that I had to start a new game because in the old one, I stopped being able to pick new ascension perks (I think I had like 33 picked), It happened some time after I picked Engineered Evolution in mid-late game and/or after I picked Genetics tradition. But I couldn't pick any new perks even after I loaded an older save.

In the new one, Government perks work as intended. I got myself tons of unity, used research_all_technologies, picked about 40 traditions and finished them. Picked Engineered Evolution and Genetics tradition - everything fine. Researched about 15 techs that give ascension perks - without issues as well.

Hopefully, it wasn't AI that messed something up. Or just activating your mod midgame is really not a great idea haha.

Or as someone reported in Plentiful Traditions discussion thread, there is some ascension perk or other mechanic that inserts a tradition:

Originally posted by mark20:
Besides that, I believe the issue was caused by a game update (change).
Namely when they introduced that there is an Ascension perk, which also inserts a tradition tree.
Because I can't remember that there used to be a "00_ascension_paths.txt" file.
And with that file they built in a limit, probably to prevent that a tradition is inserted even though there is no more space left.
If I'm right, then all mods that change the number of possible traditions, also need too adapt this file and enter a number that corresponds to the new maximum possible traditions.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1311725711/3768985348692235366/

And if AI or some event inserted it, maybe the game got this (or some other) code back?
custom_tooltip = { fail_text = "requires_free_tradition_tree" num_tradition_categories < 7 }

I will play this new save normally, and see what happens, but in your free time, would be nice if you could check if there is something that can block from getting any new ascension perks.

Thanks for the mod, I can finally explore perks from other mods without picking just one! :)

@Zares, Following my review of this bug report, I can state with certainty that there are a select few times when Stellaris is loaded and the modifications made to specific vanilla aspects would not take effect, despite the fact that my mod is set to load LIOS (last in, only served). This usually occurs when Stellaris is opened for the first time or after a break from playing; however, after loading a second time and any time after that, this problem should no longer occur.

(Best way to notice this is by checking your version BUILD ID in the main menu when you open the game and then comparing it to the BUILD ID when you reopen the game, if it is different you can tell that something new loaded and if it does not change at all then everything is loading properly for that mod playset).

Regarding the 7 ascension perks issues, this limit is no longer there when using my mod, it is not clear why Paradox added that limit (maybe related to performance) but the good news is that as of 3.6.* you should not worry about that (and hopefully they don't add any further restrictions).
giorgio.bertoluzza 22 Mar, 2023 @ 10:07am 
I have a problem with the suggested mod list order in the discussion: the armor modules (and any similar module) don't give any amount of armor points. In truth no equip in the game gives armor ponts...
A-Sartek  [developer] 29 Mar, 2023 @ 6:56am 
@giorgio.bertoluzza My mod does not alter armor points, maybe it has something to do with a mod that alters starbases or ships.
Dire Lemming 8 Apr, 2023 @ 6:59pm 
Timed events caused by ascension perks don't seem to be working, the events still work when called with the console but neither slow learner from UAP or biophilia from ESAP are triggering when they're supposed to.

edit: I started a new test game and both of the events worked there, so I don't know what happened.
Last edited by Dire Lemming; 8 Apr, 2023 @ 7:48pm
A-Sartek  [developer] 9 Apr, 2023 @ 6:59am 
@Dire Lemming Keep in mind that you have to wait a few in-game days from the beginning of the game before selecting any perk, to guarantee that all events and effects are loaded, I also mentioned that in the troubleshooting thread.
Last edited by A-Sartek; 9 Apr, 2023 @ 7:00am
Westrian 12 Apr, 2023 @ 12:03pm 
when gene modding a psionic empire, it requires either erudite, cybernetic or machine, however theres 2 separate erudite traits where one works and 1 doesn't, and anything that can replace erudite has to wait till you get cybernetic ascension to work, if its possible to just remove a "requires specific trait" would open more possibilities? this was a biological authoritarian empire i started with psionic ascension into biological into cybernetic, not knowing about the issue
Last edited by Westrian; 12 Apr, 2023 @ 12:04pm
Naraxa 12 Apr, 2023 @ 12:18pm 
I also had the two erudites and also if I have a non-cyber template of my species I can't apply the cybernetic trait template onto them. Is the cybernetic trait not meant to be freely modified, or is this a bug?
A-Sartek  [developer] 12 Apr, 2023 @ 12:34pm 
That's strange there is only one Erudite trait (the vanilla one), Cybernetic traits are not something you can freely apply, this is a vanilla behavior, cybernetics are only applied after the event. I'm wondering how should I approach this, if you can freely mod cybernetics then what is the point of the event? Or maybe only allow free use of the cybernetic trait to cyborg empires?
Naraxa 12 Apr, 2023 @ 1:00pm 
Originally posted by ArutamSartek:
That's strange there is only one Erudite trait (the vanilla one), Cybernetic traits are not something you can freely apply, this is a vanilla behavior, cybernetics are only applied after the event. I'm wondering how should I approach this, if you can freely mod cybernetics then what is the point of the event? Or maybe only allow free use of the cybernetic trait to cyborg empires?

free use of the cyber trait for cyber empires is how I've seen this work, as in you have to complete the special project in order to access it for your own species. There was a mod I used called compatible ascension paths that allowed this if you took flesh is weak/organo-machine interfacing and completed the project, but it was a bit janky cause AI would make species with, like, 5 cyber and psionic traits each and needed a patch for use with other mods in general (I don't even know how it just happened lol), so I made the switch to this cause it was much more polished. If you don't think its a good idea I understand, and will work around it, its just annoying to me to have leftover pops if you forget to change which get assembled (like if you have bio ascension complete but it takes 60+ months to mod the whole species so you start force cloning the new pops in the meantime) and not be able to fix it. Whatever you believe works best I'll accept, so its your call
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