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I'm using the following mods:
Downscaled Ships
0-Downscaled Ships (New Ships Types fix)
Border Patrol
Creatures of the Void Variations
Crystallis Ship Modules Expansion
Empire Essentials Lite
Epic Explosions
Expanded Colours [120 New Colours]
Extended Traits
Flags : Emblems & Backgrounds
Incognito Incognita
More AI Personalties
New Ship Classes & More ( I was using Warships Redux, but had the same things happening)
No Clustered Starts
Plentiful No Sector Cost
Sol Unleashed
Strange New Worlds
Subdued Borders
The Blorg
The Quintissential British Name List
YBeautiful Battles Companion
ZBeautiful Battles
[12:22:19][trigger.cpp:499]: invalid scope for trigger. got [country], expected {planet}. file: common/edicts/land_reclamation_edict.txt line: 9,10, 11.
This occurs numerous times over but unfortunately Stellaris doesn't do a very good job of either identifying location or the nature in question. Makes it quite a pain in the ass seeing as how I also use s ♥♥♥♥ ton of other mods at the same time. I don't even know where to begin really, I'd just like some pointers/advice and/or back up trying to ferret this out. Also of note and very, very much relevant, searches for "reclamation" turns up no results in the mods folder, or anywhere in the game files for that matter.
In all honesty I suspect I might have gotten borked on installation like a dumb ass. Freshly reinstalled Sterllaris from scratch too. So in the mean time I''ll try and fix the issue or figure out more information but it'll be at least a day before I can get the list of suspects adequately narrowed down.
(I wouldn't really call this a bug, more,... troubleshooting?)
3 to form federation
All ftl methods unlockable
Arachnoid pack variations
Autism Namelist
Beautiful Colors [138 Colors]
Binary Systems
Border Patrol
Cat Portraits Dimorphism
Cinematic Camera
Civillian Trade
Creatures of the Void Portrait Unlock
Creatures of the Void Variations
Crystallis Ship Modules Expansion
Deposite Creator
Design Everything / Station BUFF
Distributed Sensor Arrays
Dual Resource Building
Empire essentials Lite
Enhanced AI
Enhanced Fleet Upgrade Time
Enhanced Galaxy Orange
Expanded Spaceport
Expanded System Names
Extra Events
FTL Music
Fallen Empire Surface Building
Faster Leader Pool Replacement
Federation Leader Notification Mod
Fix for broken Shields
Fixed vassal opinions
Four Ethics
Fox Leader Mod
Fox Protraits Dimorphism
Gift of Immortality
HomeworldFlags
HomeworldMusic
ISB Standalone - Doomsday Weapons & Ships
ISBS - Micro Jump
Improved Population
Increased Leader Skill Cap
Influence Gain Edicts
Mass Effect - Geth Species
Mecha Armies
More City Types (Legacy)
More Leader Traits
More Technologies
Multiple Crisis
New Ship Classes & More
Nights on PLanets
No Naval Capacity Cap
No Outpost Influence Maintenance
No Spaceport Maintenance
Planet Finder
Planetary Modifiers Extension
Playable Robots
Polished Primitives
Protectorate integrations
Reduce Aura Graphics
Remove Spaceport Modules
Remove stranded foreign stations
Repeatable Genetics
Researchers Gain Traits
Ringworld Construction
Sector Cost Reduction
Shadow's Belle and Bellicosity - Vanilla Tech Cost
Special Blend V2.0
Stellar Energy
Stellar Performance
Strange New Worlds
System Variety - Galactic Wonders
System Variety - Glaxy+Cluster mod
TFW's Bunch of Ship Parts
Tech Expansion - Synthetics
The Lost Fleet, Alliance ship names
Upgrade Primitive Buildings
VanillaPlusEvents
Vassal Influence Benefits
Vintage Logos Emblem Pack
XC - Survey and Analysis
Advanced Buildings
missile weapons fix
usefulfighters
And about plus two thirds/double that in downloaded but not enabled mods. Which shouldn't be a problem, not that it'd be a surprise anyway.
First thing to look for is are you using any mods that do full replacements of the same files--this will invariably cause trouble. Right now I have SNW do a full replacement on the society tech as it seemed to clear-up a problem with the Land Reclamation tech not showing up for some people when it was a stand-alone file. I am currently working on the code to see if I can find another solution that requires less drastic means. I may end up- stripping that element from the mod and simply advising people to use the separate mod for that feature alone.
The only really good way to be sure which mods are conflicting, unfortunately, is to deactivate everything and run some partial games with just a select few active to figure out what combination is problematic. Now, when this crash issue occurs, about how far into the game are you and is the play-time fairly consistent in terms of it showing up?
That's about what I feared for trying to isolate the conflict though, and is the main hold up for me. While my game runs well, it's the start up that's sluggish and unresponsive.
PME appears to replace 00_planet_modifiers and 00_static_modifiers, plus the localisation file modifier_I_english. SNW appears to merely append it's own files so they technically shouldn't interfere.
In the meantime I've got a couple of duplication problems at the moment to sort out, which could have something to do with gunking things up.
Is it compatible with the "No Clustered Starts" ?
*common/deposits/ 00_deposits.txt
*common/planet_classes/00_planet_classes.txt
*common/solar_system_initializers/empire_initializers.txt
*common/solar_system_initializers/prescripted_species_systems.txt
*common/traits/00_habitability_traits.txt
*common/tile_blockers/00_tile_blockers.txt
Hope that helps.
Is there a dependancy on another mod as well maybe?