Stellaris

Stellaris

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Enhanced Gene Modding [3.8]
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24 May, 2023 @ 8:30am
2 Jun, 2023 @ 3:23am
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Enhanced Gene Modding [3.8]

In 1 collection by FirePrince
FirerPrince Stellaris 3.14
46 items
Description
This is a continuation of Enhanced Gene Modding by ParasiteX.

This mod provides you with a menu of additional customization options that pop-up after successfully gene-modifying a species.

These options include:
  • Rename species.
  • Change appearance of species.
  • Modify all leaders, armies and colonizers of same sub-species to new genemod species.
  • Set gene modded species as your new founding species.
  • Convert a species you have gene modded into a subspecies of your founding species.
  • Designate a new homeworld for a species within your empire.
  • Change species class.
  • Change species name-list.
  • Convert machine species into robots by changing their species class.



Only the appearance of your species or a species whose homeworld you own can be changed to the built-in and DLC-exclusive species portraits. You will need to have the DLC installed to be able to apply any of the DLC exclusive portraits.

Only one gene modding menu can be up at a time. This was made this way to avoid scripting conflicts. So avoid gene-modding other species while the window is still up.

Several of the more advanced options. Like changing to a different species class or converting species identity, requires the Genetic Resequencing. If you don't own Utopia, then you instead need Targeted Gene Expressions.

Short delay of one in-game days before gene modding menu pops up after uplifting a species.



Compatibility
Should be very compatible with most mods without any major issues. It does not edit any vanilla files.
So it is also fully savegame compat.

For support of custom portraits and namelists (and older versions) see here.

Not compatible with Ironman achievements.

For Modders: To support other mods and use as addon: you can call one of the two specific 'on_actions' events directly or use the 'fire_on_action' command with the right scopes, e.g. as used in Species Engineering. (If a established mod needs built-in support, you can make a request.)

Troubleshooting:
If for whatever reason the menu doesn't appear when it should. Then you can try this console command to reset the mod: "event genemodenh.661".

If a species with 0 pops is still showing in menu, then you simply need to modify the species template and click the trashcan icon in bottom to get rid of it.

Known Minor Issues:
If you save the game when the gene-modding window is still up, and then reload that game, then the window will be gone, and it won't appear again the next time you genemod a species.
You can fix this by using the "event genemodenh.661" console command.

Cheat mode!
Cheat mode removes all the balance restrictions and prevents happiness penalties. To enable cheats, type "event genemodenh.369" in console without quotation marks. Re-enter it again to disable cheats.





Recommendations
⠀• Species Engineering Revived: if you want create a new species
⠀• If you want More Primitives
⠀• Premium Presapient Portraits: without adding new graphic files

Localisation
⠀• German 🇩🇪 by Abominus [GER]
⠀• Simple Chinese 🇨🇳 by 零
⠀• Français 🇫🇷 by Kiwilan
⠀• Russian 🇷🇺 by Anana_pineapple
⠀• Korean 🇰🇷 by Ratori (maybe outdated)
⠀• English 🇬🇧 (fallback for all other)

If you'd like to provide a translation, please don't hesitate to PM me or leave a comment!
If you enjoy this mod, please rate it positively and favorite it so others can find it more easily.
[discordapp.com]


Check out my other mods.
35 Comments
小密码 10 May @ 7:57am 
请更新:steamthumbsup:
Glovoc 31 Dec, 2024 @ 11:15pm 
Anyone know another portrait changer until this receives an update?
Zarathustra 5 Dec, 2024 @ 4:08pm 
after a while when i load a new save after setting a new species as founder i get this error sometimes: [13:48:06][trigger_impl.cpp:1200]: Script Error: Invalid context switch [founder_species] from Post-Alari Pop on Energy [pop], file: in scripted trigger is_individual_machine at file: common/ethics/00_ethics.txt line: 2669 line: 1, Scope:
type=pop
id=16784743
opener_id=4294967295
random={ 0 3991148998 }
random_allowed=no
from=
{
type=planet
id=3869
opener_id=4294967295
random={ 0 3991148998 }
random_allowed=no
}
This is a synthetic ascension species doing assimilation
Kaero 20 Sep, 2024 @ 10:59am 
I really with paradox would just make this the default way genetic ascension works already. Lorewise this is precisely what genetic ascension allows you to do.
MrKiller_xd 7 Jun, 2024 @ 4:06am 
it still works in principle. But portraits released after 3.8 are indeed missing
asmallauthor1996 21 May, 2024 @ 12:42pm 
@DeathclawCock

Possibly, but it was still surprisingly working in the Eridanus update even despite this mod's last "tune up" being almost a year ago. So it very well MIGHT work, but I'll have to test it. The jury's still out as to whether post 3.8 portraits will show up. But you never know.
mutt 20 May, 2024 @ 9:33pm 
I believe this may require an update.
Inerael 14 Mar, 2024 @ 5:22am 
hey , amazing mod ! Was wondering does it still works ?
The_Illusive_Man22 14 Sep, 2023 @ 1:58pm 
I talked to the Mod creator. He will not be available to update the mod. Feel free to updated and help us to bring back this mod to live!
Kimchi 13 Sep, 2023 @ 6:10pm 
Aaannnddd UPDATE 3.9 Caelum broke it, at least for my mod collection... sad!