Stellaris

Stellaris

62 ratings
Multiple Origins
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1.217 MB
8 May @ 2:56am
20 May @ 1:28am
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Multiple Origins

Description
An update/rework of the decisions origin mod for 4.0 that allows you to have multiple origins active at once. Much like the original mod here: https://sp.zhabite.com/sharedfiles/filedetails/?id=2966266472 this mod allows you to replicate the functions of an origin using an edict.

These edicts only appear in the year 2200. and you can take as many as you want. This mod does overwrite some vanilla events, so mod compatibility may be an issue. You still need their respective DLCs to play them, but this does circumvent some requirements of the origins like civic restrictions and ethics. This could cause problems, so just be sensible/mindful about your build or you could face some funky consequences.

If you're playing with multiple origins, select the most complex one as the 'base' one that you select in the start screen. E.g. if you run overtuned, knights, and galactic doorstep, knights of the toxic god should be the base origin. This is just to ensure that everything runs smoothly. The origins i have marked with * * are ones i suggest be the base origins.

I still need to do some bug testing, so if you can help me out that would be much appreciated! This mod does overwrite vanilla files!

Unfortunately I still haven't bought the latest DLCs. so some origins might take me a bit longer to get around to.

If you'd like to buy me a coffee, here's my donate button :) https://ko-fi.com/rolfey1328

There's a chinese translation here: https://sp.zhabite.com/sharedfiles/filedetails/?id=3479604654



Completed origins:
Galactic doorstep

Necrophage
- When you select necrophage you will spawn a prepatent species with 1200 pops and the traits strong, rapid breeders, adaptive, repugnant and deviants

Ocean paradise
- This does not change your preference world class to ocean! So do that beforehand if you want. It will also change zour starting world into an ocean world. Let me know if I should change this.

Here be dragons

Astral riftworld

Slingshot to the stars

Doomsday

Calamitous birth

Subterranean
- Working, but the city graphics aren't displayed. not really sure how to fix this...

Overtuned

*Knights of the toxic god*
- You might need to ensure that there's a default empire with this origin so that the toxic god spawns correctly?

On the shoulders of giants

Remnants

Teachers of the Shroud

Scion

Mechanists

Tree of life

Post Apocalyptic

Void dwellers
- This will remove any special buildings on your home planet, so I've added an option that doesn't change your homeworld into a habitat. Be aware that this will totally tank your economy as your habitability preference will still change.

Starlit Citadel

*Evolutionary predators*
- This origin overwrites a lot of vanilla event files, simply due to the way its coded in vanilla. I had to overwrite a lot of files so this probably needs some more bug testing.

Under one rule
- Unfortunately I couldn't figure out a way to apply the unique traits. I might come back to it at some point. In the meantime you can add them using the console

Unimplemented origins:
Progenitor hive
- Unfortunately I couldn't get the offspring aura to work correctly with my mod, so this origin will be left out of the edicts. I'm not really sure what the root cause of this problem was, so if anyone has experience with this sort of thing or has modded auras before let me know!

*Payback/Broken shackles*
- These origins seem a bit too complex for me to replicate at the moment

TBD:
Hard reset
Clone army
Fear of the dark
Under one rule


The following origins require DLC I haven't bought yet (will probably get them eventually):
Storm chasers
Primal calling
Treasure hunters
Cybernetic creed
Synthetic fertility
Fruitful partnership
Arc Welders
Popular Discussions View All (1)
16
17 May @ 3:21am
Bug Reports
Jetharius
75 Comments
Панимаю 28 May @ 1:35pm 
Combining Knights of The Toxic God and Under One Rule appears to be bugged with most of the Under One Rule events not firing, including the Imperial Proclamation. Knights of The Toxic God situations and events appear to work perfectly though.
Shadow Dragon 22 May @ 8:25am 
Okay thanks.
rolfey1328  [author] 22 May @ 8:22am 
@Shadow dragon yes because you select them in the starting screen
Shadow Dragon 22 May @ 4:11am 
That´s what I meant. Do the traits work when under one rule is selected first?
rolfey1328  [author] 22 May @ 1:48am 
@shadow dragon What bug? The only thing not working are the extra unique traits
FluffyPotato 21 May @ 11:26pm 
Unfortunately it seems to not work on Linux. With just this mod enabled starting the game either crashes at 100% loaded or just stays at 100% loaded forever
Arathaea 21 May @ 11:23pm 
Using this to combine The Chosen One from the Even More Origins mod and vanilla Mechanists works perfectly so far. Adding in Galactic Doorstep gives me the occasional crash, but I only really needed the first two.
霜糖大油条 21 May @ 9:52pm 
Work like a charm! Thank you!
Shadow Dragon 21 May @ 4:44pm 
If I select under one rule as base, will it still be bugged?
Ferrous 21 May @ 1:19am 
@King of Winter
Not a bug
That event fires 6 to 18 months in, it's deliberate design