Stellaris
Scientist Level Extension
155 comentarii
Lulu 30 nov. 2024 la 6:27 
Loved all your mods since the start ! Just wanted to share that the science from Eureka is a bit strong, it sometimes gives much more than 6 month worth.. maybe it counts the research stored from event? I had a few Eurkas that gave me thousands when I did not have much
maayanmagal 11 dec. 2023 la 4:10 
there is a bug where all scientist and officials add their science boost and not only the head of research
joakim.westergaard 3 dec. 2023 la 20:24 
Just a note that they changed "on_survey = {" to "on_survey_planet = {" and I think the mod still uses the former :-)
francisjaen 2 dec. 2023 la 18:37 
Spanish, please
joakim.westergaard 10 iul. 2023 la 8:40 
Is it intended that 'm no longer able to get the new scientist traits like sls_trait_research_adaptable_r even though my leader has the leader_trait_adaptable trait? the window just says she doesn't have any particular exertise field.

The leader in staed got a trait boosting society research which is kind of out of character since she only works as an explorer and has traits associated with this.
Emperor_Nicholas_II 17 iun. 2023 la 4:04 
Yes, such traits as specialization in new worlds are not displayed correctly.
Abolohit 14 iun. 2023 la 23:00 
some of the traits added by this mod don't have localisation strings in english
maayanmagal 21 mai 2023 la 9:19 
is there a bug in this mod that prevents leaders from gaining a veteran class?
EmpX 13 mai 2023 la 23:51 
It's such a good mod, I'm hope this mod will continue to provide more flaour to the characters as before.
EmpX 13 mai 2023 la 23:48 
I really like the old 3 scientists for 3 research arrangement. Is it possible to make it come back?
xXBulletJusticeXx 12 mai 2023 la 15:58 
RIP - this was such a great mod, thank you for your efforts. It seem this latest update has made it irrelevant. :Hire:
Lordlony 12 mai 2023 la 4:31 
Also you mentioned compatibility with a very outdated Xenology Traits, is it compatible with a newer or the newest version Xenology : Traits Expansion Unofficial - Biological Module (3.8.X) ?
Lordlony 12 mai 2023 la 4:25 
Does this mod still function the same way it did before ?
Fres 10 mai 2023 la 2:33 
You bury him early
Dovenius 7 mai 2023 la 9:25 
I am here to pay my respects, this was an awesome mod until paradox gets their own

F
shilum_nehum 23 dec. 2022 la 10:11 
pardon the question but do research skill levels increase with experience in the field they are working with, or are they static?
Alejo32 10 oct. 2022 la 9:03 
Same as Yuki900, installed all other ruler level mods and same problem
and i dont have ACOT
what mod is causing this?
Yuki900 2 oct. 2022 la 4:48 
I've got another strange issue. After playing with Merged Leader Levels I removed that mod, and installed Ruler Level SYstem, Admiral Level Skills and Governor Level Extended, but NOT Scientist Level Extension. Yet to my surprise and frustration, the latter was still ingame.
Doom Random 1 oct. 2022 la 21:56 
Update to everyone experiencing Excavation problems: If you're running ACOT: Extra Defines and Changes, the culprit file is in \steamapps\workshop\content\281990\2288335512\common\static_modifiers

There's a typo on
ship_archaeological_site_clues_add = 1
Doom Random 1 oct. 2022 la 20:52 
Well, at least the comment section helped me narrow down why Excavations are stuck at 0% breakthrough
Alejo32 26 sept. 2022 la 9:02 
same problem with the excavations,
even if i get a level 10 researcher it's still 0 skill bonus
Yuki900 25 sept. 2022 la 23:39 
Sadly i have the same issue as others, with regards to the skill level not being taken into account with excavations. Such a shame, since i was really digging this mod.
LikeNoOthers 24 sept. 2022 la 6:45 
I checked my own mods, for me it was "Ancient Cache of Technologies: Extra Defines and Changes", that caused the issue.
LikeNoOthers 24 sept. 2022 la 6:17 
@ranma100, @honey_music

I just noticed i had that issue, was really wondering why my scientists took forever excavating. I however do not have the mod Honey_Music desribes.
Honey_Music 23 sept. 2022 la 9:36 
@ranma100: quite sure in my case it was "Leader Traits: Scientist AI Assistant Upgrader". After removing this mod (but also after removing the old irony mod manager patch when I still had this mod included) , skill level was factored in again.
Honey_Music 23 sept. 2022 la 8:49 
@ranma100, same here, currently checking various mods. But as I don't know which vanilla file influences the bonus I need to go by trial and error.
ranma100 21 sept. 2022 la 19:44 
Is anybody having the skill level on dig sites, showing up as zero, no matter what level the scientist is?
Wilmfe23 6 aug. 2022 la 0:06 
I really want to love this but it just feels a bit cumbersome to use.
Larsen 21 iun. 2022 la 13:21 
Have a text bug
https://imgur.com/a/aDmGgtg
might be related to mod "Aesthetic Cinematic Gameplay" but dont know.
Robert 19 iun. 2022 la 5:24 
Neat, thank you for confirming.
From the screenshot of the scientists at work I didn't notice the stars indicating vanilla levels, so I thought they were somehow missing
jasonpepe  [autor] 19 iun. 2022 la 5:05 
@Robert
Not related.
Robert 18 iun. 2022 la 11:12 
How does this mod interact with mods that gate tech options behind scientist levels? For example in Ancient Cache of Technologies your scientists need to be at least level 6 to develop Dark Matter tech.
Rio_Mizuhoshi 29 mai 2022 la 4:36 
日本語化MODを作成しました。良ければご利用ください。

We have created a Japanese version of the mod. If you are in Japan, please use it if you like.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2814219376
napamathguy 16 ian. 2022 la 9:07 
And I think I'm finally getting when the unlocked skills come into use. They only work when that scientist is leading research, correct? (I have a bunch of "+1 research options" and "leadership experience +xx%.")
napamathguy 15 ian. 2022 la 13:12 
Question re: scientists. Can surveyors and archaeologists get similar "inspirations" as do researchers?

E.g., surveyors, give them a one time (per inspiration) boost to anomaly discovery chance (like Meticulous).

Or archaeologists, give them a few extra clues (or whatever they're called) per inspiration, so that particular digsite will go a bit faster.

Just top of my head suggestion, I don't know how hard it would be to implement.
greensniperhat 6 ian. 2022 la 0:00 
yeah, the other mods authors agree that the actual cause of the CTD won't be logged anyways.
jasonpepe  [autor] 5 ian. 2022 la 23:22 
@greensniperhat
One harmless error won't cause CTD - check major mods.
greensniperhat 5 ian. 2022 la 5:13 
Got a CTD while playing normally, and used Merged Leader Levels - it was one of the last errors in the logs at the same moment. I'm guessing the sls is from Scientist Level Extension?

[19:59:44][effect_impl.cpp:20401]: Error in create_message effect file: events/sls_events.txt line: 3400, target scope is invalid
Blagden 28 nov. 2021 la 20:27 
Ok, then I go a few more turns and opening Edicts crashes it again, back to turning on and off mods...
Blagden 28 nov. 2021 la 20:23 
So, I was using the merged mod of all of them then switched to the individual ones to track this down. Something in this is causing a CTD when I open the Edicts tab. It didn't initially (game date is 2221). Not sure what else I can do to see what is causing the crash but disabling this mod works.
Shadow1474 17 iul. 2021 la 12:14 
Found a small bug; for scientist leaders, if they have a physics level past 0, it appears as MAX_RECURSIVE_DEPTH.
napamathguy 6 iun. 2021 la 13:44 
I am very much enjoying your mod. I am a massive cheater, and rather than using the console command "skills," I'm actually leveling my characters, just to get the skill 5 bonus.

I'm sure it's due to one of the dozens of other mods I have running. But I'm not seeing any of my scientists that are surveying getting the "survey corps" trait.
Уберите Из Мута 15 mai 2021 la 10:39 
What file i have to edit at your mode, to make scientists get there expertise bones not at 5 lvl but at lvl highter ?

coz at 5 lvl they have not enough time to get traits
Bioness 16 apr. 2021 la 20:14 
@jasonpepe Thank you
jasonpepe  [autor] 16 apr. 2021 la 19:48 
@Bioness @Accius
Survey Corps are policies now and Nullified events have been removed.
Accius 16 apr. 2021 la 16:53 
Lol @Bioness. I'm with you, grammar errors are game-breaking for me
Bioness 11 apr. 2021 la 13:48 
For the Survey Corps Nullified event the whole thing is a grammatical mess.

"{Scientist Name} have a major trouble about their Survey Corps.

They leaded research projects for a while, than, for a instant, a flash of light surrounded them, teleporting them into {Science Ship Name} for survey missions.

We need to wait a year for them to recover from the some-soft-of-magical-teleporter-for-leader-technology side-effects or whatsoever."

Rewriting it should have it say:

"{Scientist Name} experienced a troubling incident with their Survey Corps.

While leading a research project suddenly a flash of light surrounded them, teleporting them to a random room inside the {Science Ship Name}.

Due to the effects of the teleport, {Scientist Name} will need to recover for a year."
†MLS† KIRINAS ';,†,;' ;,,; 4 febr. 2021 la 2:31 
So, those mods making possobility to reach over 10 lvl?
dekeche 16 ian. 2021 la 8:24 
Does this do anything for arrested development?
elm0xz 28 sept. 2020 la 6:48 
I've checked the game files and it looks like eureka stuff could be easily fixed. In common\scripted_effects\sls_scripted_effects.txt there are hardcoded thresholds for reaching eureka level, so it would be enough just to multiply every number by whatever factor you want eurekas to be slowed down. It begins on line 1840