Stellaris

Stellaris

Leader Traits: All Eligible Species Traits
79 Comments
Galahad 4 Jun, 2024 @ 5:58am 
really want to play w this shame its not updated
MYSTERIO 31 May, 2024 @ 3:57pm 
Would you mind updating this mod for the latest update, as trait modding has changed significantly with this latest update. Awesome mod otherwise.
Cerodan 23 May, 2024 @ 7:30am 
Hello,
I made the French translation of this mod which I really like, I can send it to you on Discord if you wish.
Red Sun in the Sky 8 Jan, 2024 @ 6:14pm 
I have updated the leader_class and leader_trait codes of your mods "Leader Traits All Eligible Species Traits" and "Retain Leaders from Integrated Subjects & Pre-FTL Civilizations" to the current version. I uploaded it to the discord group. I hope they can ease your workload of updating those mods.
Henry Ducard 7 Dec, 2023 @ 11:42am 
Hello, don't works for 3.10.x can only choose 1 trait then the others are gone. Plz. fix when possible. Thx
Mr. Miyagi 30 Sep, 2023 @ 4:58pm 
Seems to work for 3.9
Ghost 19 Sep, 2023 @ 2:40am 
Does it work for 3.9?
corsairmarks  [author] 16 Jun, 2023 @ 11:51am 
No, none of my mods directly use STU.
corsairmarks  [author] 15 Jun, 2023 @ 9:46am 
I tested this further with both a biological and machine species. For the biological species, I did a "modify species" project after adding the traits, and the mod correctly detected that all leaders were missing traits and applied them. I even forced the machine species to be cybernetic and psionic (yay console) and ran event leader_species_traits.8 and got the expected results. https://app.screencast.com/4uJi1XkBuPkMO

What other mods are you using? It is possible (although unlikely) some sort of conflict is happening on your end.
corsairmarks  [author] 13 Jun, 2023 @ 4:56am 
@superstas1 Do your species have the required traits?

Beyond that, try unsubscribing and resubscribing in case your download is missing files. If it's still not working, please upload a savegame in my Discord channel (click the Modding Den image for an invite).
xKeK0 5 Jun, 2023 @ 1:34am 
Oh i didn't know you too had a mod for that. Thanks for the response. :Gifting: :Blessing:
corsairmarks  [author] 4 Jun, 2023 @ 11:15pm 
@xKeK0 I mean, that's how the game works without this mod. And why I have to override that traits file.

If you use this mod and a multi-ascension path mad, you'll get all the relevant traits. I of course recommend my multi-ascension mod, but there are a lot of them out there. https://sp.zhabite.com/sharedfiles/filedetails/?id=2908463208
xKeK0 3 Jun, 2023 @ 7:04am 
Hey i've a question. "leader traits are now respect their opposites blocks, meaning Cyborg and Psychic are not usable together by default" If i have a mod to go multiple ascension paths, will this cancel their traits so i only get one of them?
corsairmarks  [author] 9 May, 2023 @ 2:29pm 
@Lordlony because that mod handles changes to Clone Soldier traits - about to upload the new version.
Lordlony 9 May, 2023 @ 2:27pm 
Why "Do not attempt to adjust leader traits for Clone Soldiers if Leader Traits: Clone Army - All Leader Classes is active"?
corsairmarks  [author] 25 Apr, 2023 @ 11:50pm 
With the upcoming new DLC "Galactic Paragons" as part of patch 3.8 "Gemini," I anticipate this mod will need significant adjustments.
Franz 27 Mar, 2023 @ 12:31am 
@corsairmarks thank you very much Sir! Can we continue our discussion in Steam DMs or even Discord? Much appreciate it!
corsairmarks  [author] 26 Mar, 2023 @ 8:47pm 
@Franz you can do that with the console already - it allows for arbitrary script with the "effect" command.

effect every_owned_leader = { limit = { leader_class = scientist } add_trait = leader_trait_towel }

Unfortunately, I can't build a mod that allows adding an arbitrary trait - there's no way I can get the game to list all available ones.

If you want to add a trait to a particular leader, you can use random_owned_leader = { } and a limit that more-or-less uniquely identifies them, e.g. age 45 and an admiral. If you want to learn more about scripting, click on the Modding Den logo to join my channel, but also check out the #beginner-help channel - it's where I learned everything I know!
Franz 26 Mar, 2023 @ 2:28pm 
is there a mod or a way in this mod that can add trait to all existing leader via command console? or is there a way to use command console to add trait to specific leader. Example I want to add Towel trait to all my Scientists leader only.
corsairmarks  [author] 12 Mar, 2023 @ 8:18pm 
@Robert no this mod doesn't have a policy. If you need to trigger it manually for your player country, you can run this command on the console:

event leader_species_traits.8
Robert 12 Mar, 2023 @ 3:03am 
Wasn't this supposed to give a policy to activate it? For some reason I'm not getting anything.
明明灭灭 21 Feb, 2023 @ 10:09pm 
Psonic Chosen, according to some of my game experience, it seem that the event will give priority to leaders without psionic trait.In addition, ruler almost always appears in the options
So when I want to make Admiral with the most traits stronger, this event makes me unable to get what I need
明明灭灭 21 Feb, 2023 @ 9:51pm 
Thank you, I have found the file that needs to be modified
corsairmarks  [author] 21 Feb, 2023 @ 9:46pm 
@明明灭灭 You can adjust the brainslug % chance if you overwrite this effect from the mod: roll_for_leader_trait_brainslug . Adjust the numbers inside the random_list there (or remove the random list all together if you want all leaders to get the trait). Keep in mind that any non-robotic leader can get a brain slug, not only those from a species with the brain slug trait. This is the only thing you need to overwrite in your personal sub-mod - the code will be reused in all the appropriate places automatically.

As for making a Chosen/Chosen of X mod - I'll look into what it would require. It will depend on how much overwriting I would have to do.
明明灭灭 21 Feb, 2023 @ 3:56pm 
I have a suggestion. Can you consider make a small mod about Psionic Chosen? I often encounter this kind of trouble, no matter how I SL, when this event occurs, the name of the leader I need will not appear
明明灭灭 21 Feb, 2023 @ 3:53pm 
I want to modify the event probability of leaders gain Brain Slugs trait for my own use only.Can you tell me what to do?
corsairmarks  [author] 19 Feb, 2023 @ 7:59pm 
@明明灭灭 No, the Chosen trait replaces Psychic. However, you can have both Chosen One and Chosen of XXX (one of the Shroud entities) if you get lucky.
明明灭灭 19 Feb, 2023 @ 10:28am 
Is Chosen One compatible with Psychic trait?
corsairmarks  [author] 9 Jan, 2023 @ 6:17pm 
In case anyone was watching here - my multi-ascension/assimilation mod was been released: Assimilate All the Pops!
corsairmarks  [author] 23 Dec, 2022 @ 8:30pm 
@Exzoegg nope. That'll be a different mod, which I am still working on. However in the past, trading Pops to/from other empires meant you could pick up the Psionic and/or Erudite, then cybernetically assimilate the species to have all 3 traits. This just makes sure that leaders got all the corresponding bonus traits if you managed to do that.

I am working on setting up a mod for 3.6 that does allow all 4 forms of ascension to be taken by regular empires (and hives/machines to take the both kinds normally available to each of those empire types), but it's required a lot of code changes. It's still in the alpha testing phase but do watch my workshop!
Gentleman catfish 23 Dec, 2022 @ 8:35am 
how does this mod work? it allows you to take the traditions of psionics, cybernetics and genomod?
corsairmarks  [author] 15 Dec, 2022 @ 12:10am 
All updated for 3.6 "Orion" - adds support for sorting out the new patron-based Chosen traits. Also now supports Synthetic leader traits without the need for a companion mod (PDS added it to the base game, so this mod now ensures those traits as well for Machines).
WolvesofZiu 29 Nov, 2022 @ 10:56pm 
Update?
corsairmarks  [author] 22 Sep, 2022 @ 6:57pm 
@The Bird I'll have more time to take a look this weekend. I know that I need to account for some new leader traits!
The Bird 22 Sep, 2022 @ 10:07am 
Is the new update to Fornax 3.5.x going to affect this? I really like this mod in particular.
corsairmarks  [author] 12 Jun, 2022 @ 7:58pm 
@SloppyJoppy Yes, this will work alongside mods that unlock ascensions. This mod just tries to add the applicable leader traits, if a leader doesn't already have them - so if the other mod is still partially applying the right traits, this one will fix up the rest (or all).
SloppyJoppy 12 Jun, 2022 @ 4:57pm 
this work with expanded acension perks? the triple ascension you can do in that mod with psion cyborg and bio at the same time, that one stellaris update that fucked that up for the leaders, i wondered if this mod could maybe fix that part so the leader have all 3 things again when you go triple ascension from that mod
EvilWizardConstruct 30 May, 2022 @ 5:49am 
Hmmm so this is wierd.. I did as you said but started out with all my mods still installed and sure enough my leaders got the trait just fine.

So... I guess it's just my current save game that's fucked up or corrupted somehow? Good to know it's not mod incompatibility at least :steamfacepalm:
In any case i appreciate the help and suggestions, cheers!
corsairmarks  [author] 30 May, 2022 @ 4:28am 
Mod load order only matters for files with the same name. Otherwise, files load in ascii-betical order within each folder (this is the same as the Windows "sort by name" order). In the case of events, the file that loads first wins - which should be the 000_leader_species_traits_event_overrides.txt from this mod.

As for other mods, it is possible that something else is interfering. In order to test, I recommend using a new, non-ironman game and the game console. Grand yourself a lot of unity, select traditions to unlock ascension perks, then gene-mode the main species to have Erudite. Try with just Ariphaos and this mod, then add in 1-2 more at a time until the Erudite trait application stops working (new empire every time).

As for Erudite being incompatible with the Enigmatic Cache's Uplifted trait - that is intentional in the game design by PDX. Erudite is similarly incompatible with Intelligent.
EvilWizardConstruct 30 May, 2022 @ 3:39am 
Hi thanks for the reply. I am using a few other mods and I did look into potential conflicts using IMM and the three events mentioned in this mod only conflict with the ariphous unofficial patch, which gets overridden by this mod because of load order.. so it should not matter right?

I'm also currently using your Merge-Add Species Traits mod. (below this one in load order)
Planetary Diversity and submods, Guillis mods for tech and planet modifiers (all above your mods in load order)

And a few small tweak mods that increase trait picks, leader level cap, building slots... the universal resource patch, universal modifier patch. The rest are just music addons and shipsets etc. None of those should affect this mod at all so I don't know. :steamsad:

I also have a small request. I noticed the "Uplifted" trait from the enigmatic chache event chain is incompatible with the erudite trait for some reason, would that be possible to fix with this mod as well?
corsairmarks  [author] 30 May, 2022 @ 2:13am 
@EvilWizardConstruct - are you using other mods? When I play with only this mod active, all of my leaders are upgraded with the Erudite trait upon adding it to their species.

As for Brainslug - it's a 20% chance for a leader to get the trait (as per the base game), so it is more rare. This is also how Psionic works for species with the Latent Psionic trait. All leader classes have a chance to get it, as long as their species has the Brain Slug trait.

Load order is irrelevant for this mod because it does not perform any full-file overwrites. However, it is possible that it conflicts with another mod in terms of the one effect or 3 events that it overwrites - that is a matter for file load order, which is determined by the ascii-betical order of the filenames.
EvilWizardConstruct 29 May, 2022 @ 5:26am 
So I have some wierd stuff happeing. Any idea why only admirals are getting traits like brainslug and erudite? Also when I gene mod my species with erudite, it only shows up on newly hired admirals, not on current ones. I tried putting this mod at the bottom of my load order.
corsairmarks  [author] 24 Mar, 2022 @ 10:10pm 
Alright, here's that merge mod. It's overwriting exactly the two files I mentioned in my previous comment, and nothing else. https://sp.zhabite.com/sharedfiles/filedetails/?id=2784224276

I'll add it to the description of this one soon.
corsairmarks  [author] 24 Feb, 2022 @ 5:55pm 
With the species trait changes in 3.3, I will be able to put together a sub-mod that will allow "merge-modifying" species to add traits like Cybernetic, Psionic, Latent Psionic, and Brain Slugs. I'll post an announcement here once it is ready. It will be a sub-mod due to a compatibility caveat.

Due to how overwriting traits functions, it will unfortunately be incompatible with other mods that edit existing species traits (specifically two files are impacted: 04_species_traits.txt and 06_distant_stars_traits.txt). Mods that add new traits or edit other traits files will work just fine.
corsairmarks  [author] 4 Dec, 2021 @ 4:25pm 
Cheers!
Desomega 4 Dec, 2021 @ 12:52pm 
Cool, take your time, man. Take some time to enjoy the holiday season as well!
corsairmarks  [author] 4 Dec, 2021 @ 11:10am 
@Desomega I haven't looked into it yet. I'm finishing 3.2 updates for a few of my mods that needed some new features/larger reworking.
Desomega 3 Dec, 2021 @ 10:39pm 
Any update on that possible template application fix submod? I've seen some people throw around the word "hardcoded" in relation to the change, but I'm hoping it's revertable back to how it was pre-hubert.
corsairmarks  [author] 24 Nov, 2021 @ 12:32pm 
@Saisio I'll have to look at how they changed the trait. It may be an underlying game fix to prevent templating with traits that are "modification = no". It that's the case, I'd release a submod to fix it - I'd have to overwrite the entire file that contains the traits.
Saisio 24 Nov, 2021 @ 10:44am 
First of great mod! And what did paradox do with the dlc update, did they prevent brainslug to be futher added to you species threw template after you got them, it was doable in the past. RIP. Once i open up the species modifier and trying to apply the brainslug template, i am unable to apply it. Is this something you can fix with this mod?