Stellaris

Stellaris

Xenology : Traits Expansion Unofficial - Annex Module (3.14.X)
33 kommenttia
Nightfall3931 13.5. klo 16.23 
Will you update this for 4.0?
President Memes  [tekijä] 14.3.2023 klo 10.28 
Updated for 3.7.X 'Canis Minor'
President Memes  [tekijä] 29.11.2022 klo 4.50 
Updated for 3.6.X 'Orion'
President Memes  [tekijä] 23.10.2022 klo 6.09 
Updated for 3.5.X 'Fornax'
President Memes  [tekijä] 25.6.2022 klo 5.45 
The only reason why that might happen is other mods were overwriting Annex's events, which makes no sense since those other mods could literally just write their own event that adds/removes leader traits and not worry about compatibility.
Swaginton11 24.6.2022 klo 19.35 
it worked for other mods before though for some reason though
President Memes  [tekijä] 24.6.2022 klo 5.30 
@Swaginton11 Annex has never added traits from all mods, only Xenology. Anyway, to manually trigger the event yourself open console and enter 'event xte_annex_ev.1000' w/o quotes. Make sure nothing is selected before doing so
Swaginton11 23.6.2022 klo 21.45 
oh wait did you change the code so that only traits can be added from specific biological traits listed in the code? because it used to work for all modded traits no matter the code...

if thats the case then there's a compatability issue with the biological ascension module mod as its traits used to be automatically given to a species after modification but it no longer does that. the same thing is the case for things like the genetic history trait which doesn't make sense since that is one of the mods given from the sub mod. just wanted to bring it to your attention
Swaginton11 23.6.2022 klo 21.39 
there might be some sort of compatibility issue with star oaths leaders possibly where its not working because of that
Swaginton11 23.6.2022 klo 21.37 
you said there was a command to enact the annex of commands manually right? what command is that? its currently not working for me for some reason
taxel 10.6.2022 klo 9.17 
Nice
President Memes  [tekijä] 10.6.2022 klo 5.50 
@taxel You are correct, and I've just pushed an update to do that. (Truncate Module as well)
I think I initially avoided it since I didn't want to retype 25 events, but oh well.
taxel 9.6.2022 klo 23.21 
Wouldn’t it work with a trigger whenever you genetically modify a species? That shouldn’t be too bad for performance.
President Memes  [tekijä] 9.6.2022 klo 16.26 
@Taxel Theoretically yes, but it'd come at a noticeable cost to performance.
taxel 9.6.2022 klo 6.31 
Would it be possible to change it so that leaders get them automatically?
President Memes  [tekijä] 8.6.2022 klo 14.40 
@taxel Sadly. However, you can always do it with console commands.
taxel 8.6.2022 klo 14.29 
Ah, thanks. Is it then impossible to add new traits to your ruler?
President Memes  [tekijä] 8.6.2022 klo 13.38 
@taxel Are you unassigning them? That is when the events that add traits fire.
taxel 8.6.2022 klo 13.05 
Is this working? How long is it supposed to take? My leaders aren't gaining the traits that they should.
President Memes  [tekijä] 22.5.2022 klo 4.41 
@Arvi The only thing that changed from 3.3.X to 3.4.X was the descriptor file, which doesn't affect how the mod works.
Arvi 22.5.2022 klo 0.59 
in 3.3 I was able to use this for custom races, but now all my custom races gets no traits to choose from, any idea what has changed and how I can patch this ?
Peter34 20.5.2022 klo 17.59 
Useful knowledge.
Loathkei 20.5.2022 klo 13.31 
Alright, thank you for testing that
President Memes  [tekijä] 20.5.2022 klo 9.31 
@deadheadhex After doing a bit of testing, it seems the game just chooses whichever sub-species of the main species that was modified last for adding traits. In my test, 50% of the population had Apex Predator, and 50% had Prideful. The Prideful population was modified last, so the game chose it as the leader's species.
Loathkei 20.5.2022 klo 9.16 
Right I get what happens if I do just a single adjustment but the hypothetical I have is:
What if I have no species traits at game start then gene mod half my species with prideful and then the other half with apex predator, so 50% of my pop have each but nobody have both of them, what traits would a admiral get when unassigned and reassigned? Both or a 50% chance of each, or just the latest one I gene modded?
President Memes  [tekijä] 20.5.2022 klo 8.29 
@deadheadhex For example: At game start, you select the species trait Prideful which spawns Arrogant admirals. You recruit an admiral who we'll call John. Later on in-game you gene-mod your main species to remove Prideful and add Apex Predator. When you unassign John from his fleet, he'll be given the Opportunistic trait, but Arrogant will stay since Annex does not remove traits.

Existing leaders in the leader pool won't show the new traits but assigning and unassigning will usually fix it.
Loathkei 20.5.2022 klo 8.05 
If I use gene modding to modify my own starting race what traits will this mod select?
Say I alter most of my empire to have awful leader traits and great production traits and a separate portion have all the good leader skills, Im guessing the ''new'' leader pool will have both but what about the already hired leaders?
President Memes  [tekijä] 17.5.2022 klo 12.27 
@Sedat Tests on my end show that Cave Dweller shows up just fine, so again I think it's either a problem with your mod list as a whole or you need to verify Stellaris' integrity
Sedat Peker 17.5.2022 klo 12.20 
cave dweller trait is not shown up with this module
President Memes  [tekijä] 12.5.2022 klo 9.15 
Updated for 3.4.X 'Cepheus'
President Memes  [tekijä] 29.3.2022 klo 11.34 
@DinyS1705 Try unsubscribing and resubscribing, steam can be a bit finicky about actually downloading files
DinyS1705 29.3.2022 klo 11.11 
missing descriptor file
Peter34 24.3.2022 klo 16.34 
Thanks for making this mod!