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If the trait has an effect which is triggered when a specific conditions are met
If the trait has a per X effect (in which X means pop/district/blocker/ect.)
If the trait has "each pop working as" effect
Optionally you could just go into the mod files and search inline_script = "traits/no_randomized". It is the line that determines if the trait gets affected by the mod or not. For the most part the traits have basically the same name as they have in the game.
1. What traits can be used by randomised species on galaxy generation.
2. What traits the AI can add via gene modding.
If you started the game the first point won't have any effect but the second will.
This is only a patch to the main mod. As the main mod contains most of the code using only the patch would result in the mod not working at all. The way traits work, their localisation and icons are all in the main mod.
Another question, I can completely remove the entry for one trait in the V_TRAITS mod, it's causing problems, it won't cause new problems and the trait will just disappear in species that have it?
randomized = no
species_potential_add = {
exists = from
from = {
is_ai = no
}
}
"randomized = no" Prevents the trait from being picked up from the random list by the AI at game start.
"species_potential_add " prevents the AI from picking it after the game start.
Put it in any trait and it should work.