Stellaris

Stellaris

Vassal Contracts Unleashed
53 Comments
Darth Tiredlass  [author] 1 Jun @ 7:21pm 
Just, compare the files in the updated mod and then read the file named "code walkthrough". You can use Irony or this page's url (2980767720) to find the Vassal Contracts Unleashed mod directory under SteamLibrary\steamapps\workshop\content\281990.

The code walkthrough is your friend. It's been a while since I updated it but between that, and looking at how the files work in the updated mod, and then comparing the changes to the vanilla files, you should be able to get a handle on things. I believe in you.

Make sure you structure your mod the same way as the updated mod is structured. Folders need to be in the same places with the same names. So Common>Agreement_Presets>file and Common>Agreement_Term_Values>file
Darth Tiredlass  [author] 1 Jun @ 7:09pm 
Also confusingly, something I just tested now - when I download this mod from the workshop it doesn't work. My dev build stored on my computer, with completely, 100% identical files, works perfectly. I've just pushed an update to see if I can correct whatever kind of corruption happened with the steam version.

Anyway, DJ Boner, try testing it on a new save with this mod's vassal-owning start: https://sp.zhabite.com/sharedfiles/filedetails/?id=2114559224

It's a great way to cut down testing time. It was something I used for a while there before it broke, but now it's back up and working.

Otherwise, to get a slightly janky test, you can spawn an Imperial Fiefdom and use the console to play as the overlord empire, but I think that option forbade me from turning vassals into protectorates or something because there's a few code blocks tucked away prohibiting specifically imperial fiefdom overlords from doing some stuff, and I didn't want to change those.
Darth Tiredlass  [author] 1 Jun @ 6:57pm 
Copy the RESOURCE_CONTRIBUTION section from Vassal Contracts Unleashed, sorry I should've made it clearer what I meant by not needing to touch it. It should be the same for 3.14 and 4.0.x is what I meant. That chunk of code shouldn't need updating for a real long time.

As for protectorates ... hm.

All I did was modify those two variables. You've definitely modified just those two variables, and not copy/pasted a new pair of variables that are being overwritten somewhere? You need the whole file overwritten, with just the two variables changed. You need to find the vanilla 00_agreement_presets, copy the whole thing into the mod, and overwrite those variables.

Worst case ... you could try copying the agreement_presets file directly from Vassal Contracts Unleashed. It might still be backwards compatible. I'm looking at the Code Walkthrough in the VCU mod directory and I'm definitely not seeing or remembering there being any more to the protectorates than that.
DJ BONER 30 May @ 11:38pm 
@Darth Tiredlass Sorry for the late response. I modified the files exactly how you told me and, while the negotiation terms are unrestricted, the resource sliders remain capped and I still don't have an option to switch my subjects off of protectorates. I tried this in both an existing save and a new game with the mod at the very bottom of my load order, but nothing worked. I just wanted to be an evil space pirate with bunch of helpless vassals giving me stuff and doing my bidding, why did it have to be this irritating? :(

I suspect that the resource sliders remain capped because I never made any changes to the "RESOURCE CONTRIBUTION" section in agreement_term_values, but I have absolutely no idea what's causing the protectorate issue since both protectorate_tech_threshold and switch are properly configured. Any ideas on what I could do next?
Darth Tiredlass  [author] 27 May @ 8:37pm 
joins_overlord_wars_none in vanilla looks like:

"possible = {
custom_tooltip = {
fail_text = not_allowed_for_bulwark
NOT = {
agreement_preset = preset_bulwark
}
}
custom_tooltip = {
fail_text = not_allowed_for_subsidiary
NOT = {
agreement_preset = preset_subsidiary
}
}
custom_tooltip = {
fail_text = not_allowed_for_luminarium
NOT = {
agreement_preset = preset_luminarium
}
}
}
"

You want it to look like:

"possible = {
OR = {

owner = { is_ai = no }

AND = {

custom_tooltip = {
fail_text = not_allowed_for_bulwark
NOT = {
agreement_preset = preset_bulwark
}
}
custom_tooltip = {
fail_text = not_allowed_for_subsidiary
NOT = {
agreement_preset = preset_subsidiary
}
}
custom_tooltip = {
fail_text = not_allowed_for_luminarium
NOT = {
agreement_preset = preset_luminarium
}
}
}
}
}"

See the difference?
Darth Tiredlass  [author] 27 May @ 8:33pm 
@DJ Boner Props to you for trying! I never figured that error out, and nobody has complained since the update. But it's relatively straightforward to downgrade it. The latest update did things the simplest way. Put:

"@protectorate_tech_threshold = 0.0001
@protectorate_tech_switch = 0.9999"

In agreement_presets and that file is done. Make sure to overwrite the existing variables for those two things, not just paste in new lines or it won't work.

In agreement_term_values you need to put everything in the {possible} clause under an OR value and then add in "owner = { is_ai = no }" inside the OR value. Keep the original requirements in an AND value inside the OR value.

It should be fairly simple to compare the differences between the vanilla 3.14 file and the altered file. The changes are primarily in just the {possible} section. You should be able to ignore everything under the RESOURCE CONTRIBUTION and SPECIALIST SUBJECT headings.
DJ BONER 26 May @ 3:06pm 
Hey, did you ever figure out where the "cannot be higher/lower than 0.00" error came from? I'm trying to manually downgrade this mod to work with 3.14, but I honestly have no idea what I'm doing lol.
Darth Tiredlass  [author] 1 May @ 6:22pm 
As for the submods, I'm unsure if I'll be updating them.

Mercatorum hasn't been updated in a long time, so I might remove its link from the description.

The maximum taxation submod will depend on how easily I can update it, and if UIOD has changed any of its code.

Playtesting is the hardest part, or at least it was when I was last updating it, as the mod that I was using to spawn with a vassal wasn't working.

The Holdings mod honestly probably still works. I think it was just a pair of edicts, a define key change, and a couple of modifiers. If I find a way to actually playtest these mods I'll test it too but realistically it should still work unless PDX has changed a lot more than I expected.

Most likely outcome is that I'll be updating with code that should, in theory, be good to go but has not in practice been playtested.
Darth Tiredlass  [author] 1 May @ 6:09pm 
I plan on updating this for 4.0, when it rolls out on Monday (or Tuesday my time, as I'm an Australian). It might take a while for me to look at the new code changes to see if I can update the mod at all, or if it's gotten too different for my original approach to work, but if it is as easy as I'm hoping it shouldn't be very long until an update is released.

In the meantime, if anyone wants to use the included Code Walkthrough to give it a crack themselves and report back on how the files have changed (you'd have to enable the beta to get something comparable), any knowledge to forewarn me with is welcome.

I can't *guarantee* that this mod will be able to be updated for 4.0. If the way vassals are handled has become too different from my approach it might be beyond my abilities to figure out how to give the player freedom of choice, but if I can figure it out, expect it in the coming weeks unless my computer explodes or I get hit with a health flareup or some other obstacle.
星之颂 20 Jan @ 4:18pm 
update plz :MHRISE_happy:
Skip 31 Dec, 2024 @ 9:47pm 
If you get the chance, an update would be appreciated.
Tora 3 Dec, 2024 @ 7:02pm 
I'm also unable to change to regular vassals.
Tora 3 Dec, 2024 @ 6:59pm 
I'm also unable to create Bulwarks and Tributaries, for the same reason.
Xherdos 19 Nov, 2024 @ 5:45pm 
Currently unable to create Bulwark and Tributary

Bulwark = cannot be lower then 0
Tributary = cannot be higher then 0

No idea what they mean but appearently that's the reason why i cannot create/change them to that.
Domina 12 Sep, 2024 @ 3:15am 
Still works with 3.13 so far!
Clockman 23 Aug, 2024 @ 11:28am 
For some reason, cannot turn vassal to Bulwark
SupremeQuesoDesuPizza 10 Jun, 2024 @ 8:47am 
Just a heads up, this has a conflict with one of the ascensions overhaul mod.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1199002146
Not sure if there's a solution from either end there but just a heads up.
Xherdos 25 Apr, 2024 @ 6:34am 
thanks for the update :D

Still wish that Paradox removes the Enforced Protectorate Vassal from the game.
(Hope we get the feature again that we can use any other Vassagle despite being Superior in Technology)
Darth Tiredlass  [author] 24 Apr, 2024 @ 8:37pm 
Quick and possibly messy update, but the mod should now account for the new Luminarium subject type. This was hopefully the source of the crashes mentioned by @Fryskar.

My Stellaris modding skills are very rusty, so I leaned on the code walkthrough a lot. It should ideally be working for 3.11 smoothly now.
Darth Tiredlass  [author] 24 Apr, 2024 @ 8:01pm 
Comparing files, there are references to a new subject type "Luminarium" related to the Astral Rifts DLC. Expect an update within the next week or so
Darth Tiredlass  [author] 24 Apr, 2024 @ 7:32pm 
Brief testing suggests the mod is still working fine. May rewrite it just in case but I don't see any problems on my end.
Elden Ring 2 when? 2 Mar, 2024 @ 12:22am 
is this compatible with vassals expanded and reworked?
Fryskar 17 Jan, 2024 @ 5:20am 
It kind of works in 3.11, but causes crashes.
Can't say if it only happens if combined with other mods.
Darth Tiredlass  [author] 6 Aug, 2023 @ 4:08pm 
@Vralr I don't think it would change that. This mod allows a (human) overlord to set any of their vassals to limited diplomacy, but I don't believe it should cause any gameplay changes for when the human player is a vassal.

The AI overlords will still be following vanilla behaviour, with any weirdness that may cause
Vralr 6 Aug, 2023 @ 7:19am 
Does it fix the limited diplomacy bug? I explain: When you are a vassal of an empire that is not part of the galactic community as well as you, while he forced a limited diplomacy agreement on you, then you are not allowes to join it. But while you are part of the galcom, then it doesnt forces you out of it, after said contract is enforced on you by an outsider. I hope its understandable, I dont know why it is not in basegame. Thank you!
Darth Tiredlass  [author] 4 Aug, 2023 @ 3:16pm 
Feel free to post the submod, just link to this one :)
squidd 4 Aug, 2023 @ 3:10pm 
if i do find time to poke around in the mod do you mind if i post it publicly with credit? no worries, i just figure other folks might appreciate it
Darth Tiredlass  [author] 4 Aug, 2023 @ 12:51am 
Part 3:
The vanilla resource subsidies would be at the very bottom of the file in the agreement_term_values folder. Copy the structure of the changes made to them to disable the subsidies you don't want.

I think it should just be adding a [potential = {always = no}] line anywhere in the subsidy block.

It may also need to have something like "term = resources" changed to "term = none" to be safe.

When those two lines are changed, the subsidies should no longer be options to anybody under any circumstances. Not 100% clear on how an in-progress game would react to that
Darth Tiredlass  [author] 4 Aug, 2023 @ 12:51am 
Part 2:
Find your Stellaris Steam Mods folder in "Program Files (x86)\Steam\steamapps\workshop\content\281990".

The mod folders are all numbers. To find out a mod's number, it's the same as the ID in the workshop URL. So in this case, look for a folder numbered "2980767720".

Move this folder to "Documents\Paradox Interactive\Stellaris\mod"

This link can be very helpful in setting up a local mod: https://stellaris.paradoxwikis.com/Mods

Then, open this mod's folder. Navigate to "Common>Agreement Term Values>whatever I named the agreement term values file.txt"
Darth Tiredlass  [author] 4 Aug, 2023 @ 12:51am 
@squidd I've unfortunately had some trouble with my laptop lately, so I don't currently have a way to play Stellaris (and therefore test things or do anything with the launcher to update this mod).

However, removing the subsidies by locally altering the mod file would be very easy.

You'll need to change just one line, possibly two if I'm remembering correctly, and I'll lay out how.

Any text editor can do it, though one with an option to turn off word wrapping would be easy (so long lines of text continue horizontally offscreen instead of creating a paragraph).

The instructions might seem a bit overwhelming, but I promise it's easily doable. The hardest part is just moving the mod from Steam to a local version so you can change it.

First, you need to move this mod from the Steam workshop mods' folder, to the local mods directory, that way you can change it without those changes being undone whenever Steam checks / verifies the mod's files.
squidd 2 Aug, 2023 @ 7:11pm 
is there any chance this could get a submod removing the unity/influence taxes? in my brief experiment with this mod i found them to be really exploitable. the alternative is setting a house rule not to use them with me & my friends but it would feel cleaner if it wasn't there.
aercian 18 Jul, 2023 @ 4:03pm 
would there be any way to make mrfuneguy's "vassals expanded and reworked" fork be compatible with this mod? (assuming it isn't, considering it also messes around with the vassal agreement screen considerably)

https://sp.zhabite.com/sharedfiles/filedetails/?id=2183551683 <- link to mod for reference
Darth Tiredlass  [author] 23 Jun, 2023 @ 2:52pm 
I'm very glad the documentation helped! I knew there was a chance I'd have periods of time where I would be unable to keep it updated, so it is very good to hear that the documentation is doing what I hoped it would do
Mysterius 23 Jun, 2023 @ 7:49am 
And thank you for including an extensive documentation. It allowed me to at least change the protectorate bit by hand :).
Mysterius 23 Jun, 2023 @ 4:09am 
No worries :)
Darth Tiredlass  [author] 22 Jun, 2023 @ 1:25pm 
It was compatible before 3.8.4, it seems a few things have changed with the update from 3.8.3. I'm not currently able to work on updating them, and it is unclear when I will be able to do so
Mysterius 22 Jun, 2023 @ 10:46am 
Ah, yes I do! The mod is incompatible with Gigastructural Engineering, which modifies agreement_term_values. Bummer...
Mysterius 22 Jun, 2023 @ 9:36am 
Hello. After installing the mod, I still can't chose anything else than protectorate when trying to subjugate technologically backwards empires. Could it be a compatibility issue? I don't think I have any mods modifying the same files as yours.
Darth Tiredlass  [author] 6 Jun, 2023 @ 2:11pm 
Glad to hear it!
BATAppleMAN 6 Jun, 2023 @ 8:19am 
Issue is fixed, mod is working without problem now. thank you for fast respond and hotfix :D
Darth Tiredlass  [author] 6 Jun, 2023 @ 4:15am 
Hotfix for the protectorate change should be live now. I don't know why the agreement_presets file is the way it is. It just hates. That's all it does. It just *hates*.

I'll continue looking for a way to get it to accept my dang scripted variables without fussing so much, but in the meantime, testing on my end showed the hotfix works
Darth Tiredlass  [author] 6 Jun, 2023 @ 4:06am 
@BatAppleMAN well that's very frustrating. I'll change some stuff around, see if I can confirm it's not cooperating for some reason and if so, revert that file back to before to fix the issue
BATAppleMAN 6 Jun, 2023 @ 12:28am 
after the update, vassals began to automatically changed to protectorate. even when I turned off all mods except this result was same. so I want to check if its my game environment or mod itself that causing the problem. does this mod run without problems in others game?
Darth Tiredlass  [author] 1 Jun, 2023 @ 6:48pm 
I had a quick look at Plentiful Traditions, it seems the only part of the agreement terms it overrides is the holdings limits. The rest of the agreement terms shouldn't have any compatibility errors.

If you wish to alter the holdings limits, follow the walkthrough to alter the `potential` and `possible` conditions in PT's file
Darth Tiredlass  [author] 1 Jun, 2023 @ 6:12pm 
@MohhamedAbdhul no, and I'm not very likely to make one as I don't use that mod, nor do I know how it affects subjects / agreement terms. The code walkthrough should hopefully make how this mod functions clear enough for you to make a compatibility patch if you want, otherwise I may take a look at some point, but no guarantees. I don't really make patches I don't intend to use for myself
MuhammadMüller 1 Jun, 2023 @ 8:24am 
is there a patch for plentiful traditions?
Indi 31 May, 2023 @ 11:55am 
What's wrong with protectorates? They're fantastic influence farms.
Darth Tiredlass  [author] 30 May, 2023 @ 3:50am 
I've had a look through the 3.8.3 patch notes - based off the notes, it seems this update doesn't touch either of the two files this mod overwrites. That should mean no changes to the mod will be necessary for 3.8.3 compatibility.

If anybody can confirm with testing that an element of this mod is non-functional in the new update, let me know.

For now, the only alteration to subjects I can find in the patch notes has to do with preventing sectors being released as subjects if they'd be an infertile clone army species. The code for that is not something my mod touches, so, should be all clear.
Mc.turdle 30 May, 2023 @ 1:17am 
awesome mod