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Just made this as a setting: If you choose the Precursor Nonselection distribution method and set the amount to unlimited you will be able to uncover all precursors, but the precursors areas and the chance to get them will use vanilla behavior.
The issue should be fixed now.
Ive been using this mod for 1 year and havent changed my mod loadout and it has worked until this week. I dont know what you changed on the 24th but it broke something.
If Known Precursor works and this doesn't, then you most likely have other mods that overwrite the introduction events.
@Klingenmeister
It sounds like you have a mod that overwrites the vanilla precursor's introduction events, but not the DLC ones.
@Ashtero
The Shaded Empire specifically has been blocked by request from the author. The V'inarii I cannot remember the reason for its missing inclusion, though I suspect it was coding issues.
@kroun: thanks for the dope mod. I like all my precursors I can use their digsites. Thanks!
I have added an edict that will fire the correct selection event upon enabling it.
The edict will only show up if the mod was not present at the start of the game.
This means anyone enabling this mod in the middle of a game will be able to open up the precursor selection menu, but there won't be an eternal settings edict to clog up your edicts tab.
You'll have to manually fire the selection menu with commands, but otherwise there should be no problem with activating it mid-game.
For digsites that applies to all digsites, which is why it can sometimes be beneficial to keep borders open if you have a lot of unclaimed systems that you have cut off with claimed systems. That way the ai can enter and survey for a chance of extra digsites.
Does that apply to any dig sites or just the Precursor ones?
I was going to add that as an option for the "Precursor Nonselection" mode, but More Origins and 4.0 got in the way.
@MeniliteZ
You can still get the intro events even if other players or AI have already surveyed a system, though if you get the Cybrex or any of the other anomaly-based precursors you'd have to rely on random events and artifact actions to get the size required precursor artifacts to spawn the home system.
You can't find anomalies in systems other players/AIs have already surveyed.
The precursors on the other side of the galaxy wouldn't be obtainable.
Especially if you've just gotten one of the other precursor starts, because there is a short delay between start spawns (see last line of first paragraph in the description here).
The way vanilla works is that it will assign each precursor to a certain (random) area of the galaxy. These areas can overlap.
When you, in vanilla, disable a precursor, it will prevent the spawning of that precursor's area, without affecting the other precursor areas.
You can still only get one precursor.
What this mod does is spawn each precursor area that you choose around your capital, as well as change how the game evaluates whether or not surveying a planet will start a precursor chain so that you can get any number of precursors, so long as the precursor is among the ones you chose in the mod's selection menu.
In theory, for vanilla you'd have to be the only empire and explore the whole galaxy to find all your Precursors.
No it isn't. Read the comments just below yours,
Wait, what?
/O
Why would you want them to?
Thank you!
Thanks for helping me try to narrow down the cause, at the very least.
Precursor Selection does not touch anything beyond the introduction event. If the precursor home systems are changed then that is another mod that is the cause of it.
Don't know if it's your wheelhouse, but its the only mod in my list that seems to effect precursors directly so it's my best guess.
Could you send it in a txt file over discord?
Not achievement compatible. No mods that allow you to select precursors are.