Stellaris

Stellaris

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Psionic Species Expansion Fix [4.0.15+]
   
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1.365 MB
6 月 13 日 下午 12:31
6 月 20 日 上午 5:19
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Psionic Species Expansion Fix [4.0.15+]

在 LeGustaVinho 的 1 个合集中
Stellaris - Best Mods - 4.0
46 件物品
描述
Thanks to Paradox in patch 4.0.15 they changed the add_trait API, because of this change it breaks some events of Psionic Species Expansion, while the author (@jasonpepe) can't fix it I created this fix.

Load Order:
1) Psionic Species Expansion
2) Psionic Species Expansion Fix
39 条留言
ZENOX_OMEGA 10 月 19 日 下午 8:27 
@Hiro what exactly are you changing in the files
im feeling pretty dumb trying to fix this
Hiro 10 月 2 日 上午 7:44 
SteamLibrary\steamapps\workshop\content\281990\3498438028\common\buildings
in
zzz_pse_government_building_override and
pse_buildings
Thuggeroll 10 月 1 日 下午 4:22 
@Hiro Does what you posted allow you to build a PSI Corps with the PSE mod? If so, which files are you adding that code to?
Hiro 10 月 1 日 上午 7:40 
potential = {
host_has_dlc = "Utopia"
owner = {
OR = {
has_tradition = tr_psionics_psi_corps
has_tradition = tr_psionics_shroud_psi_corps
}
NOT = { has_origin = origin_endbringers }
}
NOR = {
has_designation = col_resort
has_modifier = slave_colony
}
---------------------------------------------------------------------------------------------------------------------------
destroy_trigger = {
exists = owner
owner = {
NOR = {
has_tradition = tr_psionics_psi_corps
has_tradition = tr_psionics_shroud_psi_corps
}
}
}
Ginger 9 月 30 日 下午 8:13 
It needs to be added back into the destroy_trigger as well, otherwise the building will be removed as soon as it's completed. Just learned that one the hard way, whoops.
Ginger 9 月 30 日 下午 8:03 
The psi corps building is set to require the tr_psionic_psi_corps tradition, but Beyond the Shroud hides that tradition in favor of tr_psionic_shroud_psi_corps, which this mod removes from the potential block. Adding it and the OR condition back allows the psi corps building to be built again
dkenhoney 9 月 26 日 上午 6:44 
So, after testing a couple of games, activating this mod after the psionic situation is complete does allow me to gain access to the manifestation window. However, it (the mod) deletes any psi corps buildings and prevents any others from being built.
dkenhoney 9 月 23 日 上午 9:47 
My fix so far...HAD been to look up the file on the techs and use the actual tech ids to just give them to me with console commands. Unfortunately PSE is incompatible with the latest expansion. When I get far enough into the situation to unlock the psi corps building it's not available to be built. This prevents the situation from finishing. Obviously PSE also doesn't have a solution for the new Cradle of Souls covenent. Given I now know the ids of the techs, I'd prefer to have the psi corps problem fixed first if possible.
FLSoz 9 月 1 日 下午 6:42 
Problem is the techs in the base mod expect @ap_technological_ascendancy_rare_tech to exist as a scripted_variable but it doesn't anymore. So it defaults to value of 0.

Meaning, the research options will only show up if you have *NOT* selected technological ascendancy as an ascension perk.

Or the tech weight is bugged from the missing scripted variable. Can't definitively confirm one way or another. I fixed it in my game by adding that as a scripted variable by modifying the mod files to add that scripted variable after I already selected the AP.