Stellaris

Stellaris

Expanded Events
1,190 条留言
Demognomicon 10 月 5 日 上午 4:15 
@Tovius You do have a lot! I like most of them. :-)
Tovius  [作者] 10 月 4 日 下午 11:16 
My mods are slowly getting worked on.
Demognomicon 10 月 4 日 下午 1:00 
Any word on an update for 4.1.3?
Aci 9 月 27 日 上午 11:19 
Also @MaulMachine yeah, but i can't upload a file there
Aci 9 月 27 日 上午 11:18 
Yeah i know, but this also happened on the old version which is why i thought it might be helpful sorry
Tovius  [作者] 9 月 27 日 上午 9:26 
Reminder to never use outdated mods after a major patch. Wait for an update.
MaulMachine 9 月 27 日 上午 7:34 
There's literally a Bug Reports discussion in the Discussion section.
Aci 9 月 27 日 上午 2:04 
Sorry for asking again, but is there anywhere I could post a log or something to help figure out what's causing these bugged buildings to appear whenever I enable this mod?
qwertyuiop181813 9 月 27 日 上午 12:35 
@Tovius Update required: Behemoth will not obtain the Void Heart by killing the Void.
Kadaeux 9 月 22 日 下午 2:22 
yes sir o7
Tovius  [作者] 9 月 22 日 下午 1:07 
Never use outdated mods. Wait until I update them.
Kadaeux 9 月 22 日 上午 11:22 
Should we expect any issues of this mod with the new 4.1 update?
Aci 9 月 10 日 上午 6:42 
@Tovius Thanks for the reply! But huh, that's odd
I have deleted and re-downloaded the mod, but it still happened
Is there a log or something else I can send you that could help figure out whats causing it?
Cardolam 9 月 9 日 上午 5:43 
Just to second @Tovius comments, for me it seems EE is working without any issues, much less CTDs.
Tovius  [作者] 9 月 8 日 上午 11:28 
My mods are not crashing on my end. You will need to ask the authors of those other mods for help, because I cannot help you.
Figaround 9 月 8 日 上午 2:58 
I shared the results of the testing [docs.google.com], see the message below. The failure is in the assembly with the lower half of the mods, and it is critical for me, there are ACOT, Gigas, NSC, mods for traditions and ascension, interface mods. Suddenly you will have an idea what kind of mod conflict, and probably many users of your mods play with many mods from the lower half.
Tovius  [作者] 9 月 7 日 下午 7:13 
@Aci
I don't see that on my end.
Tovius  [作者] 9 月 7 日 下午 7:09 
Again, they are not causing crashes on my end. I don't know what's going on at your end, but it's not something I can help with.
Figaround 9 月 7 日 下午 6:57 
All 3 mods caused crashes separately, in full or almost full builds.
Tovius  [作者] 9 月 7 日 下午 5:16 
My mods are working fine. Sounds like it is CheatMod that is causing the issue.
Figaround 9 月 7 日 上午 9:10 
Yes, the link is a Google spreadsheet, where there is a separate sheet for each experiment. Where in the name of the sheet at the end there is -, there was a crash, where there is +, there was no crash. And I highlighted the mods enabled during the test in bold (the whole line), if the mod is in bold and there are no values ​​in 2 columns false, 0, then the mod was enabled.
Figaround 9 月 7 日 上午 9:09 
There is a problem with your mod, with 1 of 3. My game crashes (even before loading the main menu), when the following mods are enabled:
Expanded Events , CheatMod , Spaceborne Civs Expanded .
And I tested my assembly, link [docs.google.com], the first half of the mods with these mods - no crash. When any of them is enabled and there is the lower half of the mods (the heaviest and interface mods there, for example), the game crashes.
Aci 9 月 7 日 上午 4:30 
This mod adds a bunch of unused building options to my building tab, called things like "cost", "destroy_trigger", "modifier", "upkeep" and even one just called "}".
It still seems to work fine, but definitely is a bit annoying.
Thought I'd let you know :)
MaulMachine 8 月 31 日 上午 11:04 
About half the mod. Also, it's not version-current.
Stephince 8 月 31 日 上午 10:35 
I'm going to add this to a game after it has started. Will I miss out on much content?
Cardolam 8 月 23 日 上午 7:03 
Is this compatible with 4.0.22?
Tovius  [作者] 8 月 16 日 下午 9:10 
Nope. Sorry.
Martok 8 月 16 日 下午 2:56 
Hey, @Tovius. I have the same question for this mod as I did for your Spaceborne Civs Expanded mod: Will it still work with 3.14?
Tovius  [作者] 7 月 18 日 下午 4:23 
Probably not. Why do you ask?
Duke Fontaine 7 月 18 日 下午 4:13 
Can this mod and the associated required mods be removed from a save mid-game?
Tovius  [作者] 7 月 13 日 下午 6:55 
@draconicDuelist
The Modifiers seemed to have been added to Expanded Pops by mistake. It will be fixed soon.
draconicDuelist 7 月 13 日 下午 4:23 
The origin Galactic Preserve event (expanded_game_start, event id gamestartexpanded.5) that shifts the population into other species is assigning 240,000 population rather than 2400, seemingly due to the game itself multiplying pop counts by 100.
draconicDuelist 7 月 13 日 下午 2:13 
It would appear that countryexpanded.510 the 'blackouts' event, if you choose the option that grants the 'intensive_energy_research' modifier completely removes city districts, because the modifier doesn't seem to exist in any form (as far as I can tell).
Averious ღ 7 月 3 日 上午 1:15 
@Gomikael You can add the 'human_1' flag to a nation in your 'user_empire_designs' file in your Documents\Paradox Interactive\Stellaris folder---that'll force it to work.
Gomikael 6 月 29 日 下午 5:48 
Huh I had used an altered version of the UNE in the past and didn't have that issue I'll look around for a solution on my end then. I may be able to use a command at the start to trigger the flag. Thank you for the mod I love using it!
Tovius  [作者] 6 月 29 日 下午 4:26 
The Ghost of the Past event requires that you have the human_1 country flag, which may be lost if you edit the UNE.
Gomikael 6 月 29 日 下午 2:00 
I got the same problem of the colony ship events not firing but I should note I made a copy of the UNE to use a different ship type could this be the cause of it not triggering?
temujin321 6 月 25 日 下午 6:38 
Was wondering if there is a console command to manually trigger the Damaged Ecosystem situation, it really helps with my immersion and would love to be able to turn it on.
Cheddbuzz 6 月 25 日 上午 6:03 
hello i was just wondering if this mod adds a event about a xeno rights leader that give a permanent empire modifier for egalitarian and xenophile attractions? and if so if there is any way to get rid of the modifier
Cardolam 6 月 19 日 上午 11:49 
@Duke Fontaine

Recently I had troubles with Expanded Mods Base but solved all of them by updating to the latest version of Stellaris. Are you using latest version?
johnbarbosa 6 月 16 日 上午 3:14 
Hi, sorry to bother, but perhaps you can help, in all my plays I used the mod "Systems Alliance" with a custom humanoid picture, never had a problem with ghosts of the past triggering before, but with the last update only if I play vanilla UNE does show up, anyway I can trigger it?
Tovius  [作者] 6 月 13 日 下午 11:41 
Minor update: Paradise Lost now starts without Basic Industry. When you research the tech, the urban zone is replaced with the industrial zone.
Tovius  [作者] 6 月 11 日 下午 8:48 
@johnbarbosa
I'm not seeing it. Try redownloading the mod. If that doesn't work, double check it's not caused by another mod.
Tovius  [作者] 6 月 11 日 下午 7:18 
I mean what is the issue with it. Is the first event not showing up?
AltoidsMaximus 6 月 11 日 下午 6:08 
@Tovius Traditionally, as the United Nations of Earth you would see the event that would come up in the beginning about the space ships sent before FTL technology that got lost in space. Once the player discovers Alpha Centauri Prime, they get to find the "surviving humans" of Elpis, as well as the other expanded events about it.
Tovius  [作者] 6 月 11 日 下午 4:11 
I will look into it
johnbarbosa 6 月 11 日 上午 11:58 
Hi, It seems the last update created an empty pop up box.
Tovius  [作者] 6 月 9 日 下午 4:28 
What do you mean? Please elaborate
AltoidsMaximus 6 月 9 日 下午 4:25 
The Lost Colony Ships for the UNE is not showing up.
YutaniWakazashi 6 月 8 日 下午 12:55 
@BosGhost

If you have Machines & Robots Expansion Continued, that is what was causing the blank event spam for me.