Stellaris

Stellaris

Enhanced Traits
28 opmerkingen
Teckly  [auteur] 24 sep om 13:50 
@Zhukov alright I updated it but I didn't try all of them
Teckly  [auteur] 16 sep om 9:56 
@Zhukov ehhhhhh I'll see if I have time during a weekend cause they (once again) completely changed it
Zhukov 15 sep om 14:10 
Any chance for an update?
Hoche Neuwied 1 sep 2024 om 7:30 
Please add the "Species" keyword to your mod.
Xyllisa Meem Paradox Station 8 aug 2024 om 13:20 
Is there a list of traits anywhere? Original doc seems deleted.
Teckly  [auteur] 8 aug 2024 om 9:18 
@Ginger it wasn't intended I think I pressed s when working on it and didn't noticed.
It should be working properly now.
Ginger 14 jul 2024 om 23:34 
Vanilla's trait_cybernetic gets replaced by your trait_cybernetics, which has mostly the same properties, but the first triggered_species_modifier has been replaced with a triggered_pop_modifier, and the rest of the triggered_species_modifiers are removed. Also an assembly_score modifier is removed.

Not sure if these differences are intended, but they seem... out of the scope of this mod, based on the lack of trait_cybernetics localization and the fact that the rest of the mod doesn't affect things like this.
Teckly  [auteur] 15 mei 2024 om 12:59 
@Kayanyaa should be fixed
Kayanyaa 15 mei 2024 om 11:57 
Hey, huge thanks for continuing this mod!
Minor problem, It appears botanical traits for Plantoids and Fungoids are missing.
Budding, Radiotrpohic and Phototrophic do not show up in the species creator.
Zanoss 15 mei 2024 om 9:23 
neat !
Teckly  [auteur] 15 mei 2024 om 9:22 
@Zanoss it is, I just didn't add the new machines traits (they're now present)
Zanoss 14 mei 2024 om 7:48 
Is the mod is currently working with the new update ?
Teckly  [auteur] 20 jan 2024 om 0:38 
Reworked the icons for better visibility of the tiers
Also rewritten most of the mod for easier reading

Don't hesitate to point out if something is not properly working
Teckly  [auteur] 6 jan 2024 om 13:57 
The mod is now fully updated!
Just a little thing to fix, the strategist and tactician traits icons aren't showing properly in the leaders portraits but it working as intented.
Teckly  [auteur] 2 jan 2024 om 14:21 
I'm currently updating all the icons with a more fitting look for what they're doing. Almost done with the bio, next will be the fixing of machines traits
Teckly  [auteur] 1 jan 2024 om 3:07 
Ok fixed the strategist and tactician along with new icons, I have to find out why they're not showing properly in the leaders' tab (show an empty circle) but the bonus are working.

I'll take care of the others later when I'll have time
Teckly  [auteur] 1 jan 2024 om 0:48 
Alright found out the wiki about the leader traits isn't updated so I have to search around to fix the admirals/generals now commanders traits
and somehow the icons disapeared
Teckly  [auteur] 22 jun 2023 om 12:43 
@mrdnra should be fixed now
mrdnra 17 jun 2023 om 9:30 
On the off chance this mod gets updated at some point, I noticed a bug with robots relating to the mineral traits, specifically the negative mineral traits. The traits being called "Trait_Robot_Nonpower_Drills", yet their negative trait opposites are indicated as "Trait_NonRobot_Power_Drills". It's a straightforward find and replace fix from 'NonRobot_Power' to 'Robot_NonPower' fortunately!
Nextor 7 mrt 2023 om 10:22 
Interesting since I just installed the Irony mod manager from the website 4days ago.. i googled it & installed it. It works...
Malikto 18 feb 2023 om 19:52 
The Irony mod manager is no longer available, the creator abandoned it. I can't find any mod manager that works for Stellaris, even Nexus is gone and Vortex doesn't cover this game. Sad
Teckly  [auteur] 2 feb 2023 om 11:17 
@brutus_61 Strange, I just tired and they're showing for me.
Try using irony mod manager. There is a tool in it to see all conficts between mods and (attempt) fix it.
It should shows to you which are conflicting.
brutus_61 1 feb 2023 om 16:50 
for some reason the new trait's are not showing up for some odd reason.
Teckly  [auteur] 1 feb 2023 om 12:31 
@brutus_61 if you don't care about the number of traits, anywhere. The new traits should appear no matter where it is placed. The only traits that could be overriten are the basic ones already existing
brutus_61 31 jan 2023 om 21:16 
Hay do you know the load order it goes to.the tract are not showing up
Teckly  [auteur] 3 jan 2023 om 3:24 
@Lordlony Alright, the new traits should be in and fixed the slaves costs.
Also changed the screens for the originals. Haven't added the new ones though.
And the medical workers now add habability grow pop and a couple of other things
Teckly  [auteur] 2 jan 2023 om 9:28 
@lordlony I'll take a closer look when I'll feel better

thanks for the feebback
Lordlony 2 jan 2023 om 4:38 
Technically the original mod is from KiritekQQ's Workshop . Which is the files you use so I am confused on why your using my screenshots as they are not accurate.

I sort of gave up on updating this as was a lot of work and each time the devs updates it tends to require more.

I had a quick look over and can see that you have unfortunately removed a few of the base game traits with this including all origin traits. You also have not updated other traits with changes made by devs, they made a lot of changes in slave costs. Also in my update I had to remove traits such as medic, righteous and corrupt as they simply did not do anything, unclear if this would still be the case would need tested to check.

Good Luck if you continue.