Stellaris

Stellaris

Psionic Species Expansion Fix [4.0.15+]
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.
dkenhoney 8 月 27 日 上午 9:41 
I've continued testing, and I still can't get anything beyond Psi Manipulation Theory to drop. I've removed all other mods, I've forced spawned unity to rush through the psionic tree, I've force spawned unity to also force level up all my leaders to get two scientists on the council with extra research alternatives and psionics specialty to increase chances of it being available...nothing. I can't get any tech from this mod to be available beyond Psi Manipulation theory unless I use the boring and op console command to research ALL technologies.
dkenhoney 8 月 25 日 上午 9:03 
Just tested again by removing Beyond the Shroud in case there was some issue there. Nope, the technologies are still in the game and they still aren't being drawn.
dkenhoney 8 月 24 日 下午 6:12 
Ok, tested by using console commands to research all technologies, the technologies from this mod are still in the game, but for some reason aren't being pulled as options. As far as that goes I don't know how to test what's causing that. It used to be that as soon as I researched Psi-Manipulation Theory that Teleportation Drills and Applied Telekinesis would be nearly guaranteed options immediately afterwards.
dkenhoney 8 月 24 日 下午 5:12 
I've been playing with ACOT, so yeah, it's compatible with that. I don't know about AOT.
regis619 8 月 24 日 下午 3:12 
Will it be compatible with ACOT and AOT?
dkenhoney 8 月 24 日 上午 9:10 
I'll put my two cents in: this mod isn't too strong when you compare it to Zenith of Fallen Empires, Ancient Cache of Technologies, and Gigastructures. That's what you need to compare it to, and if you don't like those mods you shouldn't be playing with this mod. And honestly, if you don't like extremely powerful things, you shouldn't be playing with mods that add ANY power in the first place.

That being said, I have run in to a personal issue with my latest playthrough where none of the psionic techs from this mod were available past Psi Manipulation Theory. I don't know if it's an interaction bug with another mod, but I haven't finished testing combinations yet (because of how long it takes to get there) to see what might have happened.
Underdog 8 月 24 日 上午 5:18 
is there any nerfs to this mod? It's fun, but it's waaaaaaaaaaaaaaaaaay too strong.
Clockworky 8 月 4 日 上午 7:46 
please copy paste localization for other languages,Currenctly blue strings
FFomAA 7 月 26 日 上午 5:42 
Can't even add it with console commands which is new for me. It says that adds Psi corp put does nothing
FFomAA 7 月 26 日 上午 5:38 
I installed fix long after the game started and now i can't build any psycorps buildings, they are just not in the list of available buildings. Is it fixable or do i just have to restart and give it another try?
Serotonin Slut 7 月 20 日 下午 5:28 
Thirded, its extremely absurd to the point where I kind of assume it's a bug or a mistake of some kind.
super human 7 月 8 日 上午 8:33 
yea the new psi corps is WAY too strong
Chocola 7 月 6 日 上午 7:10 
Why does this mod add an 18x stronger psi corps
Kebabtschi 7 月 1 日 上午 12:54 
@Dorwon Can you tell me please which Discord you found the fix and what to search for? (Some Key words would be nice)
Thx
Dorwon 6 月 27 日 上午 1:39 
Its alright i found a solution already someone in the discord has fixed it.
LeGustaVinho  [作者] 6 月 24 日 上午 8:04 
@whisper2shade @Dorwon Sorry guys, I still don't understand the problem, from what I understand you are facing problems with jasonpepe's "Ruler Level System" mod. If I understand correctly, I don't intend to make a fix for the "Ruler Level System" and if PSE has any integration with the "Ruler Level System" I also have no plans to make the fix.
Dorwon 6 月 23 日 下午 5:02 
@LeGustaVinho the leader focus where you can get small upgrades doesnt work you can use the interface but you do not get the bonuses
whisper2shade 6 月 23 日 下午 2:08 
@LeGustaVinho I guess he means the problem that ruler foci don't work. (for example demagogue doesn't add influence or lowers starbase claim costs). I think there's more foci that don't do anything. As far as i can tell, edicts work (at least the ones i tried).
LeGustaVinho  [作者] 6 月 23 日 下午 12:15 
@Dorwon Can you elaborate/explain more about the problem?
LeGustaVinho  [作者] 6 月 23 日 下午 12:14 
@Link3000XD Yes, will fix it
Link3000XD 6 月 23 日 上午 10:33 
will this fix the psionic menu being able to open again owo''''
Dorwon 6 月 23 日 上午 9:26 
Could you fix merged leader system too?
ᴷʰᵉˢʰⁱᵍ 6 月 22 日 上午 2:54 
:shcfire:
alankraskow 6 月 20 日 上午 5:23 
@LeGustaVinho thanks for fast reply :)
LeGustaVinho  [作者] 6 月 20 日 上午 5:20 
@alankraskow Fixed, no overrides
alankraskow 6 月 19 日 下午 11:40 
You have overwrite file there for 02_government_buildings.txt which wasn't mentioned in the original mod. I think this should be mentioned in your description, cuz it might cause some compatibility issues with other mods.
cubbigummi1 6 月 18 日 上午 11:40 
very nice
deepstrike 6 月 16 日 下午 11:38 
thankyou
Oni-Miko Reimu 6 月 13 日 下午 8:32 
niceeeeee