Stellaris

Stellaris

Human Fallen Empires BETA
 This topic has been pinned, so it's probably important
had  [developer] Apr 11, 2017 @ 8:54pm
Compatibility / Совместимость
Mod created with minimum impact on vanilla files to have better compatibility, nonetheless between less impact and better mod's features I will choose the second option.

Adding to ongoing game
If you really want to add the mod to the ongoing game, write in console "event hfe_init.0".

Submods and build in compatibility list
Supported by SpeedDial.
Patch for -Icen System Scale and Beauty-.
! Universial Game Rules Patch
!! 00 Infinite Stellaris Framework
The Merger of Rules


Mod replaces the following entries from vanilla
common\game_rules\can_orbital_bombard
common\game_rules\can_colonize_outside_borders
common\game_rules\can_build_branch_office_on_planet
common\game_rules\can_pop_auto_migrate
common\species_rights\citizenship_slavery
common\scripted_triggers\is_lonely_hive_mind_pop
common\scripted_triggers\is_regular_empire
common\script_values\desired_constructors_min
common\script_values\desired_constructors_max
gfx\portraits\asset_selectors\room_textures.txt

Logging
Mod have two global flags hfe_pirate_logs and hfe_plague_logs.
You can enable logging by runing console command
event hfe_test.18
All logs stored in C:\Users\%username%\Documents\Paradox Interactive\Stellaris\logs\game.log

Please report incompatible mods.
Last edited by had; Jun 14, 2024 @ 4:55am
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Showing 1-15 of 38 comments
gusm4l Apr 22, 2017 @ 11:20pm 
Great Mod!

Seems a bit of a compatability issue with NSC. Maintly, some NSC guardian event's don't seem to fire when playing as Discovery.

Appears to be due to the fact the NSC uses is_country_type = default as part of the trigger for many of the Guardian event's but one of the initial empire events for Discovery set the player country_type to human_fallen_empires_discovery.

Thanks
had  [developer] Apr 23, 2017 @ 4:15am 
Sorry, restored your post, because I'm very curious.
Is the problem still relevant?
Valiant Primaris May 4, 2017 @ 7:43am 
How does this interact with Fallen Empires Expanded and Zenith of Fallen Empires?
had  [developer] May 4, 2017 @ 8:22am 
Don't know if they are not editing same vanilla file, everything will be ok.
Cabal May 21, 2017 @ 10:27am 
common\defines\NSpecies\MAX_TRAITS

The interaction between this and several mods for adding new traits means that any that are adding more picks or points revert from that and don't work. Is there a way to alter this?
had  [developer] May 21, 2017 @ 11:10am 
You can push needed mod in load order. its determined by alphabetical order in the name of mod.
Or just enable this mod after game start.
Cabal May 21, 2017 @ 11:24am 
Alphabetical order was not the case for us, we had to alter the value within the mods files to change the number of picks (we were not altering the number of available points). We tried several means of altering this and they did not seem to overpower the initiailization in this mod, I am not entirely sure why that was the case. It's a fringe case but we couldn't find a way around it without altering the file ourselves. There may be a way to make it load early and force other mods to load after similar to what some other mods do (adding numbers or characters in front of the mod files to make them load before, ofr example).
had  [developer] May 21, 2017 @ 11:29am 
Probably only way is editing mod's files.
You can start without this mod, by if it overwrites need variable will be problem with gene modification.
TheLegg Jul 3, 2017 @ 10:08am 
Have an issue with the UI 1080p overhaul mod and this one.

This mod reverts the planets and sectors page to the original size rather than the extended size of the UI mod.

Is there anyway to change it back?

Could you look into this please.

Thanks
had  [developer] Jul 3, 2017 @ 10:36am 
This mod doesn't edit planet or sector interface.
SpecTRe Nov 2, 2017 @ 12:12pm 
Привет, я потратил примерно 2 часа чтоб понять почему у меня вылетает игра когда ИИ бомбит мою планету. Кажется я нашел конфликт с модом TFW's Bunch of Ship Parts. Там вносятся изменения в 00_rules связанные с бомбардировкой. После вылета последняя запись в логе ошибок:

04:28:18][trigger.cpp:478]: country scope contains invalid object at file: common/game_rules/00_rules.txt line: 443

Проверьте пожалуйста, можно сделать патч совместимости если конфликт или придется удалять?

UPD.
Кажется я у себя решил эту проблему, у вас прописано так:

ROOT.OWNER = {
or = {
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = swarm
is_country_type = ai_empire
is_country_type = cybrex_empire
# mod
is_country_type = human_fallen_empires_pirate
is_country_type = human_fallen_empires_drone

А в моде TFW's Bunch of Ship Parts вот так:

ROOT.OWNER = {
OR = {
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = swarm
is_country_type = ai_empire
is_country_type = cybrex_empire
is_country_type = tfw_ed

Объединив файлы у меня перестало вылетать. Может кому поможет.
Last edited by SpecTRe; Nov 2, 2017 @ 12:41pm
had  [developer] Nov 2, 2017 @ 1:05pm 
Сделай сейв перед вылетом.
SpecTRe Nov 2, 2017 @ 2:09pm 
2-3 раза вылетало, когда подправил файлы стало нормально, уже играю дальше.
That Feel When Nov 2, 2017 @ 3:12pm 
Originally posted by SpecTRe_RUS:
2-3 раза вылетало, когда подправил файлы стало нормально, уже играю дальше.
Красавчик, все правильно сделал.
had  [developer] Nov 2, 2017 @ 3:40pm 
Если бы это было исправлением.
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