Stellaris

Stellaris

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mvlbrotherg24 Mar 22, 2020 @ 10:30am
Vassal has doomsday modifier on their planet
Hi guys I recently conquered and vassalized a species in my playthrough. However, their home planet has a doomsday modifier on it. How can I remove it through console commands? I've tried using the wiki however these commands don't work.

Effect option = remove_modifier = "doomsday"

or these

effect option={hidden_effect={remove_modifier="doomsday"}}


effect option={set_timed_planet_flag ={flag="doomsday" days=1}}


effect option={remove_modifier ="doomsday"}


effect option={hidden_effect={remove_planet_flag ="doomsday"}}

not sure what to do here becuase it's early game and the vassall does not have any other planets. Any suggestions or help would be appreciated.
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Showing 1-7 of 7 comments
EleventhStar Mar 22, 2020 @ 10:53am 
iirc there is a command to remove all modifiers, just cant find it right now. used to have a addon called otter editor that had a GUI for it, maybe that works if its updated.

otherwise you can try to terraform the planet, that might remove it too (but doubt it)

you can also see if the debugtooltip command gives any more info on the proper name of the modifier.
mvlbrotherg24 Mar 22, 2020 @ 11:13am 
Originally posted by EleventhStar:
iirc there is a command to remove all modifiers, just cant find it right now. used to have a addon called otter editor that had a GUI for it, maybe that works if its updated.

otherwise you can try to terraform the planet, that might remove it too (but doubt it)

you can also see if the debugtooltip command gives any more info on the proper name of the modifier.

the debug tooltip doesn't show the name of the modifier on the planet. However, I believe I have the right name for the modifier. The script in the game still executes. It just doesn't seem to do anything.
Cheran Mar 22, 2020 @ 11:16am 
the modifiers are named:

doomsday_1
doomsday_2
doomsday_3
doomsday_4
doomsday_5
doomsday_first_colony

taken right from the game files. Try those.

EDIT:

effect remove_modifier = { modifier = doomsday_1 }

should be the right command structure, according to the wiki.
Last edited by Cheran; Mar 22, 2020 @ 11:26am
mvlbrotherg24 Mar 22, 2020 @ 11:39am 
Originally posted by Cheran:
the modifiers are named:

doomsday_1
doomsday_2
doomsday_3
doomsday_4
doomsday_5
doomsday_first_colony

taken right from the game files. Try those.

EDIT:

effect remove_modifier = { modifier = doomsday_1 }

should be the right command structure, according to the wiki.

I tried this command copy paste with every name including dooms_first_colony. The script keeps saying removed, howevever the modifier is still there and the planet still explodes after 6 months. Any ideas?
Cheran Mar 22, 2020 @ 12:11pm 
I looked around and the event trigger have to be deleted or stopped. It will take some time for me to figure that out, because I don't have the newest DLC and therefore can't create a doomsday playtrough myself to check for a faster solution.

EDIT:

Ok, try this while having the planet selected:

planet_event = { id = origin.80 days = 999999999 random = 900 }

This should set the timer to a gigantic number. If the game crashes, reduce it.

It's not perfect, but everything else might need a save game edit.
Last edited by Cheran; Mar 22, 2020 @ 1:05pm
mvlbrotherg24 Mar 22, 2020 @ 2:14pm 
Originally posted by Cheran:
I looked around and the event trigger have to be deleted or stopped. It will take some time for me to figure that out, because I don't have the newest DLC and therefore can't create a doomsday playtrough myself to check for a faster solution.

EDIT:

Ok, try this while having the planet selected:

planet_event = { id = origin.80 days = 999999999 random = 900 }

This should set the timer to a gigantic number. If the game crashes, reduce it.

It's not perfect, but everything else might need a save game edit.

console just says unknown command. I've tried changing the planet class but that hasn't removed the modifier. It seems that the ai getting this origin isn't uncommon as I've seen a few post from people getting the same issue.
if someone is still looking for help, open console and type "debugtooltip" and put your mouse cursor on your modifier.

it will open pop-up as doomsday_(number), for instance, let's just intend it's doomsday_4.

click your planet and type effect remove_modifier = doomsday_(number). than it will disappear.
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