Stellaris

Stellaris

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Base Traits DX
   
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1.110 MB
Feb 9, 2019 @ 3:42pm
Jun 12, 2019 @ 2:11am
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Base Traits DX

Description
Welcome to Base Traits DX! This mod extends the default traits given by Stellaris. It also comes with a slightly updated UI to better fit these traits.

Current Version: 1.4.1

Latest Changes: Small weighting/UI fix

You can always find the latest update information in the "Change Notes" tab.

What is this mod about?

Each trait now has 4 different "power" options to be chosen from, starting at Tier 1 (T1) for the weakest, but cheapest option, and Tier X (TX) for a very powerful, but also very expensive option.

If a trait did not have a negative counterpart before, I added one. So now every mod also has a negative counterpart for even more customization options!

To compensate for the bigger selection, you can now pick up to 10 traits with an initial 3 trait points available.

Keep in mind that this mod does not add "new" traits! It only extends the ones given by the base game.


--- FAQ ---

What does the Version number mean?

The version number (X.Y.Z) has the following meaning:
X - Main Version. This number will usually always stay 1, unless I decide to make some major changes to this mod. That'd probably be an own submission in the workshop though.
Y - Major Patch. This number shows the current major patch for this mod, such as balance changes or important updates.
Z - Minor Patch. This number indicates a minor fix, such as a bugfix, or very small number adjustments due to oversights that were not intended. If there's a small letter behind that number (f.ex. 1.2.1a), it means that I had to reupload the same Patch due to an upload/save error.

Is this mod available in my language?

Currently the mod only supports the following languages:
- English

If you would like to translate the mod into your language, let me know! I can help you out by providing you with the language file for both the mod and the original game.

Most options are just copied defaults, but there are some "new" traits which would need translation.

Is this mod balanced?

I hope so! At least that's what I aimed for.

Some of the Tier X traits seem to be very strong, but consider that you have to pick huge disadvantages in other areas in order to afford it, so pick wisely!

Is this mod compatible with...?

If the other mod does not overwrite one of the following files, you should be good to go. You might still be fine even if the other mod modifies one of these files, but you'll have to test on a case-by-case base.

Required Vanilla File Overwrites:
  • /common/pop_jobs/ -> 00-04, 06
  • /common/species_archetypes/ -> 00_species_archetypes.txt
  • /common/traits/ -> 02-05 (Other trait mods should be compatible, depending on how they're implemented)
  • /presrcipted_countries/ -> default.txt, 00, 88-92, 99

Optional Vanilla File Overwrites:
/interface/ -> customize_species_editors.gui

To see a workaround for mods that also overwrite one or multiple optional files, check out this thread.

Is this mod finished or still in development?

I was not able to bugtest the mod yet, but apart from that it is mostly finished in its core version.

I might want to add some unique icons for the added negative traits. Other changes/additions might also be possible.

What if I find a bug? / Can I give you feedback? / I have a question!

Please let me know in the comments if you have any bugs or ideas for improvement (such as balance changes). You can also ask questions if you like!

Any feedback is greatly appreciated <3

You can also use the discussion sections for bug reports, feedback and questions!


I hope you'll enjoy customizing your species! Have fun!
Popular Discussions View All (2)
17
Jul 14, 2019 @ 1:17am
PINNED: Found any bugs? Post them here!
Leniovias
1
Feb 14, 2019 @ 7:36pm
PINNED: WORKAROUND: Compatibility with other mods that modify the UI
Leniovias
28 Comments
Oxygen Nov 6, 2019 @ 5:22pm 
Hello are you ever going to update this to work with the lithoids dlc. When i play with them no traits show up...
MethMechanic™ Jun 8, 2019 @ 5:43pm 
It is your mod you can do what you want with it.
Leniovias  [author] Jun 8, 2019 @ 5:36pm 
Yes, very soon, didn't get to it yet. Though there shouldn't be any changes since the traits did not get touched, afaik. You can still use the mod as is, I'll just have to tweak a number.
I do wonder though, should I re-upload it as new version? (For 2.3 specifically)
MethMechanic™ Jun 8, 2019 @ 4:54pm 
Are you going to update the mod?
Leniovias  [author] Apr 23, 2019 @ 2:38am 
@GenStone Sadly there isn't a clear fix for that, because both mods modify the same file. The only way to really use it is to use the workaround to get rid of the file.
GenStone Apr 20, 2019 @ 8:53pm 
So I'm running an ethics addition mod and we narrowed this mod down to the reason we can't see the new ethics, I noticed you posted a workaround, but is there any chance you will fix that any time soon?
Leniovias  [author] Mar 17, 2019 @ 3:10am 
@LumberingTroll That's... odd, and shouldn't happen. I have no idea why or how, and I have never seen it happen myself
LumberingTroll Mar 16, 2019 @ 1:24am 
Not sure why, but when I start a new game, none of my pops have jobs assigned.
Leniovias  [author] Feb 23, 2019 @ 5:19pm 
Hmm... I've taken the weights like they were in the base game and just added the new traits, so I'm actually clueless. I might take a look into it soon as I'll be busy the next few days, but I'll see what I can do. (I can certainly adjust the weighting for the different tiers, that's for sure)
Grenade Salad Feb 23, 2019 @ 4:06pm 
Alright, from my current game, we've noticed a new problem. My friend is playing an Assimilator, and it's not weighting traits properly for deciding which pops should go in which jobs. He's ending up with cyborgs designed for menial labor taking up research jobs. My speculation is that it's some collision of the weighting for machine and biological pops, or just that the weighting for the traits in is screwy/unset. Any thoughts?