Stellaris

Stellaris

Cultural Overhaul - No Traditions 2.0.2 with Localisation Update
213 Comments
Samson May 25, 2022 @ 9:32am 
need in german pls
ThelianTech May 12, 2019 @ 8:58am 
I would Love to see this mod updated Hope for the Best.
Mr Blue Nov 4, 2018 @ 11:19pm 
update please
Cedric Scum Aug 12, 2018 @ 2:11am 
UPDATE PLEASE! 2.1+
It's Really good mod, pleeeeeeeeease!!!!
Cold Blood Jul 28, 2018 @ 3:25pm 
@Salondor I cannot take your complaint fully serious simply because of you Profile Pic.
RaptorBroccoli Jul 16, 2018 @ 4:51pm 
I can't seem to use the additional ethics, could it be a compatibility issue?
SlainEnmity Jul 6, 2018 @ 1:03am 
this mod appears to cause an issue where i cant give my species utopian abundance, i meet all the requirements, and when i disable the mod it works fine. small anooyance, but a noteworthy one.
Sir Fraser Jun 24, 2018 @ 5:50pm 
So i have some good news and bad news.
The good news is that i have fixed the major sensor bug issue and corrected some smaller changes to the buildings and civics and should be able to upload this version.
The bad news is that all of the vanilla fanatic ethics are missing their negatives even though the actual code tells me otherwise.
Hopefully once i fix that i can move onto the next stage of uploading the actual mod to the workshop.
Sir Fraser Jun 24, 2018 @ 6:15am 
Thats what i am currently attempting to do. i fixed the sensor bug and will correct any other issues in the mod in the mean time. it will take some time since im still fairly new to stellaris modding.
prassel Jun 24, 2018 @ 6:03am 
there's another version of cultural overhaul with more civics and a guide on how to remove traditions here: https://steamcommunity.com/sharedfiles/filedetails/?id=1329351538
would be great if someone that has time and will to publish and keep it updated.
Sir Fraser Jun 24, 2018 @ 5:10am 
Never had any issues with assimilation, but i'm going to attempt to see if i can fix any of the glaring issues the mod has and then see if im able to upload a version of this onto the workshop.
No promies though since i have never done workshop stuff before.
Stalbay Jun 24, 2018 @ 4:23am 
@Sir Fraser Could remove the assimilation bug ?
Sir Fraser Jun 20, 2018 @ 12:47am 
I've been able to fix the senor bug issue the mod cause. But i am still very much an amatuer in regards to coding but i haven't found any other major issues with the mod thus far.
Stalbay Jun 18, 2018 @ 5:07am 
Rip
CyberFerret Jun 15, 2018 @ 12:48pm 
Why does this effect sensors? It shouldnt have anything to do with it?
Nihilus Jun 13, 2018 @ 1:00pm 
c'mon mate, please update
Akkadian Jun 7, 2018 @ 7:39am 
Yeah, sonsors are broken, please update this awesome mod!
BeefStranger Jun 5, 2018 @ 11:28am 
Just a FYI, using this mod in 2.1.1Beta breaks sensors completely. They have no effect, you cant even see next systems with science ships at the start
battleship101 Jun 4, 2018 @ 10:37pm 
Does this still work without it being upated? I am new to this mod resntly that why i asked.
The Bird Jun 3, 2018 @ 5:05pm 
When will this be updated? It's one of my favorites.
Stalbay Jun 3, 2018 @ 1:16pm 
Pls update, bag assimilation
Plerion Jun 1, 2018 @ 5:33pm 
@Rampage - To add on what you have been told, it's also possible to add more traditions (along with those that were removed) from other traditions-only mod. Sadly this is not an option until this mod gets updated.
Notre Dame Jun 1, 2018 @ 10:43am 
update please
ElusiveSausage May 29, 2018 @ 7:43am 
Yep it's for compatibility and a lot of people didn't like the tradition trees the original author added because they were restricive and overly complicated.
Rampage May 29, 2018 @ 3:37am 
Hi, Can I ask why the traditions were removed?
Is it more compatibility with other tradition mods?
Or more because people didn't want any extra traditions beyond the 7 or so that vanilla has?

I'm curious if any thought was put into using the crappy-but functional tradition swap mechanic. Reducing the number of traditions that you can see in 1 game, without reducing the number of traditions total.
Plerion May 27, 2018 @ 5:49pm 
I also depend heavily on this mod, as I would like to use the extra civics, but with other tradition mods.
Cyber Warlord May 27, 2018 @ 5:24pm 
Is this mod going to be updated? I like the extra govering traits but I don't like the extra traditions.
NewAgeKid52 May 25, 2018 @ 7:47pm 
Hi ThugQueen69
I noticed you mentioned on May 8 you would be able to update the mod. May I ask when you feel you will be able to update the mod? I've expanded my mod more and you can check the coding updates if you like.
𒀭 Enki 𒀭 May 25, 2018 @ 8:30am 
Dead?
::Maethendias:: May 25, 2018 @ 3:55am 
v indeed... this mod is broken (way too many despicable neutral empires)
Valerius May 25, 2018 @ 2:43am 
Think it will, since it has been updated in april the last time and petruxa's "not touching the traditions" version is outdated by now, as it again has its infinite blank message spam bug due to version incompatibility...
DracoMcGee May 23, 2018 @ 7:33pm 
war lord civic not working as far as i can tell
Grouchio May 22, 2018 @ 9:24pm 
Will this require patching with 2.1?
WolfWhiteFire May 20, 2018 @ 1:56pm 
"!!Extra Civic in More Ethics and Civics Rebuild" Is the name of an add-on the more civics in ethics and civics rebuild mod made. It is listed in the description of this mod as well. Doesn't give you 5, but does give you 1 more point.
Doctor Proteus May 18, 2018 @ 2:16am 
Does anyone know of a mod which increases the number of civic picks at civ creation that is compatible with this mod? I've tried some but they don't work with this mod. Just want to increase the civics picks to 5.
Plerion May 10, 2018 @ 5:58pm 
@ThugQueen69 Currently I am using both patches for compatibility with CGM: Buildings, one by NewAgeKid52 and another one by ExNihil:

https://steamcommunity.com/sharedfiles/filedetails/?id=1378197434
https://steamcommunity.com/sharedfiles/filedetails/?id=1371110483

Not sure if this is correct or not, since your mod as far as I understand has content of both.

In any case, thanks for keeping up with this version!
syncopation May 9, 2018 @ 7:58pm 
@ThugQueen69: thanks for all your good work.

I looked at the mod files, and I see that my previous comment appears to be based on the fact that one of the Mechanist civic requires a DLC. I didn't check why that is, but it explains why it didn't show up for me (I have none).
Furtive  [author] May 8, 2018 @ 7:49pm 
Hey everyone thanks for pointing out various issues, I have been fairly busy lately but will have some time this weekend to update the mod to the current release and implement some bug fixes.
Marlow May 8, 2018 @ 4:32pm 
I'm having an issue where the new ethics don't show up in the faction creation screen, although AI factions still use them. I assume this is some kind of mod conflict, but since I can't figure out what's causing it I'd like to ask if anybody else has had this issue.
syncopation May 8, 2018 @ 7:23am 
The civic "Machine Cult" requires the civic "Mechanist," but the former does not appear to be available(?)
Plerion May 7, 2018 @ 9:33am 
Yes, please don't abandon this!
Cyber Warlord Apr 29, 2018 @ 12:53pm 
Can you update the mod to 2.0.4? It's giving me the caution symobl on my launcher.
Saber Apr 28, 2018 @ 5:09pm 
Thank you for this Gem
Azerik Apr 27, 2018 @ 2:21pm 
Also how the heck do you get an empire that cna use utopian abundance living standard with how the Egalitarian and Libertarian ethics have been changed? You guys need a more in depth change log, because Petruxa's change log doesn't cover what you guys have.
Azerik Apr 27, 2018 @ 1:15pm 
Ok so I managed to figure that out, but trying to find my way around the rest of this mod, cuz none of ethics as they appear in game line up with the code in the ethics files. I mean Green is obviously Ecologist, but where doies Socialism line up to, and which in file ethic is Libertarian?
Azerik Apr 26, 2018 @ 12:41pm 
Was it intentional to make the gestalt consciousness use all the thic points? If so could someone walk me through how to change that. My favourirte thing about this mod wsa that it let me customize hiveminds and machine conciousness' to be more diverse.
NewAgeKid52 Apr 22, 2018 @ 10:45am 
@ThugQueen69
I finally made my final update for my mod, and I posted in the "Coding updates" thread the changes if you'd like to add them to your mod. It was great working with you on this mod from Petruxa. I also have a new mod, a compatibility patch for any version of Ethics Rebuild with Planetary Diversity here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1365445816
If you'd like you can link to it for those who like Planetary Diversity.
Maff Apr 21, 2018 @ 10:55pm 
Any chance thatl you'd consider changing when Celestial Empire is a valid government type for an empire? Right now it comes up even when one makes a non-Xenophobic Spiritualist/Militarist empire.
NewAgeKid52 Apr 21, 2018 @ 6:46pm 
@ThugQueen69
I did a lot of updates. Would you like to know what I changed? I think I am at a state where I probably don't need to keep balancing and that's pretty much finished. When you have time, would you like update from mine? I have a lot of new civics and I'm pretty much all finished making civics. From this state I feel my mod is pretty much done and will probably only change it if there are severe incompatibilities or major things that need changing.
Kami Funny Cow Apr 19, 2018 @ 10:46pm