Stellaris

Stellaris

Otter Editor
547 Comments
Bartix Aug 2 @ 5:11pm 
The leader event bug is caused by a change in format to the add_trait command for leaders.

The old format was:
add_trait = leader_trait_naturalist

the new format is:
add_trait = {
trait = leader_trait_naturalist
}

All add_trait commands for leaders in the mod need to be changed to the new format for the events to work correctly. It doesn't take too long to fix if you know regex, or you can just use Copilot.
Kaedus Jun 28 @ 10:27am 
just delete the leader event files in the mod folder
Kaedus Jun 28 @ 5:31am 
empty leader events because in patch 4.0.16 "Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify."
Nickillaz89 Jun 18 @ 2:15am 
Daily blank events for me too, totally gamebreaking. Hoping for an update soon because I love this mod.
我永远喜欢noa Jun 8 @ 7:43am 
i love it please update
Icelord Jun 8 @ 3:48am 
JojosOtterExpanded is working now it has some problems but it works
Xanxus Jun 7 @ 6:27pm 
hmm...looks like, it is the event for "leader edit", it cannot be set up as event target for leader editing. I guess they changed some basic codes about leaders.
Xanxus Jun 7 @ 6:19pm 
I found these spamming blank event happened as otterleader.14, it looks like something duplicated in triggers by new updates.
Xanxus Jun 7 @ 6:10pm 
I also suffered those spamming blank events. dont know what and where triggered these. hope it could be fixed.
Icelord Jun 6 @ 5:50pm 
that would be great please post here when you do i am checking daily to see if one of the 3-4 versions of this mod get updated
VersionZero Jun 6 @ 2:53pm 
I'll update this and better cheats mod if people like
MartianLeo Jun 4 @ 8:08pm 
it works in 4.0 (kinda) it doesnt crash but it wont open and spams me with blank events
卟拗卟拗 Jun 4 @ 7:27pm 
it wont work for me and i got 4.0.15
Ty Jun 1 @ 2:34pm 
He's said he isn't focused on updating this right now. We're all entitled to move on to new projects. There are other options available out there, other people have attempted to take the original and update it. Just look on the workshop.
Drip_Nasty Jun 1 @ 6:25am 
pretty pleeeease update
denzellbeatty4554 May 26 @ 8:33pm 
update?
denzellbeatty4554 May 26 @ 8:32pm 
it wont work for me and i got 4.0.13
Seamoo  [author] May 9 @ 8:20am 
not currently on my to-do list
Azure May 9 @ 2:26am 
will this get an update?
Lingo Mar 8 @ 5:20am 
John you seem to have it right, you click the star and put event.clam1 to set the origin point. Unselect and type event.clam12 and the menu should immediately pop up. Set the system as origin and repeat on the other side. It works everytime for me.
John McCreedy Feb 26 @ 8:48am 
For the absolute life of me I cannot nor ever have been able to get the hyperlane editor to work consistently. I might get it to work one out of every 50 attempts.

Click the star > event clam.1
Unclick the star > event clam.12
Click the star > Set Origin

Close the menu and move to next system

Click the star > event clam.1
Unclick the star > event clam.12
Click the star >

and the target is blank so I cannot create the Hyperlane. I'll put it this way for you: I subscribed to this on the 10th June last year, it's only worked twice for me. What am I doing wrong, please?
shadow_bit Jan 28 @ 8:15pm 
update plz.
Roger Jan 4 @ 9:21pm 
The number of horses in the stable will no longer increase after reaching 10.
lazarusblack Dec 30, 2024 @ 7:49am 
I can't select anything when in observer mode and so I can't actually exit observer mode. What do I need to do? I've tried using the event.1 and event.12 but nothing
Hephaistos Dec 28, 2024 @ 5:34am 
Whenever I (want to) create Wormhole pairs the game freezes indefinitly, creating no holes in the process and I have to start from the latest save
VectorMane Dec 2, 2024 @ 4:01am 
@RedRover72 you're fine, but yeah the windows are movable just like the other normal ones that pop up from time to time, but sometimes the window is far too large to do even that.
RedRover72 Dec 1, 2024 @ 12:57pm 
@VectorMane, @Sterling Archer, Don't mean to necro this, but... the window frame is movable, although not easily. If you grab the edge of the window, you can move it up and down so you can see the bottom of the list, and the buttons. It's seems kind of random as to how the window moves, but this does work.
Pelinal Nov 7, 2024 @ 9:43pm 
@Synnax You have to edit the mod's events\05_ottereditor_galaxy.txt and add in two missing lines in 2 locations in the file ->

spawn_natural_wormhole = {
bypass_type = wormhole
orbit_distance = 100 #<int>
orbit_angle = 90 #<int, 0-360>
random_pos = yes
}
인팍 Oct 6, 2024 @ 3:07am 
There is a bug. when you spawn some systems using this mod (because they didn't naturally spawned), it will not work. For example, sanctuary system will not include 4 pre-ftl civs, just 4 empty ringworlds. The veil system's anomaly will not work.

Please fix these problems. Anyway, this is a great mod. Thanks a lot!!!
Synnax Jul 22, 2024 @ 12:47pm 
Very nice mod!!!! Thanks a lot. But it crashs the game if you create a pair of wormhole
VectorMane Jul 13, 2024 @ 4:46am 
@Sterling Archer this is already on the fix list, but your only solution right now is to go into your game settings and set the UI scaling as low as possible, save your game, reboot the save, and otter editor will automatically pick up from where you left off (idk why stellaris makes this a thing, even vanilla stuff does this) and look for the close option on the bottom of the list. If THAT fails, your save is bricked until you disable otter editor and never use it again on that save file. I've had this issue carry over between saves once so keep that in mind. Probably best to disable otter editor once you're finished using it so these bugs don't brick your save until the issue is fixed.
Sterling Archer Jul 13, 2024 @ 12:09am 
Seamoo, how do I change the commander leader skill list to have less options on it? Even on a 27 inch screen, the list is so huge that it goes off the bottom of my screen and you cannot exit it unless you can somehow move it around and make it go out the top of the screen so you can see exit/next. This also happens with one of the governor ones, but I forget which.
Seamoo  [author] Jun 30, 2024 @ 7:38pm 
IDK, I mistakenly deleted my working copy so, yeah lost abit of motivation
Sterling Archer Jun 30, 2024 @ 9:28am 
Seamoo, did you end up fixing the wormhole crashing with the solution that was given a few pages back?
Seamoo  [author] Jun 29, 2024 @ 11:18pm 
Sigma, it still works please follow the directions
Chudini Jun 29, 2024 @ 4:50pm 
Dont work.I entered every command and the message appeared but I have no menu
archlord axon Jun 21, 2024 @ 10:22pm 
Anyone able to make traversable wormholes work in current version? I can spawn them, but then they cannot be explored. Not sure if I'm doing something wrong or there is a break.
Seamoo  [author] Jun 7, 2024 @ 2:34am 
Yes, some systems have triggers, it would cause bugs to have more than 1. So, only generic systems can be spawn multiple times
霜糖大油条 Jun 6, 2024 @ 4:16pm 
great mod. Just one question, it can not spawn system that already existed?
Boshty May 31, 2024 @ 2:13pm 
This is Otterly ridiculous
Seamoo  [author] May 29, 2024 @ 6:15pm 
You can't force close events by design. Ill release the fix soonish.
VectorMane May 27, 2024 @ 5:31am 
Is there a way to force close otter editor? I've made a report about this before, but some options in the leader editors are so massive, the list goes completely off screen, rendering the save completely bricked and unusable unless i turn the UI scaling impossibly low. Is there a command for the console to force close it?
BasileusofRhomania May 24, 2024 @ 1:33pm 
Update?
hexfxtriks May 24, 2024 @ 11:06am 
Keep waiting for it to break with all the updates.. Still works for me. Thank Seamoo!
Magoozle Mar 22, 2024 @ 4:39pm 
Works fine for me besides wormhole creation, thanks Mr Seamoo :)
Seamoo  [author] Mar 21, 2024 @ 6:07pm 
Somethings are still broken but it is safe to use
ChronoRebel Mar 21, 2024 @ 3:02pm 
Is this mod compatible with 3.11 and all DLCs up to Astral Planes? Can it also remove what it can add?
Seamoo  [author] Mar 17, 2024 @ 2:06pm 
@nordstern It should work but it requires a save and reload. Might be broke theough I'd have to take a look.

@Nikal I have considered making it a submod cause it would only need to rewrite a couple of events but I haven't have the desire to actually do it
Nikal Mar 17, 2024 @ 7:21am 
Oh hey, you're back! :steamhappy:
I've been using a customized version of “Otter Editor Extended” till now.
Do you have any interest in officially including the additional modifiers/districts?
nordstern Mar 15, 2024 @ 11:58am 
When i change the star of a system, the systemodifier the star caused is still active. For example replacing a pulsar with an class B will not delete the -100% shield value from the pulsar system.

Is their an option to do so, or is it not in the mod or not makeable?