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You can infer from that.
Some patience and having less of a sense of entitlement would also be great, thaaaaaanks...
A version compatible for 2.6-2.8 will be uploaded separately soon (TM)
The ability to get trigger values combined with keywords is amazing. For a second I thought much of my mod would be impossible to make, it appears I have been saved by SLEX!
Nothing else changed.
Save game compatible of course :)
From what I can tell, you need the 2.3 version of the Universal Modifier Patch. Maybe the 2.7 version would work in 2.3 (doubt so tho) or maybe your civics mod will work in 2.7.
If none of this works, maybe try contacting jasonpepe (author of the universal modifier patch mod) to ask him if he has by chance an old version. Or you could by hand add the required modifiers in the mod files. I would suggest joining the Stellaris Modding Den Discord to get help if you never touched modding before ;)
I will take a look tomorrow as it sounds really weird tho. Did you remove other mods when removing this one ? Or only this mod ?
* Anomalies and a lot of event chains from More Events Mod
* Events from Potent Rebellions
* Bombardment notifications from Powerful & Realistic Orbital Bombardment
This is just some of what I've noticed. Events from these mods are still firing while this framework is in place, but it is blocking the player notification popups. Removing this framework instantly solves the issue.
You are trying to merge all of your mods into one ? This won't cause any issue ;)
UI Overhaul 1080p Plus :
.git\COMMIT_EDITMSG
.git\FETCH_HEAD
.git\HEAD
.git\config
.git\description
Stuff like this.
Fixed a bug (typo).
Added SLEX_get_custom_parameter(_advanced)_4096. Please use this only when you really need it as every occurence of it in the code increases the RAM usage (Stellaris limitation)
I will add some new features soon :)
You may want to add a fourth "0" if the total fleet power of the country is higher than 1M tho (shouldn't happen very often when "near" vanilla, but if you plan to use mods like ACOT or Gigas, it may be a good idea :P)
If this feels confusing or if you want to ask for more explanations on the subject, feel free to contact me on the modding Den, I will be happy to help you :)
(It's easier to communicate on discord than here in messages imho)
[code]
SLEX_get_custom_parameter = {
CONDITION_NAME = fleet_power
VARIABLE = variable_name
ROUNDING_ZEROES = 000
}
[/code]
This will store the fleet power power truncated to the next (lowest) multiple of 16^3 = 4096 (3 because ROUNDING_ZEROES has 3 zeroes) up to 1 044 480 (=16^3 * 255).
This means a fleet of fleet power 5000 will have a variable of 4096. And one of fleet power 4095 will have a variable of 0. So this works fine for high values.
If you want to also take into account small fleets, I would suggest doing an if with a limit on fleet_power< 4096 in which case you use the same code except with ROUNDING_ZEROES = 0 (fleet power will be a multiple of 16 up to 4080).
You can also of course add an if_else with a trigger fleet_power < 65 536 (16*4096) with the same code except with ROUNDING_ZEROES = 00.