Stellaris

Stellaris

Enhanced Traits
73 Comments
Zhukov Sep 15 @ 2:10pm 
Any chance for an update?
just a person ? Jan 8 @ 6:21pm 
the trait that add life span does not work
Lordlony Dec 1, 2024 @ 4:08pm 
Enhanced Traits Probably the most up to date version of this.
KIN Nov 29, 2024 @ 1:44pm 
Does this not work anymore? I need an alternative if so.
Lordlony Mar 18, 2022 @ 6:05pm 
Lets try this again Enhanced Traits Revised @KiritekQQ feel free to take over again :Blessing:
Play4leftovers Dec 18, 2021 @ 7:14am 
As a note, the species_mod_window.GUI is missing closing bracket. Might cause issues, might not.
AnTi Dec 2, 2021 @ 1:43am 
will this get updated ?
Devidose Nov 2, 2021 @ 1:05am 
Somewhat spring-boarding off MrFunEGUYs comment regarding fixes, would it be possible to homogenise the traits to be more generic in regards to the job bonuses they provide? While many already are "+x% to jobs" some are still specifying particular jobs like the SR ones.
MrFunEGUY Nov 1, 2021 @ 12:34pm 
Is there any chance you can look at incorporating my bugfixes for this mod into the main mod? This mod has quite a few small bugs, but I've fixed them for the most part.

https://steamcommunity.com/sharedfiles/filedetails/?id=2198699628
Alipheese Fateburn Oct 17, 2021 @ 1:34pm 
@Megatronus V most likely it is a mod conflict. The mod worked just fine for me, but as soon as I added Planetary Diversity the traits went away, likely to do with that mod changing the habitability traits, and being further down the load order.
Megatronus V Sep 23, 2021 @ 1:28am 
@Devidose Can confirm, tried a new game, on species selection screens, the new traits aren't even there. weird
Devidose Sep 20, 2021 @ 12:41pm 
So all my traits just vanished from my main species mid game after the latest update. Would be nice if the mod updates actually specified what changed but then that hasn't happened in the last 18 months so clearly it won't happen now despite it breaking existing games.
AureliussMagnus Sep 19, 2021 @ 8:40pm 
I delete my previous comment because this mod is now updated.
videomike_Ultimate_Plushie Sep 19, 2021 @ 6:01pm 
I found the problem with the robot issue. Within the new Species_archetypes files the section

Robot = {
Species_Trait_points =
specie_max_traits =
}

The line(for both it and the same MACHINE archetype) forgot to include "robotic = yes" within the line. The correct line should be:

Robot = {
species_trait_points = @robot_trait_points
species_max_traits = @robot_max_traits
robotic = yes
}

This should apply to MACHINE as well.I don't know how he made this mistake given even the comment lines are copy/pastes from the original file.

The file also turns the "modifiers = off" line in the presapient and otherwise. That may be part of the glitch.
videomike_Ultimate_Plushie Sep 19, 2021 @ 2:57pm 
@AureliussMagnus what glitches besides robots is there? The only other glitch I've seen is the crime trait being broken, and the trait glitch Kraft mentioned earlier about the missing robot traits.
Devidose Sep 19, 2021 @ 6:06am 
"Until it is updated" might be a while seeing as how it's had conflicting issues with other mods for months at this point which are never addressed. Forking it might work better at this point and someone who actually keeps things updated taking over may solve this.
videomike_Ultimate_Plushie Sep 18, 2021 @ 10:39pm 
I wish I could edit comments but I'll add in quickly. I can just -barely- fit the civilization edit screen on my 1600x900 resolution, and there is a decent amount of blank space that could be dealt with. If not just a wider and shorter box to display it all given the amount of blank space.
videomike_Ultimate_Plushie Sep 18, 2021 @ 6:17pm 
Almost all traits load for me in 3.1 from top to bottom. I checked every one. Only the robot one mentioned by Kraft isn't working. I can confirm he's right about the "allowed_archetypes" line missing the "robot" tag for some reason.

And a suggestion. I recommend combining leader level and experience gain into one trait. As they are right now there i no value in picking them compared to the others. 5% research across the board at all times is always better than 2% research, ship fire rate, and .5% resources in very specific occasions for short periods in limited areas.
videomike_Ultimate_Plushie Sep 18, 2021 @ 4:48pm 
Finally, I find a trait mod that doesn't just pick and choose cool thematic concepts and actually builds on the vanilla traits with scaling bonuses and penalties without the actual worlds I'm interacting with. I hope this works for 3.1 so I can finally put superior species to bed. I'll give an update on if it works in a moment
Deviant Sep 18, 2021 @ 5:06am 
The mod works with 3.1 but breaks and removes some new traits.
Megatronus V Sep 16, 2021 @ 11:28pm 
I think this requires an update for 3.1
MrFunEGUY May 23, 2021 @ 11:15am 
I made a patch for this mod with some bugfixes. Works well enough for me in 3.0.3:
https://steamcommunity.com/sharedfiles/filedetails/?id=2198699628
Dustreaper May 18, 2021 @ 6:44am 
Found this

Error message says:

Error in interface\species_mod_window.gui: Ln: 255 Col: 10 (UTF16-Col: 3)
}
^
Note:
* The column count assumes a tab stop distance of 8 chars.
* The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("interface\\species_mod_window.gui", Ln: 1, Col: 12)
was not closed.
Rolhn May 16, 2021 @ 10:36am 
Ive been trying to get this mod to work for the new update but so far nothing is working, been shuffling it around my mod load order and they refuse to pop up, maybe it needs to be updated.
Keji_Ishikura Apr 16, 2021 @ 11:19am 
Definitely would like to see this updated. Gives a ton of customization for races in general, and actually made some underperforming builds viable. cant wait to see this in 3.0.
Necrovulture Apr 16, 2021 @ 8:25am 
In no way trying to rush you just putting it out there that I'm psyched to see this on the new update. This mod is excellent and easily one of my favorites on the workshop.
Deviant Feb 24, 2021 @ 9:57am 
1) I propose to remove traits for additional production of rare resources from SPECIALISTS from lithoids. Reason: Lithoids have a unique trait that allows you to produce unique resources from ALL POPs. Players should be encouraged to use the unique lithoid traits.
2) I propose to remove the traits from the cast for the lifetime. Reason: the "lithoid" trait already gives +50 to the lifespan. It is worth encouraging the relatively unique gameplay for the lithoids.
Deviant Feb 19, 2021 @ 6:45am 
Strategists and tacticians have very nice bonuses for their price ...
Paradux Nov 29, 2020 @ 3:54pm 
Traits that modify crime have no effect for Hiveminds. I think they should either reduce defiancy as well as crime or not even be pickable for Hiveminds.
Animus Yosho Nov 7, 2020 @ 10:46pm 
Missing bracket at the end of the file.
Animus Yosho Nov 7, 2020 @ 10:45pm 
Error at line: 275 column: 1 file: interface\species_mod_window.gui.
Please report this error to the author of the mod: Enhanced Traits.

Error message says:

Error in interface\species_mod_window.gui: Ln: 275 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("interface\\species_mod_window.gui", Ln: 1, Col: 12)
was not closed.
bspolk13 Oct 30, 2020 @ 4:24pm 
The traits get cutoff in the species menu
Sick Daze Inc Sep 2, 2020 @ 2:54am 
you know it's not everyday you find a modder who puts the list of id commands in an easy to read spread sheet. you're an mvp mate. thank you
Grill Master Omegon Aug 27, 2020 @ 4:23pm 
So I haven't seen anyone have this problem but for some reason when I'm creating empires this mod worked but then when I created a machine empire the traits disappeared on biological empires and now it only shows the vanilla traits on biological empires and I can only add the new traits to machine empires and I have no idea whats causing this so help would be very appreciated.
MrFunEGUY Aug 15, 2020 @ 3:06pm 
I mad a patch that fixes the text for the general traits:

https://steamcommunity.com/sharedfiles/filedetails/?id=2198699628
Rolhn Jul 31, 2020 @ 11:22am 
Update when?
Necrovulture Jul 27, 2020 @ 11:23am 
It doesn't seem to work, even by itself and just with the required patch
Kolopox Jul 16, 2020 @ 11:00am 
Doesn't work
Kraft Jun 21, 2020 @ 3:06am 
I also know the way to fix. Some of your traits are set only for Machines, and not for robots.

trait_robot_tactician = {
cost = 1
# 1.0 = 100% chance of being considered for new traits when forming half-species. does not guarantee the trait will be added if it costs points.
opposites = { "trait_robot_tactician2" "trait_robot_tactician3" "trait_robot_tactician4" "trait_robot_nontactician" "trait_robot_nontactician2" "trait_robot_nontactician3" "trait_robot_nontactician4" }
allowed_archetypes = { MACHINE }
improves_leaders = yes
modifier = {

}
custom_tooltip =trait_tactician_tooltip
icon = "gfx/interface/icons/traits/leader_traits/leader_trait_glory_seeker.dds"

}
Kraft Jun 21, 2020 @ 3:02am 
@KiritekQQ Sorry to bother you, sir. But there seems to be a problem with your mod regarding Synth ascendency. When you ascend to a machine, and you want to remodel your now machine civ, it doesn't show all the traits, especially not the strategist and tactician ones.
Devidose Jun 13, 2020 @ 12:15am 
Your mod is conflicting with the Overpowered Civics traits regarding naming "Natural Strategist/Tactician", overwriting the other mod with practically useless effects. Even the older version of this mod came out over a year after the OC one, so the conflict lies with your labelling.
MrFunEGUY Jun 6, 2020 @ 12:07am 
I should add, specifically for generals.
MrFunEGUY Jun 6, 2020 @ 12:07am 
This mod is working for me, but some of the icons are missing. It's weird, because the files seem to be pointing to the right places so I don't really understand the problem. Not game-breaking, just slightly annoying.
Chaplain Jun 5, 2020 @ 2:20pm 
I'm having an issue where the mod doesn't appear to be activating. I even messed with the load order and that didn't work. It was working fine yesterday and there was no changes to my other mods between then and now. Anyone else having this problem?
Commander & Chief B.O.G May 25, 2020 @ 10:32am 
Does the this work with the current version of stellaris ?
Trekki859 May 23, 2020 @ 4:45am 
so what happened to updating the ID list yesterday?
GameBrett May 21, 2020 @ 7:54pm 
sorry to bother, I was wondering if there was a way to see the modify species to have a scroll bar. the create template is overlapping some of the choices. Thank you for everything
brutus_61 May 20, 2020 @ 10:23am 
thanks I hope you continue making mods for Stellaris.
KiritekQQ  [author] May 20, 2020 @ 4:42am 
I will update all at 22.05.
Trekki859 May 20, 2020 @ 4:05am 
TRAIT IDS! NEED UPDATING!