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This version was discontinued because its overall less compatible with everything. You can find a link to the newer version in the description or under my steam workshop mods.
Yes providing there's no conflicts with mods you'd be able to have anyone meditate and learn from the anima tree regardless of background. If you're new to the mod I'd suggest getting the new version you can find the link in the description near the top. The new version was changed a bit to function better and have some less intrusive patching.
Since it's entirely an xml mod that's extremely unlikely. Also this entry of the mod is discontinued. You can find the new version here.
https://steamcommunity.com/sharedfiles/filedetails/?id=2555422930
I added an announcement to the top. Sorry about that I meant to do it yesterday but never got around to it.
The Legacy version changed all focus objects to provide the maximum psyfocus 40% and has since I first made it. However I disabled linking which is how you would normally cap it out at 40%. The idea being that unlike vanilla no meditation type is superior to any other.
Since this is a major change I've made this workshop entry a Legacy version and uploaded a new version. Since I changed the packageid it'll likely need to be reactivated in your game (hopefully the mod mismatch window will clue you in) but I think that's a bit less obnoxious than completely changing how things work for people in the middle of a save without warning.
New version at the link below.
https://steamcommunity.com/sharedfiles/filedetails/?id=2555422930
My mod should remove the backstory restrictions for Natural and Artistic meditation types allowing all pawns to use them. Try shifting my mod down near the end of your load order. If there's still an issue you might have a mod conflicting. There's the mod Adjustable Anima which removes the backstory restriction as well.
@Blazerik
Looking at the mod it sets Artistic to be disabled. I added a patch which should remove that restriction provided I did the patch right so give it a go.
Those are from More Sculptures and I use Selectable Sculpture Graphic to change them to ones I like.
However, natural born colony child is indeed from "children, school and learning". It doesn't change any skills or bonuses, is pretty much flavour text except for adding that meditation type, which means it could be added to pretty much every colonist.
Damn, if one wants to roleplay, it an be said that people that got to that colony were eventually "reborn" into better selves, so on ^_^ .
Seems like pawns keep meditation types listed on their types of meditation even after the related traits are taken out. Booting up the game once again to check it, will update.
Little update. Seems like none of the mods solve the issue of "no natural meditation", even though colonists can mediate literally anywhere now.
I'll put my log here in hopes that someday, this issue may be sorted out. Guess I'll have to wait until I get a comms console so I start getting quests from the empire.
https://gist.github.com/4a4a221ee53a25b924d6b2d26c0d31ad
Yes, the primary purpose of the mod is to allow all meditation types for every pawn and make all meditation types equal in the amount of psyfocus they gain. So your pawns should be able to meditate to thrones, graves, fire, anima trees ect.
@ragnarocker23
As I mentioned earlier you should be able to add and remove my mod without issue. Artistic is the default meditation type so even in vanilla almost everyone should have it if I recall correctly. In vanilla Natural is supposed to be limited to tribal backstories only. My mod allows it on everyone but the conflict you have seems to be causing issues.
Thank you for indicating the screenshots. It seems to be exactly what I want ^_^ . No hard feelings, but I want to try and manage the different boosts from items and so on XD .
I am most interested in the mod, however, so I may keep an eye on it.
I'd like to know if I can safely remove your mod from an ongoing save, though.
@ragnarocker23
The Adjustable Anima mod does quite a lot you can see from the screenshots its options. What it does not do however is level out the meditation values so they're all equal. The location below is for the backstory file, delete that and it'll get rid of the backstory problem. If you really want the backstory change I think you can load my mod with Adjustable Anima after removing that file without issues. Just load my mod after and I think it should work.
Steam\steamapps\workshop\content\294100\2111021647\1.2\Patches\Meditation_Backstory_Limits.xml
@ragnarocker23
It's a simple xml mod so you should be able to add or remove it from an existing game without issue. I honestly don't think I'll be able to fix this conflict, I never could find anything in the xml files so if its a problem somewhere its likely in the coding of whatever it is that's conflicting. The only thing I could suggest is maybe try tweaking your load order with my mod being loaded after or before any other mods that might interfere.
Seems like changing the backstory to tribal doesn't do anything in regards to that meditation type, either :/ .
There are other mods I can use, but I'd like to keep yours since it combines so many features into one. If you may, keep me updated on the possibility of this. I'm in a run starting with 0 tech and using techblocks and no quests until comms console, , so it will take possibly a few weeks for me to get any other way of getting psychic stuff. Thus, please, do keep me updated, if you may, or if you kindly can, point me to a mod that allows every colonist to do any kind of meditation. The Adjustable Anima only says that it allows changing the tree's radius O.o .
Natural meditation is supposed to be a default type. It sounds like you have the same issue PunkyRoo and some others were having. There's some sort of mod that's causing a conflict either race mods or child mods. PunkyRoo found Children, School, and Learning was causing an issue but a youtuber was using both my mod and that one without issue. So it's hard to say what the problem is. The checked the files of some mods and never found a way to fix it with xml so it could be a code related issue.
There's days there's the mod mod Adjustable Anima which does most of what mine does including the option of removing the backstory restriction on Natural. It does not make meditation types all do the same value though for that you'd have to copy out my meditation files or simply delete everything but them.
That's odd, maybe its another mod conflicting or maybe its a load order issue then.
That's a conflict of some sort, a few people have had that issue. I'm still not entirely sure what might cause it but it's probably related to some race mods or maybe child mods. I could never actually find anything in the files when I looked so I'm guessing it might be code related.
For your colony there's the mod Adjustable Anima these days which does most of what mine does including the option of removing the backstory restriction on Natural. It does not make meditation types all do the same value though for that you'd have to copy out my meditation files or simply delete everything but them.
There's a mod called Adjustable Anima these days that should do what your after.
No problem, glad to hear its working now.
Ugh sorry about that although I wasn't expecting it to not have that stat since its on every meditation item in Royalty. You were absolutely correct the patch failed because I was replacing a stat that didn't exist. I changed the patch to add and altered the path so it should work now. If there's still an issue after this I'm going to have to take some time to test it out in game to ensure it works.
I put together a patch so it should work now but let me know if there's an issue. I didn't test it but I think I got it setup right. Unsubscribe and resubscribe to ensure the steam files update.