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Sorry.
I have a few add building/district game start events for the starting origin. But even if those where somehow responsible, they only fire on game start and shouldnt allow the AI to do this.
I am not saying it isnt related to this mod in some hyper niche way. Games can bug out for a variety of reasons. Some bugs are common and some are so rare they are hardly ever seen.
But I am saying that there isnt really anything I can do to help. At least not that I am aware of sorry...
Even then it runs just fine for when I load it by itself so either there is another mod that uses the exact same mod name or its an event from another mod entirely. I wouldnt expect a conflict to cause an issue like this though. I would just expect one even to be ran over the other.
Not saying it isnt from my mod but if it is idk how to help because it works for me. The event I mentioned is almost pure copypaste from vanilla necrophage conversion and has nothing to do with galaxy generation.
Honestly I'm not really sure why this mod was causing a crash. Like I figured out which event was causing it and removed it but I dont see anything in the event that should have caused a crash at the desktop. Idk what Paradox messed up with that update...
Its not unlikely that steam just hasnt given you the updated version. Have you tried to unsub, let steam remove it and then resub?
https://steamcommunity.com/sharedfiles/filedetails/?id=2984129988
Requirement for my traits says Necophage, requires the Species Archetypes be Biological or Lithoid. Any chance you can make this compatible with the Necrons mod? Maybe its a quick fix and someone wants to shoot me a message on Steam how to fix it.
PS: I think it might be worth mentioning in the description you do need to take Necrophage to get the perk required to make these. Confused me at first.
In you case however, if I did go by a district swap system, you would have just wound up with the research district.
The reason it was done this way wasnt for balance reasons or anything. There just is no reason to go through the process of making a different district.
If I made a secondary district then I would want a different icon for it so I would need to faf with the art.
Then Id also want a different description for the district so Id have to add another localization entry.
And I would have to set the games conversion system to say they can convert to each other and limit them by if the empire has that flag or not.
Think of it like the Farming Districts for Anglers or Industrial Districts for Artificers. There is no need to make a whole new district when you can just make the one district do what you need it too depending on some simple checks.
I'm haven't done much but some personal/compatibility tweaks so far as the modding goes so I'm just curious if it's done for say balancing reasons (I suppose building a planet to simultaniously converts dozens of abducted or migrated pops and then instantly switching it to research world might be pretty strong because of the time economy) or some game limitations.
I wrote down a fix to do later for the mod to solve that. Gonna make an event later that fires one time per game on a monthly check to see if you have the origins but not the flag and for it to give you the flag.
That way when players start the game and then add the mod they wont run into this issue. I also found another thing that needed to be fixed so thank you for having me look at things lol
Yeah I've added mod during the game. Thou it was so early on it totally slipped my mind until you've mentioned it.
So the console line fixed it, cheers.
And if that isnt the issue then I am probably gonna need to see a mod list of some kind
The mod decides which jobs to add by applying a flag to your empire on game start. If your origin is Vanilla, Necropolis, Necroring, Or the one added by the mod The Necrotic Plague , then you will get the "undeath_world_start" country flag.
However, you can also take the Ascension Perk even if you lack the flag if you instead have one of the aforementioned civics. So if you start the game without the mod as a necrophage with any of those civics and then add the mod and make a Necropolis, the game will instead give you researchers
No nothing about portraits is checked.
I was gonna ask if you where using the Fanatic Purifiers Civic but it seems like if you are a necrophaging fanatic purifier you dont get research jobs so thats not it. Is something that needs to be fixed however.
Did you start your playthrough with the mod enabled or did you add the mod after you started your playthrough
But if you are a normal vanilla necrophage id have no idea
Well you can always fire the event that is supposed to end the contingency at least.
Honestly, I think that might be the sign of a good game. Because it means the game is modifiable enough to be capable of being more than it originally was.
Does that excuse lazy devs from doing something like releasing a half baked game expecting the fans to finish it for free? Not at all.
Dont get me wrong. Im not saying the that game devs are lazy or that the process isnt hard.. Game development is very hard.
And to be fair, alot of things should be included in paid packs. If devs add everything that should be in then it would never be done. More importantly, things that can be added would conflict with others.
And thankfully Paradox has that custodian team to go back and add various things to old packs and add more minor content which is more than I can say for numerous other developers who release a dlc pack and call it a job well done or who setup ingame mod stores (microsoft/benthesda)