Stellaris

Stellaris

Psionics Tri-Expanded 3.12
209 Comments
Cephalon Sithalo  [author] Jun 11 @ 1:44am 
@Alex FRD (and anyone else really)
Ive just had a lot going on but I appreciate it. It is slowly coming along.
I want to update this pre-4.0 version one final time with a few new things and some fixes.
After that I can take what I have and work on making a compatible version for post 4.0 and that will be its own mod.

No timeline outside of hopefully less than 2 months :LotusFlower:
Celestial Caesar May 26 @ 7:12pm 
Glad to see you still doing quality work, Sithalo. Take your time with updates, don't burn yourself out.
Cephalon Sithalo  [author] May 22 @ 12:11am 
Slower than expected. I was burning out when I made the last comment. I been working on bits and pieces here and there.

But I am getting more into it again recently after a "break"
"Break" because technically I have been working on it just not as consistently as I wanted.

I told myself last comment not to give any time frames because I can never meet them but I was (overly) confident that I would have it ready. But that burn out just sorta hit v.v

So no time frames this time. I did just finish a major part of what caused the burn out in the first place so I am hopeful to be more energized to work on it :LotusFlower:
DripChecker1991 May 21 @ 10:44pm 
Any updates on the progress of the mod yet? I get it takes a long time and its never easy but a little update to show how its going would be amazing!
Cephalon Sithalo  [author] May 9 @ 4:23am 
@ w.girl27 Good to know. I expected it would just work but guess not. Ive been working on some unrelated stuff for the mod but I will try to fix it soonish (2-3 weeks)
w.girl27 May 9 @ 3:56am 
sadly it causes the infinite blank pop up bug in the new update man it hurts that seemingy all the digsite and event mods or any mod with those in it are broken right now.
Cephalon Sithalo  [author] May 2 @ 9:37pm 
I just saw that the update will be out in 3 days. Once the update releases this mod will be out of commission while I work on updating it.

I have not tested but I think most of the mod should still work. But with the change to the planet building/district system, progressing past supercharge/contain will probably need some reworking of the building I imagine.

That (probably) should not take too long but there is some other stuff I wanna try working in and that might take a little longer.

But I am hoping to get it done within the first 2 weeks of the update at least. This upcoming update will also be its own mod and this will remain up for compatibility of older versions.
Thank you for your patience :LotusFlower:
Cephalon Sithalo  [author] Apr 18 @ 10:20am 
Thank you for the information, without the site he cannot continue to the end and will be stuck at his current level in the mod.
If he wants to continue on the development, just run that event.
Appreciate the report :LotusFlower:
sigrun.helga Apr 17 @ 11:44pm 
i had finished it completely, he just startet. he got the emissary and the system, but it stopped there. he has got a lot of the psi technologies, but he went engineered evolutuion. he got everything the same as me until the archaeology site should have spawned. oh dont worry about it, the match is still going well, so nothing completely broken yet :)
Cephalon Sithalo  [author] Apr 17 @ 5:45pm 
A temporary fix I can suggest, have your friend use "event psiocratic_diplomat.70"
This should trigger the event after finishing the archaeology site when the Emissary returns.
I dont see anything in the archaeology site events that should prevent them from continuing as normal without having done it.

So long as they talk to the Emissary and so long as the planet has the specific deposit, they should be allowed to build the structure.

For a run with the story anyway. If you are having issues in the alt path again just let me know.
I am so sorry for the inconvenience. I know how annoying it is to have a match break... I will try to get some sorta fix out before the next update :LotusFlower:
Cephalon Sithalo  [author] Apr 17 @ 5:38pm 
I did some testing, looks like there can only be one archaeology site at a time. I figured it would just be able to spawn another in but doesnt look like it.

For the time being, for multiplayer games, it would be best if both players did the alternate tech based path instead of the story based one until I can get something working for it.

Now if you both do the tech path and an issue comes back up, please let me know. Like if you both get the system but one of you doesnt get any choice when colonizing.

Also it doesnt matter which planet you colonize during the tech path. any of the 3 will prompt the ability to contain or charge it. So if one of you colonize a world and it doesnt pop up asking or doesnt give you the option to build either of the structures, let me know.

I will look into making the story path work out but that might not be a quick fix.
Cephalon Sithalo  [author] Apr 17 @ 5:29pm 
Multiplayer is hard for me to test but give me some more info and I'll see what I can find.
Where you both going down the same path? Like both talking to Emissary or both taking the alternate route? Or was one doing one and the other the other. Idk if any of that is relevant but figured doesnt hurt to ask.

Your friends system did spawn though right? Its just they did not get the archeology site?
sigrun.helga Apr 17 @ 5:15pm 
the problem we have is he dont get the ability to build the containment building and he did not get the archeological site in the system during the last past games. so we are still a bit unsure
Cephalon Sithalo  [author] Apr 15 @ 11:23pm 
@sigrun.helga They should be able to just by normal gameplay. I couldnt test multiplayer but I can see no reason why there would be an exclusion.
sigrun.helga Apr 15 @ 8:38pm 
can more than one human players do the Contain and/or release part of the mod? if so, how?
Cephalon Sithalo  [author] Apr 3 @ 9:19pm 
One other thing, by all means if you think there is something that is a little too powerful for a certain stage of the game let me know. I am always open to balance feedback.
These modifiers used to be 30% upkeep reduction and production modifiers of +60%

Some feedback gave me a push to rebalance them and reign them back a little bit.
Cant garuntee I will change anything but I dont mind hearing how things could be balanced :LotusFlower:
Cephalon Sithalo  [author] Apr 3 @ 9:15pm 
This actually does make Psionics available to materialist through an event.
10 years after the player has finished first special project, if they have yet to research psionic theory, an event will pop up to basically inform the player that psionic theory can be researched.
Dova Dude Apr 3 @ 9:08pm 
Thank you for all the info and such a quick response, just one more question. Does this make Psionics available for Materialists or do I need another mod for that?
Cephalon Sithalo  [author] Apr 3 @ 9:06pm 
0/2 I personally wouldnt say its up there in the gigastructural level for the most part. The case could be made that it is strong. But its a drip feed build up. You are not gonna research one project and suddenly be producing even 2x the resources or have ships that just magically cannot get hurt.

It has some powerful stuff but its fair in that everyone gets it so it doesnt give psionics a huge boost or anything (ironically)
Cephalon Sithalo  [author] Apr 3 @ 9:04pm 
1/2 You dont need Psionics so it cant really be considered too dominant even if using this mod.

It could be seen as OP but that has nothing to do with psionics.

Stat wise, the 3 starter civics give you 4 modifiers each and these civics slowly improve overtime.
I have tried to make the projects to do them costly so you dont just get everything quickly all at once.

But it just varies by what ethic you use.
Modifiers that mult in a positive start at 5%
Modifiers that mult in a reduction (ie upkeep) start at 2.5%
Cephalon Sithalo  [author] Apr 3 @ 9:03pm 
2/2 By the end levels (which I try to aim for in the late 2300s early 2400s) the 5% is 40% and the 2.5% is 15%
By then you also get a variety of weaker civics that could stack. Just depends on ethics.

The ship you can get is weaker than an attack moon in gigas but is still decently powerful but you do only get the one. It likely needs a rebalance.

But again, none of this relies purely on anything psionic outside of psionic theory and even then I made a variation for machines and hives so everyone can use stuff from this mod.
Ai will not always use it however. They have an 20/80 chance to either do or dont go down the path this mod provides :LotusFlower:
Dova Dude Apr 3 @ 8:27pm 
How does this scale to vanilla? Is it closer to Gigastructures in terms of numbers? I'm running a relatively vanilla playset and I don't want psionics to become too dominant
Cephalon Sithalo  [author] Mar 30 @ 10:40pm 
yes
Stormfarer Mar 30 @ 2:46pm 
it says this mod is made for 3.12.5, does it still work for 3.14?
Cephalon Sithalo  [author] Mar 27 @ 4:49pm 
@Custos-Tenebris Archivan You are very much welcome :LotusFlower:
Custos-Tenebris Archivan Mar 27 @ 12:16pm 
@Cephalon Sithalo Understood, thank you for helping!
Cephalon Sithalo  [author] Mar 26 @ 10:27pm 
@Custos-Tenebris Archivan See "Friendly Reminders" number 1 2 and 4 above:)

But the answer is there are no compatibility issues about what you ask. Machines and hive can use everything from this mod without issue for the time being and there are no conflicts with other mods because as counter paradoxical as it sounds, you don't need to take psionic ascension. Vanilla shows non psionics can utilize psionic technology and this sorta builds on that idea :LotusFlower:
Custos-Tenebris Archivan Mar 26 @ 6:17pm 
Very likely to be an obvious question but I just want to make sure, is this mod compatible with mods such as "Psionics for All" that adds the Psionic Ascension Perk for machine and hive mind empires? If it is incompatible then is this mod compatible with other modded content that requires the trigger of the base Psionic Ascension perk? I'm primarily just wondering if I am able to use this mod to its potential or if I have to use a mod without these amazing features in order to have Psionic god-like machines.
Regardless, I hope you have an excellent day!
Cephalon Sithalo  [author] Mar 22 @ 5:05pm 
@w.girl27, no stupid questions dont worry.
There actually isnt a Psionic Ship Set in atm outside of the story bits in end game. I wanted to rework it a little bit so left it out long ago.

I may try to get it in before the next update but I imagine it would probably be a few days of work at least for me. I would really like to get it done though so I may try sometime this week or next week.

If I do manage to work it in, I will make it so vanilla megastructures are effected but for Gigastructures that will have be its own patch so I can try to keep the error log tidy :LotusFlower:
w.girl27 Mar 22 @ 4:16pm 
im sorry if this is a dumb question but does the psionic ship set apply the unbidden texture to megas and gigas like re re expanded did?
Cephalon Sithalo  [author] Mar 21 @ 2:37pm 
Mod is updated bringing with it some balance changes, new districts, and 2 compatibility patches for the 2 ethics mods.

Psi-Tri/Ethics & Civics Classic 3.12
Psi-Tri/Ethics & Civics Bug Branch 3.12
я щас убью всех Mar 21 @ 2:43am 
we gon to conquer the universe with the psi boys with a new update🗣️🗣️🗣️
Cephalon Sithalo  [author] Mar 20 @ 3:09pm 
Not sure all whos still wanting it by this point in time, but I should have the update for this and the creation of a couple addons for the two "Ethics & Civic" mods done and uploaded either later today or sometime tomorrow.

This update will not include unbidden style psionic ships, components, ability to get psi shields, or the other stuff I wanted to do.

But does add some new districts and techs and for those who use one of the Ethics & Civic mods then you'll find new civics and stats to be acquired. May need to redo said civics at some point, not sure how useful they are but thematically I think they fit :LotusFlower:
Cephalon Sithalo  [author] Mar 16 @ 12:23am 
Inside the file path gfx/portraits/portraits there should be a text file.
In such text file are lines such as "greeting_sound = "space_cloud_death"

Inside the file path gfx/models/portraits/unbidden is a text file "_psionic_ascended_portrait_entities.asset"

This file also includes 3 potential sounds.
I am not sure which sound specifically is the one that is bothering.

At the end of "state" segment for the second file is "next_state = idle" and to me it reads like it runs the idle animation and sfx and then run the idle animation again. So you might want to remove the sound effects from that file and see if that makes it quiet.

I cannot look into a proper calming right now. I think I almost got the update ready but I dont want to go adding new things to do to it.
alankraskow Mar 15 @ 2:16pm 
*psionic ascension perk
alankraskow Mar 15 @ 2:14pm 
@Cephalon Sithalo cheers, appreciate the answer and I totally get it.

I have another question.

After choosing "Psionic Being" ascension perk and transforming all my leaders and main species into psionic beings, every time I open the window where the new portrait is shown a sound of (I assume) unbidden starts to play on repeat, to the point that it is difficult to even collect ones thoughts lol

I was trying to look into the mod, to see if I could disable that sound somehow, but I couldn't find anything related to it.

So my question is: Is there any chance to make that sound limited so it plays just once instead of playing on repeat?
Cephalon Sithalo  [author] Mar 9 @ 4:27pm 
Yes the AI can use this. It is tailored in a way to allow them to use it without every single one of them having access to it. So you wont see a ton of ai ascended empires.
Tirith Amar Mar 8 @ 6:22am 
Can the ai also use this?
Cephalon Sithalo  [author] Feb 20 @ 5:57am 
@MightyShark, Well so much for keeping the error log clean :eye_roll:
I guess not? I would think it would be an issue but I just tested it and the final event set triggered correctly.

I would have expected if it was beyond the allowed number of lines it wouldnt run the event at all but it spawned in all the fleets and applied all their modifiers.

Unless there is some niche case that could cause a problem but I cant really speak for niche cases until one comes up. I dont see the point in having an allowed number of lines if the game is just gonna run it like normal though which is why I suggest it maybe could be a niche thing cause otherwise its a pointless error as far as I can see.
MightyShark Feb 20 @ 1:37am 
I see an error in the error log stating that the events\diplomat_fleet_events.txt file "exceeded allowed number of lines". Is that cause for concern ?
Cephalon Sithalo  [author] Jan 30 @ 12:33pm 
1/2 I removed the authority and changed it to a mostly civic based system for compatibility reasons.
There are events in game that force authority shifts or require certain authorities to take effect. And there are some mods that also make use of specific authorities.

The authority technically still exists just not as an authority. I made authority based civics (that I have since converted to empire modifiers) that kept most of if not all the stats of the original authority (albeit tweaked) and included some different effects per authority that way players could have access to a variety of psonized authorities.
Cephalon Sithalo  [author] Jan 30 @ 12:33pm 
2/2 As for help, idk it is a huge mess atm. I admit I overstretched some things with the story content and suffereing for it. I have been working to make sure the civics for non vanilla ethics from a couple other mods work and get applied correctly and that everything functions correctly. It felt like looking at an eldritch mess. There was sometimes where I had to re-read an segment of an event multiple times before I finally put together what it was supposed to do.

My last tests I did on it a few days ago before my eyes made it to hard to work currently seemed to be good. As far as I could tell, everything was applying, changing, operating as it should. But I still have other things I wanna include in the update before I consider it ready.

I am hoping to get the update out sometime next month (eye irritation permitting) And then when 4.0 comes out I'll update a new version of the mod.
alankraskow Jan 30 @ 1:18am 
Hey I was working on this mod around version 3.9, was reworking it alongside some other people who took over the mod on their own. I kept the Authority in it, from the original mod and I see you removed it. Was wondering was there like an issue with it? Or just your personal choice? Also if you need help with this mod hit me up, I will gladly contribute to help you bring it back to it's fullest potential. (Would love to bring the authority back, but no pressure lol)
Cephalon Sithalo  [author] Jan 23 @ 10:29pm 
This update for the extra ethics is just wrecking my brain. I am trying though.
Cephalon Sithalo  [author] Jan 19 @ 6:52pm 
It is something I want to add but I have not gotten around to it yet.
I have been working on stuff to make it compatible with a couple other mods that add extra ethics.

After I finish and bug test that I will see about potentially adding something that gives them shields and jump.
Glory Jan 19 @ 6:42pm 
Will this mod allow a machine hive mind to use psi tech like the shields and psi jump drive?
Cephalon Sithalo  [author] Dec 7, 2024 @ 7:17pm 
Oh thats where the Dark Matter weapons are coming from.
I wouldnt likely balance the weapons around being as powerful as those. I try not to balance around other mods because there are just to many of those. If I was to do that then id risk making something too powerful for some people or not fair for others.

I do have some ideas for how I want Psionic weapons to be and have had them since before working on this so I will probably try to incorporate that into it.

This extra ethic addon patch has just been a lot of rework and I've had to take some breaks between the dullness. Maybe if I had a Kofi or Cashapp thing I would be more invested in finish the project or maybe I would be more stressed that the project will break lol
Fay'hlen Nokctra Dec 7, 2024 @ 6:20pm 
ye that mod does add stuff which is nice but unfortunately the psionic gear is somewhat weaker then the psionic missiles from teh anicent cache of technologies mod in which the psionic weapons are as good as dark matter weapons
Cephalon Sithalo  [author] Dec 7, 2024 @ 5:28pm 
Extra Ship Components NEXT This one adds a plethora of new components including Psi weapons.

Are Dark Matter weapons a thing in vanilla? I know there are reactors and shields. I rarely ever get any of them.

I do wanna add components. I dont want all the techs to just be modifiers or building unlocks. It is just a lot.

After this addon stuff for the Ethic mods is done I will see about readding shipsets and making some components :LotusFlower:
Fay'hlen Nokctra Dec 7, 2024 @ 2:32pm 
well if you do im all for it psionic weapons are awsome a nice alternative to dark matter and i dont know any mods that add psionic weapons i only have 1 that idk which one its from that add 2 explosive weapons which are so fun to use