Stellaris

Stellaris

Fox Leader Mod
267 Comments
Kaito Gillscale Sep 15, 2023 @ 6:19pm 
Hope we get an update sometime <3
WJSabey Sep 21, 2022 @ 7:35am 
Another bizarre issue, I can't seem to make any "armoured assault army" units. I have a fortress on my world, and the technology, but they just don't show up in the recruit menu.
WJSabey Sep 12, 2022 @ 8:21pm 
The edicts appear to be bugged for machine empires; they add normal "miner" and "researcher" jobs instead of the proper "mining drone" and "calculator" jobs. The researchers need consumer goods that machines don't have, and the miner jobs aren't being fulfilled.
PURUNGUI Jun 13, 2022 @ 6:45am 
And is it save game compatible?
PURUNGUI Jun 13, 2022 @ 6:43am 
Is it compatible with Merged Leader Levels ? It says on their page that no vanilla files where edited, but still it will be nice to get confirmation.
James009  [author] May 24, 2022 @ 7:20pm 
Updated, should fix messed up icons and armies.
Prkl8r May 20, 2022 @ 8:52pm 
Messes up icons after the last update.
Optera Dec 5, 2021 @ 4:19am 
With 3.2 it seems to give all ships the lithoid icons.
Took me a while to figure a leader mod was messing with ship icons.

Edit: Could you make a version with only more leader slots and passive exp gain for better compatibility?
James009  [author] Nov 29, 2021 @ 4:31pm 
Appears to be compatible with 3.2 , I should be updating it in the next few days.
James009  [author] May 8, 2021 @ 2:45pm 
Thanks for the feedback. I'll certainly take a look into it!
5ColouredWalker May 8, 2021 @ 7:05am 
I'm back, and I've found the mod. I'm 99.9% sure the conflicting mod is:

Utility: Show/Hide Mod-added Planet. Decisions

An older utility mod that was still functioning, but dump log pointed me to it as well as the exact line in it. Diplomatic Ventures and this mod were probably being hit by that mod, and I originally blamed DV since a comment in that mod complained of a similar crash before this one failed again. This mod also has a comment claiming it causes a similar crash, but they didn't provide any log details and the mod author claimed BS.
It is an old mod though, so it might be a combination of conflict and something changing with Stellaris.
PookySmile May 7, 2021 @ 3:44pm 
Is there an option to have only leader changes in "leader mod" and move other stuff to optional sub-mod?
James009  [author] May 7, 2021 @ 11:30am 
@erik
I released an update last night removing the file which were causing these issues in addition to numerous other bug fixes. Apologies if that caused issues with the mod conflict. Fortunately, it shouldn't happen again.

I guess I need to look at Diplomatic Ventures. :winter2019coolyul:
5ColouredWalker May 7, 2021 @ 7:31am 
Yep, gonna need to start a new game, because I now get the same bug from a non-existant file it seems. I'll try to report back regarding the fix.
5ColouredWalker May 7, 2021 @ 7:15am 
Before it seemed to be Diplomatic Ventures, but I'd already removed that so it might be something else. Just checked and the file's already gone, i'll be finding out whether or not it needs a new game to clear properly. Happy to help in my limited way.
James009  [author] May 6, 2021 @ 12:26pm 
UPDATE: Looks like I need to just remove that file as it's causing issues. I need to finish up a few things and then I can update this mod.

Apologies everyone, thank you Erik for discovering it. I hadn't done much testing yet for 3.0 and was just rushing to get the mod out.
James009  [author] May 6, 2021 @ 12:14pm 
@Erik
I'd love to know what mod is causing this.

I experimented a LONG time ago with adding in decisions you could use on other player's planets but could never get the decision button to work so I figured they couldn't work. The code is still there but you cannot use the decisions. It looks like one of your mods somehow made it possible to use these decisions or something.

To fix it you can try deleting the fox_decisions_external.txt file to see if that fixes it. If this problem persists I will likely disable the file in a future update.
5ColouredWalker May 6, 2021 @ 8:08am 
Hey, a bug I originally traced to another mod (Seemed to be a conflict) has come up again causing crashes. Checking my crash dump, I have lines like this repeated a great many times for different planets:

[00:53:57][trigger_impl.cpp:1200]: Script Error: Invalid context switch [owner] from Rivva viba-Filavv [planet], file: common/decisions/fox_decisions_external.txt line: 90, Scope:
type=planet
id=140
random={ 0 3863503164 }
from={
type=country
id=9
random={ 0 1511578354 }
}

I'm running a ton of mods so it may still be a conflict, but do you have any clue what'd trigger this?
James009  [author] Apr 26, 2021 @ 2:59pm 
We've all been there, lol.
Luciano StarKiller Apr 26, 2021 @ 8:47am 
aw, sorry! That's just me after 2 hours of crafting a new mod list for 3.0 and your mod is also in the mix. XD
Thanks for the directions
James009  [author] Apr 25, 2021 @ 11:11pm 
Looks like the mod description was deleted when I updated. :winter2019surprisedsnowman:
James009  [author] Apr 25, 2021 @ 11:10pm 
Hey Luciano, you are thinking of the "Ruler Level System" mod... which is a fantastic mod and I highly recommend to everyone.

My mod lets you pick from a larger leader pool, allows all of your lead to passively gain XP, increases the level cap, adds a couple of new army types, and adds a lot of new planetary policies.
Luciano StarKiller Apr 25, 2021 @ 10:54pm 
Hello! First of all, thanks for this mod!
I just have a question. Where is the hobby specification window again? I can't seem to find it.
James009  [author] Apr 19, 2021 @ 2:09pm 
Updated for 3.0.1 with a few new planetary decisions... which need balancing so send feedback.
I'm going to look at adding more decisions, events, and maybe espionage too.
Brutaali Perkele Apr 19, 2021 @ 10:54am 
Will we be getting any updates?
James009  [author] Apr 10, 2021 @ 12:44am 
Thanks for sharing!
Paradroid Apr 9, 2021 @ 10:35am 
James009  [author] Jan 8, 2021 @ 1:48pm 
Mod is now officially "updated" for 2.8. Hopefully this will mean a new update is impending. :D

I've re-implemented the planetary food decision with scaling cost based on population, might tweak it later. If I have time I may add a few more decisions in the future.
James009  [author] Nov 28, 2020 @ 8:06pm 
This “should” still work but probably won’t be officially updated until the next patch.
Rocket Nov 28, 2020 @ 10:10am 
F
Meme Lord Stranger Sep 19, 2020 @ 1:55am 
This isn't getting an update for 2.7, is it?
Logos Jul 17, 2020 @ 9:42am 
any chance you can update this for 2.7?
claedag74 May 24, 2020 @ 7:02pm 
Will this be updated for 2.7?
BrunCarneiro Apr 21, 2020 @ 11:20am 
Question, how do I change Leader Max Level to something else?
Poggle the Greater Mar 22, 2020 @ 4:10pm 
Awesome, thanks for your continued work on this. Love this mod!
James009  [author] Mar 18, 2020 @ 1:59pm 
I should be updating this soon for 2.6.

Fortunately, I haven't seen any problems with using it with 2.6 right now. Please report any bugs.
James009  [author] Mar 18, 2020 @ 1:59pm 
Blade, sorry for the late reply. I always play with JasonPepe's Ruler Level System mod and haven't seen any problems. I haven't tried it with his specific leader mods yet. What problems is it causing?
BladeofSharpness Nov 16, 2019 @ 9:37pm 
Hi. Do you have some feedback regarding your mod and JasonPepe leaders mods like

https://steamcommunity.com/sharedfiles/filedetails/?id=1467714013

It seems Jason mod overwrites your changes?
Trace Projectile Oct 25, 2019 @ 3:58am 
Thanks for keeping it updated.
Echo Seven Oct 10, 2019 @ 11:52am 
Love this mod! Thank you.
sullenskulls Jun 26, 2019 @ 6:19am 
Just a little suggestion, I am using several different mods to do some of the things that this mod achieves, so once you have got round to updating, this mod will definitely be an improvement for me, and will be ideal for next playthrough. However, even with base game, if spec'ing the build in a certain way (I am using mods that make it possible to go even higher), a leader level cap of 15 is definitely achievable. Any chance of increasing your limit when you do get the next update out would be a great option.

Just a thought, and thanks for the work you do.
Raider1 Jun 8, 2019 @ 3:24pm 
Ok thanks, love your mods so I am looking forward to the update :)
James009  [author] Jun 8, 2019 @ 2:31am 
Probably not, I am still testing out the new patches and DLC before I update my mod(s).
Raider1 Jun 8, 2019 @ 1:23am 
Does this still work?
Sycloness May 29, 2019 @ 2:02pm 
Thanks those files are more what I am used to when editing a game.
James009  [author] May 29, 2019 @ 1:42pm 
You can find it under "00_generic_leader_traits" at "\STEAM\steamapps\common\Stellaris\common\traits" .
Sycloness May 29, 2019 @ 1:35pm 
Any way to mod it out or lower the chance you can obtain the trait? I just restarted a game cause it was early and I got two leaders with this trait. Then the next game the 1st promotion I got was this trait. This trait has way to high of a chance to obtain.
James009  [author] May 29, 2019 @ 12:35pm 
That trait is a default game trait, it basically means your leader can't level up anymore... which sucks .
Sycloness May 29, 2019 @ 10:49am 
does this mod contain the arrested development leader trait? I am trying to figure out which mod this trait is in and kill it. Who would have put a -1000% xp trait in use. I seam to get this trait more than any other trait in a promotion.
Akkadian Apr 16, 2019 @ 6:23am 
Is there a way to make this mod compatible with Cultural Overhaul, tradition mods, and other popular ones?

Perhaps a version that only adds your traits to leaders?