31 ratings
ExOverhaul: Traits and Leaders
File Size
0.064 MB
Oct 5, 2017 @ 10:37am
Jan 18 @ 7:16am
12 Change Notes ( view )

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ExOverhaul: Traits and Leaders

In 1 collection by ExNihil
All ExOverhaul Mods for Stellaris 1.9.*
9 items
This mod overhauls the vanilla species and leader traits, changing their bonuses, costs, and at times renaming and reconceptualizing them. It also adds: 1 new cybernetic trait that is unlocked through tech for organic empires (including hive-minds), 1 new robotic trait, and 3 new leader traits. Finally, it seriously improves psionic ascension by improving its respective traits.

To understand in depth what this mod does read ---> the CHANGELOG.

Although this is a standalone mod, like all of my mods, I highly recomment running it alongside my 1.8.* Tweaks, which increases the base number of traits and the total number of traits while rebalancing the costs of species/machine modification. I also recommend running it alongside my Machines and Robots mod, which further reworks Machine and Robot traits.

This mod is savegame compatible. It is compatible with all mods that do not overwrite the vanilla trait files. It is compatible with Extended Traits, but is incompatible with such mods as Additional Traits and Xenology Traits, since these overwrite the vanilla files when adding new materials.

Important Info
If you'd like to report a bug, request support or participate in the modding process, please use the ExO discord server[].

You might also want to check out the other ExOverhaul Mods.
Popular Discussions View All (1)
Oct 5, 2017 @ 10:41am
PINNED: Chanelog
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shadowfyre301 Nov 8, 2017 @ 12:21pm 
ExNihil, thank you for this mod and the many others you have on here! I enjoy them greatly. I 100% agree with your previous statement regarding overwrites. As far as I can tell, the only time a trait mod might need to overwrite anything is if it has traits with opinion modifiers, or messes with vanilla traits (unless I'm incorrect ofc). A lot of modders even fail to indicate if they did any overwrites too.
ExNihil  [author] Nov 4, 2017 @ 5:46am 
Hi, this mod only conflicts with mods that overwrite the vanilla files. Any properly made non-overhaul traits mod should not do this. I suggest you ask the other mod makers to improve their work.
Nightwing Oct 16, 2017 @ 2:26pm 
Hi, are you considering/willing to add additional traits to this mod, especially since this mod sometimes conflict with other trait mods. Stellaris is especially in need of more negative traits.
ExNihil  [author] Oct 7, 2017 @ 8:11am 
This mod is both 1.8 and 1.8.1 compatible, you should move to 1.8.1 beta and try using custom species mods that use the 1.8.1 system since it fixes the problem introduced by 1.8 for these mods. I believe you will have no problem in that case, and if you do tell me what mod causes the problem and I will check this out.
Neykov Oct 7, 2017 @ 8:08am 
in retrospect i guess it was obvious, but not until after some pinpointing i realized this mod is incompatible with custom species, at least until the new system is implemented i guess
ExNihil  [author] Oct 6, 2017 @ 12:27am 
Yes, there is no conflict between any ascension path and cybernetics - it doesn't make any sense to me otherwise. If you convert your pops using the Flesh is Weak project to Cybertrons, these can have cybernetics. But this is an organic only trait, so once you convert your pops to robots it will disappear and become unavailable for them (but still available for any organic pops in that empire).

Also, if you have any (constructive) criticism, suggestions or clear preferences regarding traits and the changes I made (e.g. "not sure I agree with allll of the changes"), please tell me.
Luminous Oct 5, 2017 @ 10:45pm 
Decoupling basic cybernetics from the ascension path is actually a really neat idea. Rather makes sense, as I could see stuff like ubiquitous brain implanting and heath-boosting implants would probably appear pretty commonly, in an advanced species, you'd think. Moreso than you'd expect from the Synth path. Nice!

If you do go for said ascension, do you end up with Cybernetic AND your renamed Cybertronics? (If so, maybe you should have Mechanist civic empires start with basic cybernetics.)

Not sure I agree with allll of the changes. But most of them are relatively benign, I think. And I do like boosts to theme and feel, like more accuracy for psionic admirals, and so on. I believe I'll give this module a go too!

It cements my decision to make my next game an organic one, anyway.
ExNihil  [author] Oct 5, 2017 @ 5:53pm 
Skyspace Oct 5, 2017 @ 1:53pm 
Rated! Does it work with a started game?
Lex Peregrine Oct 5, 2017 @ 10:42am 
Awesome! :)