99 ratings
RPG Traits Core [Official Version]
File Size
24.607 MB
Dec 15, 2017 @ 1:37pm
Apr 9 @ 3:11am
52 Change Notes ( view )

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RPG Traits Core [Official Version]

In 1 collection by Soviet_Satan
Satans Mods
6 items
RPG Traits by LuxArdens

Tired of bland, boring species? Tired of having a dozen races that all feel and play exactly the same? Use RPG Traits! It will give you alien aliens. Aliens that are big, small, that eat dirt, that are made out of electricity, that breed like insects, that are vastly superior or inferior to humans in some way. All of it implemented in a way that your gameplay feels different.

Want to play as a race of Dumb, Immortal, Titanic, Steel-Skinned Snails? Now you can! Or a race of Genius, Lithovore, tunnel-digging insects? Go ahead! How about playing as one giant Living Planet? Sure thing! It's all possible with RPG traits.

RPG Traits overhauls the random trait assignment of AI races, so randomly spawned races get the occasional fancy trait in addition to a combination of strengths and weaknesses that should be very noticeable. You may encounter a race that happens to be very good at mining minerals and want to enslave them. Fallen Empires spawn with very powerful traits that they refined after centuries of research. Custom Races are now supported so you can make up your own species and play against them as well.

I cannot stress enough that this is an OVERHAUL mod with a different philosophy on game design than that of the Stellaris developers. Vanilla Stellaris dares not create real diversity in its aliens, so you end up with antropomorphized aliens that are all just slightly weaker, or slightly smarter, but otherwise they're pretty much human clones. Barely noticeable. This mod throws that out of the window and asks the question "What if there's an alien race that feeds on dirt?" and the answer is you don't need farms, so food requirements are zero for species that feed on dirt; not just -10% or whatever. Alien species are deliberately not equal. Humans are set as the neutral axis (no traits) and when you encounter an alien species, they will often be a lot stronger or a lot smarter than humans; not just a 10% bonus.

Want more RPG features in your Stellaris games? Try the HEAVY Version
Github []

The following vanilla files are modified by this mod:

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Larien Apr 20 @ 6:20am 
I raised this issue with the NSC2 guys and they checked through their lines of code and there isn't one instance of it appearing or being interacted with via their mod.

I also tried turning off NSC2 and it only 'fixed' it in so far as you don't get the second building slot from the start like you do in NSC2.
xnadu27 Apr 18 @ 3:17pm 
Is there a list of traits?
Johnny Rainbow Apr 14 @ 12:32pm 
I've looked on their page as well, but the author essentially dismissed it with a "not our problem" as well.

I'll try again, but maybe you two could correspond directly? your mods are two of the biggest and most used ones on the workshop, and not in direct feature conflict with one another, which means they'll be used a whole lot more together in the future, rendering earlygame for users of both mods unplayable.
Soviet_Satan  [author] Apr 14 @ 10:24am 
potential = {
exists = owner
owner = {owner_species = { pop_has_trait = trait_silent_observers }}

As you can see, using this vanilla modifier we can very effectively lock it out of anything that doesn't have the trait, I suspect NSC2 is forcing everything enabled meaning it's quite literally out of our hands.
Johnny Rainbow Apr 14 @ 8:03am 
so, after a long and arduous journey unpacking 200+ mods and sifting through them one by one, I finally found which mod causes "sm_listening_post2" to appear in every starting starbase, including AI ones, this one.

I read it's only supposed to show up when you or they have 'silent observer', however, it circumvents that restriction and puts it on every spaceport ever instead.

any siggestions on how to fix this. it seems to disappear when I remove either NSC2 or RPG traits, but yours and his are my two favourite mods for this game and I'd like to keep them.
Soviet_Satan  [author] Apr 9 @ 9:40pm 
Because none of them(probably) have a custom made trait assigner designed to deal with the massive amount of trait picks we allow.
zulu9812 Apr 9 @ 11:40am 
The reason I ask is that no other trait mods have that feature, which makes me wonder how they avoid the same problem. Maybe they don't avoid it?
Soviet_Satan  [author] Apr 9 @ 11:15am 
zulu9812 Apr 9 @ 9:36am 
Is the thing about needing to add the Custom Race trait or the game will assign different traits to AI empires still true?
Soviet_Satan  [author] Apr 9 @ 3:15am 
Like I said before the testing trait doesnt exist anymore, however the modifier still existed, but without any trait to trigger this I cant see how it can happen aside from some wierd vanilla mechanic triggering the event.. somehow.

To prevent such an event from happening again, all dev modifiers and events used to trigger them have been removed in todays update.