Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby imercenary » Wed Jan 10, 2024 1:09 am

Its late so I only took a quick look at the files and rereading this I'm pretty sure I'm wrong but heres my crapshot:

The mod is trying to pick and store pops in a non-existent location for later event usage. Thats why Mab17 is getting that repeating error log. The game is picking pops, can't find the place to put them and then endlessly screaming into an error log.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby GeisKhan » Fri Jan 12, 2024 10:23 pm

SegaCD wrote:
Fiaura54 wrote:There is a lot here and I"m not sure what is working, what needs a lower version, and what isn't.

Can someone give me, a person who is highly jinxed at modding anything, give me the mod that will work with the latest Stellaris version / most complete one we have and what version it would actually work with?

As well as give a short installation guide?

Sorry I've read everything and it's a lot of confusion here to me as I don't understand Paradox code.

While I can't help you with what version of the mod to download I believe the flame version is more up to date for coding?
For installation on windows you need to go to your documents folder, in there you should see a folder with the name "Paradox Interactive" this file holds all of your paradox games, go into the file and go into the "Stellaris" folder. You should see a folder in here named "mod" this is where you want to shove any downloaded mods. Each mod you download should come with 2 items, a File folder, and a MOD File. Throw both of those into the mod folder. The file path should look something like this "C:\User\Documents\Paradox Interactive\Stellaris\mod"

I can confirm that the version I uploaded (reduced frequency of predatory frenzy events on planets in the original mod) still works on Stellaris 3.10.2. You
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby TheMastermind » Sat Jan 13, 2024 2:25 am

imercenary wrote:Its late so I only took a quick look at the files and rereading this I'm pretty sure I'm wrong but heres my crapshot:

The mod is trying to pick and store pops in a non-existent location for later event usage. Thats why Mab17 is getting that repeating error log. The game is picking pops, can't find the place to put them and then endlessly screaming into an error log.

Had that issue myself yesterday. I was getting really bad lag after a few hours and I couldn't save the game. The error log completely filled my drive up to the last byte and in the process of diagnosing the issue and clearing space, I accidentally deleted all of my documents :/
A lesson in not being trigger happy with Shift+Del.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby GeisKhan » Sat Jan 13, 2024 2:29 am

TheMastermind wrote:
imercenary wrote:Its late so I only took a quick look at the files and rereading this I'm pretty sure I'm wrong but heres my crapshot:

The mod is trying to pick and store pops in a non-existent location for later event usage. Thats why Mab17 is getting that repeating error log. The game is picking pops, can't find the place to put them and then endlessly screaming into an error log.

Had that issue myself yesterday. I was getting really bad lag after a few hours and I couldn't save the game. The error log completely filled my drive up to the last byte and in the process of diagnosing the issue and clearing space, I accidentally deleted all of my documents :/
A lesson in not being trigger happy with Shift+Del.

You can get most of your files back with a file recovery tool like https://www.ccleaner.com/recuva. They will still be there as long as new files weren't saved to the same space on the drive.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby TheMastermind » Sat Jan 13, 2024 12:11 pm

GeisKhan wrote:You can get most of your files back with a file recovery tool like https://www.ccleaner.com/recuva. They will still be there as long as new files weren't saved to the same space on the drive.

Thanks, but it seems they're completely gone. I haven't found anything important missing anyway, I think most of the lost files were just game data and I tend to end up nuking my game data regularly through various means already, so I'm not that bothered.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Jasper » Tue Jan 23, 2024 3:46 pm

Flame_Valxsarion wrote:Sorry to hear this.
As I said in my original post though, I don't have a lot of time to sit down and figure out how to fix this. Hell I barely knew how to mod Stellaris to begin with. If somebody knows how to fix this stuttering issue (which I still don't understand, the events are only supposed to check once a month.) PLEASE post that fix!


Was looking through the events, were the pop events supposed to have a mean time? The ruler ones do but the pop ones don't seem to have any sort of timer listed, you're also running 10 duplicate versions of the event?
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Jasper » Tue Jan 23, 2024 9:46 pm

Looking at the debug, the use of "planet = { leader = {" is invalid, you could probably just remove the 'leader' portion entirely, or look for another way to specify the leaders traits
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Lizia » Fri Jan 26, 2024 12:20 pm

Mab17 wrote:I may have found the problem.
I noticed that every time I closed the game after playing for a while, the error log was huge. I'm talking 20+ GB.
Tried to open it to see why it was so big, but no text editor I have could open the file.
After experimenting with having the game open for different periods of time, I eventually got an error log that was obviously too large but not so big I couldn't open it.

Inside, repeated hundreds or maybe thousands of times, was this entry (or maybe many extremely similar entries?):

[17:00:00][trigger_impl.cpp:1191]: Script Error: Invalid context switch [leader] from Srudma Prime [planet], file: events/vore_trait_events.txt line: 892, Scope:
type=planet
id=4467
opener_id=4294967295
random={ 0 271088682 }
random_allowed=yes
root=
{
type=planet
id=4467
opener_id=4294967295
random={ 0 271088682 }
random_allowed=yes
}
from=
{
type=planet
id=4467
opener_id=4294967295
random={ 0 271088682 }
random_allowed=yes
}
prev=
{
type=planet
id=4467
opener_id=4294967295
random={ 0 271088682 }
random_allowed=yes
}

So...it would appear that there is some kind of issue with the way vore traits and events with them are handled.
I'm not a modder and have no solution, but perhaps brighter minds than mine can use this information.


I saw this and got curious as to why this is occurring. After some digging I found that while Ruler, Scientist, and Admiral/Commander trait events were updated, the Governor events were not properly updated. As their trait event defines it as a planet event and not a leader event. Which is why it constantly is making errors. As it would check a planet and not find a leader to fit it and produce a error.
At least that is what I am able to get. I will try and fix this with my knowledge as best I can. Since it seems a bit simple.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Lizia » Fri Jan 26, 2024 2:04 pm

Ok, so after a higher amount of work then expected, I was able to fix the overall error log issue, and update how the game acknowledges things for leaders.

What I did:
-I changed the Scientist event to make sure the leader actually exists. Since there were mass errors from it check every ship (stations and everything) only to fail when it found no leader. Now it no longer does that.
-For governors I did a overhaul to remove all the planet triggers and then added in a pre-trigger to see if the planet was actually owned.

From my overview it seems to have removed those related errors that flooded error logs. Though, it is now clear there are localization errors, lack of text, and some extra stuff here and there.
And you know, I may think of and go about working on that stuff. Though, mostly for missing text just needs a decent writer to make all the scenes for it.
Either way, may work on passing on the Unbirth trait that only the ruler seems to get to other leaders, since it isn't that much of a change.

Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Flame_Valxsarion » Sun Jan 28, 2024 11:47 am

Lizia wrote:Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link

Cheers! You're a hero, thank you so much. Let me just apologize again for releasing something I didn't realize was broken. I'll try to be less impulsive from now on.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Lizia » Sun Jan 28, 2024 7:29 pm

Flame_Valxsarion wrote:
Lizia wrote:Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link

Cheers! You're a hero, thank you so much. Let me just apologize again for releasing something I didn't realize was broken. I'll try to be less impulsive from now on.


Your welcome, though your code for it was pretty good, just had a few issues that were tricky or hard to spot without going through the error logs. I have actually been smashing other errors as well as I looked over the whole code. And I think I am squishing lots of them. Though man working with paradox modding is tricky. Especially since I tried to change how the leader icons worked and now they stopped using the art for them.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby memeology » Sun Jan 28, 2024 8:01 pm

The vore com in unity to bring the horny into their map game.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Jasper » Mon Jan 29, 2024 6:55 pm

Lizia wrote:
Flame_Valxsarion wrote:
Lizia wrote:Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link

Cheers! You're a hero, thank you so much. Let me just apologize again for releasing something I didn't realize was broken. I'll try to be less impulsive from now on.


Your welcome, though your code for it was pretty good, just had a few issues that were tricky or hard to spot without going through the error logs. I have actually been smashing other errors as well as I looked over the whole code. And I think I am squishing lots of them. Though man working with paradox modding is tricky. Especially since I tried to change how the leader icons worked and now they stopped using the art for them.


Paradox modding is such a mess, it's especially bad because they market themselves as being highly moddable, but so much of the actual meat of the games is hidden in the exe files, making any attempt to do anything that you can't do with console commands functionally impossible.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Estee » Sat Feb 03, 2024 12:33 pm

Nice so far, perhaps find a way to make the game include vore events more often.
As for portrait packs, I personally would also recommend Katar's portrait pack Hungry Voids:
viewtopic.php?f=79&t=66285

Hopefully this will evolve further and perhaps give even more options to roleplay as different type of vorish empires, all at war with each other to fill their bellies.
Perhaps add something for Megacorps to specialize in the breeding and selling of prey-slaves.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Lizia » Wed Feb 07, 2024 6:44 pm

Estee wrote:Nice so far, perhaps find a way to make the game include vore events more often.
As for portrait packs, I personally would also recommend Katar's portrait pack Hungry Voids:
viewtopic.php?f=79&t=66285

Hopefully this will evolve further and perhaps give even more options to roleplay as different type of vorish empires, all at war with each other to fill their bellies.
Perhaps add something for Megacorps to specialize in the breeding and selling of prey-slaves.


I am thinking of giving a crack at that stuff.
The thing I am tinkering with right now is getting the types of vore and their events working for lethal vore empires. So you get OV, AV, CV, and UB. Though its tricky to write stuff up for all of it, and the icons stopped working for some reason when I messed with it.
After that may give non-leathal empires and maybe turn vore-darwinism into something like devouring swarm.

Still, I am kinda busy. So can't make too much work on this right now.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby shaw843 » Wed Feb 07, 2024 11:07 pm

Kindly do not turn Vore Darwinism into devouring swarm.

By all means, make a new civic using the same or similar mechanics. Just leave Darwinism how it is.
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Re: Stellaris Vore Mod - Apex Xenos 0.3 by InternIsla

Postby hewhowasnotnamed » Thu Feb 08, 2024 12:00 am

Gutlover wrote:Here's my edited hive queen parasite civic. It's a simple reskin mod that allows Hives to do a Necrophage purge, but with an unbirthing theme. I havn't finished changing all the dialog interactions yet, and I had to get rid of the necrophage pop messages, Casus Belli + War Goals. Which means it's pretty barebones right now.

http://www.mediafire.com/file/n447qzi15 ... e.zip/file

I hope that I can eventually figure out how to fix the message errors, and cb so I can add them back in.


FYI, to unbirth a pop, you have to set the specie's rights to undesirables, and the purge type to Necrophage.

Edit: Let me know what you think.


is there a newer version? the mediafire link is dead
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby TheMastermind » Thu Feb 08, 2024 1:58 am

hewhowasnotnamed wrote:
Gutlover wrote:Here's my edited hive queen parasite civic. It's a simple reskin mod that allows Hives to do a Necrophage purge, but with an unbirthing theme. I havn't finished changing all the dialog interactions yet, and I had to get rid of the necrophage pop messages, Casus Belli + War Goals. Which means it's pretty barebones right now.

http://www.mediafire.com/file/n447qzi15 ... e.zip/file

I hope that I can eventually figure out how to fix the message errors, and cb so I can add them back in.


FYI, to unbirth a pop, you have to set the specie's rights to undesirables, and the purge type to Necrophage.

Edit: Let me know what you think.


is there a newer version? the mediafire link is dead

Yes, this one. Not technically the same mod as that one, more like an alternative route of development. Pros and cons to using this one instead.
Lizia wrote:Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link
Hungry Jewellery: viewtopic.php?f=79&t=61326
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby Lizia » Thu Feb 08, 2024 11:44 am

Yes, this one. Not technically the same mod as that one, more like an alternative route of development. Pros and cons to using this one instead.
Lizia wrote:Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link


To be honest that more than likely is just gonna be a bug fixed version. May add text and flavor to it, but at its core it probably is not gonna change.
Probably will take my own approach to a separate variant and leave this the same.
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Re: Stellaris Vore Mod - Apex Xenos 0.3.2b by InternIsla

Postby TheMastermind » Mon Feb 12, 2024 12:41 am

Lizia wrote:
Yes, this one. Not technically the same mod as that one, more like an alternative route of development. Pros and cons to using this one instead.
Lizia wrote:Though for now, here should be a fixed version via Google Drive:
https://drive.google.com/drive/folders/ ... drive_link


To be honest that more than likely is just gonna be a bug fixed version. May add text and flavor to it, but at its core it probably is not gonna change.
Probably will take my own approach to a separate variant and leave this the same.


I'm aware, but I meant Flame's version is an alternative to Gutlover's version (that they seemed to be using/wanted to use) since the development went in different directions.
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