Stellaris

Stellaris

219 ratings
Secondary Origins
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File Size
Posted
Updated
11.167 MB
13 Feb, 2023 @ 2:25pm
26 May @ 7:12am
20 Change Notes ( view )

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Secondary Origins

In 1 collection by Reyzel
Secondary Origins compatibility patches
16 items
Description
COMPATIBLE WITH 3.8!
INFO
This mod adds secondary origins as civics to the game, allowing you to combine origins

The AI will not generate with these secondary origins, if you wish to play with AIs that have secondary origins simply create one and force spawn it.

All unworkable origin combinations have been made unpickable with eachother but this does not guarantee that origins work together perfectly (I may have also missed some incompatibilities).

Origins adding custom starting systems could not be made into secondary origins due to paradox not allowing civics to add starting systems.

-CHANGED-
You may choose as many secondary origins as you wish however there are no compatibility checks between secondary origins (it won't stop you from picking two secondary origins that don't work together, left to use discretion as you can always check if they are compatible using normal origin selection)


Generally origin and secondary origin combinations that you can pick together work fine but there may be the odd origin combination that might not work as intended.

COMPATIBILITY

-MODS THAT CHANGE VANILLA FILES
To allow these secondary orgins to work like the actual origins many vanilla files had to be replaced (note: if has_origin was a scripted trigger this mod would have to replace basically no vanilla files).
This mod will most likely have incompatibilities with mods that also replace vanilla files, it's suggested that you load this mod very early so its changes can be replaced (although this might break secondary origins in various places).

-MODS THAT DO *NOT* CHANGE VANILLA FILES
Mods that do not change vanilla files will be mostly compatible but will not recognise secondary origins (e.g. if a mod adds a new building for the mechanist origin, it will not add that building for mechanist as a secondary origin).

-MODS THAT ADD ORIGINS
Mods that add orgins aren't inherently incompatible but since there are no checks between those new origins and my secondary origins this will mean that broken origin combinations will be possible (secondary origins are not pickable by AI so a broken combination will only exist if a player makes it).

Compatibility patches with other mods are provided, making those mods recognise secondary origins and integrating origins from those mods into the secondary origins system.

Compatibility note: keeping the countless compatibility patches I already have updated will be a pain but I will try to add compatibility with more popular mods, mod authors may add compatibility with my mod simply by using my origin check scripted trigger.

If a mod updates I will most likely have to update the patch for it.

A COLLECTION SHOWING COMPATIBILITY PATCHES IS AVAILABLE HERE

Hope you enjoy
I hope this mod allows for a lot of fun and roleplaying potential in your stellaris games, let me know if you have any suggestions or find any issues.

If you think this mod added enough value to your games and want to incentivise me to keep updating and improving this mod and others you can support me here![ko-fi.com]
Popular Discussions View All (3)
27
18 Sep @ 8:00pm
PINNED: Incompatible origin combinations and issues
Reyzel
13
21 Jun @ 6:26pm
Compatibility patch request
Reyzel
0
23 Feb, 2023 @ 4:42pm
Patch update requests
Reyzel
283 Comments
Drizzt125 20 Sep @ 9:50pm 
When you get the chance could you please update for 3.13? Thank you ^-^
David.Dragonheart 20 Sep @ 4:21am 
You may have to update this mod to 3.13. I've been experiencing CTD on galaxy generation with this mod active. Even checked by manually turning on/off Secondary Origins with my other mods, and only this crashes my game.
FelipeFeitozaAC 18 Sep @ 8:11pm 
The empire type is always set to Generic Empire when you choose your authority and ethics
Reyzel  [author] 12 Aug @ 9:14am 
Due to the nature of this mod and what it's doing, it can conflict with a lot of other mods without a specific patch.
Although if you load my mod before the vassals mod it should allow the vassal mod to work fine.
Not guaranteed ofc, can't even remember if it's up to date with the latest vanilla patch rn.
Ven 12 Aug @ 6:52am 
So ive been playing a game recently with your mod and another mod that expands the subject types, but i noticed i couldnt select anything other than protectorate or tributary. I looked at the conflict resolver in irony and apparently your mod is conflicting with it?
Reyzel  [author] 14 Jun @ 7:32am 
This issue will most likely be resolved when I update the mod
Liquid 13 Jun @ 8:53pm 
However, adding two closing brackets and deleting the last if doesn't seem to work.
Irony Mod manager doesn't give the error anymore, but I still can't force spawn synth queen.
I am not familiar with modding at all, so I am not sure what to do at this point.
Liquid 13 Jun @ 8:51pm 
Disregard previous comment about the second if block for id = crisis.7520. I was looking at the wrong txt file.
I think I found the cause.
The last code block for machine_age_crisis_events.txt from the mod files says:

planet_event = { <======= MISSING CLOSING BRACKET
id = crisis.7520
hide_window = yes
is_triggered_only = yes

trigger = {
OR = {
NOT = { exists = owner }
owner = {
has_event_chain = cosmogenesis_planet_pickup_chain
}
has_planet_flag = cosmogenesis_pickup_planet
}
}

immediate = { <======= MISSING CLOSING BRACKET
if = {
limit = {
NOT = { exists = owner }
has_planet_flag = cosmogenesis_pickup_planet
}
remove_planet_flag = cosmogenesis_pickup_planet
}
if <======= UNFINISHED?
Liquid 13 Jun @ 8:30pm 
After some trial and error, I can confirm that it is second origin that causes the error with synth queen. I didn't keep the game running past 2451, but I suspect that the synth queen event won't fire naturally as well since it relies on the same txt file. (Endgame year = 2400, crisis = synth queen)
Liquid 13 Jun @ 7:44pm 
I am having trouble force spawning synth queen, it gives me "Could not find event".
I am not 100% sure if this is the mod causing the problem. But Irony Mod Manager is giving me the following error about the second if block for id = crisis.7520.

Error at line: 3089 column: 5 file: events\machine_age_crisis_events.txt.
Please report this error to the author of the mod: Secondary Origins.

Error message says:

Error in events\machine_age_crisis_events.txt: Ln: 3089 Col: 5
if
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("events\\machine_age_crisis_events.txt", Ln: 3081, Col:
14) was not closed.