Stellaris

Stellaris

Cultural Overhaul - No Traditions 2.0.2 with Localisation Update
213 kommentarer
Samson 25 maj, 2022 @ 9:32 
need in german pls
ThelianTech 12 maj, 2019 @ 8:58 
I would Love to see this mod updated Hope for the Best.
Mr Blue 4 nov, 2018 @ 23:19 
update please
Cedric Scum 12 aug, 2018 @ 2:11 
UPDATE PLEASE! 2.1+
It's Really good mod, pleeeeeeeeease!!!!
Cold Blood 28 jul, 2018 @ 15:25 
@Salondor I cannot take your complaint fully serious simply because of you Profile Pic.
RaptorBroccoli 16 jul, 2018 @ 16:51 
I can't seem to use the additional ethics, could it be a compatibility issue?
SlainEnmity 6 jul, 2018 @ 1:03 
this mod appears to cause an issue where i cant give my species utopian abundance, i meet all the requirements, and when i disable the mod it works fine. small anooyance, but a noteworthy one.
Sir Fraser 24 jun, 2018 @ 17:50 
So i have some good news and bad news.
The good news is that i have fixed the major sensor bug issue and corrected some smaller changes to the buildings and civics and should be able to upload this version.
The bad news is that all of the vanilla fanatic ethics are missing their negatives even though the actual code tells me otherwise.
Hopefully once i fix that i can move onto the next stage of uploading the actual mod to the workshop.
Sir Fraser 24 jun, 2018 @ 6:15 
Thats what i am currently attempting to do. i fixed the sensor bug and will correct any other issues in the mod in the mean time. it will take some time since im still fairly new to stellaris modding.
prassel 24 jun, 2018 @ 6:03 
there's another version of cultural overhaul with more civics and a guide on how to remove traditions here: https://steamproxy.com/sharedfiles/filedetails/?id=1329351538
would be great if someone that has time and will to publish and keep it updated.
Sir Fraser 24 jun, 2018 @ 5:10 
Never had any issues with assimilation, but i'm going to attempt to see if i can fix any of the glaring issues the mod has and then see if im able to upload a version of this onto the workshop.
No promies though since i have never done workshop stuff before.
Stalbay 24 jun, 2018 @ 4:23 
@Sir Fraser Could remove the assimilation bug ?
Sir Fraser 20 jun, 2018 @ 0:47 
I've been able to fix the senor bug issue the mod cause. But i am still very much an amatuer in regards to coding but i haven't found any other major issues with the mod thus far.
Stalbay 18 jun, 2018 @ 5:07 
Rip
CyberFerret 15 jun, 2018 @ 12:48 
Why does this effect sensors? It shouldnt have anything to do with it?
Nihilus 13 jun, 2018 @ 13:00 
c'mon mate, please update
Akkadian 7 jun, 2018 @ 7:39 
Yeah, sonsors are broken, please update this awesome mod!
BeefStranger 5 jun, 2018 @ 11:28 
Just a FYI, using this mod in 2.1.1Beta breaks sensors completely. They have no effect, you cant even see next systems with science ships at the start
battleship101 4 jun, 2018 @ 22:37 
Does this still work without it being upated? I am new to this mod resntly that why i asked.
The Bird 3 jun, 2018 @ 17:05 
When will this be updated? It's one of my favorites.
Stalbay 3 jun, 2018 @ 13:16 
Pls update, bag assimilation
Plerion 1 jun, 2018 @ 17:33 
@Rampage - To add on what you have been told, it's also possible to add more traditions (along with those that were removed) from other traditions-only mod. Sadly this is not an option until this mod gets updated.
Notre Dame 1 jun, 2018 @ 10:43 
update please
ElusiveSausage 29 maj, 2018 @ 7:43 
Yep it's for compatibility and a lot of people didn't like the tradition trees the original author added because they were restricive and overly complicated.
Rampage 29 maj, 2018 @ 3:37 
Hi, Can I ask why the traditions were removed?
Is it more compatibility with other tradition mods?
Or more because people didn't want any extra traditions beyond the 7 or so that vanilla has?

I'm curious if any thought was put into using the crappy-but functional tradition swap mechanic. Reducing the number of traditions that you can see in 1 game, without reducing the number of traditions total.
Plerion 27 maj, 2018 @ 17:49 
I also depend heavily on this mod, as I would like to use the extra civics, but with other tradition mods.
Cyber Warlord 27 maj, 2018 @ 17:24 
Is this mod going to be updated? I like the extra govering traits but I don't like the extra traditions.
NewAgeKid52 25 maj, 2018 @ 19:47 
Hi ThugQueen69
I noticed you mentioned on May 8 you would be able to update the mod. May I ask when you feel you will be able to update the mod? I've expanded my mod more and you can check the coding updates if you like.
𒀭 Enki 𒀭 25 maj, 2018 @ 8:30 
Dead?
::Maethendias:: 25 maj, 2018 @ 3:55 
v indeed... this mod is broken (way too many despicable neutral empires)
Valerius 25 maj, 2018 @ 2:43 
Think it will, since it has been updated in april the last time and petruxa's "not touching the traditions" version is outdated by now, as it again has its infinite blank message spam bug due to version incompatibility...
DracoMcGee 23 maj, 2018 @ 19:33 
war lord civic not working as far as i can tell
Grouchio 22 maj, 2018 @ 21:24 
Will this require patching with 2.1?
WolfWhiteFire 20 maj, 2018 @ 13:56 
"!!Extra Civic in More Ethics and Civics Rebuild" Is the name of an add-on the more civics in ethics and civics rebuild mod made. It is listed in the description of this mod as well. Doesn't give you 5, but does give you 1 more point.
Doctor Proteus 18 maj, 2018 @ 2:16 
Does anyone know of a mod which increases the number of civic picks at civ creation that is compatible with this mod? I've tried some but they don't work with this mod. Just want to increase the civics picks to 5.
Plerion 10 maj, 2018 @ 17:58 
@ThugQueen69 Currently I am using both patches for compatibility with CGM: Buildings, one by NewAgeKid52 and another one by ExNihil:

https://steamproxy.com/sharedfiles/filedetails/?id=1378197434
https://steamproxy.com/sharedfiles/filedetails/?id=1371110483

Not sure if this is correct or not, since your mod as far as I understand has content of both.

In any case, thanks for keeping up with this version!
syncopation 9 maj, 2018 @ 19:58 
@ThugQueen69: thanks for all your good work.

I looked at the mod files, and I see that my previous comment appears to be based on the fact that one of the Mechanist civic requires a DLC. I didn't check why that is, but it explains why it didn't show up for me (I have none).
Furtive  [skapare] 8 maj, 2018 @ 19:49 
Hey everyone thanks for pointing out various issues, I have been fairly busy lately but will have some time this weekend to update the mod to the current release and implement some bug fixes.
Marlow 8 maj, 2018 @ 16:32 
I'm having an issue where the new ethics don't show up in the faction creation screen, although AI factions still use them. I assume this is some kind of mod conflict, but since I can't figure out what's causing it I'd like to ask if anybody else has had this issue.
syncopation 8 maj, 2018 @ 7:23 
The civic "Machine Cult" requires the civic "Mechanist," but the former does not appear to be available(?)
Plerion 7 maj, 2018 @ 9:33 
Yes, please don't abandon this!
Cyber Warlord 29 apr, 2018 @ 12:53 
Can you update the mod to 2.0.4? It's giving me the caution symobl on my launcher.
Saber 28 apr, 2018 @ 17:09 
Thank you for this Gem
Azerik 27 apr, 2018 @ 14:21 
Also how the heck do you get an empire that cna use utopian abundance living standard with how the Egalitarian and Libertarian ethics have been changed? You guys need a more in depth change log, because Petruxa's change log doesn't cover what you guys have.
Azerik 27 apr, 2018 @ 13:15 
Ok so I managed to figure that out, but trying to find my way around the rest of this mod, cuz none of ethics as they appear in game line up with the code in the ethics files. I mean Green is obviously Ecologist, but where doies Socialism line up to, and which in file ethic is Libertarian?
Azerik 26 apr, 2018 @ 12:41 
Was it intentional to make the gestalt consciousness use all the thic points? If so could someone walk me through how to change that. My favourirte thing about this mod wsa that it let me customize hiveminds and machine conciousness' to be more diverse.
NewAgeKid52 22 apr, 2018 @ 10:45 
@ThugQueen69
I finally made my final update for my mod, and I posted in the "Coding updates" thread the changes if you'd like to add them to your mod. It was great working with you on this mod from Petruxa. I also have a new mod, a compatibility patch for any version of Ethics Rebuild with Planetary Diversity here:
https://steamproxy.com/sharedfiles/filedetails/?id=1365445816
If you'd like you can link to it for those who like Planetary Diversity.
Maff 21 apr, 2018 @ 22:55 
Any chance thatl you'd consider changing when Celestial Empire is a valid government type for an empire? Right now it comes up even when one makes a non-Xenophobic Spiritualist/Militarist empire.
NewAgeKid52 21 apr, 2018 @ 18:46 
@ThugQueen69
I did a lot of updates. Would you like to know what I changed? I think I am at a state where I probably don't need to keep balancing and that's pretty much finished. When you have time, would you like update from mine? I have a lot of new civics and I'm pretty much all finished making civics. From this state I feel my mod is pretty much done and will probably only change it if there are severe incompatibilities or major things that need changing.
Kami Funny Cow 19 apr, 2018 @ 22:46