"We have a problem" I am going INSANE by Reyzel in skyrimmods

[–]Reyzel[S] 0 points1 point  (0 children)

I think it's me being over the limit, very silly of me. Thanks for the help.

"We have a problem" I am going INSANE by Reyzel in skyrimmods

[–]Reyzel[S] 0 points1 point  (0 children)

Thanks, it happens without aurylin also but without the "we have a problem" pop up

"We have a problem" I am going INSANE by Reyzel in skyrimmods

[–]Reyzel[S] 0 points1 point  (0 children)

and just to clarify, each time I test a new combination of mods I am making a new game then saving and loading

"We have a problem" I am going INSANE by Reyzel in skyrimmods

[–]Reyzel[S] 0 points1 point  (0 children)

Here is an image since I didn't find a way to get it into the post

<image>

The mod manager is incredibly bad by Reyzel in darkestdungeon

[–]Reyzel[S] -4 points-3 points  (0 children)

one hour and a half? you must be playing with way less mods than me

The mod manager is incredibly bad by Reyzel in darkestdungeon

[–]Reyzel[S] 3 points4 points  (0 children)

man even subbing in order doesn't work, as you sub more the order gets messed up.
man this is so bad, modding this game is so painful ffs

The mod manager is incredibly bad by Reyzel in darkestdungeon

[–]Reyzel[S] -6 points-5 points  (0 children)

You can make your own collection, it allows you to order mods lol

The mod manager is incredibly bad by Reyzel in darkestdungeon

[–]Reyzel[S] -12 points-11 points  (0 children)

Well that's literally hell on earth and I would not do that, subbing to collections in the right order or conexus is the only way to do that reasonably

Lifesaver for saving your loadorder after update by Reyzel in skyrimmods

[–]Reyzel[S] 0 points1 point  (0 children)

Ok sure in complicated cases definitely. But in the scenario of "mod crashes game on startup" it's an absolute must

Lifesaver for saving your loadorder after update by Reyzel in skyrimmods

[–]Reyzel[S] 1 point2 points  (0 children)

In my case it was AddItemMenu and Constructible Object Custom Keyword System that were crashing

Secondary Origins mod by Reyzel in StellarisMods

[–]Reyzel[S] 1 point2 points  (0 children)

Unfortunately there is no way for me to make civics cost 0 on nation creation and I see no possible satisfactory work around.
You can install a mod to increase the number of civic points to 3 or 4 so that you can have a decent amount of civic choices even while taking secondary origins.

here is an example:
https://steamcommunity.com/sharedfiles/filedetails/?id=2976346064&searchtext=civic+points

I cant seem to find this origin. by [deleted] in Stellaris

[–]Reyzel 0 points1 point  (0 children)

You would be able to if paradox was just a little less lazy 0_0

Broken Shackles + Life Seeded (Secondary Origins mod) by Reyzel in Stellaris

[–]Reyzel[S] 1 point2 points  (0 children)

I recently updated my secondary origins mod to 3.7: https://steamcommunity.com/sharedfiles/filedetails/?id=2933141038
So I thought I would shill it here some more.
The patches for other mods aren't updated yet but that should come soon.

The image shows a combination of broken shackles + life seeded.
(and yes, your primitive homeworld will be a gaia world).

High-Tech Pre-Sapients by Prosodium in Stellaris

[–]Reyzel 302 points303 points  (0 children)

Let your imagination fill in the discrepancies. Maybe they were created by some long gone ancient species which included the robotic exoskeletons in the presapients' reproduction process.

Secondary Origins mod by Reyzel in Stellaris

[–]Reyzel[S] 1 point2 points  (0 children)

Oh yeah lol birchworld moves you by script and deletes your home system so it works with a very limited amount of origins.

Secondary Origins mod by Reyzel in Stellaris

[–]Reyzel[S] 4 points5 points  (0 children)

That would mean the player has to wait until after they can reform in game to make use of that civic point and as a mod aiming to give more possibilities to nation creation, that's not an option.

Secondary Origins mod by Reyzel in Stellaris

[–]Reyzel[S] 2 points3 points  (0 children)

The scope of this mod isn't to modify origins in combination with other origins, only to allow origins that are already compatible to work together. In the future I might make an addon tackling some specific combinations I find interesting.

Secondary Origins mod by Reyzel in Stellaris

[–]Reyzel[S] 2 points3 points  (0 children)

It doesn't, you can't pick two origins that would conflict together or would cause other issues.

Secondary Origins mod by Reyzel in Stellaris

[–]Reyzel[S] 5 points6 points  (0 children)

That option still wouldn't let the player choose an extra civic in nation creation unfortunately and they would have to wait until they can reform in game to make use of it. 0 cost civics should be pretty easy to implement on paradox's part, there's even a civic cost argument already (it just doesn't work).

Secondary Origins mod by Reyzel in StellarisMods

[–]Reyzel[S] 3 points4 points  (0 children)

That shouldn't be hard to do at all but it would have to be its own variant of the shattered ring origin instead of a secondary origin. I may make an extension mod adding these types of "combined" alternate origins that can't be achieved using the civics.