Horrific Inverse Mass Stablized modifier ID (2024)

Solid_Son

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  • May 28, 2022
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  • #1

Has anyone found the ID of this modifier so that it can be added to the planet? Or for a remove?

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Finestela

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  • May 28, 2022
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Solid_Son said:

Has anyone found the ID of this modifier so that it can be added to the planet? Or for a remove?

Lol, I was literally just looking for this as well yesterday, and spent about an hour looking at the event txt's.

The flag is stabilized_horror
So the console command is:

Code:

effect set_planet_flag = stabilized_horror

This should add this flag to the planet that held the parade. However, you still need to remove the bad outcome flag, which is black_hole_horror
So you need to also do this as well:

Code:

effect remove_planet_flag = black_hole_horror

I'm not sure if I was unlucky or there's something weird going on with the event flag, but I've tried to reload about 50 times before the second modifier was removed (before the popup), and the event just gives me the bad outcome flag no matter what... (If you turn on debugtooltip, you can monitor the planet flag as soon as you've selected the option to proceed in the popup, instead of waiting for 2 years). I ended up just digging through everything and add/remove the planet flags manually.

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Solid_Son

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  • May 28, 2022
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Thanks, I will try to use this im my game and see the results

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emattosalves

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  • May 28, 2022
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Ashshhsahs, this event of defeating leviathans was new to me, when i defeat the Dimensional Horror, i got this event and i follow throught out of curiosity, and i sh*t myself when i see the TOO LATE modifier and later the 33% of good outcome or the 66% of lost my capital (and maybe habitats on that system, i dont know).

I got the good outcome, heheheh, pure luck, but this could ruin my playthrought, too risky.

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Finestela

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  • May 29, 2022
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emattosalves said:

Ashshhsahs, this event of defeating leviathans was new to me, when i defeat the Dimensional Horror, i got this event and i follow throught out of curiosity, and i sh*t myself when i see the TOO LATE modifier and later the 33% of good outcome or the 66% of lost my capital (and maybe habitats on that system, i dont know).

I got the good outcome, heheheh, pure luck, but this could ruin my playthrought, too risky.

I got the good outcome on my first playthrough post Overlord. However, on my second and current one, I kept getting the bad outcome no matter the save/load point, even though saving before the 2nd modifier expired should do it. *shrug*

I

Immortalits

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  • Dec 8, 2022
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Finestela said:

I got the good outcome on my first playthrough post Overlord. However, on my second and current one, I kept getting the bad outcome no matter the save/load point, even though saving before the 2nd modifier expired should do it. *shrug*

The devs made it with extra coding just so you need to start the whole fricking event chain all over to get a different result, which is a ~10-15 year ingame time...

Immagine developers spending time on a single event just so players can't savescum it, instead of spending the time on actually making content or fixing actual issues....
Their solution for the hivemind memorialist problem was to create a completely separate tech, ebcause they coulsn't integrate the building into the base unity researches; so if you pick the civic at start, you have to research the building upgrades separately from the standard unity tech buildings, but if you have already researched the advanced techs and switch into the civic, then you automatically get the upgraded buildings converted, however, as far as I know, you still won't be able to get the other buildings upgrade.... but preventing players savescumming a specific event is of utmost importance /facepalm/

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Immortalits

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  • Dec 8, 2022
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btw, the last revard code is:

effect add_modifier = { modifier = horror_stabilized }

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Edorath

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  • Dec 9, 2022
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Imo manually adding the modifier for the parade beats the point of it, high risk high reward events are fun, and this comes from someone that thought his research world was going to get eaten two days ago.

Immortalits said:

The devs made it with extra coding just so you need to start the whole fricking event chain all over to get a different result, which is a ~10-15 year ingame time...

Immagine developers spending time on a single event just so players can't savescum it, instead of spending the time on actually making content or fixing actual issues....
Their solution for the hivemind memorialist problem was to create a completely separate tech, ebcause they coulsn't integrate the building into the base unity researches; so if you pick the civic at start, you have to research the building upgrades separately from the standard unity tech buildings, but if you have already researched the advanced techs and switch into the civic, then you automatically get the upgraded buildings converted, however, as far as I know, you still won't be able to get the other buildings upgrade.... but preventing players savescumming a specific event is of utmost importance /facepalm/

Yes how dare those mean mean devs make players face the consequences of their actions for doing something as foolish as interacting with an otherworldy abomination’s remains. God forbid anything happens to the players!
In fact they should add a new AP that automatically wins the game for you next patch.

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  • Mar 26, 2023
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Edorath said:

Imo manually adding the modifier for the parade beats the point of it, high risk high reward events are fun, and this comes from someone that thought his research world was going to get eaten two days ago.

Yes how dare those mean mean devs make players face the consequences of their actions for doing something as foolish as interacting with an otherworldy abomination’s remains. God forbid anything happens to the players!
In fact they should add a new AP that automatically wins the game for you next patch.

Considering Paradox can't make anything without bugging it completely, this was actually a pretty arrogant and poor mannered decision.
Events like these completely bugging out, often break my playthrougs several hours in, and it is more than just a little annoying when they intenionally add a "feature" which makes it completely impossible to find a workaround.
I did try the above mentioned console command, but it does nothing to remove the 100% chance of failing state my capitol is currently in.
The "too late" event fires off anyway, and my capitol is doomed to become a black hole.

Edit:
Ok, I spoke too soon.

A combination of

effect remove_modifier = horror_too_late
effect remove_planet_flag = black_hole_horror
effect set_planet_flag = stabilized_horror

with the planet active, seem to have done it for me.

This doesn't change my dissatifaction with Paradox adding an anti save scum feature, in a game that is barely balanced for single player.
I will never understand people who have opinions about other people, save scumming in their own single player playthroughs.
It is just, in my opinion, a super weird thing to care about.

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  • Apr 1, 2023
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  • #10

Maybe it's a little late for that, but it's possible to edit the savegame file. Just find the line

"black_hole_horror ="

and replace for

"stabilized_horror ="

To edit savegame files, just follow the instructions on the wiki page about this (follow exactly, including recompressing method).

Nevars

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  • Apr 2, 2023
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Immortalits said:

The devs made it with extra coding just so you need to start the whole fricking event chain all over to get a different result, which is a ~10-15 year ingame time...

Immagine developers spending time on a single event just so players can't savescum it, instead of spending the time on actually making content or fixing actual issues....
Their solution for the hivemind memorialist problem was to create a completely separate tech, ebcause they coulsn't integrate the building into the base unity researches; so if you pick the civic at start, you have to research the building upgrades separately from the standard unity tech buildings, but if you have already researched the advanced techs and switch into the civic, then you automatically get the upgraded buildings converted, however, as far as I know, you still won't be able to get the other buildings upgrade.... but preventing players savescumming a specific event is of utmost importance /facepalm/

Imagine players spending time on a single event savescumming so that they always get good result.

Instead of like, you know, just roll with it and doing anything productive.

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