Stellaris

Stellaris

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!Stellaris Enhanced Sound Project - ESC Patch
   
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21.064 MB
13 Jul, 2018 @ 8:34am
28 Dec, 2018 @ 11:15am
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!Stellaris Enhanced Sound Project - ESC Patch

Description
"Stellaris Enhanced Sound Project - Extra Ship Components Patch"

Introduction

This is a patch mod that aims to give Extra Ship Component Weapons their own unique sounds seperate from base game's one. In addition to this, it also adds new sounds for existing weapons that previously shared the same sounds as others like Giga Cannons and Stormfire Autocannons.

Note : Technically you do not need Stellaris Enhanced Sound Project mod for this one to function. But using it without the main mod will make ESC weapon sounds much more powerful and with it's tweaked priorities setting, will likely resulting in them always dominating the sound channels.

Features

  • New Sounds for many ESC weapons.

  • New Sounds for Mega/Giga Cannons and Stormfire Tier+ Autocannons.

Known Issues and Limitations

  • This mod has probably even worse workshop artwork than the main mod lol.

  • Some windup sounds may not exactly match the actual weapon charging time at the moment, but not by much.

  • Magneto Beam (The Reaper Laser) has to use altered reaper laser sounds because the actual reaper laser sounds are already used by the main mod's Colossus Planet Cracker Beam. It's not that much different though.

Save and Mod Compatibility
  • Works fine on existing save

  • A small override on Mega/Giga Cannon weapon templates to tell them to use new sounds. Also overrides Stormfire Autocannon's combat model to use new sounds.

  • Overwrites ESC's projectiles and combat item models to tell them to use new sounds.
If you're using ESC then you're most likely not using any other component mods anyway, and conflicts won't cause any serious problem besides requiring you to manually upgrade Giga Cannon if it's not ESC's Tier 3 One.

Credits and Special Thanks to

- See Main Mod for what sound libraries I pull from.

- Stellaris Modding Den Community, still learning new stuffs everyday there.

- All supporters and subscribers.

My other works

Improved Transport Ship Behaviors and Transport Upgrades!

Stellaris Enhanced Sound Project

Talking Non-Humanoid Portrait

Talking Portrait Expanded

The Zenith of Fallen Empire: Ancient Cache of Technology

ESC/ZOFE Merge Patcg

Advisors

Captain Diomedes

SM Xenophobe

You can contact and find my lobby in the Stellaris Modding Den Community Here
[discord.gg]
23 Comments
Chirumiru ShiRoz  [author] 22 Sep, 2020 @ 1:29am 
That's because this mod has not really been updated to the current ESC patch, and I don't have time to do that sadly.
Battlespark 15 Sep, 2020 @ 7:59pm 
darn it, i think this mod is now causing crashes due to lack of updates to its code and keeping up with other mods. Thats a shame. OH well, off it goes.
_b1ack0ut 19 Mar, 2020 @ 2:21pm 
Is this going to be updated for 2.6?
megabot 7 Mar, 2020 @ 1:06pm 
wait so how DOES it sound like when a curator inclave is destroyed?
perl 14 Jan, 2020 @ 4:44pm 
I've uploaded an unofficial fix for this mod.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1969303998
Aus1rathia 13 Jan, 2020 @ 3:21am 
After comparing the conflict with WojciechKrysiak's SCModManager, it looks like that deleting nhsc_components_weapons_kinetic.txt from this mod will fix the problem and everything will work fine. But can't sure without actually testing it.

https://github.com/WojciechKrysiak/SCModManager


Tip: Using that, and Notepad++ can save a lot of effort.

http://www.technicaloverload.com/compare-two-files-using-notepad/
Chirumiru ShiRoz  [author] 5 Jan, 2020 @ 2:10pm 
Yes this mod is outdated at the moment. The reason is because in base ESC, a lot of new weapons used the same sound effects. What this mod did was to alter those weapon files and tell them to use new sounds that this mod provided so it will conflict with newer versions.

I don't have enough free time to update everything at the moment, but anyone who knows how to modding is free to take over and update it :lunar2019wavingpig:
perl 4 Jan, 2020 @ 6:18pm 
@ArchAngel I have the same issue. I think it's because of the kinetic weapons file override in this mod and it's not updated for the latest ESC version
ArchAngel 4 Jan, 2020 @ 5:46pm 
I was using this and enjoying it until I ran into an issue with this somehow blocking the ability to use large sized autocannons featured in the latest version of ESC. Not sure why; a sound mod was the last thing I expected to be causing that, but I went through each of my mods and this was the culprit.
✭ VisorLive ✭ 5 Nov, 2019 @ 6:48am 
Does this work with "Extra Ship Components 3.0 [2.4+]" ?