Stellaris

Stellaris

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Guilli's Plantoid Ship Pack - Realistic Ships Patch
   
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21.079 KB
12 Nov, 2016 @ 2:03am
30 May, 2018 @ 9:08pm
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Guilli's Plantoid Ship Pack - Realistic Ships Patch

Description
--- Guilli's Plantoid Ship Graphics Pack ---
--- Compatibility Patch for Realistic Ships ---
##########################################
!!! THIS MOD REQUIRES THE REALISTIC SHIPS MOD !!!
!!! THIS MOD REQUIRES THE PLANTOID DLC !!!
##########################################


This is a compatibility mod for Guilli's Plantoid Ship Graphics Pack and the Realistic Ships.

11 Comments
The Fish 4 Dec, 2019 @ 3:37pm 
does this still work?
Guilliman  [author] 16 May, 2017 @ 12:31am 
Updated now, thanks for letting me know :) These small changes they make easily get missed :<
Crusader Vanguard 15 May, 2017 @ 2:21pm 
@Tal Ara'nh @Guilliman - That happened with the release of Banks. The coding now allows for you to not only tell the game what tech, but whether or not you want the player to know they got it, which is why you have "tech =" now in the syntax. I think it's "message = yes/no" for the other, not 100% sure.
Guilliman  [author] 15 May, 2017 @ 12:05pm 
Oh, Thanks for letting me know, I'll fix it soon :)
Tal Ara'nh 15 May, 2017 @ 11:22am 
Heya. I think you need to change the event code from:

give_technology = tech_plantoid_engineering

to:

give_technology = { tech = tech_plantoid_engineering }

Can't remember when Pdx changed the syntax but the old event code is causing infinite research pop-ups. Cheers!
Crusader Vanguard 25 Nov, 2016 @ 3:16pm 
@Guilliman - Tal Ara'nh or I can definately help you with the event coding for Realistic Ships. Also, just so it's said, you can go to the right side of this page and add required content for both your main mod and Realistic ships (if you are subscribed to both - which I'd bet, or can easily find the link) it's easy. If you do it this way, when the player hits subscribe for this mod, a small warning box will pop up telling them they need both and which ones they have.

Either way, good luck to you on your Mammalian rework.
Tal Ara'nh 14 Nov, 2016 @ 8:33am 
No worries man. :)

I will be updating the mod shortly. No need for additional sections, I managed another workaround. However, I would like to request if possible to redo the asset files using the updated ones from the updated RS mod. This will result in less "spam" in the error.log file.

Thanks!
Guilliman  [author] 13 Nov, 2016 @ 10:42am 
Thanks again Tal Ara'nh for the assist, I probably wouldn't been able to get it to work 100% without your help on those extra files that I needed to include! The patch has been updated and everything seems to work fine. The extra tech triggers fine, the HDN's can be build and look gorgeous :)
Guilliman  [author] 12 Nov, 2016 @ 10:27am 
Cool, I'll take a look at all of this in the morning (when I have the gift of coffee with me) ;). Thanks for assisting! :)
Tal Ara'nh 12 Nov, 2016 @ 10:10am 
Lastly, we need to add an event to your compatibility fix/patch for the HDN to become available. For this we need two files (see below). Instructions are provided in the beginning of the file.

- http://pastebin.com/ivc64uRz
- http://pastebin.com/gQJNxyy9

Thanks for reading!