Stellaris

Stellaris

All ExOverhaul Mods for Stellaris 1.9.*
86 Comments
ExNihil  [author] 19 Apr, 2018 @ 4:42pm 
Skyspace 14 Apr, 2018 @ 4:35pm 
Great!! Thank you!
Plerion 13 Apr, 2018 @ 6:18am 
@ExNihil thanks a lot!
ExNihil  [author] 13 Apr, 2018 @ 5:30am 
first mod will be published next friday morning, titled CGM: Buildings. Its extremely sophisticated.
Skyspace 12 Apr, 2018 @ 3:39pm 
Hi! No ExMods for 2.0? :(
Skyspace 13 Mar, 2018 @ 2:57pm 
I can not wait again, do you know? :p be well!
ExNihil  [author] 22 Feb, 2018 @ 8:25am 
They will, yes.
Briggs 21 Feb, 2018 @ 5:15pm 
Will these be kept as is once 2.0 comes out for those who might not love Hyperlanes?
ExNihil  [author] 11 Feb, 2018 @ 2:28pm 
not silly answer: well they do have a performance impact, but i try to minimize it. On their own on an average gaming PC they perform well- I can't account for how many and what kind of mods u r using though.
romannets 11 Feb, 2018 @ 11:31am 
Really silly question. Will these mods crush the end game performance and turn into an unplayable super laggy mess that i eventually have to abandon?
ExNihil  [author] 9 Feb, 2018 @ 11:11pm 
Please write this on the comp. Mod's steam page - it was made and is maintained by mikado.
lindsaymidas 9 Feb, 2018 @ 9:06pm 
Please have a look at compatibility patch for RS (!ExOverhaul: Combat - Realistic Ships Patch) There are missing hard-mounted ship slots for ship architecture and station power http://sp.zhabite.com/profiles/76561198133629682/screenshots/?appid=281990
ExNihil  [author] 5 Feb, 2018 @ 11:30pm 
They all synergize with one another
★REM★ 5 Feb, 2018 @ 10:22pm 
Silly question: All the items in this compilation are compatible with eachother?
chinyingwoei 3 Feb, 2018 @ 4:53pm 
website link [s.amsu.ng]
ExNihil  [author] 3 Feb, 2018 @ 9:01am 
Can use post this in the combat overhaul page?
chinyingwoei 3 Feb, 2018 @ 8:46am 
The ship stat on the ship design page is not visualized. What's wrong?
KorruptkSwades 2 Feb, 2018 @ 9:21pm 
Hi ExNihil, I've noticed my planets having multiple buildings of the same kind available for construction:
Website link [postimg.org]

I am using all your Mods in the compilation together
ExNihil  [author] 2 Feb, 2018 @ 4:06am 
Merged and rereleased as.planet's enhanced
Mahou Shoujo 2 Feb, 2018 @ 3:18am 
Hey, quick question, I noticed that your strategic resource mods have been removed, was there any particular reason why? I really enjoyed them.
ExNihil  [author] 2 Feb, 2018 @ 12:58am 
I'll ask on the discord if someone is willing to do this
KorruptkSwades 1 Feb, 2018 @ 3:06pm 
Hi ExNihil, is there a popssibility to add in the description what the WHOLE mod compilation is incompatible with ? Like a quick one ex: incompatible with such category of mods etc... that wqould be fantastic thank you :) ! I am trying the whole compilation today.
ExNihil  [author] 1 Feb, 2018 @ 7:23am 
Nope.
WolvesofZiu 1 Feb, 2018 @ 2:19am 
Will the combat one ever be NSC compatible?
ExNihil  [author] 31 Jan, 2018 @ 3:10am 
Not the combat one, otherwise they do
WolvesofZiu 31 Jan, 2018 @ 2:58am 
These mods work with NSC?
ExNihil  [author] 30 Jan, 2018 @ 10:51pm 
Yes, the core mechsnics
Chastity the Celibate 30 Jan, 2018 @ 4:22pm 
Are any of your mods incompatible with Ethos Unique Tech & Buildings? It overwrites the 00_buildings file.
ExNihil  [author] 26 Jan, 2018 @ 3:07am 
yes
WolvesofZiu 26 Jan, 2018 @ 12:29am 
Did you remove mods that were below 1.9 from steam?
Chastity the Celibate 20 Jan, 2018 @ 4:45am 
Ok, thx
ExNihil  [author] 20 Jan, 2018 @ 4:19am 
Also, please use my discord server if possible: https://discord.gg/mf5Tr9c
ExNihil  [author] 20 Jan, 2018 @ 4:18am 
Indeed, the question is which mods overwrite the same files to begin with. Lemme know and I'll resolve this.
Chastity the Celibate 19 Jan, 2018 @ 4:48pm 
Is there a reason why you changed the name of the mods to make them not load first as I don't want other mods to overwrite these ones
Chastity the Celibate 18 Jan, 2018 @ 3:58am 
Ok, thanks!
ExNihil  [author] 18 Jan, 2018 @ 3:54am 
You don't need build upgraded with the reworked buildings mod active. You can use his comp. patch to get MikeWe's mod direct build as well.
Chastity the Celibate 18 Jan, 2018 @ 3:52am 
Also, Gratak made a patch for Build Upgrade-Buildable Ancient Buildimgs, would that require a new patch? Or would I just keep Build Upgraded in my game with Reworked Buukdings and AI? They do work fine together and with the patch.
ExNihil  [author] 18 Jan, 2018 @ 2:39am 
Updated and removed this mod.
ExNihil  [author] 17 Jan, 2018 @ 11:36pm 
Just for show
Chastity the Celibate 17 Jan, 2018 @ 2:50pm 
Why is Build Upgraded here when Reworked Buildings and AI does the same thing
V_VonCarstein 14 Jan, 2018 @ 2:13pm 
yep it was new beta
ExNihil  [author] 14 Jan, 2018 @ 11:36am 
If u r running the new open beta, it was just updated with a fix
V_VonCarstein 14 Jan, 2018 @ 8:54am 
i installed all mods and dont have ayn other mechanic mod active(just graphical stuff). AI doesnt colonise or expand except 1-2 outposts.Currently 80 years in game.
Phil 10 Jan, 2018 @ 2:01pm 
@Cheating Death - I vaguely remember ExNihil saying that

1) he wants it to remain modular
2) it may have issues with size

Regardless, I know that if the Overhaul were one single mod, it would have to be reuploaded in full each time an update happened, no matter how small. This way, you get to choose the parts you want and the parts you don't. When we update a specific mod, it only downloads that portion of the overhaul, rather than the entire overhaul - saving us, Steam, and you bandwidth.
Cheat Master of Death 9 Jan, 2018 @ 8:27pm 
If you could could combine all the ExOverhaul mods into one that would be awesome for those all of them like me, thanks for making them
ExNihil  [author] 4 Jan, 2018 @ 1:36pm 
i think you'll our new mod :), we are beginning beta really soon. You are welcome to try it out (discord link in each of our mods).
Akkadian 4 Jan, 2018 @ 11:36am 
I like many of your mods and am excited to hear that you are making a combat overhaul. Just keep in mind that there are already many successful mods adding ship types, modules. I hope yours will feel different than others.

I am sure you have tons of ideas already, I'll throw mine just in case. The goal is to change the game from spam fest to strategic decisions.

- Make every individual ship an important investment, starting from destroyers
- fleets of 20-30 ships rather than 200-300
- Rather than having a maxed spaceport in every planet, make it a huge investment so that an empire only make 2-3 max
- Rather than die in 3 seconds, make them proper bastions and factories. Attacking one should be a strategic decision!
- spaceports should take a long time to beat, to give the defender a chance come to the defense.
- Fortresses: they should have a system wide effect, placed on chockpoints, and prevents the enemy from advancing unless they take it down first.
ExNihil  [author] 2 Jan, 2018 @ 10:37am 
We are about to begin a closed beta of our huge combat overhaul mod. If anyone is interested in participating in the beta and helping us improve our new mod - please send me a friend request on steam and join our discord link in the description of any of our mods).
Phil 30 Nov, 2017 @ 10:52am 
No sweat. That's why I appreciate good devs that list the specific files the mod alters.Then you'll know, without a doubt, if the two will work together. Even if they alter different parts of the same file, only the last file read will work - which makes the modding finicky at times.
Elidurden123 30 Nov, 2017 @ 10:26am 
i understand. thanks for the input