Stellaris

Stellaris

All ExOverhaul Mods for Stellaris 1.9.*
86 kommentarer
ExNihil  [skapare] 19 apr, 2018 @ 16:42 
Skyspace 14 apr, 2018 @ 16:35 
Great!! Thank you!
Plerion 13 apr, 2018 @ 6:18 
@ExNihil thanks a lot!
ExNihil  [skapare] 13 apr, 2018 @ 5:30 
first mod will be published next friday morning, titled CGM: Buildings. Its extremely sophisticated.
Skyspace 12 apr, 2018 @ 15:39 
Hi! No ExMods for 2.0? :(
Skyspace 13 mar, 2018 @ 14:57 
I can not wait again, do you know? :p be well!
ExNihil  [skapare] 22 feb, 2018 @ 8:25 
They will, yes.
Briggs 21 feb, 2018 @ 17:15 
Will these be kept as is once 2.0 comes out for those who might not love Hyperlanes?
ExNihil  [skapare] 11 feb, 2018 @ 14:28 
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 @ 11:31 
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  [skapare] 9 feb, 2018 @ 23:11 
Please write this on the comp. Mod's steam page - it was made and is maintained by mikado.
lindsaymidas 9 feb, 2018 @ 21:06 
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  [skapare] 5 feb, 2018 @ 23:30 
They all synergize with one another
★REM★ 5 feb, 2018 @ 22:22 
Silly question: All the items in this compilation are compatible with eachother?
chinyingwoei 3 feb, 2018 @ 16:53 
website link [s.amsu.ng]
ExNihil  [skapare] 3 feb, 2018 @ 9:01 
Can use post this in the combat overhaul page?
chinyingwoei 3 feb, 2018 @ 8:46 
The ship stat on the ship design page is not visualized. What's wrong?
KorruptkSwades 2 feb, 2018 @ 21:21 
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  [skapare] 2 feb, 2018 @ 4:06 
Merged and rereleased as.planet's enhanced
Mahou Shoujo 2 feb, 2018 @ 3:18 
Hey, quick question, I noticed that your strategic resource mods have been removed, was there any particular reason why? I really enjoyed them.
ExNihil  [skapare] 2 feb, 2018 @ 0:58 
I'll ask on the discord if someone is willing to do this
KorruptkSwades 1 feb, 2018 @ 15:06 
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  [skapare] 1 feb, 2018 @ 7:23 
Nope.
WolvesofZiu 1 feb, 2018 @ 2:19 
Will the combat one ever be NSC compatible?
ExNihil  [skapare] 31 jan, 2018 @ 3:10 
Not the combat one, otherwise they do
WolvesofZiu 31 jan, 2018 @ 2:58 
These mods work with NSC?
ExNihil  [skapare] 30 jan, 2018 @ 22:51 
Yes, the core mechsnics
Chastity the Celibate 30 jan, 2018 @ 16:22 
Are any of your mods incompatible with Ethos Unique Tech & Buildings? It overwrites the 00_buildings file.
ExNihil  [skapare] 26 jan, 2018 @ 3:07 
yes
WolvesofZiu 26 jan, 2018 @ 0:29 
Did you remove mods that were below 1.9 from steam?
Chastity the Celibate 20 jan, 2018 @ 4:45 
Ok, thx
ExNihil  [skapare] 20 jan, 2018 @ 4:19 
Also, please use my discord server if possible: https://discord.gg/mf5Tr9c
ExNihil  [skapare] 20 jan, 2018 @ 4:18 
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 @ 16:48 
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 @ 3:58 
Ok, thanks!
ExNihil  [skapare] 18 jan, 2018 @ 3:54 
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 @ 3:52 
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  [skapare] 18 jan, 2018 @ 2:39 
Updated and removed this mod.
ExNihil  [skapare] 17 jan, 2018 @ 23:36 
Just for show
Chastity the Celibate 17 jan, 2018 @ 14:50 
Why is Build Upgraded here when Reworked Buildings and AI does the same thing
V_VonCarstein 14 jan, 2018 @ 14:13 
yep it was new beta
ExNihil  [skapare] 14 jan, 2018 @ 11:36 
If u r running the new open beta, it was just updated with a fix
V_VonCarstein 14 jan, 2018 @ 8:54 
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 @ 14:01 
@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 @ 20:27 
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  [skapare] 4 jan, 2018 @ 13:36 
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 @ 11:36 
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  [skapare] 2 jan, 2018 @ 10:37 
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 @ 10:52 
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 @ 10:26 
i understand. thanks for the input