Stellaris

Stellaris

Pirate Ship Set (standalone)
70 Comments
idkynot 9 Jun @ 6:04am 
hey any possibility of an nsc patch?
Antares93 3 Feb @ 7:35pm 
I would also like a downscaled version of this, please
Barbed wire 3 Oct, 2023 @ 11:06am 
Is there by a chance a downscaled version of this?
FulcrumGhost 18 Sep, 2023 @ 9:20pm 
@pilgrim so what ever problem i had a while back hasn't cropped back up yet (was probably a load order issue)
i wanted to know if you would consider adding a compatibility with the next NSC release. both mods work together without issue at the moment (as far as i can tell). but i would love to see the new ship types have the same theme that this mod provides.
Regardless, i'm sooo keeping this mod installed :D
Pilgrim  [author] 12 Sep, 2023 @ 5:58am 
@FulcrumGhost ty
FulcrumGhost 12 Sep, 2023 @ 5:56am 
@pilgrim https://sp.zhabite.com/sharedfiles/filedetails/?id=3008423376
haven't confirmed that this is the issue, especially seeing as just the two mods alone with new game version works fine as far as i can tell. ill test my usual loadorder when The UI mod is updated
Pilgrim  [author] 12 Sep, 2023 @ 4:24am 
@FulcrumGhost Only 100? Those are rookie numbers :)

What is the extra star base mod? There might not be much I can do within the ship set but I am curious.
FulcrumGhost 12 Sep, 2023 @ 2:40am 
think i figured out the problem. i was using a mod that allows me to build extra star-bases in system. i think it confused the star-base and habitat appearance
FulcrumGhost 12 Sep, 2023 @ 2:25am 
@pilgrim probably i had 100+ ill do some checking. might be a mod that effects habitats, i have more of those. this is a great mod btw, sooooo cool.
Pilgrim  [author] 12 Sep, 2023 @ 12:46am 
@FulcrumGhost Seem fine here. Do you have any mods that affect marauders?
FulcrumGhost 11 Sep, 2023 @ 11:52pm 
not sure if this is a mod conflict or not but the habitats dont have textures for me
Pilgrim  [author] 30 Aug, 2023 @ 10:56am 
@Railgunner2160
I have already swapped around the habitat models a little in preparation. Minor orbitals are tiny so I am using the PDX pirate asteroid base, major orbitals are using the marauder enclave and the complex uses the kitbash.

Hoping they buff the district cap you get from orbitals though. It's a bit low on the beta.
Railgunner2160 30 Aug, 2023 @ 10:53am 
Can't wait for 3.9 to come out! With the revamp of the Habitats first thing I'm going to do is play as a Void Dweller Barbaric Despoiler using this shipset! Hopefully with the revamp to Habitats I can finally get a proper spaceborn pirate faction going. Or maybe I'll go Criminal Enterprise megacorp!
Pilgrim  [author] 28 Aug, 2023 @ 8:16pm 
@Caffeine Dependent Lifeform
Debris field size has been reduced by 20%
INoble KnightI 27 Jul, 2023 @ 1:34pm 
I wish this was NSC2 compatible :(
SomeJetPack34 29 Jun, 2023 @ 8:56pm 
I just relized that the pirate battleship is the Eclipse from star wars
TarraingMeek 29 Jun, 2023 @ 11:03am 
Any updates?
SAM 17 May, 2023 @ 1:23pm 
update Galactic Paragons 3.8.2??
Caffeine Dependent Lifeform 27 Apr, 2023 @ 5:39am 
@Pilgrim I really like the shipwrecks, for me it's purely the amount of debris and how far out it spreads from the main structure.
Pilgrim  [author] 27 Apr, 2023 @ 3:12am 
@Caffeine Dependent Lifeform
I probably like the junk and wreckage a little too much. I don't want to remove it completely but I'll look at options for reducing the size of it maybe.

Is it just the debris field or are the shipwrecks an issue?
Caffeine Dependent Lifeform 27 Apr, 2023 @ 2:49am 
Is there any way to tone down (or remove) the debris that floats around stations once they're upgraded to Star Fortress and above? I love the shipset and the station model itself but the debris tends to clip through mega and gigastructures and the console command to clear debris doesn't seem to affect it.
Pilgrim  [author] 20 Mar, 2023 @ 4:02am 
@Railgunner2160 Thanks! Good idea with the pre-FTLs. I was thinking of using one of them for a colossus kitbash but what you are doing might be better. Although if I were to publish that it would make the DLC a requirement to use the mod which would not be great for every player.
Railgunner2160 19 Mar, 2023 @ 5:51pm 
Thank you for this mod, I've been tweaking it a little for my personal use. Surprisingly the new Pre-FTL ships look really good alongside the pirate ships. I personally edited them in as replacements for the standard science and construction ships. Still tweaking scaling and such. Again thanks for the mod!
Sinewave/Slymambo 12 Feb, 2023 @ 11:43am 
Man really thanks, i always wanted to make some shipsets mods but i was stuck on some parts like turrets locators.
Pilgrim  [author] 11 Feb, 2023 @ 4:06pm 
@Sly Mambo https://www.reddit.com/r/Stellaris/comments/el7do3/custom_shipset_tutorial_for_version_251/

The PDX launcher is the main thing that has changed since that guide was written. If you like fallen empire ships I can also recommend the Ascendant ship set elsewhere on the workshop.
Sinewave/Slymambo 11 Feb, 2023 @ 2:38pm 
Mate could you link me the shipset tutorial?

It would be nice something like that using fallen empire ships
Pilgrim  [author] 2 Jan, 2023 @ 1:02pm 
@Sam in theory fine
SAM 2 Jan, 2023 @ 9:58am 
@Pilgrim 3.6?
MightyThor769 1 Jun, 2022 @ 1:34pm 
my game is fine now :)
MightyThor769 1 Jun, 2022 @ 1:33pm 
i'm going to sleep now, there was no error message. the mod keep freezing my game multiple times.
it freeze's then, my game just quit;s it's self for not reason before i got rid of the mod.
Pilgrim  [author] 1 Jun, 2022 @ 1:21pm 
@ColdSpaCe7 I'll check for issues but there have been no recent changes. Could you check your log files and see what the error message said?
MightyThor769 1 Jun, 2022 @ 11:04am 
your mod made my game crash twice, uninstalled it
Zalera 25 Apr, 2022 @ 6:06pm 
Anyway you could add these in for NSC compatibility? https://sp.zhabite.com/sharedfiles/filedetails/?id=2458217640

Paragon - The original mod author has already given people permission to use his mods as long as you credit back to him. he posted and i quote "I hope that my mods will be judged worthy of continuation by this community and people will maintain and develop them going forward."

The ships included in that mod aren't enough for a full shipset, but they may fill the gaps for NSC?
Just and idea to throw up in the air. you of course are under no obligation to fulfil my selfish request but you would be my hero haha xD

I'm trying to create an Ork Slaver empire and these two combined would be the perfect shipset for them.
Devil_Devonaire 2 Feb, 2022 @ 9:23pm 
NSC compatible?
Confused Fox 6 Dec, 2021 @ 6:08am 
Is it possible to make an aquatics (or other default shipset) replacement version so it won't mess with checksum?
Confused Fox 6 Dec, 2021 @ 2:55am 
THANK YOU! I love those ships and wanted them playable for like ever.
Visari 23 Nov, 2021 @ 12:39am 
@That Random Alien should be able to use it without DLCs, you just won't have juggernauts and citadels. Everything else should work fine
That Random Alien 20 Nov, 2021 @ 8:30pm 
So wait, could you play with this without the DLC if you don't have juggernauts and citadels? Are these two ship types in base game? Kinda coming back to Stellaris after a long time
Lancer 21 Oct, 2021 @ 5:39am 
@Pilgrim you good Sir are a gentleman!
Pilgrim  [author] 21 Oct, 2021 @ 1:51am 
@Brother Lucis
entity = {
name = "vpraider_01_corvette_M1S1_entity"
pdxmesh = "pirate_01_corvette_M1S1_mesh"


######### WEAPON LOCATORS #########
locator = { name = "small_gun_01" position = { 0 1.41 -2.89 } }
locator = { name = "medium_gun_01" position = { 0 1.43 -1.24 } }
##################################


default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
}
<REDACTED FOR SPACE>
}
state = { name = "death" state_time = 5 }
# scale = @corvette_scale
}
Pilgrim  [author] 21 Oct, 2021 @ 1:50am 
@Brother Lucis
Notes:
* Everything is an entity
* Name is the internal name for that entity
* Pdxmesh is like a hyperlink to the 3d model file, the paths for each of these are set in the .gfx file so open those up from the game folders
* Copy all the default state, event and animation stuff from the .asset file for the ancient ships in the Stellaris folders. Tweak ambient sounds etc if you want.
* BE AWARE, scale can be specified in the .gfx file, in the overall frame of the ship and then in all three sections of the ship and it is multiplicative. gfx * frame entity * section entity scale.
* Starbases / stations take the most trial and error. Have to get the construction entity right before the final base looks right.
* Look up the console commands for reloading assets
* Look at the error log text file in the Stellaris folders after each test run
Pilgrim  [author] 21 Oct, 2021 @ 1:48am 
@Brother Lucis
Yes. Use the cheek guide and download a copy of a ship set mod like this pirate set to use as an example. If you want to have turrets I recommend this pirate ship set and if you don't want turrets you could use my swarm set or unbidden set. If you are using assets that are already in the game the key file is the .asset file(s) in the \gfx\models\ folder of the mod. Edit it and you will see stuff like below (maybe paste this into Word or Visual Studio for easier viewing).
Lancer 20 Oct, 2021 @ 5:52pm 
Greetings, first of all thanks for your work and effort, sencondly i was looking for a mod that made the ancient ship types usable and the only one available has been abandoned sadly (models were so cool), is there any way i can update it myself since the ancient ships are an available game asset, will the Cheek guide be of any help?
Beaver 7 Oct, 2021 @ 12:25pm 
Amazing thank you so much!
Pilgrim  [author] 5 Oct, 2021 @ 1:44am 
@Beaver If you google "reddit stellaris custom shipset tutorial" you will find it. It was written for version 2.5.1 but apart from some differences in the Paradox launcher it is basically good. Cheek assumed you would make your own models but if you open up some other shipset mods to use as a reference it will be easier. I took the time to label sections and add comments so my shipset mods are probably good for that purpose.

Be aware that if you are not importing new models then most things you can do in the .gfx file you can also do in the asset file. After a while I only used the asset file because specifying scaling in up to 4 different places for the same ship section was too confusing.
Beaver 4 Oct, 2021 @ 2:03pm 
oh man where can I find that tutorial by Cheek?
Sovereign 20 Sep, 2021 @ 5:19am 
I cant even tell you how long I looked for an up to date mod for pirate ships.
Thank you kind sir. Nine Devines smile upon you.
Inquisitor 26 Aug, 2021 @ 8:01am 
wait a minute
Pilgrim  [author] 11 Jul, 2021 @ 2:18pm 
@Inquisitor Just looked at the Unbidden game files. I could certainly try.
Inksitor 11 Jul, 2021 @ 10:53am 
any plans for the Unbidden?