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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
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
What is the extra star base mod? There might not be much I can do within the ship set but I am curious.
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.
Debris field size has been reduced by 20%
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?
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.
It would be nice something like that using fallen empire ships
it freeze's then, my game just quit;s it's self for not reason before i got rid of the mod.
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.
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
}
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
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).
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.
Thank you kind sir. Nine Devines smile upon you.