Stellaris

Stellaris

Animated Raptor Portraits: Revisited
Počet komentářů: 43
The Word-Mule 26. čvn. 2024 v 1.56 
Shadow1474 10. čvn. 2024 v 13.35 
I hope this gets updated sooner or later, I miss my raptors.
alexusher_92 25. kvě. 2024 v 5.51 
Me 2. It is awesome, and i have made quite a lot of civs, i now can not play any more :(
jtbush00 15. kvě. 2024 v 21.03 
I want this mod back, I love it so much
fedekk2014 18. zář. 2023 v 6.05 
3.9 compatibility?
corsairmarks  [autor] 7. led. 2023 v 17.32 
@spartan1096 - from the description above:

> Built for Stellaris version 3.6 "Orion." Not compatible with achievements.
spartan1096 6. led. 2023 v 23.33 
3.6 compatibility?
Lewiatan 6. čvn. 2022 v 13.10 
@corsairmarks Thanks for letting me know; I hope this bug is on devs' radar then.
Shadow1474 5. čvn. 2022 v 22.11 
@corsairmarks - It may very well be Cybrxkhan's Assortment of Namelists for Stellaris that I use. I did some research and it apparently affects army names. This aside Random Species Names are the only extra namelist mods I use, so again, not a fault on your mod. I appreciate you letting me know though because it did help me find out the more probable cause. :steamhappy:
corsairmarks  [autor] 5. čvn. 2022 v 17.12 
@Lewiatan The code in this mod is correct, the names not displaying correctly during empire creation is a bug with the game and affects all pre-scripted and saved empire designs. The bug may be fixed once Stellaris version 3.4.4 is released.
corsairmarks  [autor] 5. čvn. 2022 v 17.11 
@Shadow1474 you can export your mod list (and order) using the Paradox Launcher - screenshot: https://www.screencast.com/t/cMphUaoTB

As for the incorrect army name - what namelist is the relevant empire using? Paradox changed how the number formatting for army/ship names works in 3.4 and so any namelist mods not updated for 3.4 will be using the old-style text and no longer have the format marks correctly replaced with numbers. I have updated all of the Silfae's series mod namelists to comply with the new changes.
Lewiatan 5. čvn. 2022 v 13.50 
Correction. When I want to create the empire from scratch using the raptor species, it does have broken names and text for this species in the empire creator menu.
Lewiatan 5. čvn. 2022 v 13.47 
Hello, since the update 3.4 was released the mod has broken text in my game so I get generic "NAME_CHARACTER_FIRST..." in the game. However, in the empire creator their names are correct.

I resubscribed the mod and it's original one required for this one to work and verified the game files. The issue still exists.

Any ideas what should I check?
Shadow1474 5. čvn. 2022 v 8.08 
@corsairmarks - After further testing, it seems to be caused by a trait I was using and isn't the species mod itself which is at least good. Sorry for the trouble.

I'm still not sure about the army name though. Either way, it's not a big deal because they can be manually renamed.
Shadow1474 5. čvn. 2022 v 6.16 
@corsairmarks - I use quite a large load order but I'm no stranger to modding in general from other games so I've done all the common practices and tried my best to get it all working nicely (for the most part, at least). Though, I'll admit I'm a bit clueless when it comes to this games' modding. If you still want my load order, is there a way to obtain it through text file or something?

When I assigned a general to my colony, it created a surface guard army and it was named "%O% Surface Guard".

EDIT - I realized those two mods I previously linked have nothing to do with my issue.
corsairmarks  [autor] 4. čvn. 2022 v 23.22 
@Shadow1474 What other mods are you using? Neither this mod, nor the original dependency, alters anything to do with resources.

Also, as for naming, what issues are you experiencing in particular? This mod supports all built-in army types.
Shadow1474 4. čvn. 2022 v 22.40 
As soon as factions spawn, I lose the ability to trade consumer goods in the market and it says "RESOURCE_NOT_TRADABLE" as a description for it. I've had this issue for some time and have been trying very hard to single it out but it doesn't happen to other species so I have to assume it's the dinosaur species itself. I've tested two official species and it doesn't happen.

Also, I'm not sure if this is the caused by this mod directly, but sometimes the surface guard planet armies seem to have messed up names.
corsairmarks  [autor] 24. lis. 2021 v 23.53 
@Rio updated!
corsairmarks  [autor] 24. lis. 2021 v 12.31 
Yes, all of these will be updated. I should begin releasing the simpler Silfae's Revisited series mods tonight. There are some new feature that required adjustments from portrait mods.
Silvárodon 24. lis. 2021 v 8.28 
will this mod be updated? I really want my Saurian Confederacy to take over the galaxy.
corsairmarks  [autor] 24. říj. 2021 v 18.43 
@Rio you'll get the default Mammalian planetview appearance for Ecumenopolis planets (or whatever is defined as the fallback - most built-in graphical cultures fall back to Mammalian, but some of Silfae's fall back to Reptilian or Molluscoid).

I'm pretty sure that's how the game handles fallbacks, but I haven't tried it myself.
Silvárodon 23. říj. 2021 v 16.32 
@corairmarks
What kind of errors will occur if I did turn off the silfae city set mod? I ask this as I would prefer to disable that mod but keep both raptor mods.
corsairmarks  [autor] 23. zář. 2021 v 20.55 
@Kaiser Nikolaus I thanks for the report. I tried several ways of delayed and alternative spawning for the mining stations, but they just wanted to keep collection. I ended up needing to move the motes to other planets to resolve the issue.

This might have been a change in 3.1 - it seems mining stations simple collect every resource now, and a mote deposit prevents you from building one (in-game) on a planet with minerals and motes.
Kaiser Nikolaus I 22. zář. 2021 v 13.30 
I've found a tiny little bug. When starting up a new save, rare materials like Motes and Crystals are being extracted from pre-existing mining stations without the requisite tech researched. Disbanding and recreating mining stations fixes that.
corsairmarks  [autor] 9. zář. 2021 v 11.33 
If it doesn't - add this line to your empire's definition in the user empires file:

flags = { is_astroraptors }
corsairmarks  [autor] 9. zář. 2021 v 11.31 
@VanquilKnight the personality is tied to a country flag "is_astroraptors". Those are copied when you clone the empire, so yes the copied/edited empire will have the same personality. The custom diplo phrases are controlled by the AI personality, so that empire will also use those.
VanquilKnight 9. zář. 2021 v 7.01 
So i want to get the AI personality of these Raptors, but I want to use a different species portrait along with changing their civics, traits, etc. If I clone the pre-made Glorious Crescent Empire and edit that, will I still get Pretentious Conquerors?
Kaiser Nikolaus I 27. srp. 2021 v 18.25 
You are a godsend.
corsairmarks  [autor] 27. srp. 2021 v 10.13 
@Typh it depends. As long as the pack did not rename any of the original graphics and contains all of the original code, probably. I don't always override all of the original code files, so you might find some strange behavior or even CTDs if something is missing.
Typh 27. srp. 2021 v 7.57 
a question with these revisited mods. I have since susbscribed to a race pack that included all of Silfae's races among others. This Mod will still work or no?
corsairmarks  [autor] 21. srp. 2021 v 15.35 
@Deadsea I'm not an animator, so unfortunately I can't help. I can fix up any of the game code that's out of date, however.
Fallen Sky 21. srp. 2021 v 15.29 
do anyone know a version with the scientifically accurate raptors?
Deadsea 21. srp. 2021 v 15.13 
@corsairmarks. Question, would you ever consider adding animations to other portrait/species mods? Like for example Space Dwarves https://sp.zhabite.com/sharedfiles/filedetails/?id=908444761&searchtext=dwarves by mochakingup(originally) & Malthus (Who updated and improved upon it. It's always been a bummer that such a great set has no animations.
Svijj 19. srp. 2021 v 9.50 
Thank you for updating these classics! You're doing the community a huge favor!
corsairmarks  [autor] 18. srp. 2021 v 21.38 
@Squams Glad it worked for you!
Squams 18. srp. 2021 v 19.02 
I un- and re-subbed to all of the mods involved. Now it seems to be working. THanks
corsairmarks  [autor] 18. srp. 2021 v 17.38 
@Squams Do you have any other mods that include this species and/or system?

For what it's worth, the systems don't appear in alphabetical order. On my system Twin Quarks appears after Deneb (a built-in initializer) and Chermergatus (the Aquilese system).

Another good way of troubleshooting it to unsubscribe from Silfae's original mod and this one, close the Launcher, resubscribe to them, and reopen the Launcher but don't start the game until downloading completes. Two of my installs of Sifae's mods broke this way while I was doing development work.

If you'd like to troubleshoot, I can be found on Discord @corsairmarks#7344
Squams 18. srp. 2021 v 11.20 
I just cannot get this mod to work, no matter the order I put it in. I have gotten the revisisted Hollow one to work, but this one just loads the old animated raptors mod without the new initial system. Any suggestions to try?
T'erissk 17. srp. 2021 v 22.43 
Yay! Someone finally did something with this mod ^^
corsairmarks  [autor] 17. srp. 2021 v 13.08 
@Teonirn They are on my list. I believe Hollow is the next-most-complete one I have. About to publish the Xirmians.
Teonirn 17. srp. 2021 v 12.51 
Silfae would be proud of your renditions! I wonder if you would consider revisiting their other mods, like The Hidden Eye and Hollows?
corsairmarks  [autor] 17. srp. 2021 v 5.24 
@Kaiser Nhyla You're welcome! Glad you like it.
Kaiser Nhyla 17. srp. 2021 v 2.01 
Hype! Thanks!