Stellaris

Stellaris

ESC NEXT: Overwrites: Special Weapon Types Patch
38 Comments
Morpheuss 8 May @ 9:30am 
Thank you very much!!
NHunter  [author] 6 May @ 9:43am 
Update for Stellaris 4.0
The Viral Divinity 1 Apr @ 11:34am 
Might not work in 4.0, because they are going to change a lot of stuff in the ship design
NHunter  [author] 27 Jan @ 7:22am 
it works
Astral 24 Jan @ 4:50pm 
...and in 3.14?
NHunter  [author] 10 May, 2024 @ 12:29pm 
yes.
TheEventHorizon 10 May, 2024 @ 11:45am 
working in 3.12?
Zhaliora 8 Apr, 2024 @ 2:10am 
The update broke NSC3 xD Was working fine for me before the last update.
NHunter  [author] 3 Apr, 2024 @ 10:30am 
MOD UPDATE:

- Fix missing weapon tags
NHunter  [author] 8 Nov, 2023 @ 6:51am 
It should be working fine in 3.9
SkinnyPeTe 7 Nov, 2023 @ 2:13am 
Are you going to update this mod for 3.9?
NHunter  [author] 16 Jul, 2023 @ 2:41am 
I'm reusing vanilla turret types for my own weapon types (e.g. psionics use energy and missile turrets), just under their own names. if a mod that adds weapon types, then unless names intersect, there should be no issue (neither mod affects the other), and for the mods that adds a shipset, then they should have (possibly null) models for vanilla weapon types' turrets anyway
ArchAngel 15 Jul, 2023 @ 3:38pm 
Just so I'm understanding this properly; custom shipsets aren't effected? Just mods that add custom weapons?
NHunter  [author] 9 May, 2023 @ 8:57am 
MOD UPDATE:

- Updated for Stellaris 3.8
NHunter  [author] 16 Mar, 2023 @ 7:48am 
there were no changes here between 3.6 and 3.7
Publius 15 Mar, 2023 @ 1:54pm 
Will this need to be updated for 3.7?

Thanks!
NHunter  [author] 5 Dec, 2022 @ 8:39am 
MOD UPDATE:

- Update damage and hp/armor/shield values for torpedoes to bring them back in line with the primary mod
NHunter  [author] 29 Nov, 2022 @ 8:20am 
MOD UPDATE:

- Updated for Stellaris 3.6
NHunter  [author] 26 Sep, 2022 @ 7:56am 
it shouldn't need an update since there were no changes to turret definitions or ESC psionic/bio/nanite weapons that would require updating overwrites in this mod
Rukh 25 Sep, 2022 @ 7:51pm 
Will this need to be updated or does it work fine with 3.5 and NSC7?
NHunter  [author] 1 Jun, 2022 @ 7:30am 
vanilla are kinetic / energy / explosive
ESC adds biological / psionic / nanite, but because of the way the turrets are coded - unless you do overwrites like this mod - the first listed weapon type has to vanilla (thus, without this addon, ESC weapons of aforementioned types are actually something like "energy, psionic")
fatherg.m 1 Jun, 2022 @ 5:03am 
what does it mean by custom weapon types? is it the letter on the upper-right corner of the slots? I just want to ask do i need this with ZOFE?
HeroBob 29 May, 2022 @ 5:16pm 
thanks :)
NHunter  [author] 28 May, 2022 @ 3:22am 
yes
HeroBob 27 May, 2022 @ 1:29pm 
will this mod work for 3.4?
C Moore 29 Mar, 2022 @ 4:17pm 
The inbuilt NSC2 Titanic Turret compatibility does not function as common/component_slot_templates is LIOS override type.

NSC2's file which provides the titanic_turret template is named nsc_component_slots_turrets.txt, whereas ESC's is esc_turrets.txt.

As ESC's file starts with an e, and the game will take the last in alphabetical order (assuming the exact file is not overwritten, in which case it would be mod load order), the titanic_turret template will take NSC2's over ESC's.
NHunter  [author] 29 Mar, 2022 @ 2:33pm 
MOD UPDATE:

- Fix wrong damage stats on gray goo torpedo
Eldahmyr 8 Mar, 2022 @ 7:48am 
Thank you for your prompt response :steamhappy:
NHunter  [author] 8 Mar, 2022 @ 5:34am 
yes
Eldahmyr 7 Mar, 2022 @ 12:49pm 
Hello, does the mod work with 3.3 ?
The Badger 18 Jan, 2022 @ 2:22am 
Gigastructural is above both ESC NEXT and it's companion overwrites, and NSC2, with NSC2 being at the very bottom of the load order. The only mod that isn't before NSC2 in the order is Universal Resource Patch. It might just be some kind of wonky ordering that's causing this, all I can say for certain is that the NSC ships couldn't take combat computers with Special Weapon Types active but can with it deactivated . -.

Also: Ty for the clarification = w=)
NHunter  [author] 17 Jan, 2022 @ 8:29am 
Are you sure about this first point? this mod adds a single component_slot_templates file that overwrites turrets entites. It in no way touches combat computers. Your issue seems to be a loading order issue with some mod that actually adds combat computers. And since you mention living metal, which sounds like a giga thing, have you tried placing NSC below gigas to see if it changes something?

No, strange matter warhead remains energy + explosive even with this mod - it's one of the few exceptions to no-multi-type 'rule' this addon brings. Biological, psionic and nanite weapons, though, do lose their "secondary" types, though.
The Badger 17 Jan, 2022 @ 8:18am 
Hey, it seems that this overwrite mod krangles something with NSC2, in which the NSC2 ships aren't able to add any combat computers except Nanite Thought Matrix, the Auto-Dreadnought one, and the Living Metal combat computers.
Also: Is this mod supposed to change weapons that have double tags such as the Strange Matter Warhead that has Explosive,Energy damage types or am I misunderstanding the description?
(keep up the good work ' w')b)
NHunter  [author] 14 Dec, 2021 @ 6:45am 
you haven't wasted it yet =P
but good to know that I didn't somehow mess something up on accident.

thank you for looking into the issue for me
Bearoness 13 Dec, 2021 @ 4:09pm 
I feel terrible about this, but after doing a bit of testing I decided to launch the game completely vanilla, and see if the issue still happened. Lo and Behold, it did. It appears to be a bug with the base game, apologies if I wasted any of your time.
Bearoness 13 Dec, 2021 @ 3:49pm 
Yeah no problem, i'll go through with it. It's specifically with the cloud lightning weapon. At least that's the main one I've seen it with.
NHunter  [author] 13 Dec, 2021 @ 10:39am 
@GentleGrizzly, I'll investigate once I get my computer's cooling system sorted out - actually launching the game is out of question until then.

Still, it's strange that this happens only for one (vanilla) shipset since turret definitions don't reference any but "size" and "weapon type". Can you, perhaps, confirm that the issue you're talking about happens only with Aquatics?
Bearoness 12 Dec, 2021 @ 6:24pm 
This seems to cause a bug with the Aquatic Shipset, for certain weapons they use the wrong turret model