Stellaris
ESC NEXT: Overwrites: Special Weapon Types Patch
38 commentaires
Morpheuss 8 mai à 9h30 
Thank you very much!!
NHunter  [créateur] 6 mai à 9h43 
Update for Stellaris 4.0
The Viral Divinity 1 avr. à 11h34 
Might not work in 4.0, because they are going to change a lot of stuff in the ship design
NHunter  [créateur] 27 janv. à 7h22 
it works
Astral 24 janv. à 16h50 
...and in 3.14?
NHunter  [créateur] 10 mai 2024 à 12h29 
yes.
TheEventHorizon 10 mai 2024 à 11h45 
working in 3.12?
Zhaliora 8 avr. 2024 à 2h10 
The update broke NSC3 xD Was working fine for me before the last update.
NHunter  [créateur] 3 avr. 2024 à 10h30 
MOD UPDATE:

- Fix missing weapon tags
NHunter  [créateur] 8 nov. 2023 à 6h51 
It should be working fine in 3.9
SkinnyPeTe 7 nov. 2023 à 2h13 
Are you going to update this mod for 3.9?
NHunter  [créateur] 16 juil. 2023 à 2h41 
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 juil. 2023 à 15h38 
Just so I'm understanding this properly; custom shipsets aren't effected? Just mods that add custom weapons?
NHunter  [créateur] 9 mai 2023 à 8h57 
MOD UPDATE:

- Updated for Stellaris 3.8
NHunter  [créateur] 16 mars 2023 à 7h48 
there were no changes here between 3.6 and 3.7
Publius 15 mars 2023 à 13h54 
Will this need to be updated for 3.7?

Thanks!
NHunter  [créateur] 5 déc. 2022 à 8h39 
MOD UPDATE:

- Update damage and hp/armor/shield values for torpedoes to bring them back in line with the primary mod
NHunter  [créateur] 29 nov. 2022 à 8h20 
MOD UPDATE:

- Updated for Stellaris 3.6
NHunter  [créateur] 26 sept. 2022 à 7h56 
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 sept. 2022 à 19h51 
Will this need to be updated or does it work fine with 3.5 and NSC7?
NHunter  [créateur] 1 juin 2022 à 7h30 
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 juin 2022 à 5h03 
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 mai 2022 à 17h16 
thanks :)
NHunter  [créateur] 28 mai 2022 à 3h22 
yes
HeroBob 27 mai 2022 à 13h29 
will this mod work for 3.4?
C Moore 29 mars 2022 à 16h17 
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  [créateur] 29 mars 2022 à 14h33 
MOD UPDATE:

- Fix wrong damage stats on gray goo torpedo
Eldahmyr 8 mars 2022 à 7h48 
Thank you for your prompt response :steamhappy:
NHunter  [créateur] 8 mars 2022 à 5h34 
yes
Eldahmyr 7 mars 2022 à 12h49 
Hello, does the mod work with 3.3 ?
The Badger 18 janv. 2022 à 2h22 
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  [créateur] 17 janv. 2022 à 8h29 
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 janv. 2022 à 8h18 
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  [créateur] 14 déc. 2021 à 6h45 
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 déc. 2021 à 16h09 
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 déc. 2021 à 15h49 
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  [créateur] 13 déc. 2021 à 10h39 
@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 déc. 2021 à 18h24 
This seems to cause a bug with the Aquatic Shipset, for certain weapons they use the wrong turret model