Stellaris
ESC NEXT: Overwrites: Special Weapon Types Patch
댓글 38
Morpheuss 2025년 5월 8일 오전 9시 30분 
Thank you very much!!
NHunter  [작성자] 2025년 5월 6일 오전 9시 43분 
Update for Stellaris 4.0
The Viral Divinity 2025년 4월 1일 오전 11시 34분 
Might not work in 4.0, because they are going to change a lot of stuff in the ship design
NHunter  [작성자] 2025년 1월 27일 오전 7시 22분 
it works
Astral 2025년 1월 24일 오후 4시 50분 
...and in 3.14?
NHunter  [작성자] 2024년 5월 10일 오후 12시 29분 
yes.
TheEventHorizon 2024년 5월 10일 오전 11시 45분 
working in 3.12?
Zhaliora 2024년 4월 8일 오전 2시 10분 
The update broke NSC3 xD Was working fine for me before the last update.
NHunter  [작성자] 2024년 4월 3일 오전 10시 30분 
MOD UPDATE:

- Fix missing weapon tags
NHunter  [작성자] 2023년 11월 8일 오전 6시 51분 
It should be working fine in 3.9
SkinnyPeTe 2023년 11월 7일 오전 2시 13분 
Are you going to update this mod for 3.9?
NHunter  [작성자] 2023년 7월 16일 오전 2시 41분 
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 2023년 7월 15일 오후 3시 38분 
Just so I'm understanding this properly; custom shipsets aren't effected? Just mods that add custom weapons?
NHunter  [작성자] 2023년 5월 9일 오전 8시 57분 
MOD UPDATE:

- Updated for Stellaris 3.8
NHunter  [작성자] 2023년 3월 16일 오전 7시 48분 
there were no changes here between 3.6 and 3.7
Publius 2023년 3월 15일 오후 1시 54분 
Will this need to be updated for 3.7?

Thanks!
NHunter  [작성자] 2022년 12월 5일 오전 8시 39분 
MOD UPDATE:

- Update damage and hp/armor/shield values for torpedoes to bring them back in line with the primary mod
NHunter  [작성자] 2022년 11월 29일 오전 8시 20분 
MOD UPDATE:

- Updated for Stellaris 3.6
NHunter  [작성자] 2022년 9월 26일 오전 7시 56분 
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 2022년 9월 25일 오후 7시 51분 
Will this need to be updated or does it work fine with 3.5 and NSC7?
NHunter  [작성자] 2022년 6월 1일 오전 7시 30분 
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 2022년 6월 1일 오전 5시 03분 
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 2022년 5월 29일 오후 5시 16분 
thanks :)
NHunter  [작성자] 2022년 5월 28일 오전 3시 22분 
yes
HeroBob 2022년 5월 27일 오후 1시 29분 
will this mod work for 3.4?
C Moore 2022년 3월 29일 오후 4시 17분 
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  [작성자] 2022년 3월 29일 오후 2시 33분 
MOD UPDATE:

- Fix wrong damage stats on gray goo torpedo
Eldahmyr 2022년 3월 8일 오전 7시 48분 
Thank you for your prompt response :steamhappy:
NHunter  [작성자] 2022년 3월 8일 오전 5시 34분 
yes
Eldahmyr 2022년 3월 7일 오후 12시 49분 
Hello, does the mod work with 3.3 ?
The Badger 2022년 1월 18일 오전 2시 22분 
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  [작성자] 2022년 1월 17일 오전 8시 29분 
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 2022년 1월 17일 오전 8시 18분 
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  [작성자] 2021년 12월 14일 오전 6시 45분 
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 2021년 12월 13일 오후 4시 09분 
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 2021년 12월 13일 오후 3시 49분 
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  [작성자] 2021년 12월 13일 오전 10시 39분 
@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 2021년 12월 12일 오후 6시 24분 
This seems to cause a bug with the Aquatic Shipset, for certain weapons they use the wrong turret model