Stellaris
Sins of the Prophets: Stellaris
2.778 Yorum
anghangah 2.0 19 saat önce 
I don't know if I'm the only one with this problem but, when I enable the mod and enter a game, the option to build ships does not appear and neither does the fleet that you have when you start the game.
Morvran_ 21 saat önce 
I've applied the fix but for some reason start every game with this shipset selected without the corvette research. Is that a seperate fix?
SVaughan 26 May @ 12:41 
Disregard previous. SotP2 hasn't released yet. According to Discord.
SVaughan 26 May @ 12:39 
Thing is, they have a team for every game. They're a big modding group. The only problem is the Stellaris side is tiny in comparison, and they've been having issues finding people to take on the task to join the team.
I'm in their Discord. It's just a matter of how many people are on the team for the specific game mod, and morale of course. But team size makes all the difference.
They're still keeping SotP up to date for Sins of a Solar Empire: Rebellion. And I think launched SotP2 onto moddb and Nexus when Sins 2 released on Epic. Not sure their plans for the Steam Workshop though.
pkstarman5 25 May @ 10:43 
I did hear they were in the process of making an entire sequel of their original sins of a solar empire mod "sins of the prophets" for SoaSE2. It has a subtitle, Sins of the prophets 2: warlords, or warmaster. Something like that
SVaughan 25 May @ 0:35 
As far as I could find from the Discord, there is no update planned. Doesn't mean it won't happen, just means that the team running it don't have the time to really focus on it. As the SotP teams do have other games that this mod exists for, that have to be maintained as well.
Pheonix 24 May @ 16:07 
its there an update planned ?
there seems to be an Incompatibility with NSC and SoTP with the Exploration Cruiser and Cruiser.
RecordedStar 19 May @ 21:49 
Is there a separate mod just for the shipsets or portraits?
Rage000 18 May @ 10:24 
This link has an example of how to do the fix described below
https://sp.zhabite.com/workshop/filedetails/discussion/2473560875/596274358322761216/
SVaughan 17 May @ 18:56 
@Inerael you have a good one as well. :)
Inerael 17 May @ 8:18 
thx for sharing gonna try this my side it dont look too difficult, have a nice day :)
SVaughan 16 May @ 17:04 
Asking for an update? READ THIS FIX (You're welcome):
"Merryfield May 12 @ 2:39pm
Hey I figured out how to make the ships work as mechanical, rather than as biological.

If you go to where your computer stores this mod, "C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\751394361\common\graphical_culture" for me, then open up the text doc.

For each ship set (unsc_01, cov_01, sangheili_01), create a new line between "fallback = ..." and "has_city_graphics" (Sangheili doesn't have the "city_graphics" line, but I ignored it so dunno if it works). Then copy & paste the following:

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}

Finally save the doc, and hopefully should work. Also kinda user beware, editing game files could mess stuff up, so be careful. Still, if stuff does go wrong, then I think "verify file integrity" ought to fix whatever has happened."
SVaughan 16 May @ 17:03 
"Cry boy"...Interesting jab if it actually worked.

Just that Steam users are getting increasingly annoying and sometimes a direct aggressive response helps them figure it out faster than the elongated, drawn out response, such as yours. Half the users on Steam who ask for "Updates" don't ever bother reading anything longer than three sentences. And those that do, tend to have more than two braincells.

No offense to you, but the name calling was not needed. Civility is met with civility.
Inerael 16 May @ 7:55 
@SVaughan and for shipset mods, you dont need to update them all the time, its exceptionnal, just the last update broke all ship mod as it add organic shipclass. But don't think it is too hard to fix as many other shipset mod got updated the exact day of the dlc, its not so game changing as you tell so dont need to cry boy <3
And this mod is amazing i don't ask him to get updated now, or in one moth, or in one year, it was just a question to anybody who would know, all love for the author of this amazing mod :)
Inerael 16 May @ 7:52 
@SVaughan yep, the reason why i wonder if someone who know modding (not like me) updated it, i was not asking for the publisher, i know if the mod is not updated its because they dont want or they can't :)
tilarium 16 May @ 4:02 
Everyone asking for a fix should learn to read. Merryfield posted the way to fix it on 12 May, it takes just a couple of minutes at most to do it yourselves.

@Macus It's part of some awesome new code added in 4.0! It lets modders make shipsets and portrait mods without also added a fallback city set. I believe there is also a "has_ship_set" line that does the same but with shipsets.
SVaughan 15 May @ 19:08 
Everyone asking for a fix. Roll back to the compat game version. One guy is trying to keep this up to date, but every PDX DLC drop for Stellaris pushes that release back further. If any of you are decent at coding, maybe consider applying to join the team. Their Discord is linked in the mod description.
SVaughan 15 May @ 19:06 
@Inerael
The SotP Mod Team runs this mod for three very different games. Their team for Stellaris is literally one guy. So you try to make a game altering mod, and update it every DLC drop.

You should apply to work on their Stellaris team. Discord is linked.
Rage000 15 May @ 16:38 
it just needs the ship kinds added then it works. I would post how to but I dont have authority/permission to do that here.
Inerael 15 May @ 10:27 
looks great, pls someone could update this ? or maybe there is already a updated/fixed version ?
Macus B 13 May @ 21:56 
open up notebook and I dont have the line "has_city_graphics" on any of the ship sets. Any clue why that might be?
日天少女 13 May @ 21:29 
Could you please released a version of "only ship"
Merryfield 12 May @ 14:39 
Hey I figured out how to make the ships work as mechanical, rather than as biological.

If you go to where your computer stores this mod, "C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\751394361\common\graphical_culture" for me, then open up the text doc.

For each ship set (unsc_01, cov_01, sangheili_01), create a new line between "fallback = ..." and "has_city_graphics" (Sangheili doesn't have the "city_graphics" line, but I ignored it so dunno if it works). Then copy & paste the following:

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}

Finally save the doc, and hopefully should work. Also kinda user beware, editing game files could mess stuff up, so be careful. Still, if stuff does go wrong, then I think "verify file integrity" ought to fix whatever has happened.
caverman2001 11 May @ 8:12 
if their is anyway how could i edit this mod? so that i can use it but also get behmouth, so i guess ad it to the biological ships section?
caverman2001 11 May @ 7:20 
hey will you be fixing these mod
Arkia Ferrinix 10 May @ 14:02 
Can anyone help me with fixing the EUG Origin? Since the descriptor is broke its also messing up events and such.
Cyberwolf 10 May @ 13:35 
Fix PLZ
SUICIDAL POINTMAN 10 May @ 12:04 
SVaughan thanks
SVaughan 10 May @ 11:55 
You'll need to roll your game back to version 3.14.15 as the current game version broke itself (4.0) and PDX is taking their time with the hotfixes.
SUICIDAL POINTMAN 10 May @ 11:47 
i have the problem that all ships now are bio ships . any way to change that ?
President John Henry Eden 10 May @ 10:38 
So when i spawn as any UNSC or Covenant faction i start with no starting fleets or ship designs and softlocked out of building ships does anyone have a fix? thanks
Arcturus Cres 10 May @ 10:37 
Anytime! about to see if everything else is working
Timber the Wolf 6 May @ 15:50 
You sir are a godsend, thank you very much
Arcturus Cres 6 May @ 9:56 
you go to the mod folder, you can open it in the launcher window. Go to Common>graphical_culture folder then the txt file there and thats where you add the line I posted below to both the UNSC and Cov
Timber the Wolf 6 May @ 8:23 
Ok that's very helpful to know. Where and how do I do that?
Arcturus Cres 5 May @ 20:18 
@Timber the Wolf

you can fix that by adding the following to the graphical_culture.txt right below unsc_01 = { and above fallback = humanoid_01

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}

ship_selection_weight = {
base = 0
modifier = {
set = 10
graphical_culture = from
}
}

has_city_graphics = no
ship_color = no
Timber the Wolf 5 May @ 16:08 
Modded ship types are, for some reason, considered organic by 4.0 and Biogenesis.
IOUANAME 30 Nis @ 9:52 
So when I load this it crashes stellaris anything I'm missing?
Vrishnak92™ 26 Nis @ 2:41 
@Holliday The NSC patch is horribly out of date, and without someone to recode it, its basically unusable.
andreandsimba 17 Nis @ 14:35 
I was just loading into the game
SVaughan 16 Nis @ 18:41 
Then why did you bother asking if you knew?
andreandsimba 16 Nis @ 18:02 
@Svaughan
It does work with the current version of the game
SVaughan 13 Nis @ 21:24 
@andreandsimba
No.
andreandsimba 13 Nis @ 14:30 
Does it work with the current version of the game?
DocHolliday 6 Nis @ 0:13 
is the NSC compat patch causing this?
DocHolliday 5 Nis @ 23:02 
I'm confused it says the frigate has the Charon model but mine unfortunately is just a copy of the Halberd model used for the destroyer... Anyone know why that is?
The Angry Cheese 5 Nis @ 18:09 
Soooo, does it work or not?
xXURIXx 26 Mar @ 2:45 
@tilarium friend, im the question, Could you tell me what to change to make it work? I've been trying for a while now but nothing, and I don't want to be annoying, so before criticizing, I'll look in forums or comments.
SVaughan 1 Mar @ 7:26 
@tilarium I'm aware of that. But I'm also aware that sometimes actions will speak louder than words. And if enough of these people can be convinced to go complain to PDX, eventually PDX will have to do something.
Such as maybe add an option to remove the compat notification from the launcher (Kinda like a checkbox to click to Enable/Disable).
tilarium 1 Mar @ 5:12 
@SVaughan And complaining to the devs will do nothing for the marker. I've been suggesting it's removal since early in Stellaris' life. The only function is serves is to get people riled up and thinking a mod no longer works when in fact it does still work just fine. The check is a single line in a single file that has 0 function on the mod itself, but because it says incompatible, people come to the forums saying to update without actually using common sense (reading patch notes and seeing if anything patched would effect the mod) or testing it in game. Ship set mods like this are usually the safest ones as the updates don't often touch ship files.