Stellaris

Stellaris

Sins of the Prophets: Stellaris
2.884 kommentarer
tilarium For 17 timer siden 
In the case of mods, they are other mods that work with them. Thus, other mods, not this one, that enhance this one. Meaning they were the problem and not this one.
BumbleBeeTuna For 17 timer siden 
Do you not understand what addons are?
tilarium For 17 timer siden 
Well, I guess I just don't understand what you mean when you say "Any of the SotP mods that isn't hte main mod is what causes this". To me, that reads as you having another one of the SotP mods floating around in the workshop activated at the same time as this. Thus making having multiple versions of this mod active being the problem.
BumbleBeeTuna For 19 timer siden 
And SotP was the problem, like I said. Your input isn't necessary
tilarium For 22 timer siden 
The point I was making is that if others aren't having the problem, then the problem lies in your mods list and/or load order. And it seems that my point was correct.
BumbleBeeTuna For 22 timer siden 
I solved the issue. Any of the SotP mods that isn't the main mod is what causes this. I have no idea why, but removing all SotP addons resolves the issue entirely.
BumbleBeeTuna For 23 timer siden 
@tilarium Good for you ,mister special. Want a cookie for not having a problem and bitching about other people having it?
tilarium 13. okt. kl. 2:41 
And yet, I have none of those issues with this mod and around 200 other mods running in my current game.
BumbleBeeTuna 12. okt. kl. 22:58 
Update: I have figured out that this mod has for some reason deleted the mammalian ship models entirely, making empires using mammalian to use the UNSC models and the UNSC to instead use it's fallback set which is humanoid. The same applies to Covenant/Sangheli and Avian, exept Avian remains in the game, and is used by Covenant/Sangheli, and Avian uses Covenant. I do not know how to fix this. And I have not found out what is breaking the AI.
BumbleBeeTuna 12. okt. kl. 15:20 
For whatever reason this mod is disabling AI empires. Any AI spawned at the start or pre-FTLs that advance don't expand from their home system and none of their ships move. Also Mammalian and UNSC ship types are swapped for whatever reason.
tilarium 11. okt. kl. 10:26 
Shut up or put up. How many up to date mods do you have, @CharlesTheBRO?
CharlesTheBRO 11. okt. kl. 10:07 
crazy how it takes these mf's 10 years to update the mod
hexosecurity319 9. okt. kl. 19:45 
If I can suggest a possible further work... with SotP we have the shipsets of UNSC and Covenant.
And it was great.
I would suggest to add the CMA shipset.
It technically doesn't need to be made from zero, but just to made those first three models for Corvettes, Frigates and Cruisers. While using the Halcyon-class for the Battlecruiser and going on with the old SotP models for the rest of the shipset.

Corvettes should add the Scholte-class
Frigates must add the Lancer-class
Cruiser can be used the Hillsborough-class

That's all it takes to made the shipset for the CMA. And you will have made a new faction entirely in that way. Because those ships are considered more outdated than the UNSC counterparts.
And yet still coming from the same technologies of the UNSC.
I play everyday the game with personalized faction of the CMA just to roleplaying it and I would really love to have a dedicated shipset for that.
PKs 6. okt. kl. 5:44 
Is there a patch for downscaled ships?
Immitt42x 5. okt. kl. 17:00 
I can't see any of the add-on ship types or the Frigate and when I try to design them they don't have any ship sections so I can't use them.
Azurewrath 2. okt. kl. 15:43 
I cannot see a frigate either. It is just blank for me too. Has anyone found a fix for this?
Rune Cyber 2. okt. kl. 9:56 
this mod is not what breaks the frigate. what breaks it i think is the nsc3 mod something to do with bow and stern section_slots in the ship sizes file that it adds and the lack of mesh file for the corvette thats also used for the frigate
G-Lew 1. okt. kl. 13:06 
@SVaughn it is not irrelevant, The most recent patch literally broke citysets for this mod. Also .01 changes dont matter usually. .1 changes can matter significantly if it is a major patch. Like this recent DLC release
tilarium 29. sep. kl. 10:48 
Yeah, but bo body knew the city sets were going to be upscaled or had any reason to expect them to even get touched.
wayneofwilson 29. sep. kl. 9:57 
Updating to 4.0 was bad timing because 4.1 increased the resolution of cities, causing most modded ones to not work properly.
SVaughan 28. sep. kl. 22:46 
The .1 again is irrelevant. When it comes to version numbers...ffs people read previous comments.
G-Lew 28. sep. kl. 22:39 
Why release a 4.0 update right before 4.1 comes out? This even happened last time he updated it. Do you check update releases mr dev?
CS-HS 28. sep. kl. 1:32 
Really sad that the mac bombardment stance incure terror bombing
CS-HS 27. sep. kl. 14:43 
Do you plan on making models for the Citadel Starbases?
Prodigal 27. sep. kl. 11:39 
Thank you to whoever updated this. Stellaris is not the same for me without Halo.
Soviet Bias 27. sep. kl. 9:36 
Mine will crash if i add any other mods to my playset
SVaughan 24. sep. kl. 16:24 
Because the 4 is Base game. The one is major fix. And the final number in the version is minor to moderate hotfix. As long as a mod is updated to just the base game number, everything is fine, even if the mod gives that "Out of date" symbol in the launcher. The only way it'll break again is when they drop version 5.0.0. But given the track record for Stellaris updates, it'll be at best another year or so until that happens.
infinament 24. sep. kl. 8:10 
Bro updates to 4.0. Paradox drops 4.1 like a day later. RIP. Still seems to work fine though. Some other mods I have seem to be causing problems so I gotta figure out which. lol
j.yellow28 24. sep. kl. 5:08 
DID THIS REALLY UPDATE AND IS PLAYABLE?
jetwge 23. sep. kl. 21:35 
LET'S F*CKING GOOOO! i'm so glad yall got around to updating this!
CS-HS 23. sep. kl. 12:22 
The frigate is visible without using the NSC patch?
Immoral Malice 23. sep. kl. 11:29 
I posted this a few months ago, ill repost again to hopefully help some people if theyre using the SOP NSC patch.

To fix invisible frigate go here:
C:\ProgramFiles(x86)\Steam\steamapps\workshop\content\281990\683230077\common\ship_sizes

After that click on "00_ship_sizes", then find the line with the frigate ships and a few lines down it'll say "entity = corvette_entity" Change that line to "entity = destroyer_entity"
So the frigate code will now look like this:

frigate = {
formation_priority = @frigate_formation_priority
entity = destroyer_entity
max_speed = 150
acceleration = 0.25
rotation_speed = 0.1
collision_radius = @frigate_collision_radius
max_hitpoints = 500
modifier = {
Immoral Malice 23. sep. kl. 11:24 
@CS-HS its still invisible. if youre using the NSC patch, the issue is with tht mod
CS-HS 22. sep. kl. 13:11 
Can anyone confirm if the frigate model is working?
Nachtjäger 22. sep. kl. 11:40 
Thank you very much
Immoral Malice 22. sep. kl. 11:27 
hell yeeaaaa update
Cpt.Esq.Sr.Col.Oliford 22. sep. kl. 10:14 
thank you so much for updating, is this also compatible with NSC or do we need to wait for an updated NSC compat patch?
D3J0K3R 22. sep. kl. 8:00 
Gah damn finally its updated! With that being said thank you for the amazing mod! Real Life is more important so don't feel bad :steamsad: @Lavo
PariahOftheMultiverse 22. sep. kl. 7:08 
Same take the time
Imadisaster 21. sep. kl. 17:19 
@Lavo, no you dont deserve shade for it. Yeah it sucks not having the best mod out there to use, but you still have a life. Appreciate the work and effort to keep it updated. Best of wishes for ya
EvoSpyder 21. sep. kl. 15:15 
The NSC patch is for NSC2 and Stellaris 3.8.* is there an update somewhere that I'm not seeing for NSC3?
Rune Cyber 21. sep. kl. 14:42 
does this mean the frigate issue is fixed finally?
Lavo  [ophavsmand] 21. sep. kl. 12:24 
I apologise for being months late to do something that takes minutes. I deserve all the shade thrown my way over the past while. That said; the mod should now be properly running in 4.0.*.
Brandon 18. sep. kl. 10:00 
September 18 2025 please update :Gifting:
BumbleBeeTuna 15. sep. kl. 22:29 
I can't get the fix to work.
tilarium 13. sep. kl. 11:01 
Roll back to 3.13 and you can.
SpookyShadowBUFU 13. sep. kl. 10:40 
man i really want to play this mod love me some halo goodness
SpartanH347 [FR] 8. sep. kl. 12:14 
Need a update
warfare1944 4. sep. kl. 13:27 
Update the mod
legomann2002 2. sep. kl. 14:10 
SteamLibrary\SteamApps\workshop\content\281990\751394361\common\graphical_culture\00_graphical_culture_SotP

copy paste the following under the "fallback = humanoid_01", "fallback = arthropoid_01", and "fallback = cov_01" lines

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}

This changed the shipsets for UNSC, Covenant and Sangheili from biological to mechanical for me