Stellaris

Stellaris

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~~Ariphaos Unofficial Patch (4.0)
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12.547 MB
12 Feb, 2020 @ 6:17am
17 Jun @ 8:50am
120 Change Notes ( view )

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~~Ariphaos Unofficial Patch (4.0)

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
AI Bugfix Mod Support Performance

This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.

[patreon.com]

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================

  • This mod has fixed two game crashes so far. Both are now fixed by Paradox.
  • It is not achievement compatible.
  • A small portion of this mod has been incoporated into 3.11[forum.paradoxplaza.com]. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
  • This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
  • I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
  • If you have difficulty updating: Load the Launcher, then unsubscribe from and resubscribe to this mod. If you're getting a version warning, the mod didn't update.

=============================

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================


Previous Versions
=============================
Legacy Version here. <- This will always track the previous release.

Older versions may be found on Github[github.com].

Fix List
=============================

It is The fix list is documented on Github[github.com] in the various Changes (full breakdown) and Changelog (chronological) files. It is too enormous to list here.

Author Credit
=============================

Nearly half of these fixes originate from other authors. Credits are listed on Github[github.com].

Compatibility
=============================

This should be compatible with nearly everything as long as this is at the top of your load order. Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten.

Exception This will break some multiple-ascension-path mods. Use mine instead, if you are only interested in combining bio ascension with others.

Performance
=============================

This mod has a modest performance boost. Paradox has incorporated most of my fixes or made them irrelevant over time, but a number always remain.

Ongoing Games
=============================

Ongoing games should be fine.

Modders
=============================

Feel free to forward changes from this mod into your own. Credit is appreciated. Nearly half of these fixes are by others as noted in Credits.md linked above.

If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed variable.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Popular Discussions View All (19)
117
20 Jul @ 7:46pm
Bug Report
TurtleShroom
4
7 Jun, 2024 @ 8:35am
Three vanilla bugs in version 3.12.4
Night
1
21 Jun, 2024 @ 3:35am
Crisis bugs in 3.12.4
Zomifi
1,325 Comments
Grzesio 26 Apr, 2021 @ 10:56am 
@Ariphaos
Where can I find said version?
Ariphaos  [author] 26 Apr, 2021 @ 10:11am 
@HeebyJeebies this patch fixes that bug, yes.

Fairly good chances if it's reported on Reddit and it's possible to fix, it is already in here.
HeebyJeebies 26 Apr, 2021 @ 12:59am 
Apologies if this is already fixed but please have a look at : https://www.reddit.com/r/Stellaris/comments/my78d9/so_you_remember_that_species_that_we_uplifted_to/gvthguk?utm_source=share&utm_medium=web2x&context=3

WealthyAardvark seems to have a fix in the linked post
Kali 24 Apr, 2021 @ 10:53am 
Do you know what might be cause the "ship_starting_experience_add" modifier to not work?
Liangling 24 Apr, 2021 @ 2:30am 
Does this patch fix the AI unable to path correctly when there is a ftl starbase or planet/
and Marauders sending an attack message but staying in their own systems until the raid fails?
Ariphaos  [author] 23 Apr, 2021 @ 12:39pm 
@Grzesio Ahh. This patch does not play will with mods that try to mess with leader generation unless they also replace it fully. Half-efforts will always leave bugs behind.

I'll just upload my own version here quick.
Grzesio 23 Apr, 2021 @ 5:45am 
Okay I found the culprit: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2373793047
Funny, if I have either this or that linked mod, cyborgs generate just fine, but if I have both enabled, it doesnt.
Weird collision, is there anything you can do from your part to make them compatible or should I bug the other author?
Ariphaos  [author] 23 Apr, 2021 @ 5:20am 
@Grzesio there might be a bug somewhere that stops leader species from sometimes following species changes... but I haven't been able to replicate it easily or even isolate it to this mod.
Grzesio 23 Apr, 2021 @ 12:51am 
with this mod enabled, embracing cybernetics causes leaders to not receive the cyborg trait
aemeric 22 Apr, 2021 @ 6:00pm 
Ariphaos, yes....amazing.