Stellaris

Stellaris

169 ratings
Trace's Better Necroids
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31.445 MB
1 Nov, 2020 @ 5:47pm
13 May @ 8:53pm
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Trace's Better Necroids

Description
A primarily graphical mod to give the Necroid DLC much more variety and diversity without changing the game's feel or balance.

Current Feature List
- GENDER DIMORPHISM
I was surprised to see Necroids have gender enabled, so I gave some of the portraits gender dimorphism. only for distinctly male or female species.

- MORE COLOURS
At least one new appearance per portrait. I consider palettes and style - If a portrait has a cold-warm dynamic going on, don't just colourise the whole thing to neon pink.

- NEW PORTRAITS
This mod adds in several spooky vanilla remixes and now several more original species made by myself, more to come.

I also want to integrate several abandoned mods such as White Walkers but it's a moral grey area to me.

- DEV DIARY/CONCEPT ART RECREATION
For now just some skins, but I am working on remaking concept art that didn't get chosen as playable species.


- MULTI-SPECIES PORTRAITS
Currently only vampires, several species unified as phenotypes of one species. Demons, parasites, and zombies might come in future.

- NEW CLOTHING TYPE
The clothing has been split into two themes, 'death worshipper' voodoo/tribal set with bone jewelry, while other necroids wear purple tones and more armour.

- NEW CLOTHING
Aiming for quality over sheer quantity, there are several new outfits and there'll be unique Necroid slave clothing soon (in vanilla they use the general's outfit).

Potential Feature List
- More multi-phenotype/species portraits! I will add my demon-possessed if I get it looking right.
- Something based on the Flood from Halo.
- After that will come zombies.
- More custom species portraits (also considering integrating abandoned mod)
- At least one more ghost.
- Restore concept art ideas as playable portraits.
- Even more colours and variety.
- Cordyceps portrait (Great idea by a friend)

Possible but less likely updates:
- Necroid-only traits, such as rotting flesh or vampirism.
- Visible psionic and cyborg feature.
- Look into Origins and story aspects.
- Zombie themed advisor voice.
- Experiment with a 'Lich Ascension' where your species becomes expert necromancers and lives for a very long time.
__________________________________
More spooky Necroid mods:
Extended Necroids

Space Egyptians
Extremely cool looking, and will show up in species generation. Was supposed to get expanded at some stage.

Undeath Worlds

Reanimated Armies Rework

Nozeminer's feral vampire species.

I won't be making a lite version of this mod as it's a pain to keep multiple mods updated, and I haven't done anything 'heavy'. If you want new colours only here is a mod by Nozeminer:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2272145051
86 Comments
Trace Projectile  [author] 19 Jun @ 12:49pm 
2/2
So in non-yapping terms, mod is mostly done and in long-term support mode. I'll do the content I'd feel bad if I didn't upload, then peace out aside functionality checks every major game version or so.

Two other things for the record.
First, I too enjoy modded Xcom. ;)
Second, programming is my weakest aspect of game design and I still figured out PDX mods, might be worth a look into if you think it'd be fulfilling. I'm one of those people who learns by reverse engineering, if that sounds like you then try it. I always give open permission to study my mods.
Trace Projectile  [author] 19 Jun @ 12:49pm 
It's actually not a bother but heartwarming someone would suggest a suggestions thread. I've always thought modders should take ideas and be friendly, but I digress before I really start on that.

Now, if I was actively modding Stellaris then I would take suggestions because I believe in it, but realistically my priority list is like, add a cityset to Lithoids mod, add some variety to the cultist set in this mod, see if there's anything in a nearly-done state (I also kinda hate the Flood coral, would remove it if it wouldn't break people's saves), see about updating my super old "Trace Customisation" thingie, then cash out and not really touch Stellaris.
I bounced off the game in my latest attempt to get back into it, just couldn't have fun like I could in the moneymoon phase. It's also hard to tell how many people actively use the mod, or if 2300 of the 2309 subscribers stopped playing by 2022, y'know?

Phew I have to split my comment to fit, too.
Don't even Try it 18 Jun @ 10:41pm 
I loved X-COM 2- the main reason I haven't wasted away because of my addiction for that game was the change to the base launcher messing up the AML. Might revisit one day, but would probably be healthier to just have ONE addicting game in rotation.

I also understand that this isn't a full time commitment for you or anything- but on the off chance you would be willing to take suggestions, I'd love a thread dedicated to that.

(Necroids and mods like this get my brain to do the funny chemicals, and I get ideas for what I would add if I were familiar with the programming language. I had to delete most of this message to get it to fit on steam lol)
Devidose 12 Jun @ 8:40pm 
Mods are unironically the lifeblood of games that run long enough, even with official DLC still happening. X-COM 2 for example was reinvented several times over and only a couple of those were due to official content, supplemented by the wider mod library, and Long War 2.

The various total conversions, purely aesthetic mods, tweaks, fixes, and everything else that Stellaris has had made for it are possibly the only reason at this point the game stills has so much interest seeing as how official updates continue to be plagued with problems and do more damage than good, driving away both players and modders alike who get fed up with all the changes and poorly handled updates.

So those who continue to maintain and innovate the mod workshop deserve the praise proffered to them.
Trace Projectile  [author] 12 Jun @ 7:51pm 
I sort of feel the same way, stopped playing for a while due to lacklustre DLC, though it's a bit better nowadays imo. Thank you for the words of support, too.
Don't even Try it 12 Jun @ 7:07pm 
Thank you for maintaining this mod. I feel like a drug addict with how few mods there are doing ANYTHING with jack variant of shit they gave us in this DLC. I wanna play my necromancer/undead fellas- but they gave us almost nothing to work with.

I'd even take side content as part of a shroud update/DLC, they've shown the ability to do that with biogenesis- I'm desperate enough at this point. Heck, just use a DLC for fixing armies at this rate- I'll take any excuse for these poor rotten souls to receive ANY attention at this point.
Trace Projectile  [author] 14 May @ 2:53am 
lmao
could say I reanimated the mod.
Devidose 14 May @ 2:48am 
It's alive \o/

Wait, that doesn't make sense with Necroids 🤔
Trace Projectile  [author] 4 May @ 3:18pm 
Hi all. I was too busy to fix my game acting up (e.g. Stellaris launcher wouldn't connect to my account for a bit, or game crashing at menu), but glad to say it's all fixed, and I found the main issue taking features out my mods... Literally just that text files are now simply .txt, yep, that's the main reason after several fix attempts wondering what I did wrong lol.
Got one or two things to improve, I'll also see if it's possible to do things in a more compatible way, and I'll have to see if tomorrow's patch changes things *again* but there should be a 4.0 version of most my mods.
Devidose 25 Apr @ 6:13pm 
Poking in hopes this gets a look over at some point, probably later rather than sooner given the impending update, however.