Stellaris

Stellaris

34th Curator's Mod Collection f. Stellaris
22 Comments
Peter34  [author] 12 Nov, 2018 @ 12:16pm 
Okay, one of the OLD mods, not one of the ones I added (or swapped in) yesterday, causes the game to crash.

One of the old ones, I don't know which one, is incompatible with the 2.1.4 opt-in patch. To resolve this issue, while continuing to use this mod pack, just remove the opt-in and use the regular 2.1.3 version of the game, then disable the 1080 beta mod (I'll remove it from the mod pack later). I've verified that the game can still start, with the configuration (all other mods enabled in the Launcher), although I've yet to test actual play. I'll do that tomorrow.
Peter34  [author] 11 Nov, 2018 @ 12:18pm 
Okay, problems solved. I had forgotten to add the "Long Ping" mod to the mod pack, and I was still subscribed to a mod that has been removed from the Workship, something to do with fixing the Auxiliary Fire Control ship module in the (A) slot, which is no longer needed.

So now the count should be 107 mods, although remember to unsubscribe to the three 1080 mods if your monitor is less than 1080 pixels in height.
Peter34  [author] 11 Nov, 2018 @ 12:09pm 
Yeah, one more mod you need to add, if you're using the 2.1.4 opt-in patch: "Beta UI Overhaul 1080p"

... and even with that, I find myself subscribed to 108 mods, so the count is off by 2. I'm investigating...
Peter34  [author] 11 Nov, 2018 @ 12:04pm 
I've updated this mod pack once again, likely the final update before 2.2 comes out. Steam won't let me document further changes properly, so I'll get around to starting a blog about this mod pack (and again Stellaris in general), maybe next month or in January:

11/nov 2018

* Replaced "SD's Better Strike Craft 2 (On Hold for now)" with "Strike Craft Rebalance", because SD's mod is marked as "on hold", and the new Hangar sections for the SCR mod appear to be balanced
* Replaced "Tech Tier Numbers on Laser Icons" with "Tech Tier Numbers on Tech Icons" which does the same but to a much greater selection of modules

* Removed "ARC Futuristic Name List" because it hasn't been updated to 2.0 (let alone 2.1) and might be the reason why Marauder names are screwed up
* Removed "Historiae Culturis" for the same reason
Peter34  [author] 11 Nov, 2018 @ 12:04pm 
* Added "Buffed Multi Shiptype Fleet", because it sounds like a very good idea (even keeping in mind the recent neft to the Disengagement Chance for Corvettes
* Added "Ethical Traits". I still think this is a bit weak for a BioTrait slot. Even if buffed it's something most players wouldn't want, but I like having it as an option
* Added "Grandpa Richard", just one more Advisor Voice
* Added "Improved Music Player" sounds like a good idea
* Added "Improved Starbase Buildings" gives needed buffs to some system-restricted Starbase buildings, e.g. Black Hole/Curator/Artisan, as well as addding a 2nd tier Hydroponics building
* Added "Long Ping", sounds useful for MP games
* Added "More Star Classes"; I like having rarer stars be able to occur
* Added "Presapient Intializers", fixes a bug in vanilla
* Added "Psionic Theory Civic" more choice for empire creation

The count should now be 105 mods
Peter34  [author] 17 Oct, 2018 @ 4:54pm 
Thanks. And I'm obligated to remind you that defective wives can be replaced.
W 17 Oct, 2018 @ 9:52am 
This mod pack is awesome. I can't stop playing the game now (Wife isn't happy).
Peter34  [author] 11 Sep, 2018 @ 5:26pm 
xxx78, I've sent you a Steam Friend Request.
Peter34  [author] 4 Sep, 2018 @ 3:51am 
Cool!

I've playtested this mod pack a lot, including in MP, but there are some "corners" of it that I rarely use, and a few that I never use, so my ablity to detect glitches and clashes is imperfect. If you can help me improve it, that'd be excellent.
xxx78 3 Sep, 2018 @ 11:53pm 
Sure np, will do it later when I have time.
Peter34  [author] 3 Sep, 2018 @ 11:00pm 
I'll be a bit busy these next few days. Can you run the program, then email the log file that it produces to me?
xxx78 3 Sep, 2018 @ 6:05pm 
I used this program to check for conflicts: https://github.com/WojciechKrysiak/SCModManager Click "releases" and download SCModManager.zip released on 12 Jul.

Its very basic but useful to see all file conflicts. If you like I can try to make document with all conflicts, but i think it is better and faster if you try the program.
Peter34  [author] 3 Sep, 2018 @ 2:28pm 
Do tell me what the conflicts are! That's useful information!
xxx78 3 Sep, 2018 @ 11:42am 
I see that there is some conflicts between mods in this collection, can I just ignore them or should I take some time to sort them out? I have no idea yet if any of the conflicts is serious or not.
Peter34  [author] 2 Sep, 2018 @ 4:10pm 
I like to think that it is.
xxx78 2 Sep, 2018 @ 11:12am 
Thanks for this pack. I have just started to look at mods and this seem like a nice starting point.
Peter34  [author] 4 Aug, 2018 @ 1:45pm 
Peter34  [author] 30 Jul, 2018 @ 3:58pm 
Sure. It's meant as a package, but you can also just take it as a list of recommended mods, from which you can pick and choose.

A few of them rely on another mod, but that's usually all they do, like the 1080-speed dial mod.
Dustin 30 Jul, 2018 @ 2:10pm 
I appreciate your mod list, it is a nice resource for drawing on mods known to work well in the current patch and with each other.
Peter34  [author] 18 Jul, 2018 @ 9:10am 
Thanks,.
Fortum 15 Jul, 2018 @ 3:15pm 
Awesome Mods!:shockjockey:
RC 19 Jun, 2018 @ 11:41am 
yay