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Also, I am aware of a bug that shows a shipset for this mod, but I am uncertain how to remove it currently. This is an unintentional, but harmless, bug where it shows a shipset named after the mod itself. I do not have a shipset setup for the mod.
The only issues (both of which are really, really minor) is that the mod's version needs updated to reflect v4.* (which would remove the mod warning) and there is now a shipset known as YorHa in the shipset field when creating/editing a custom race. I will come out with an update "Soon(TM)" to address this, but ultimately, none of these are critical issues as far as I am aware.
If there are any issues with this mod and the latest update of Stellaris, please post it here in the user comments and let me know.
Thank you for the fix, I will add that in and update the mod sometime today.
Is there any specific ethics or traits that you are using for your playthrough? I would like to test it and see just in case its something I did.
Due to the changes made in general for the mod, this version will most likely not work on older versions of the game, so please be aware of that. I also had to require The Machine Age DLC for this mod, which is why it is now a requirement on the mod page.
As for changes made to the empires that come with the mod, currently, they are still using Gestalt Consciousness ethics. At the time, I felt that it was necessary to get the fix out before making such changes, so I held off on doing so, at least for now (no promises that I will do so).
Because the new DLC allows machines to have different ethics, you can change these for yourselves by editing the prescripted empires in-game and saving your own version. If you like certain ethics combos for the empires in this mod, feel free to share them in the comment section!
Still, its a very good suggestion, so I'll think about it while I'm working on fixing the mod and make a decision. Thank you!
While I have not bought the latest DLC, the base game update provides a new option to add a ruler/leader trait that applies to all leaders in the faction (or so it looks to me). It does not seem to be required, so leaving it blank works as well.
I do not wish to make this mod require the latest DLC in order to work, so I will avoid using this feature, at least for now. I may reconsider this later if it makes sense (I will need to look at the DLC to determine this). If you wish to add traits to the species of this mod, you can do so by editing them in-game and saving your changes as a custom faction.
I am also aware of a text bug with some of the names of the ships/fleets that are missing brackets around some letters. It does not break the mod and its been around for a while it seems, so I will look into that further and see if I can fix that for the next update.
That comment was basically just saying that this mod still works for version 3.4 when that update came out about a year ago. No curse words or phrases that could be misconstrued as harmful How odd that it was flagged for being harmful... Maybe Steam decided that I'm a very dangerous modder with very dangerous and extremist ideals/beliefs... like informing people who use (or want to use) the mod that it still works with the current version of the game. I guess I'm a terrorist now... thanks Gaben!
Hopefully this message doesn't get flagged for "harmful content", whatever thats supposed to mean. Either way, this mod still works just fine with the current version of the game, so its okay to download and play it!
Glad to know that it's been apparently been working up til now, will be trying it out soon.
But if people are wondering, yes, the mod STILL works even with the latest update. I'm currently playing the game again and I haven't seen any problems with the mod so far. Unless there is some kind of issue that isn't being reported, there hasn't been a need to update the mod for quite some time now.
That said, the update/DLC coming out in May might require me to actually update this mod... we'll see...
Anyhow, love the mod, thanks so much!
However, if anyone runs into problems/errors, please let me know and provide details. Thanks!
As far as I can tell, it seems to work for 3.1. Since this just adds two new civilizations and music, it does not change too much gameplay, so the update should not affect the mod itself. I also tested recently it to make sure and it seems to work fine, so it should work for 3.1 and future updates unless the dev team changes how adding music and new civilizations to the game works. Since that didn't happen, it should be fine.
However, if it does not work or there are errors that you are seeing, please let me know. Also, keep in mind that you need to have the Synthetic Dawn DLC in order to use this mod. Thank you!
3.1 Can it work normally?
- Make sure that Stellaris and its launcher are not running. Unsubscribe from the mod.
- Make sure all the content files are no longer present in "Steam\steamapps\workshop\content\281990\1797448821”. If you cannot find the folder 1797448821, then you are good to go.
- Resubscribe to the mod, make sure it is completely downloaded.
- Run the Stellaris Launcher and remove the mod from any playsets you have.
- Go to "All Installed Mods" and click the "Reload Installed Mods" button. When a new window pops up, make sure to click the checkbox so that it purges any old references to the mod. Click "Reload".
- The mod should show up again, but if it doesn't, close the Stellaris launcher and reopen it. Repeat previous 2 steps again, if needed. Once it appears, re-add the mod to any playsets you removed it from.
That should fix most problems.
The changes are in the changelog, but most won't read that, because pfft, reading right? So here is a summary:
- Both empires now have origins.
- English localisation files were renamed to be specific to this mod.
- Updated the version file so that it won't scream at everyone every time there is an update (with any luck, I won't have to anything until version 4.0!)
-Files are all loose instead of archived. This was not my choice as this changed in 2.4, which means everyone had to redownload the mod (sorry).
Basically, an UHMAYZIN update!
The update should be save compatible. I tested with my current save files and I can play my game without issue after the update. If the mod is not working after the update, verify the integrity of your game files and make sure that you reload your mods in the mod launcher. Doing that will most likely fix it.
Thanks, and have fun.
I may look at updating the mod just to fix the version issue since that seems to scare people, but since its currently working, its not a priority at this time (so it may take a while). If anyone can find any issues with this mod, please report them to the thread with any relevant information (screenshots, explanations, videos, etc.). Thanks!
I may update this when the Nemesis DLC comes out since I've read some changes are coming, though I'm not entirely sure if it will affect this mod. I probably won't know until that DLC comes out. However, for now, this mod should still work with the current game build.