Stellaris

Stellaris

Slenderman Species (Hive-Mind) (Non-Animated)
18 Comments
vjsupernado 11 Apr, 2024 @ 7:05pm 
The slendermen are too tall in game - I only see their legs. It would be really cool to play these guys
barricadedpurifier 3 Oct, 2022 @ 10:32pm 
update?
Generic Feline  [author] 30 Sep, 2019 @ 8:55pm 
I can make them really Quicksilver as well, not the first time I have made them. Trust me it's fine
TurtleShroom 30 Sep, 2019 @ 5:29pm 
Slenderman is lacking species names and insults. Give me a few days and I'll make them for you.
Generic Feline  [author] 28 Sep, 2019 @ 12:33pm 
That's a possibility too, would be pretty fitting after all. Also I am not sure if I mentioned it but a while ago I did change the Slendermen's gender to be neutral instead of having male/female genders
TurtleShroom 28 Sep, 2019 @ 12:14pm 
Have you considered giving him the Unbidden or Preatorian Scourge sound effects?
Generic Feline  [author] 28 Sep, 2019 @ 10:54am 
Yeah, but that's the thing, Slenderman currently has default noises, which is even worse! x)
TurtleShroom 28 Sep, 2019 @ 10:44am 
Slenderman doesn't make sounds himself. He makes drum noises, paper noises, and slamming piano noises.
Generic Feline  [author] 28 Sep, 2019 @ 10:33am 
Never really noticed that! Well now that's interesting, lol. I may update this mod soon and add custom sounds when you interact with Slendy here to add an extra creepiness layer.
patryn36 28 Sep, 2019 @ 10:30am 
LOL, almost sounds like the silence from doctor who, their heads were different.
Generic Feline  [author] 25 Sep, 2019 @ 10:44am 
Ah yes, I noticed that, but I get what you mean actually so yeah, that's one thing I noticed with this mod and a few others that all they do is change the name rather than replacing the ships, I could tell from the colour-base, anyway the issue is now fixed!
TurtleShroom 25 Sep, 2019 @ 10:41am 
If you set the Slenderman Ships to Vanilla rendition ships, then the Slenderman Ships aren't replacing Humanoid Ships, believe it or not. What they are actually doing is renaming Vanilla rendition ships. The game still knows how to use them.
Generic Feline  [author] 25 Sep, 2019 @ 10:39am 
Going to update the mod right now as I noticed an issue with the Slenderman ships replacing humanoid ships, should be fixed now once I update it. :)
Generic Feline  [author] 25 Sep, 2019 @ 10:24am 
That's very true, thank you for all the suggestions friend, I did the same thing with my Doki Doki Matrix mod, aka setting them all to genderless because they're all female. I think it makes sense for me to do the same with the Slenderman mod as well and just not represent their gender here either (since Slendermen are all obviously male.) As in for the Planetary Diversity compatibility thing, I may just make two more versions of this mod, one that does not require DLCs and another separate one that requires both the DLC and Planetary Diversity and just leave it at that, it may be easier to do after all. I'll see what I'll do in regards to that. :)
TurtleShroom 25 Sep, 2019 @ 10:14am 
Oh, and one thing I should note: if the Slenderman isn't his own Species Class, he needs to be. I'd also recommend setting his species' gender to Not Applicable, because all Slender men are male.
TurtleShroom 25 Sep, 2019 @ 10:12am 
I have another suggestion.

Write an Event that checks if Planet Diversity is loaded (searching for its flag). If it is, fire the Event and have it change the starting planet to a Forest World ("PC_FOREST"). Using the Country Scope, you can then change the Planetary Preference Trait to Forest World Preference ("TRAIT_PC_FOREST_PREFERENCE").

This allows a more accurate set up of the Slenderman without breaking compatibility.
Generic Feline  [author] 25 Sep, 2019 @ 10:00am 
That could work, I will keep it in mind, thank you very much for the suggestion, it shall be noted as that is something fairly easy to change. :)
TurtleShroom 25 Sep, 2019 @ 9:59am 
DUDE. This is brilliant. I'd recommend using a better ship set, though. Perhaps the Fallen Empire Ships?