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C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\1918294643\common\graphical_culture
# Setting fallback will allow the game to try and use another culture if the asset is missing
# Culture is scripted for species classes, see "common/species_classes/" and "graphical_culture = xxx"
navalships_01 = {
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
fallback = mammalian_01
ship_color = yes
ship_lighting = {
cam_light_1_dir = { 1.0 0.0 0.5 }
cam_light_2_dir = { -0.5 0.2 0.0 }
cam_light_3_dir = { 0.5 -1.0 0.0 }
intensity_near = 0.1
intensity_far = 1.0
near_value = 700
far_value = 4000
rim_start_near = 0.5
rim_stop_near = 0.99
rim_start_far = 0.3
rim_stop_far = 0.99
#rim_start_far = 1.5
#rim_stop_far = 2.0
ambient_near = 0.1
ambient_far = 20.0
}
}
Are you still working on the project?
I have zero modeling experience so as it stands the frigate will be the destroyer model, and stations/megastructures will be reverted to vanilla due to a pre-3.0 visual bug I haven't been able to resolve. It will be NSC compatible, however I've removed compatibility for Downscaled Ships for the time being to focus on updating the mod entirely before addressing additional integration beyond NSC.
I regularly use this mod, and when I last played with it (which, granted, was a bit ago but well within the release of Overlord) it functioned alright. The beauty about shipset mods is as long as there's not a brand new ship class released by the official game they generally work long past the time the modder stops updating them, so unless it's a really goofy set like Kurogane or something with altered ship sections it should still work as intended.
Just curious
For the downscaled ships, you'd have to remove the script in the mod files that adds them in.