Stellaris

Stellaris

- Neko Species -
142 Comments
Nao  [author] 3 Jun @ 1:41pm 
I will go with Mammalian. Humans are mammals and there are not really special traits for humans. At least mammals have a few.
Allein 2 Jun @ 4:05pm 
nekos would make more sense in the humanoid section
Majorshepard 1 Jun @ 9:00pm 
I would say that unless you are making/getting unique portraits for each Species type (as In reptile Neko actually look reptilian or Lithoids Neko actually look like rocks) then I will say don't bother. Stick to Mammalian to make it much easier on yourself, it will also make it clutter things less. If it means Nekos will actually be in the Mammals section with the other alien types I'm all for it.
程雪烛 30 May @ 6:00am 
So it's hard to update this mod and we need to wait a few days, right?
Nao  [author] 27 May @ 8:23pm 
Working on an update. Issue is now we have "Many" changes to traits, some which are locked to specific portraits, but mostly on species type. So I am trying to figure out how I want to move forward as... it could mean creating several new species of Neko. So we could see 4 to 5 new biological Neko. or I have to replace the species traits, which could cause comparability issues with other mods. Imagine, Neko(Mammalian), Nekonaut(Lithoid), Nekozard(Reptile). and having to do that for many types. That or make my own traits. I was hoping to avoid that.
Allein 15 May @ 8:24pm 
dev literally said that was intentional in the comment directly below mine
Give you up, Let you down 15 May @ 6:17pm 
Yeah this mod really needs an update. They are now plants instead of any kind of animal...
Allein 13 May @ 12:57pm 
@[MEOW]

Adult woman in anime artstyle: Is this a child?
Allein 13 May @ 12:53pm 
10/10 I can give my catgirls the budding trait. I do not want to imagine how that works
Nao  [author] 15 Dec, 2024 @ 6:08am 
The new way portrait sets work, allows you to assign a species class to portrait sets.
For the biological Neko, to allow for compatibility with all additional traits their species class uses plant. Nekonaut uses lithoid and the Nekorobo uses robot. I could create a separate portrait group if there is demand, but generally this allows for Origins, and additional traits to work for the biological group of Nekos
Artoria Pendragon 13 Dec, 2024 @ 1:17pm 
Is it just me, or are they all appearing as 'Plantoid' in the species list ?
fairyheart 6 Dec, 2024 @ 6:27pm 
how do I find the mod folder to delete it just so I know
[MEOW] ⁧⁧༒ sabot ༒ 6 Dec, 2024 @ 3:19pm 
why do they look like children
fairyheart 22 Nov, 2024 @ 1:35pm 
ok
Nao  [author] 18 Nov, 2024 @ 6:34pm 
I tested things and it works fine for me. I have had at one point had to remove the mod manually from the folder, even after unsubbing. Try unsubscribing, going into the workshop folder and making sure the zip is gone.
fairyheart 12 Nov, 2024 @ 6:50pm 
@magesbe I did try to do that and it didnt work? is there somthing else I can do?
magesbe 12 Nov, 2024 @ 7:47am 
@fairyheart Have you tried unsubscribing and resubscribing? I am able to see Neko, Nekonaut, and Nekorobo all fine.
fairyheart 11 Nov, 2024 @ 7:47pm 
@Nao I have the nekorobo but none of the just regular nekos are showing up please help.
Nao  [author] 9 Sep, 2024 @ 8:21pm 
New game patch coming out today. I implemented some changes I had running and just hadn't updated the mod with. If duplicate traits are seen, consider opening the mod folder and manually removing the traits folder. Mod seems to go off diffs so if I remove a whole folder it tends to not remove the folder with update.
fairyheart 24 Aug, 2024 @ 5:30pm 
it isn't showing on the soecies list when making a empire
edwin gibson 7 Jul, 2024 @ 4:20pm 
cool. thanks for letting us know.
MrGeneral 28 Jun, 2024 @ 12:16pm 
Also the fix mod was updated to re-add the species class files so the species name generation works properly, as that was one of the files the fix mod required as a dependency to work correctly
MrGeneral 28 Jun, 2024 @ 11:06am 
Hello, glad you found it useful as a reference. I left the species class stuff alone so that the name list can use the Auto-generated "Neko" name for generating a homeworld name and species name as those are now tied to the species class the name list is associated with
magesbe 28 Jun, 2024 @ 10:51am 
@Nao glad to see that the posted fix helped you out! Also, while I was the one who commissioned the mod fix, the one who did the actual code work was @MrGeneral.
Nao  [author] 27 Jun, 2024 @ 9:50pm 
copied the adjustments to portraits, removed traits and other entries referencing a species class now that it seems they are not needed. Working on fixing species names when using an existing species.
Nao  [author] 27 Jun, 2024 @ 8:10pm 
going to review the proposed fix and work on the mod.
magesbe 27 Jun, 2024 @ 12:09pm 
Here is a commissioned fix for the mod! It requires the original mod (this one) which must come first in the load order! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3276680844
𝕯𝖆𝖗𝖐𝖂𝖔𝖑𝖋 18 Jun, 2024 @ 7:55pm 
Here's how to fix this for now:
-Donload Modern Portrait Mod (I Got Goblins Portrait)
-go into your steam workshop folder and search the folder for the portrait mod u just installed (its name is its number id in the steam url)
-open another file explorer but open nekp portraits
-replace all of the .dds from the mod u just downloaded to the nekos files, but change the nekos names to match, make sure to have replaced EVERY image!!!!

-if you want the name to still be nekos n stuff, copy the name list over and edit the files in the other portraits mod and change everything to "Neko" that is the other mods properties (this is more advanced and hard tho)
nyanya 13 Jun, 2024 @ 5:11pm 
pls update
ZACUTA 18 May, 2024 @ 7:52am 
Update PLEASE
♡ Crunchy ♡ 9 May, 2024 @ 10:43am 
Would love to see an update, this is my favourite Stellaris mod <3
sootlion 7 May, 2024 @ 1:12pm 
Any chance of an update? Game is frankly unplayable sans Neko.
57z 2 Oct, 2023 @ 9:25am 
there is no way
Majorshepard 25 Jul, 2023 @ 9:25am 
I've been having an issue where any civilisation that is made by the AI that uses the Neko race are completely invisible. They still function as normal as far as I can tell but they have no image :/

Also are there plans to integrate the races into the main species lists? I don't know why nearly every species mod makes them take up a new spot rather than adding to the lists already there, Neko would fit in mammalians or humanoid, Nauts would go in Lithoids and the robots would fit in the robots.
Mustard 25 Jul, 2023 @ 4:05am 
degenerates.
Seth 10 Jul, 2023 @ 2:47pm 
Trades still only have the description, also is a update to the actual version possible? Besides that, it really looks fine and names and so on works also good =^.^=
edwin gibson 15 May, 2023 @ 8:54am 
@ Nao. lol. XD No worries. We all make Mastakes for our selfs from time to time. XD
Nao  [author] 14 May, 2023 @ 12:13am 
Should be fixed. The issue was my wonderful computer.... It needed rebooted to load any version of the mod downloaded and not locally hosted. which made me think.. I uploaded a broken mod. Anyways, let me know if there are issues.
Valor 13 May, 2023 @ 11:19pm 
Thanks Brother! Have a Great Night!
Nao  [author] 13 May, 2023 @ 11:13pm 
Had to roll back.... seems like any mod I upload off my system has corrupt DLC and stuff, Even old ones. thinking Paradox requires new info in newer mod files. I will try to figure it out.
Nao  [author] 13 May, 2023 @ 10:05pm 
Updated the mod. Took me a bit of jumping around before I found a where everything intersects. hopefully the scripted trigger fix will solve the issue. Initial testing indicated such. Please report any errors or issues. :D
Nao  [author] 11 May, 2023 @ 7:22pm 
Taking a bit longer... have to find how the trait gets the empire's adjustment to pops and make a neko one. Will update soon with a working set of traits, as well as bump the version to current
Nao  [author] 9 May, 2023 @ 9:04pm 
Checking the mod out... sorry for the trait issue. I will try to post an update soon
Reviera 4 May, 2023 @ 12:23am 
its cuz I ate it (n',..,'n)
onarwen 1 May, 2023 @ 3:41am 
hi, just to let you know all of the new neko only traits are not working, none of them provide the bonus it says in the description.
edwin gibson 5 Apr, 2023 @ 12:01am 
nice. thanks. :)
Nao  [author] 4 Apr, 2023 @ 11:39pm 
Updated mod a bit
Nao  [author] 11 Jan, 2023 @ 6:02am 
Ok, I will adjust this
spacerus99 8 Jan, 2023 @ 3:41am 
Hi, it's me again. Found another issue with plantoid traits. Game can't spawn my plantoid species with these trait, because traits in your mod use same name as original. You should add neko prefix to trait names, so the game won't be confused.
Nao  [author] 26 Jun, 2022 @ 11:28pm 
Fixed the Trait issue. and ensured that the duplicate traits that do exist (3 Plaint Traits) can't be stacked. Thank you spacerus99 for bringing this to my attention. it was an oversight and easily fixed when I knew where to look due to the issue.