Stellaris

Stellaris

Fleet Formation Mod (For Solar System Scale Changes)
14 Comments
Rage000  [author] 8 Feb, 2022 @ 9:22pm 
Yeah I would choose any formation mod over that mod just because of how its spreading out a fleet formation.
Luckxy 6 Feb, 2022 @ 9:15pm 
Thanks for your answer, I disabled that mod, apparently beautiful formations are more important haha
Rage000  [author] 6 Feb, 2022 @ 8:40pm 
I picked at this a bit and my conclusions are;

Completely not compatible.

I think the "Star Wars: Kuat Ancient Empire" mod has the fleet formations written into its scripts. So much so that it even affects the vanilla fallen empire ship formations and I would assume any other fleet in the game.

IMO the "Star Wars: Kuat Ancient Empire" fleets are a messed up and may be it is a bug?, not sure.
On top of that I'm not too sure Real Space -System Scale is good with it either.

Sorry there is nothing I have that will change that fleet formation or any others empires fleet formations impacted by it without changing the "Star Wars: Kuat Ancient Empire" mod.

You could try other formation mods on steam, there may be one that works. If you find one let me know!
Luckxy 6 Feb, 2022 @ 7:28pm 
thank you for your reply, I have tried multiple possible locations, the only difference is when I enable that mod, your Fleet Formation mod won't work, when I disable it,your mod works again, I don't know anything about the program, maybe two mods modify the same code and that mod has a higher priority?
Rage000  [author] 6 Feb, 2022 @ 10:09am 
I would need to see a list of the mods you use and your current load order of the mods , including this Fleet Formation mod.
Luckxy 6 Feb, 2022 @ 5:56am 
wonderful work, the only question is that I don't know why it doesn't work when I use with this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2461014769 even if i put it below:johncry:
Rage000  [author] 5 Jan, 2022 @ 9:08pm 
Ah ok, It goes after those mods.

For a good example of where it resides in the mod list - check the following collection.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2074420870
Shouravik 5 Jan, 2022 @ 9:02pm 
I apologize, I mean where does this mod get placed in regards to the two mods it requires. Is it below both?
Rage000  [author] 5 Jan, 2022 @ 8:58pm 
What is the compat?
Shouravik 5 Jan, 2022 @ 8:28pm 
Hello my friend, I am attempting to find out where this mod should be placed in regards to the compat.
Rage000  [author] 16 Aug, 2021 @ 8:36am 
thank you - that helps a lot! Much appreciated. :steamthumbsup:
LordOfLA 15 Aug, 2021 @ 2:29pm 
As a quick and dirty this may help: https://i.imgur.com/4bEMTxQ.png the most important part is the remote file id tag. That's what the launcher users to know whether to update an existing mod or create a new one.

So you just need to make sure you're descriptor.mod file has that line with the right number.

I know mine is redux.mod there but irony mod manager regenerates the right file for the launcher before I upload updates to the workshop.
Rage000  [author] 15 Aug, 2021 @ 1:48pm 
Thank you for the info - and I do need a visual because I don't understand;
1. What is going where and what to rename it etc.
2. How does the steam version I originally posted get updated?

Surprisingly I could not find instructions that are up to date anywhere. I did try the modding den on discord, no luck finding help.
LordOfLA 15 Aug, 2021 @ 7:50am 
Just copy the updated descriptor the launcher makes to your development mod files. Then when you need to update you just have to copy/paste and the launcher will update the mod instead of creating a new one.

Might want to jump on the stellaris modding den discord for more visual assistance.