Stellaris

Stellaris

Warhammer 40K - Imperium of Man - NSC3 Patch
51 Comments
Fran  [author] 15 Jul @ 1:30am 
@Ferid Bathory
Its not required. Only if you want OP tec or other stuff the original mod had but wich is probably outdatet or not looked into anymore
If you just want the shipset you just can use this.
Ferid Bathory 13 Jul @ 4:44pm 
Hi, for full operation, as indicated in the description, this mod is required. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481738360 ?
lolic_lol 30 Jun @ 12:13pm 
I think I found a conflict in my build. Conflict with outdated The Merger of Rules mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807759164
I have no idea why these two mods conflict, and why the legacy mod doesn't conflict with vanilla shipsets. But it's obviously a TMoR mod issue.
Because TMoR is outdated, possible solution - use Universal Game Rules patch.
lolic_lol 30 Jun @ 11:09am 
Ok, sure. But it's unlikely - I have over 100 mods, it will be very hard to find the conflict.
Just ignore it. We found out that the problem is not in this mod.
Fran  [author] 30 Jun @ 11:08am 
@lolic_lol
adress me if you find otu what it is :)
lolic_lol 30 Jun @ 11:06am 
Looks like mods conflict
Fran  [author] 30 Jun @ 10:35am 
@lolic_lol
did add you to furter breakdown the issue
lolic_lol 30 Jun @ 10:29am 
There are a lot of mods, so I suspect that there is a mod conflict here. There may be a conflict with gigastructural engineering or something else. Another thing is confusing - there is no such problem on vanilla shipsets.
But I don't have an NSC. Although I doubt that this is the reason. I also tested with instant_build code. Which also shouldn't be a reason.
Fran  [author] 30 Jun @ 10:25am 
@lolic_lol
Wich mod you using? I removed all megastructur entries, so i don't see where it should crash on ringworlds. But i will check
lolic_lol 30 Jun @ 10:23am 
Just tested it. Unfortunately, it crashed when trying to build a ringworld segment.
I would admit that this is a mod conflict, but there is no such problem with vanilla shipsets.
Fran  [author] 30 Jun @ 9:59am 
@lolic_lol
No it shouldnt have
lolic_lol 30 Jun @ 9:45am 
Does this mod have problems with ring worlds?
In the past I tried this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481738360
and the game crashed every time I finished building a section of the ring world.
Fran  [author] 26 Jun @ 11:17am 
@Aritael
sadly yes. and sadly i can't change those hardpoints without editing the mesh model itself, what i didnt learn so far ^^ but i texted the ASB authot the issue. maybe he fixes this issue. Cause i harldy can't edit every hardpoint of every ship just for asb XD
Aritael 26 Jun @ 11:14am 
@MrGulag I missed your comment from a few days ago, but yeah, I have also been switching mods on and off trying to isolate the issue. I came to the same conclusion you all did, that ASB is the culprit. Also, I found that certain ship hardpoints work correctly, and certain don't (for every ship mod, not just this one), so I've spent a lot of time switching around weapon slots to see which ones work. But this is different for each individual ship and section combination, and also applies to non-NSC3 ship mod versions, so it is a daunting task haha.
Fran  [author] 26 Jun @ 5:09am 
To make it clear. This issue is an ASB issue. It happens with Basegame, and with other custom shipsets, just NOT that obvious, Since this shipset has in its original mod its locators facing in another direction its just more obvious that ASB's cannons are not rotating.
Fran  [author] 26 Jun @ 5:00am 
@MrGulag and @Ravenor

Attending to the ssue with Amazing Space Battle
It appears that the guns fire in a opposite direction. THIS is not a issue by this shipset. I did test it now on very much different ways, and i also went to ModdingDem Discord to ask this. I already saw there that multiple people are reporting that ASB's Autocannons are always facing in once direction shooting around enemies and mostly dont hitting them. They also did post screenshots showing the same issue this shipset has. Since usually the turrets gfx is rotating on this shipset, (so that the gun fire in proper direction, the mesh itself isnt rotating), it appears that the ships dont know where to fire at. This is just a visual bug caused by asb, you still do the same dmg. I tested it now on very different ways, and even with base shipskins the cannons mostly dont hit their target visual. See last screenshot wich shows you the issue
MrGulag 25 Jun @ 5:50pm 
@Fran how do you want me to send you the screenshot? also its every ship, specifically the auto and macro cannons though, Lance batteries show correctly
Fran  [author] 25 Jun @ 4:45pm 
@MrGulag
Can you show me what your issue is with a screenshot? So i can myself see what you mean? And tell me maybe wich ship it is, or if it is every ship?
Sorry, i'm by patching something, so this patch gets delayed a bit for ASB, but every tip makes it quicker for me
MrGulag 25 Jun @ 4:13pm 
@Fran seems like loading this before ASB doesn't fix the problem
Fran  [author] 24 Jun @ 1:49pm 
@Gecko
I did XD But great its done for ya!
Gecko 24 Jun @ 1:23pm 
@Fran
idk if it was what you changed or if the other mods author fixed it on their end but the texture issue is fixed now thanks.
Fran  [author] 24 Jun @ 3:09am 
@MrGulag
Did you try to load this mod before? ASB?
But i will check. I justz wouldnt know what it would have in common with ASB, but will see
MrGulag 23 Jun @ 7:17pm 
@Ravenor Im also using ASB so honestly that sounds like thats it.
@Fran maybe check with that mod specifically to see if theres a conflict somehow, or a piece of code that doesnt work right?
Fran  [author] 23 Jun @ 4:14am 
@Gecko
Check out if it is still a issue with your attackmoons.
I did remove the entries for the old megatstructurs, maybe that fixes the conflict
Thank you for helping to find the issue :)
Gecko 22 Jun @ 7:33pm 
Actually I think I figured out what mod its from Reworked advanced ascension. I completely forgot I had that installed. I don't know if the issue is from a conflict thought or a bug with that mod itself. But its probably from that mod itself.
Gecko 22 Jun @ 6:53pm 
@Fran
Thanks im trying to narrow down if there is a conflict. So I should specify the ship is called a Harshmoon. Idk if thats from the shipset or Gigastructures. I havent played stellaris for a long while so idk whats base game and mod anymore lol.
Fran  [author] 22 Jun @ 1:57am 
@Gecko
I'll check that out :)
Gecko 21 Jun @ 9:02pm 
Mod is great, the only issue I'm having is that attack moons don't have a texture. They literally look like open cardboard boxes. I tried unsubbing and resubbing but that didnt fix the issue. Does there happen to be a conflict with gigastructures mod? Only one I can think of that might be an issue.
Fran  [author] 21 Jun @ 10:27am 
@Ravenor and @MrGulag
I did now a playtest again and attacked larger fleets with this shipset.
For me it is absolutly firing out of its weapon locators. with and without NSC3.
If you still have the issue and you maybe have gameplay mods or so , try load this mod before them. Since this mod is older it might be that the newer mods you play with change stuff this one is outdatet for.

Keep in mind to load shipsets anyways before gameplay additions or so. Like music they in general dont change much in gameplay stuff and shouldnt overwrite basic stellaris stuff. Only if you download a shipset wich is said to have tec or more stuff, you should load later as for example other tec if you wanna use those.

I really tried to provoke it for myself to have those crazy firing angles, but it absolutly works fine, not like Vorlon's where the geneal ship is converted a bit wrong by the original mod author and where a locator is far off the ship.
kerrigan1603 19 Jun @ 2:30am 
@Fran That is unfortunate. :(
Fran  [author] 19 Jun @ 2:16am 
@kerrigan1603
I did wrote him a long message on June 2 on deviantart, but no i didnt got a respond
kerrigan1603 19 Jun @ 2:13am 
@Fran By the way, have you get any word back from Martechi with regards to his Soviet shipset assets?
Fran  [author] 19 Jun @ 12:50am 
@
kerrigan1603
will take a look into it :)
kerrigan1603 18 Jun @ 7:14pm 
Btw, I have another suggestion for a shipset to be updated, basically a Roman Empire themed shipset.

Roman Ships
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2174020878&searchtext=Roman+Ships
Fran  [author] 18 Jun @ 11:29am 
@Ravenor
I will check that out again.
But as i said, it doesnt change any tech, or something else.
But i will do a deepdive again
Ravenor 18 Jun @ 11:27am 
But angels of death shipset works as intended so there must be something wrong with this mod.
Ravenor 18 Jun @ 8:01am 
MrGulag I think its the amazing space battles mod. At least in my case.
Fran  [author] 18 Jun @ 5:53am 
@Railgunner2160
Should be changed :)

@MrGulag
I did test it on my fixing check, and i didnt have the issue. So it seems to be a outside issue not related to this mod.
MrGulag 17 Jun @ 3:56pm 
@aritael I have the same issue, if you find out what mods cause it please let me know, cus having to slowly add mods, build ships, and see them shoot is really tedious lol
Ciaphas Cain 16 Jun @ 10:14am 
Thank you!!
Fran  [author] 16 Jun @ 1:57am 
@Railgunner2160
Its all fine for me^^
Railgunner2160 16 Jun @ 1:56am 
Blame Battlefleet Gothic: Armada 1&2, I got really into researching the lore of the ships after playing and did a dive on the WH40K wiki to learn about them.
Fran  [author] 16 Jun @ 1:46am 
@Railgunner2160
Will do that in the next update, thanks for the hint
Railgunner2160 16 Jun @ 1:44am 
Hey, this is just a personal opinion but for those not using NSC3 but using this for the 4.0 patch I think if you swap the 3M cruiser section model & the 2P1H cruiser section around it'll fit both thematically better and WH40K's lore better
The reason is that the current 3M model is the Defiant-class Light Cruiser which functions as a Carrier ship in the Warhammer 40K lore while the current 2P1H model is the baseline Endeavour-class Light Cruiser which was the standard model the Defiant was based on and in lore was the most produced out of the 3 variants.
Fran  [author] 14 Jun @ 12:44am 
@Aritael
I don't think all turrets move on this set, but if you really mean the target direction, than i'm a bit confused XD This mod shouldnt afect any fire direction, or tecnology or so^^

its basicly just a reskin hmmm. But keep me in touch, if its really just this mod, i will check again
Aritael 13 Jun @ 6:58pm 
Thanks for carrying over another great mod! I think I have a conflict somewhere, because autocannons all fire in the opposite direction of the target ship. It looks funny, but is a bit frustrating haha. It doesn't seem like others are experiencing this problem, so it must be a mod conflict on my end. I haven't yet been able to successfully isolate and identify which mod it is, though.
Fran  [author] 13 Jun @ 3:55pm 
@MKKOKO
Sadly the original doesnt has it :(
MKKOKO 13 Jun @ 11:42am 
This mod requires several space station models very much because all space station upgrades only have one initial space station model:steamhappy:
TheDude 11 Jun @ 5:54pm 
the emperor is pleased
Fran  [author] 11 Jun @ 11:41am 
@Fatetaker
You are very very welcome :) I hope you continue enjoying the game and that you will have a great day!