Stellaris

Stellaris

60 ratings
Sartek's Star Trek Universe
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.221 GB
27 May @ 3:46pm
27 Jun @ 3:43pm
5 Change Notes ( view )

Subscribe to download
Sartek's Star Trek Universe

Description
4.0.* compatible

This mod contains tons of Star Trek content:

  • Tons of new portraits.
  • Tons of new shipsets and names.
  • Tons of new rooms.
  • Tons of new sounds.
  • Tons of new particle effects.

Note: This mod Increases fleet formation spacing by 33% (from 4.0 vanilla) to avoid ships clipping with each other.

>>>NSC3 Compatch<<<
63 Comments
nbkx 15 hours ago 
@A-Sartek ok, i didnt knew. so sorry for my complaining
A-Sartek  [author] 18 hours ago 
@nbkx Which one? If we are talking about frigates that is on purpose to make 'em look different than corvettes and because of the assets available.
nbkx 18 hours ago 
the shipmodels are clipping together , in the shipeditor aswell on the gamemap
A-Sartek  [author] 15 Jul @ 5:56pm 
@Warcommissar1 Hmm, if by sandbox you mean if Stellaris rules are still intact, yes. This mod is modular and adds new stuff without replacing (I think the only exception is some sounds that are grouped differently).
Warcommissar1 15 Jul @ 4:21am 
is this still a sandbox?
A-Sartek  [author] 10 Jul @ 12:16pm 
@Xenomorph Kitty All locators are centered and if there is any ship that you want to adjust, that is done manually via their respective script not the model itself.
Xenomorph Kitty 10 Jul @ 11:59am 
Do the ships in this pack as well as the NSC3 patch have weapon hardpoints?

I know ships from the ST universe don't have turrets, but do these models have weapon locators? So that shots come from different parts of the vessel, or do all weapons just fire from the models centre? :)
A-Sartek  [author] 4 Jul @ 5:39pm 
Niceee :praisesun:
tilarium 4 Jul @ 3:24pm 
@A-Sartek Thanks! That cleared it up. I actually went and switched the clothes to the minor ones, so they have a couple of options.
A-Sartek  [author] 4 Jul @ 2:31pm 
@tilarium Hey no problem, I can definitely give you some guidance. For the clothes those are set in gfx/portraits/assets_selectors, there you can deactivate clothes, swap them or change them based on government, etc. As a suggestion you could use clothes from the files marked "preftl1" if you don't mind the Atomic Age/Classical Age look those clothes have.

Regarding randomized species, those are set in common/species_classes.
Then for each race/faction that you don't want randomized you can add the following:
playable = { is_ai = no } (I think -always = yes- should work anyways)
randomized = no
generate_shipset = yes
gender = yes/no