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Playable Guardians Redone
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78.600 MB
Apr 1 @ 8:24pm
Apr 19 @ 8:16pm
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Playable Guardians Redone

Alpha/Dev Version 0.3.4 (Stellaris Version 2.0.2)

Warning: Playable Guardians Redone Works Best Installed Before Starting A Save

Please Let Me Know If You Find Any Bugs

Notice - Pirate Galleon/System has been Disabled till Further Notice

Playable Guardians Redone Discord Server

Link to the Playable Guardians Redone Channel in the NSC Discord Server -

All Credit goes to Crusader Vanguard's Original Mod here ->

Playable Guardians Standalone adds/alters/improves the following:

Playable Guardians - The main feature after which the mod is named, this mod adds 8 unique Playable Guardians to the game, including one specifically designed for Playable Guardians.

The Playable Guardians are:

Automated Dreadnought - Yes, you can get the original Dreadnought, but these Dreadnoughts are altered to have better stats, and while it may lack the weaponry bonuses, it comes with an alternative color scheme (see images above) and 2 XL Lances designed for them.

Dimensional Horror - The Playable Guardian Dimensional Horror acts more as a station than a ship, however, it can spin to engage enemies from any direction with it's "mouth" lance. While it cannot "move" normally, it can be moved to any colonized world in your empire (see images above).

Enigmatic Fortress - The only "true" station Playable Guardian. The acquisition of the Enigmatic Fortress is unique in that you have to finish the vanilla Fortress event chain to unlock it.

Ether Drake - Everyones favorite space dragon! Like the Automated Dreadnought, you can get a "baby" Drake if you wish, but that's just sad. You want the enormous monstrosities that can blast their way through anything? Here you go! And to make it even better, Playable Guardians adds 13 different color options for your enjoyment! See the images above for a preview.

Stellarite - Massive being of solar energy, the Stellarite is the one Guardian that more often fights traveling backwards that forwards. Don't worry, even the it's imfamous XL beam will be able to fire backwards.

Technosphere - You might know this one better as The Infinity Machine, the massive sphere that does nothing but stare at a black hole. This Playable Guardian is unique in that it's the only one you can aquire via peaceful means.

Wraith - This is one hard Guardian to find: you have to scan the right pulsar then wait 40 years for it to even appear. Well, I've improved them with double the weaponry to make it worth your wait, plus that wait is only 15 years now, and they now come in 7 different colors.

Carrack Pirate Galleon - A unique Guardian made exclusively for Playable Guardians, this oversized, overpowered monstrosity of Pirate power is the REAL Pirate Guardian. If you want to see it or learn why Crusader Vanguard made this Guardian for the mod, please see the previews on the original Mods page.

Player Controlled Guardian System Spawn Chances - Yes, I know. There are mods out there that allow you to have all the Guardians automatically spawn in. However, this is unique in that you can choose exactly the chance of each Guardian. Almost every Guardian's spawn chances are included (except Enclaves and the new Carrack Galleon). You can set the spawn chances to: 0%, 25%, 50%, 75%, or 100%. You can choose all spawn chances universally (all Guardians will spawn at the "universal" chance you choose) or customize individually: have 100% chance of the Ether Drake, 50% chance of the Automated Dreadnought, and 0% chance of Hive Asteroids. You have control.

Reworked Guardian Systems - Have you ever noticed the "Ether Drake" is considered a "Red Dragon", but everything is orange? Why? Not anymore. The Ether Drake system is now red: the Star is class "M" (red) and the Ether Drake itself is now a "true" feiry red. The "boring" systems like the Dimensional Horror's or Technosphere's are now more useful, having either extreme resources (Dimensional Horror black hole) or habitable planets (some have Gaia worlds - other's have 3 separate habitable planets, one from each vanilla catagory). The Stellarite star is now as "small" as it should be. And so on.

Improved Guardian Weaponry & Scaling - Have you noticed that the vanilla Pirate Galleon has level 1 weaponry? Or the Technosphere just has a lot of Gamma lazers just thrown on? Not anymore. The Pirate Galleon has "real" weaponry, the Technosphere now has "Infinity Weaponry", all white lazers that are improvements upon gamma lazers. The now scaled up Ether Drake has weaponry that is now red like it's scales. The Automated Dreadnought is now scaled 3x larger so "look at the size of that thing" means something. And so on.

Fixed Paradox Coding Errors That Caused Certain Guardians To Loose Weaponry - That's right. Paradox incorrectly coded some of these Guardians, so that the Automated Dreadnought, Technosphere, Wraiths, & Pirate Galleon never had their full weaponry compliment to begin with!! In fact, the Wraiths have literally had their weaponry count cut in half, the Technosphere nearly half! Ever noticed some weapons don't fire? Playable Guardians corrects this error, giving the Guardians the firepower they should have had from the start.

Compatible Mods

Here, There Be Dragons ->

(-NSC2 Season 1 - Episode 5 - v1.5-) ->
Popular Discussions View All (1)
Apr 9 @ 5:31pm
PINNED: Playable Guardians Redone Known Bugs List/Report List
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Shadows-Forgotten  [author] Apr 19 @ 8:19pm 
sorry everyone Pirate Galleon/System has been Disabled till Further Notice :(
xnadu27 Apr 17 @ 12:37pm 
I haven’t even found the pirate guardian yet.
fabian-musik Apr 17 @ 12:27pm 
Hi, since today I have a bug leading to a necessary force close whenever one of the mod events triggers:


To my surprise, I do not think that it is because I find the system, basically the whole galaxy is exploed without having found them yet. Full error message:

Event: NSC_guardian_pirate.2
Event Scope: fleet
Executing Scope: type=ship
random={ 1539156647 1539156647 }
random={ 767688331 767688331 }
random={ 801593990 801593990 }

I could try to disable the event for my running game but have been wondering where the crash comes from.
Einolf Apr 16 @ 1:48am 
SCX should be compatible with this mod, right ?
Ridesdragons Apr 9 @ 9:00pm 
glad to see my edit was of help lol. just keep in mind, I hardly touched the artisans section at all. looked like a bunch of mumbo jumbo to me at 5 AM. I mostly just messed with traders and curators, and I can only vouch for the traders (as it's almost entirely identical to vanilla, so if that's bugged, it's also bugged on paradox's end lol). so take it with a grain of salt lol
Arkhangel Apr 9 @ 5:27pm 
You need to remove the choice of FTL drives on the Guardians, apart from the ones that actually still exist, ie Hyperdrives and Jump Drives, trying to, say, use Guardian Warp just bugs the guardian ship out and causes it to fly incredibly slow, plus the weapons are bugged.

I currently have the Carrack Galleon and it literally took the thing 6 months to go a third of the system.
Ridesdragons Apr 9 @ 6:13am 
here you go. this will last for 2 weeks. hope it helps.

now I'm off to bed. I want the past 4 hours of my life back lol (was 2.5 until I broke something. long story short, I fixed it)

and again, this assumes you've fixed common/scripted_triggers/nsc_scripted_triggers.txt, changing the line with the AI personality to has_valid_civic = civic_machine_terminator
Ridesdragons Apr 9 @ 2:29am 
ohp, just read the known bugs list lol. well, I've confirmed it I guess? anyway, I'm making edits to the file right now on my end. I'll set it up on pastebin for you to confirm or otherwise compare and ensure it does what's intended while maintainint the 2.0 changes
Ridesdragons Apr 9 @ 2:08am 
there's more than just the think tank and such, btw. there are many changes that hasn't been updated yet in this mod's file. another case is that you check for AI personality exterminator, while vanilla checkes for has_civic determined exterminator (the player never has an AI personality, after all). this means that scripted_triggers needs to be updated as well, since nsc_enclave_hates checks for personality instead of civics there, as well

so, really, everywhere that deals with enclaves needs a sweepthrough
Ridesdragons Apr 9 @ 1:51am 
found a bug

in stellaris 2.0, you're able to build curator think tanks and art colleges in the starports of the systems containing curators and artisans, respectively. However, to do so, you must first sign an agreement with them, which requires over 49 trust. This is located in the events/guardian_events.txt. problem is that in this mod, the section that was added for this is not there

use winmerge to detect additions you've yet to include please (for example, 6902, 7034, 7861, etc)