Stellaris

Stellaris

Halo: Covenant Portraits
191 Comments
Isolator Nov 25 @ 12:54am 
@force728:steamthumbsup:
force728  [author] Nov 24 @ 3:13pm 
@Isolator: Ok, I'll look into it when I can.
Isolator Nov 23 @ 11:40pm 
@force728 I found out this is a MOD conflict. There’s no issue when using it alone, but when Halo: Covenant Portraits MOD is used together with other Halo Portrait Mods, they conflict. This results in the Huragok and Lekgolo still being unselectable.
force728  [author] Nov 23 @ 12:07pm 
@Isolator: I'm checking now, but I don't see any issues on my end for the Lekgolo or the other Covenant races. I'm planning to update the mod today, so try it again afterwards to see if the problem is resolved.
Isolator Nov 23 @ 5:03am 
The Lekgolo and other species have become unplayable again.
force728  [author] Nov 22 @ 7:32pm 
@UltraCorps: That sounds interesting, but I need to remind you guys that I have no affiliation with the SotP ship set mod. All I have is permission to use their high charity model.

@finleygame2004: This mod doesn't have city sets included. The SotP mod hasn't updated their city sets yet.
UltraCorps Nov 22 @ 12:41pm 
I would love to see a retexture of the covenant ships for the Swords of Sanghelios faction if you have the means to
StarKnight62 Nov 13 @ 2:49am 
Adding new buildings would be awesome and add some more depth to covenant industry. So if your able than that would be amazing. Completely up to you though. This is a really cool Mod, so keep up the great work :)
finleygame2004 Nov 6 @ 12:00pm 
why are the city portraits appearing under the water?
force728  [author] Nov 5 @ 3:13pm 
@StarKnight62: You want more buildings? I don't mind adding more, but I also don't want to be redundant with existing buildings from the base game.

Adding districts to existing worlds is tricky and Covenant empires can already discover shield worlds which have forerunner districts. However, I could add some more Forerunner-style deposits to worlds when using the Luminary relic.
StarKnight62 Nov 4 @ 9:04pm 
Or be able to add specific covenant districts to planets like those on High Charity.
StarKnight62 Nov 4 @ 9:02pm 
I have a question. Is it possible to add covenant versions of forerunner buildings. Like for the covenant instead of a vacuum generator building it could be a Founts generator. For minerals a covenant mining complex, etc. Just wondering.
force728  [author] Oct 31 @ 4:17pm 
@Lone Spartanz: Should be fixed now.
Lone Spartanz Oct 31 @ 10:36am 
Will Lekgolo ever be playable? (considering that you cannot choose them at the very beginning)
force728  [author] Oct 9 @ 4:11pm 
@Kalawaki: That's odd. The drop pod army type shouldn't have a species type at all. I'll look into it.

@11112010: I'll check out those jobs. I may have to change some of them.
Kalawaki Oct 9 @ 3:29pm 
This isn't really a "bug" per se and more just something really annoying, but when I'm playing as the Covenant hegemony and my ships send down drop pods, it always sends down San'Shyuum instead of Sangheili because the latter are the "dominant" species. Any suggestions on how to fix this?
11112010 Oct 1 @ 1:55pm 
Hello, @force728, I am a big fan of your mod! I noticed that the Unity which is my mother planet has both Merchant and High Priests keep stay empty, and when I click it with mouse and Alt, it says those job produce nothing either:steamsad:. Also, if i reform my government by having Catalytic Processing, some of my job will be depleted, the jobs still there but stays empty. I played your mod before, roughly one year ago, it is not like this, but I am not sure if this is causing by other mod, just wanna share my experience, really love this mod.:steamhappy:
Modern Spartan Sep 9 @ 5:39am 
I wish the Covenant had buildings like the Forerunner resource buildings. They use reverse engineered Forerunner technology, so weaker versions of the fabrication buildings would fit them?
Luna Jul 20 @ 2:58pm 
could you work on ships so we dont have to wait so long for Sins of the Prophets to update
force728  [author] Jul 3 @ 9:14am 
@Comrade Penguin: I had this option before, but some players wanted all the Covenant races at the start of the origin. So if you just want to start with only the San'Shyuum, pick the Writ of Union civic and skip the High Charity origin and use one of the custom empire versions or pick the covenant space one. You'll still get the Covenant tech options since it's dependent on the civic and not the origin.

@Kalawaki: Should be fixed now.

@⬷๏⦕Ω⦖๏⤐: Nope. Not my ship set.
Comrade Penguin Jul 3 @ 2:21am 
Is there a way to get the Covenant start but without the entire host of species? I'd like to do a game starting with the prophets and naturally adding dynamic Stellaris species into the Covenant instead.
Kalawaki Jun 26 @ 12:55am 
Iirc Plasma Bombardment used to only allow the planet to be glassed when the pops on the planet were reduced to 0, but now that pops are in the thousands that probably broke the ability to glass things.
⬷๏⦕Ω⦖๏⤐ Jun 23 @ 7:58pm 
can the covenent shipset be attached to this
Spector641 Jun 23 @ 12:13pm 
What's in the new update?
skaldic.oresteia Jun 14 @ 8:07am 
Don't know if this has anything to do with the recent update or if there's interference from some other mod but for some reason plasma bombardment has stopped working? Console commands can be used to turn a planet into a glassed planet, but the mechanic has stopped working. Fibril bombardment from the ancient humanity/UNSC mod still works, though.
Carnage Jun 10 @ 3:58pm 
Could you please make the Kig-Yar racial trait give trade now that Trade has been seperated from energy?
KASTA1LOVE Jun 6 @ 10:44am 
@TerBuis hey dude, maybe it has something to do with your mods on origin?
Terbuis May 31 @ 10:44pm 
Getting two daily empty event pop-ups when using any mod in this set. Love the mod but unsure of how to fix this, its to the point that its essentially unplayable.
StarKnight62 May 31 @ 6:20pm 
Premade empires not showing in in empire selection screen
force728  [author] May 26 @ 8:48pm 
@LauraTons: No, but I remembered fixing that and I don't see it in the files. Have you tried re-downloading the mod. Sometimes steam workshop doesn't properly update the files.
LauraTons May 26 @ 2:24pm 
is it intended for the covenant citadel to add +500 stability?
Inerael May 17 @ 12:00pm 
Thanks you so much for maintaining this mod ! <3
Dominic May 9 @ 6:34am 
ermmmmm update????
speicherii Apr 27 @ 11:05am 
I found all of the rest of them, but what category are the Mgalekgolo in?
Freemeats Mar 23 @ 9:36am 
I have not actually played through this mod yet, I'm still in the process of making the empires for a play through, but reading the civics and origins, I was wondering if it was at all possible to force the covenant to start as an advanced AI empire, and if it was possible to have in the covenant origin, something that forces the covenant to act as something similar to fanatical purifiers to any humans they were to come across.
Kalawaki Feb 20 @ 9:22pm 
Still works as of 3.14.

Love this mod, it’s quickly become a favorite of mine. Looove the Covenant technologies you added in.

Here’s hoping you update/fix it quickly when the Devs break the game with the Pop Rework.
Centerplaza #TF2isEasy Feb 15 @ 5:13pm 
Could we get an early covenant origin, just starting with sangheili and san' shyuum and distribute the other races through out the galaxy
Badgino56 Jan 27 @ 11:08am 
My empire shal rise, methane for all
force728  [author] Jan 22 @ 4:04pm 
@FluidCorn795702: Should be fixed now.
FluidCorn795702 Jan 22 @ 9:28am 
i am having trouble finding the hunters
Hank Jan 11 @ 9:21pm 
In case anyone is having the same problem I had - the Covenant species added in this mod are now located in the various classifications - Kig-Yar are in Avian, Drones are arthopods, etc.
Random Show Dec 29, 2024 @ 3:08pm 
Could you put the various covenant species into their respective vanilla species classes?
Bonje Nov 9, 2024 @ 4:33pm 
Hey man, I'm having an issue where Kig-Yar are showing up as Despicable Neutrals. Is that intentional, or is it just a bug?
AneurysmSauce Sep 15, 2024 @ 4:33pm 
thank you for keeping these mods going, they're my favorites. This and SotP bring back my childhood from time to time. Preciate you guys :')
It come with eggroll Jul 14, 2024 @ 9:13am 
Nevermind I figured it out, High Charity stars with incompatible districts (at least in my game), but I can replace them with the correct modded High Charity districts.
It come with eggroll Jul 14, 2024 @ 9:11am 
Does this mod or SotP add High Charity? I can't build anything in High Charity's districts, it's telling me the district set being used isn't matching at least one of the district sets (Resort, Standard, Hive, Machine, Shattered Ring)

I think SotP is a bit outdated, has anyone else experienced this bug?
Zombie Jul 3, 2024 @ 12:23am 
The ships are a different mod known as sins of the prophets.
hollydroid597 Jun 24, 2024 @ 6:24am 
Ships are not working
(No DLS, last version)
Dweller_05 May 7, 2024 @ 1:38pm 
they probably broke/changed something as to how they work so hopefully it's not a terribly difficult fix
Dweller_05 May 7, 2024 @ 1:38pm 
Yeah, sorry, I was just making sure to put it on all of the portrait mods that I had that were affected since it seems to be a lot:steamthumbsup: