Stellaris

Stellaris

Caravaneers and Nomads coexist
48 Comments
akeean  [author] May 23 @ 6:41am 
I'm currently not active in Stellaris and have no insight if the Caravaneers/Nomads are even still in the game and how their event chain now work with the changes that happened.

I'll update it when I try out Stellaris again, once I hear the growing pains from the big changes in 4.0.* have passed.

Definitely don't try to run it with 4.0 before - you'll likely break your save or at least the event chain.
PedroMarques May 20 @ 6:51pm 
will the mod be update to 4.0?
akeean  [author] Jan 8, 2024 @ 2:24am 
Mod is currently not compatible to Stellaris. Last tested working version is 3.6
Riekopo Jan 1, 2024 @ 6:42pm 
need update?
forbiddenlake Mar 30, 2023 @ 6:55pm 
3.7.4 - should work but the plural name might be broken, as "NAME_Namarians" no longer exists in the localisation files
akeean  [author] Nov 27, 2022 @ 12:14pm 
This mod is currently outdated, I didn't check if the last patch changed the Nomands event file, or if any syntax changed (which could cause bugs or events not fireing).

This mod only allows the Nomads to spawn, which the activated Megacorp normally DLC prevents (in favor of the Caravaneers and their EA lootboxes). No idea if Paradox changed anything about the Nomads, do as you think is best.
Peter34 Nov 26, 2022 @ 2:25am 
I remember back before the Megacorp DLC came out, the Nomads would sometimes offer me the opportunity to purchase a huge fleet for a silly low price, very early in the game. That was just stupid and horrible.

Has that been fixed, or is it something I ought to worry about before deciding whether to enable this mod or not?
akeean  [author] Sep 14, 2022 @ 1:21pm 
@ranma100 I think this requires a new game, since that is where nomads/caranveers empires get created for a galaxy.
ranma100 Sep 14, 2022 @ 7:59am 
Does this need to be in a new game or can I drop it in an existing save?
Generic Feline Jun 2, 2022 @ 7:30am 
Makes sense, I kind of wish we could mod the game just a little bit more without triggering the checksum and preventing achievements, at least mods that are fair and do not add actual advantages. Namelists, species or even enabling things that already come in the Vanilla game come to mind.
🎀Hara🎀 Jun 2, 2022 @ 5:49am 
damnit i just want that damn ship
akeean  [author] May 31, 2022 @ 4:43am 
@Kashino it edits events/nomad_events.txt so it can't ever be ironman-compatible.

Generally anything that touches /commons/ or /events/ folders will break checksum (IDK if any other folders trigger checksum, but those two are guaranteed to and are the ones most impacted by anything but ui or graphical mods)

IMHO this is one thing Creative Assembly does better with Total War, they allow gathering achievements with modded play. In Stellaris you can completely cheese the difficulty by just moving Pre-FTL and game event date sliders to absurd amounts and essential be undefeatable, so the checksum check is just added tedium.
Generic Feline May 29, 2022 @ 2:03pm 
I assume this isn't the case. But is it achievement and ironman compatible?
FrozenParagon May 27, 2022 @ 10:48pm 
I think I may disabled my own version of this mod and just use this one for a bit. it's basically the same, but yours is shinier
akeean  [author] May 16, 2022 @ 12:17pm 
Updated and compatible with 3.4 - Overlord DLC
Bepiss May 13, 2022 @ 3:00am 
Update pls
akeean  [author] Apr 21, 2022 @ 3:38am 
Yes, still compatible to 3.3.* as nothing was changed about them recently.
Amanfreed Apr 19, 2022 @ 10:20pm 
This work on the current update?
akeean  [author] Feb 2, 2022 @ 8:43pm 
Yeah I also think it's odd that owning a DLC makes you lose access to game content.
w.girl27 Feb 2, 2022 @ 5:58pm 
thank you i missed the nomads have no idea why they weredeactivated escially sense there events and what not dont conflict with carravaneers at all.
akeean  [author] Nov 23, 2021 @ 3:54pm 
Updated for 3.2
Riekopo Nov 22, 2021 @ 1:14pm 
Please update for the patch that released today. Thank you.
akeean  [author] Oct 5, 2021 @ 11:27pm 
It might need an update.

I'll do an update pass on my mods soon. In the middle of moving right now, so it's hard to find time.
Riekopo Sep 25, 2021 @ 12:42pm 
Does need update?
akeean  [author] Apr 25, 2021 @ 6:31pm 
Sorry, scripting language has changed from 2.8 to 3.0. Loads of mods need an update or will have errors or silently fail at some point.
Armok Apr 24, 2021 @ 9:54pm 
huh, didn't even realize this mod was broken in 3.0, missed the chance of having these guys in my game rip
akeean  [author] Apr 24, 2021 @ 9:01pm 
Updated for 3.0.
akeean  [author] Apr 24, 2021 @ 8:54pm 
@RedTheKnown Currently not compatible and WILL break due to mod api changes, will update it today.
RedTheKnown Apr 24, 2021 @ 2:33pm 
Does anyone know if this mod works for 3.0?
VTS0 Apr 2, 2021 @ 2:40pm 
shooting star!
akeean  [author] Nov 24, 2020 @ 7:05pm 
<3
Bottom of the Well Nov 24, 2020 @ 12:16am 
Enjoy the Golden Unicorn you deserve it
akeean  [author] Nov 22, 2020 @ 12:16am 
@hyper_fool_80 yes it probably was, that file only had tiny bugfixes since 2.6, but I've updated it now.
hyper_fool_80 Nov 20, 2020 @ 2:24pm 
Work In 2.8.*?
Dr Nilsson 🖖 Sep 21, 2020 @ 3:59am 
Ah. I confused caravaneers with the nomads.
akeean  [author] Sep 20, 2020 @ 6:56pm 
According to wiki (I didn't double check the game files for this):

"The date when and if the Nomads arrive is rolled at game start, with the following chances:

20% chance to appear after 20 years ± 500 days
25% chance to appear after 40 years ± 500 days
25% chance to appear after 55 years ± 500 days
30% chance to never appear

Nomads are replaced by Caravaneers if DLC is enabled." (<- this is the only thing that my mod changes, the above % chances remain unchanged)
akeean  [author] Sep 20, 2020 @ 6:53pm 
@jack Caravaneers are a beginning of campaign setting (at the bottom). if the new game has Caravaneers enabled, then Nomads are not allowed to spawn (without this mod. With this mod, both have a chance to appear, but no guarantee).

Caravaneers require MegaCorp DLC, Nomands have been free content (or maybe Leviathans).
Dr Nilsson 🖖 Sep 20, 2020 @ 7:56am 
If i remember it correctly, the devs added caravaneers for people without the megacorp dlc. And the caravaneers are vary rare, by design.
Hazardous Sep 20, 2020 @ 7:49am 
they're still completely gone from all my playhtroguhs even when i turn the option for them on.

and i dont remember seeing them before i bought a bunch of DLC a long, long time ago when Megacorp was new.
Dr Nilsson 🖖 Sep 20, 2020 @ 4:18am 
Caravaneers is not part of any dlc. It’s in the base game.
Hazardous Sep 19, 2020 @ 7:28pm 
now i just need to figure out which DLC disables the caravans.

I dont know why having all the dlc makes some DLC inaccessible
Dr Nilsson 🖖 Apr 3, 2020 @ 1:42pm 
Ok, thanks. :)
akeean  [author] Apr 3, 2020 @ 12:10pm 
It doesn't change anything else but the removal of Caraveneers if Megacorp is enabled. So if wiki says 30%, that's what it is.
Dr Nilsson 🖖 Apr 2, 2020 @ 2:19pm 
Does this mod make the Nomads spawning a 100% chance? According to the stellaris wikia there is a 30% chance they won't spawn at all even if you don't have the megacorp dlc.
akeean  [author] Mar 28, 2020 @ 10:40am 
Looks like there was no risk of running the outdated version. Updated the tag anyway.
Zaldure Mar 28, 2020 @ 2:29am 
do it work with 2.6.2?
akeean  [author] Mar 4, 2020 @ 8:17am 
Yes, this needs to override 00_nomad_events.txt in order to remove the line that checks for Megacorp DLC and disable the nomads if active.
Cryptid Mar 3, 2020 @ 6:52am 
does this overide any vanilla file ?