Stellaris

Stellaris

Ascendant Shipset
190 Comments
Jake the Snake Jul 5 @ 10:46am 
lmao, workshop commenters gonna be workshop commenters
Garyx Starlight  [author] Jul 2 @ 6:24pm 
Istg
idkynot Jun 30 @ 5:27am 
please make a legacy for 3.14 i beg
idkynot Jun 30 @ 3:34am 
it is because it is 3.14
idkynot Jun 28 @ 12:48am 
small problem not sure if it is because im using 3.14 or what but the weapon projectiles of this spawn on the centre of a system instead of from the ships
Garyx Starlight  [author] Jun 1 @ 10:26am 
Oh yeah strike craft exist too. But, who looks at them?
The ion cannon doesn't have a texture swap since the shipsets use their own designs for it.
DJ BONER May 30 @ 8:02pm 
Here are the changes I made to the ion cannon's entry, in case anyone else is stuck on it:

pdxmesh = {
name = "ascendant_01_ion_cannon_mesh"
file = "gfx/models/ships/ascendant_01/starbases/ascendant_01_ion_cannon.mesh"
scale = 1.0

###NEW STUFF BELOW HERE###
meshsettings = {
name = "small_shield1Shape.002"
index = 0
texture_diffuse = "fallen_empire_02_colossus_diffuse.dds"
texture_normal = "fallen_empire_01_colossus_normal.dds"
texture_specular = "fallen_empire_01_colossus_specular.dds"
shader = "PdxMeshShip"
}
}

(You can change file under "texture_diffuse =" to whatever Fallen Empire colour you want)
DJ BONER May 30 @ 8:01pm 
@Garyx Starlight Thanks for the detailed reply! While you didn't mention the strike craft textures (ascendant_01_fighter) or the colossus energy texture (ascendant_01_colossus_energy), I was able to figure it out by myself and the rest of your instructions worked flawlessly.
I did run into an issue where I couldn't get the ion cannon to change colour, but I eventually got it working by adding my own meshsettings under its entry in the "ascendant_starbase_meshes.gfx" file.

Thank you so much for pointing me in the right direction, I would still be pulling my hair out if it wasn't for you. I've left an award on your profile as thanks :steamthumbsup:
Garyx Starlight  [author] May 30 @ 2:47pm 
Oops, the speculars should start "ascendant_01" and not "ascendant_empire" for the replace
Garyx Starlight  [author] May 30 @ 2:11pm 
I hit the character limit :(
Garyx Starlight  [author] May 30 @ 2:10pm 
ascendant_empire_civilian_specular > fallen_empire_civilian_specular
ascendant_empire_small_warship_specular > fallen_empire_small_warship_specular
ascendant_empire_large_warship_specular > fallen_empire_large_warship_specular
ascendant_empire_colossus_specular > fallen_empire_01_colossus_specular
ascendant_empire_stations_specular > fallen_empire_stations_specular

ascendant_empire_civilian_normal > fallen_empire_civilian_normal
ascendant_empire_small_warship_normal > fallen_empire_small_warship_normal
ascendant_empire_large_warship_normal > fallen_empire_large_warship_normal
ascendant_empire_cruiser_normal > fallen_empire_cruiser_normal
ascendant_empire_colossus_normal > fallen_empire_01_colossus_normal
ascendant_empire_stations_normal > fallen_empire_stations_normal

There is a single .gfx file in each ship size's (and megastructure's) folder, they all need this applied to ascendant_01 only (if you care about the alt colour not being broken).

That should cover everything.
Garyx Starlight  [author] May 30 @ 2:10pm 
Replace as in the texture file itself?
I can't recommend that, instead a better way to do that is to edit the .gfx files with the following file swaps. This can be done with a find and replace operation in most text editors worth their salt.
Preferably in a local mod so that any updates won't revert it, the wiki has more info on making your own mod but you'll just need to match the file path with the original files so they override correctly. Don't forget to put your mod below this.

ascendant_01_civilian_diffuse > fallen_empire_civilian_02_diffuse
ascendant_01_small_warship_diffuse > fallen_empire_small_warship_02_diffuse
ascendant_01_large_warship_diffuse > fallen_empire_large_warship_02_diffuse
ascendant_01_colossus_diffuse > fallen_empire_02_colossus_diffuse
ascendant_01_stations_diffuse > fallen_empire_stations_02_diffuse
DJ BONER May 29 @ 12:46am 
Hey, do you know what files I should modify in order to make the ships always be a specific colour instead of the country flag's primary colour? I tried replacing the diffuse textures with the materialist fallen empire ones (which were completely identical in every way except for the colour) and setting "ship_color = no" in the graphical culture file, but the ships just glowed white instead of the teal colour in the texture file. Do you know what I can do to fix this?
Zoé Papaya May 16 @ 9:11am 
Thank you for making this, the ships look very nice :3
Yotsen May 14 @ 3:01am 
Thanks for the shipset, been using it ever since I stumbled upon it.
Garyx Starlight  [author] May 10 @ 12:37pm 
It should work now, I forgot to remove some DLC checks
Red Skull May 10 @ 6:43am 
How to select shipset, both are red and cant use
Garyx Starlight  [author] May 9 @ 4:53pm 
It is now updated
Garyx Starlight  [author] May 8 @ 8:24am 
I'm aware the mod's broken currently
TurgidJuiceTree Oct 12, 2024 @ 1:50pm 
hey mate, idk if known or not but the ecumenopolis city has a small black line in the backround in the right, like part of the city doesn't cover the texture.
Garyx Starlight  [author] Aug 24, 2024 @ 8:31am 
Yeah because that's the fallback, I'll fix it with the big update when it's finally done
Flying_Squid_999 Aug 8, 2024 @ 11:43am 
As in, what looks like a cut-off front of an Avian ship hovers at both ends, above and below, when using H sections.
Flying_Squid_999 Jul 29, 2024 @ 3:05am 
Yeah, the hangar defense platforms appear a bit b0rkar00.
Flying_Squid_999 Jul 27, 2024 @ 6:03am 
@Kali Could you elaborate where these lines of code are to copy and replace them?
Lucy Liberty ♡ Jul 11, 2024 @ 8:51pm 
Mod works fine in 3.12+.
paulo May 28, 2024 @ 7:20am 
Please, update this mod for the 3.12.2.
Kali May 27, 2024 @ 4:28pm 
Hey so PDX i guess split the Heavy and Hangar sections for some its an easy fix just copy the heavy entity and replace the "heavy" part of the name with hangar. Thats literally what PDX did, I wonder if this is to prepare for a future DLC where strike craft might be getting changed?
Garyx Starlight  [author] May 21, 2024 @ 8:55pm 
There's nothing to translate though. The mod has virtually no localisation outside the name and species loc, anything else remaining in the loc files are leftover from shelved content.
Cerodan May 21, 2024 @ 5:00pm 
Hello,
To start, I would like to say that this ship mod is one of my favorites and I thank you for putting it online.

I spent my afternoon translating mods and I want to share the fruits of it.

Would you be interested ?
ShaDowS I Hell May 19, 2024 @ 6:39am 
Hello ! Update planned for 3.12 ?
Garyx Starlight  [author] Nov 23, 2023 @ 4:19am 
They're Paradox assets, go ahead.
force728 Nov 9, 2023 @ 9:27am 
@Garyx Starlight: Hey there, I'm currently making a shipset inspired by the Iconians from Star Trek Online. Do you mind if I could get permission to use some of your custom models from this mod? I'll be sure to provide credit and a link to this mod for your help.
Cioran Shrugged Mar 25, 2023 @ 2:00am 
NO.
Garyx Starlight  [author] Mar 25, 2023 @ 1:59am 
Idk, can I?
Cioran Shrugged Mar 24, 2023 @ 8:14am 
I like ”frequently asked question“ part of your mod description, WOULD LIKE MORE OF IT. CAN YOU reply ME IN COMMENTS WITH THE SAME MANNER? PLEASE? I LOVE YOU
Garyx Starlight  [author] Mar 19, 2023 @ 5:24am 
It's not some random space slug, only the "Ascendant" space dragons can use it and only when the portrait isn't already used by the player.
Railgunner2160 Mar 17, 2023 @ 3:07pm 
@Medivek #StopNaZZiRuSSia: re-read the mod description, the mod HAS been updated for the AI to be able to use the shipset.
Dawid Mar 17, 2023 @ 2:53pm 
this is epic mod, but you should make it so that AI cant use it. Its too special for some random space slug to use FE shipset/
Garyx Starlight  [author] Mar 15, 2023 @ 11:41am 
Oopsie, I should pay more attention to stuff.
Restored.
Kali Mar 5, 2023 @ 1:14am 
Hey so on some of thrusters 4s you completely removed them for all ship sizes except "small_ship_ascendant_origin"?
Thyrork Feb 26, 2023 @ 1:01pm 
I'm helping.
N a n a c h i Feb 18, 2023 @ 12:41pm 
Perfectly fits for graphical_culture/necroids_01.
I love it.
corsairmarks Dec 11, 2022 @ 5:41pm 
The only ship graphics change in 3.6 was that PDX added a separate entity definition for defense platform hangars. The rest of the changes were to ship classes and components, which only affects this mod if you are also using the RIG ship stuff.
SchwhatNow the DreamCrusher Dec 9, 2022 @ 11:04am 
With the ship changes that 3.6 introduced this mod will need some tweaking to actually function unfortunately. I do hope you manage to get around to that at some point because I freaking love this shipset you've got here, better still for the fact that it actually uses empire colors.
End Mii Dec 2, 2022 @ 6:38am 
planning on updating for 3.6? I've tried fixing the bug with the missiles, but I've got no idea how to work with the graphical culture/ship design stuff
Daniellm Nov 26, 2022 @ 1:58pm 
cool. thanks!
Garyx Starlight  [author] Nov 26, 2022 @ 11:07am 
Sure, whatever
Daniellm Nov 26, 2022 @ 9:19am 
hey garyx, i wrote to you on discord but you never answered, was wondering if i could get permission to use some of these for another mod?
Frai7ty Nov 14, 2022 @ 10:47pm 
Not that you should, but you can make a ship set iron man compatible, as long as you overwrite a base game shipset, and name all your files the same as the ones you overwrite. Its what sins of the prophets did. Not saying you should do this, just saying it can be done.
Garyx Starlight  [author] Oct 8, 2022 @ 11:23am 
Ironman support is impossible to have with almost every shipset mod as they change checksum
Monthly freezes could be the mod, but that would be very weird as I don't have any events at all