Stellaris

Stellaris

Ironic Modpack 2.8 rev. 3
48 Comments
OldEnt  [author] Mar 30, 2021 @ 10:44pm 
Also, this is very outdated patch. You should use 3.2 and even that is dated: https://steamcommunity.com/sharedfiles/filedetails/?id=2352880734

I am unsure how you got to this page TBH.
OldEnt  [author] Mar 30, 2021 @ 10:41pm 
It will definitely won't work as intended but you can try. I guess drop it at the very bottom and pray.
Sirzento / Nico Mar 30, 2021 @ 10:25pm 
The Gigastructures mod isn't in this pack right? Can I add it and still have a working pack? Any suggestion where to put it in the load order?
OldEnt  [author] Mar 8, 2021 @ 9:03am 
Some of the mods which definately *should not* be removed without manual tweaks:
NSC2, Ancient Cache of Technologies, Aggressive Crisis Engine, Real Space 3.7, Expanded Stellaris Traditions, Planetary Diversity, A Deadly Tempest (2.7).

Some mod changes will remain even if you remove the mod, as said changes are stored in the patch now, ie Habitat AI colonisation fix.

If you have inclination you could load the collection with the patch, remove undesired mods, and run conflict solver again.
OldEnt  [author] Mar 8, 2021 @ 8:59am 
@Alpaga In theory it should if mods you are skipping do not have conflicts or have minor conflicts with other mods from the list, conflict resolutions between these mods will still be loaded by the patch. It is highly dependant on specific mod you are removing.

I should really update the patch but Stellaris 2.9 is coming soon so eh...
Alpaga Mar 8, 2021 @ 7:23am 
Hey, if I only subscribe to a few mods in that list, and do step 6 to load the playset in Irony Mod Manager, can I make it work ?
OldEnt  [author] Feb 10, 2021 @ 11:44am 
That's good to know. :) I will start working on a revision 4 hopefully this week.
Fan de Beethoven Feb 10, 2021 @ 9:29am 
Using the old version of NSC2 solved the problem as you said, thank you
OldEnt  [author] Feb 10, 2021 @ 1:34am 
NSC2 and Gigastructures updated recently and won't work with current saves. You need to grab legacy versions of those mods if you want to finish campaign (this revision is patched against only NSC2).

Also,I think Overlord origin does not work properly in 2.8 so maybe that's your issue.

I shall work on a 4.0 revision, hopefully this week. It will contain Gigastructures but Real Space will be dropped, unless compatibility improved.

If you still have problems after swapping NSC2 with legacy add me to friends on Steam and we will sort it out.
Fan de Beethoven Feb 9, 2021 @ 10:55pm 
Right now i am having a problem and it´s that i star with no starbase in my home system and even if i build one and upgrade it to the next level, i can´t build modules or anything in them.
OldEnt  [author] Jan 9, 2021 @ 4:49pm 
Having tested all three merge options I'd recommend Compress if you play solo. Avoid Advanced as broken mod syntax can break merger.

Merge Compress which is then Merge Simple if you intend to play with friends (or straight Merge Simple if you lack space).

Extra Ship Components just updated again for crisis bug so you might want to merge again.

PLEASE USE Ironic Modpack 2.8 rev. 3.2 instead of this one.
Valgarv Jan 9, 2021 @ 1:34pm 
Thx OldEnt
OldEnt  [author] Jan 9, 2021 @ 10:11am 
Just a reminder that NSC2 will have a rework in a week or two and it will render your saves unusable. Updating to new NSC2 will take me some time. If you want to continue to use this specific modpack version please merge mods locally ( you will need around 13GB of free space on C drive).

PLEASE USE Ironic Modpack 2.8 rev. 3.2 instead of this one.

Merge Compress is the most reliable as it will clone all your current mods.
Merge Advanced should work but if not use Merge Simple.

If you get custom modpack screen after merging it means it went successful. Merged mods are independent of Steam Workshop and will always work as they were created.
OldEnt  [author] Jan 6, 2021 @ 8:35pm 
Update has been uploaded as a new, separate mod. This is due to a bug in a game where changed definitions of ship components can cause ship designs to be unsaveable.

It is advisable to finish your current playthrough on this modpack version and swap with the new one for the new game: Ironic Modpack 2.8 rev. 3.2 . You will have to change modpack file in load order for the new one (place at bottom).

LOAD_ORDER.zip still refers to the old version so please be aware of that.
OldEnt  [author] Jan 5, 2021 @ 1:40am 
I will try to update any new conflicts tonight. Planetary Diversity updated as well.
Valgarv Jan 4, 2021 @ 3:31pm 
Guilli's Technologies 2.8 He updated his mod a few hours ago, I don't know if this can create any new compatibility problems. A hug
OldEnt  [author] Jan 3, 2021 @ 8:39pm 
I am not going to merge and publicly share mods, it is against the wishes of modders and would be disrespectful. You can still do it on your own and share it privately with your friends if you want to (as I do).

It was either Gigastructures or Real Space. Integrating any of these is a huge pain as it is. Making a compaibility patch between them two is more than I could care to do (it would take tens of work hours). I will ditch Real Space in favour of Gigastructures for my next release, just so I can try Gigas out (whenever that might be).

Vassals Expanded is on my list, mainly because author is very communicative on Discord. I will most likely include the mod for the next release.

Colonizor48 Jan 3, 2021 @ 4:21pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2183551683 and its requirement mod. Also could you merge all of these mods into 1? You can do that with irony mod manager
Colonizor48 Jan 3, 2021 @ 4:14pm 
gigastructural engineering would be lovly.
Panzer-Pavian Dec 30, 2020 @ 9:50am 
Thanks for updating the pack @OldEnt, couldnt try it yet cause of christmas, but I will play it with friends and maybe on stream in the next couple of days!

I wish you a happy new year :) keep up the great work!!
OldEnt  [author] Dec 28, 2020 @ 12:49pm 
Glad you are liking it!
Phydeux Dec 28, 2020 @ 6:38am 
i managed to get it working! i had subbed to mods in the paradox mod store before and some of them were overlapping with mods in this pack! dont be like me folks! thanks for the awesome modpack
Phydeux Dec 28, 2020 @ 5:54am 
did exactly as the guide said and it worked right away! so awesome, like playing Stellaris 2! but the next day, trying to boot the game up it crashes as soon as it finishes the initial load into the main menu. is this a known issue? ill try uninstalling/reinstalling all the mods and see if that works but if there's an easy workaround id love to know.
OldEnt  [author] Dec 20, 2020 @ 11:41am 
DeverruxTTV : Everything works fine on my end. Follow pre-installation instructions to reinstall mods your Steam incorrectly downloaded.
OldEnt  [author] Dec 20, 2020 @ 11:33am 
- Updated Modpack conflict resolution to the current mods' version.
OldEnt  [author] Dec 20, 2020 @ 9:10am 
NSC2 has been updated today with the following information:
IMPORTANT: We have temporarily removed all Starbase Extended content from the mod until we have a chance to rewrite it and balance it. We suspect that outdated coding in the old mod is the cause of the AI not upgrading starbases and "stalling out." Starbase slot numbers will remain the same to preserve save games as much as possible, however we highly recommend starting a new game because if the AI is stalled out in your game, this change likely will not fix it. We will add all of the new content back when we can properly rewrite and balance it.
Specific Kenobi Dec 20, 2020 @ 6:31am 
When I loaded my save this morning, all the extra starbase buildings were gone, does anyone know whats up with that? I really liked those, and the cool UI that it had.
Panzer-Pavian Dec 17, 2020 @ 10:23am 
yeah, everything i saw from ACOT seems corrupted.
OldEnt  [author] Dec 17, 2020 @ 9:43am 
My guess is one of the mods recently updated but forgot to include localisations. ACOT maybe?
Panzer-Pavian Dec 17, 2020 @ 6:17am 
some technologies are also affected, so this error stretches threw the whole game. :3
OldEnt  [author] Dec 17, 2020 @ 5:14am 
I will have look this or the next night.

It might be a problem with the mod adding it not including descriptions or writing them incorrectly.

As a matter of fact, I did not touch localisations at all so it is most likely something specifically on the mod side.

Thanks for playing. :)
Panzer-Pavian Dec 17, 2020 @ 4:58am 
Hey OldEnt. First of all, nice modpack! I really like your installation-guide :)

I have one question though. Some tooltips are not shown properly. For example in the Origins sections: origin_playable_oe_singular

Is this "normal", or a porblem only i have? And is there something i can do to fix it? I dont want any decision-events popping up in the game where i cant decide properly, what to do.

Thanks in advance!
OldEnt  [author] Dec 16, 2020 @ 11:21pm 
This patch is not needed, Ironic Modpack is a patch.
OldEnt  [author] Dec 16, 2020 @ 7:08pm 
I have absolutely zero spare time until Christmas due to work. I'll sit down to revision 4 somewhere between Christmas and after New Year and add this mod if possible (I do not add mods to the existing collections as patches are tailored).
Colonizor48 Dec 16, 2020 @ 6:53pm 
can u add ZOFE and aquasition of technology to this?
OldEnt  [author] Dec 8, 2020 @ 5:22pm 
This will create an additional mod-patch on your drive which will be invisible in Irony Mod Manager but will act as your custom patch.

Refer to Irony Mod Manager wiki https://bcssov.github.io/IronyModManager/ and my basic Irony video tutorial https://www.youtube.com/watch?v=98dKbDxtqQw

You can get more help on Stellaris Modding Discord.
OldEnt  [author] Dec 8, 2020 @ 5:22pm 
Hi, glad that you are finding it worthwhile!

1: Yes, you can do that. While you won't be receiving any bugfixes I might push to this page it will keep your modpack local, safe from breaking in case Stellaris and mods updates to 2.9 without you noticing. Currently the recommended merge option is new COMPRESS.

2. This can be tricky and done in several ways I guess....

a) DUPLICATE playlist and give it a new name so it won't break your original setup

b) start adding mods, put them at the bottom but just above Ironic Modpack patch.

c) use ADVANCED conflict resolve and start merging. Whenever conflict involves your new mod, Ironic Modpack patch, and some other mod, ignore other mods and just resolve between your new mod and Ironic Modpack patch.
Black Ponçik Sex Machine Dec 8, 2020 @ 4:54pm 
hello, first of all, thank you for the mod pack. I'm a total newbie I've got few questions to ask
1st: Can I merge all the mods in the Irony mod loader?
2nd: How can I check for mod compatibility for new mods If I wanted to add new mods? (new ascension perk mods especially)
thank you for your time :))
OldEnt  [author] Dec 8, 2020 @ 5:20am 
Packaging mods and testing them in workshop is a hell, due to how game breaks loading mods if they have the same name. I might have mixed up one copy with another.

When you open mod in the Irony it should take you to the folder with LOAD_ORDER.zip, this is the root folder of the patch.

As long as the game loads with custom menu you know the patch is loaded correctly.

Thank you for the report! I shall test tonight again just to make sure.
H A L #9000 Dec 8, 2020 @ 12:50am 
Also, if I open the mods folder/file in Irony, it goes to ...\workshop\content\281990\2310455593\LOAD_ORDER.zip. Is it loading the mod correctly?
Appears as if it is just taking the mod order but not the patch itself.
H A L #9000 Dec 8, 2020 @ 12:44am 
Nice, thank you!
On unrelated matters, I noticed that the name of the patch "Ironic Modpack 2.8 rev. 3" has suddenly disappeared from the Irony Mod manager and appears blank such as this: https://i.imgur.com/6scpSzj.png Is this ok?
OldEnt  [author] Dec 7, 2020 @ 7:27pm 
Update (save compatible):
- Fixed a few orbits and sizes of star systems ( Cybrex Alpha [i.imgur.com], Celestial Throne) to avoid planet clipping caused by Real Space. Will not affect current games.
For ongoing games you can click on a star/planet and execute console command:
effect change_planet_size = -10 (etc) to reduce star/planet size (orbits cannot be adjusted unless you want to edit save).
- Updated Deadly Tempest mod to current 2.8 version.

NOTE: Labrat Animated Portraits is missing from importable load order, you'll have to manually add it (can be done mid-game). I put it at position 45, just below Human Variety 2.8+ Patch, but it should not matter as Labrat Animated Portraits adds its own assets only.
OldEnt  [author] Dec 7, 2020 @ 12:10pm 
Come to think of it, there's also ACOT and ZOFE at work, so it's likely interaction between them and Real Space, I'll fix it and push the update here when I can because I'm playing the pack myself.
OldEnt  [author] Dec 7, 2020 @ 12:07pm 
Hi thanks for playing. That would be Real Space, even normal Real Space changes planet sizes and orbits. I haven't included Gigastructures in rev 3 because it would take me another week.

The pic is for vanilla Cybrex ring though, either I merged Cybrex system incorrectly with Real Space or Real Space or other mod breaks it. I'll investigate it and fix it but any systems spawned so far will remain as they are until new game, sorry.
H A L #9000 Dec 7, 2020 @ 9:45am 
Hi OldEnt, love your modpack.
By the way found that some mode must be messing with the scale because some gigastructures look tiny. https://i.imgur.com/yTFN6f8.png
OldEnt  [author] Dec 6, 2020 @ 9:47am 
I wasn't aware of Acquisition of Technology as I did not play with these mods. Extra Defines and Changes chagnes a lot of core stuff but I'll see. I was planning on adding Gigastructures as well but I knew I would not have time to finish adding mods before Christmas and I just want to play the damn game. :) I'll look into changes for the next revision.

BTW use -dx11 argument [forum.paradoxplaza.com] to considerably speed up game loading. (Windows only) For Irony it is under Options > Game Args.
JenkoRun Dec 5, 2020 @ 11:54pm 
Hi, I'd just like to point out that since you have both ACOT and ZOFE you should definitely have Acquisition of Technology in there too.

You might also like the extra defines submod for acot, but that's preference.