Stellaris

Stellaris

4.1 Stellaris Mod Collection w/Load Order: ((( NSC3 - Season 1 ))), Planetary Diversity
729 Comments
Rage000  [author] Nov 7 @ 12:45pm 
I had a request to review the mods listed below. After using them I have not seen any issues and have decided to add them to the collection as OPTIONAL.

WP's Library, WP's Mysterious Worlds, WP's Planet View, WP's Planetary Features Expanded
leslac Nov 1 @ 10:38am 
Issue's been fixed and it looks to be working now.
Rage000  [author] Oct 31 @ 3:11pm 
Ah good deal - yeah I reported it but You have the details. Hopefully it will get fixed soon. Just disable it until then. I'm about to test it myself.
leslac Oct 31 @ 2:46pm 
I've just finished writing in the mod comments section itself :)

I've tried with both versions. I'm pretty sure you should be able to replicate it yourself? Just place a commander as a colony leader and watch the soldiers marching away.
Rage000  [author] Oct 31 @ 2:42pm 
@leslac what version of Stellaris - 4.1.6 or 4.1.7? So far Mod author cant reproduce when in 4.1.7 beta
- so more info would be helpful to solving it.
Rage000  [author] Oct 31 @ 12:56am 
ok I will blank it out for now until the mod owner fixes it
leslac Oct 31 @ 12:15am 
It's definitely the 4.1.7 fix that's causing the massive increase in soldiers from commander planetary leaders. Deactivate the mod and the extra jobs disappear...

I updated to the 4.1.7 beta to test if that was the problem, but no change.
leslac Oct 30 @ 4:37pm 
After installing the latest mod (the 4.17 fix) I'm seeing a massive increase to commander leader soldier jobs, like x1000... So a planet that should have 500 soldier jobs from the commander now has close to 50.000 - weird bug. I'll try and deactivate the fix tomorrow and see if it changes anything.
BeethovenFM Oct 28 @ 2:43pm 
Thanks!
Rage000  [author] Oct 22 @ 7:49pm 
Irony Mod names list updated to match descriptor.mod files .

Stellaris Launcher Mod Name changes since 4.0 release have been updated.
Rage000  [author] Oct 22 @ 6:58pm 
@ALEX are you talking about IRONY list?
ALEX Oct 22 @ 11:48am 
please correct the download order. There are a lot of missed mods, mainly due to incorrect spelling or modification.
Rage000  [author] Oct 16 @ 9:09pm 
@Azurian Every mod added requires a lot of testing.

I've looked at and used all the WP mods when they first came out.
The last time I did there was compatibility issues with some of them and at that time some did not work properly. I've not gone back to look at them since then.

As far as adding building slots, At this time I'm not going to be adding those types of mods.

I have had those types of mods in this list before and in my opinion they are out of balance, and decided to remove them.

I do not like the Quadrant Fixed mod.

@grandpoobaa, NSC3 has issues with tradition mods being added. So I have avoided them and not looked at it. Usually they are out of balance.
Azurian Oct 16 @ 3:46pm 
Some Good Mods Not in Collection Might Want To Look At:

"More Building Slots"
BPVR Reborn - Zone Double Row Mode
BPVR - More Building Slots
BPVR - City 24 Slots
BPVR - Compatibility Patch


WP's Library "Required for below"
WP's Planetary Features Expanded - Put Above Planetary Diversity
WP's Dangerous Wildlife Expanded - Put Above Planetary Diversity
WP's Army Attachments Expanded

Quadrant Fixed
grandpoobaa Oct 16 @ 2:44pm 
is there any "More" ascensions or traditions mods that are compatible with this mod list?
Rage000  [author] Oct 14 @ 4:37pm 
Probably You would have to ask the mod authors. The other option is to not use Starbase Extended.

Originally NSC allowed us to change what we used from the mod. (on/off)

Recently NSC3 removed the UI for Options due to complications with recent versions of Stellaris.

However I decided to keep Starbase Extended because I like the stronger starbases and I think the issue is very minor and it is not worth removing the mod for.
Craghorn Oct 14 @ 5:13am 
Whats about NSC and Starbases Extended got similar buildings for starbases? Can it be fixed via some patch?
Rage000  [author] Oct 4 @ 8:57pm 
@CrazySeraph- Thank you for heads up. I saw your issue and I think I have narrowed it down to a few mods. They are now deleted until they are updated (See below).

(If you choose to use the collection) Please delete the following mods and let me know if you still have a problem.

Universe at War: Novus Ships
Universe at War: Hierarchy Ships
AI Ship Set - LS Edition
United Fleet Shipset
United Fleet NSC3 Patch
Better Ship Behaviors (OUT OF DATE SINCE JULY)
Rage000  [author] Oct 4 @ 7:01pm 
At one time I did provide json files, however I no longer provide nor maintain .json files.
Wumpus Oct 4 @ 3:45pm 
Hey, I have a .json file for your mod list. There stupidly easy to make using Irony. Its kinda criminal you don't know how lol. Anyway I can send it to you?
CrazySeraph Oct 4 @ 1:54pm 
i have some major ♥♥♥♥♥♥♥ issues in my current run

- cruisers, exploration cruisers, battlecruisers and carriers are not buildable by any empire in the game regardless of tech or ressources
- empires with bio ships cant build any civilian ships (constructors, science ships, colony ships, etc | the options just dont show up, i checjed)
- empires that start with beast port civic are too stupid to build regular shipyards and wont build any, thus resulting in them also being unable to build civilian ships (they can build them, they just dont build any shipyards on their own volition)
Lowkey Oct 1 @ 4:23am 
yeah i have also had case where the crash didn't happen. It also might be related to the number of fallen empire, for example if you go for 5 of thems. It seems like combining 5 fallens empîres with precursors drops on a 800 star can cause crash, that happen within the first month of the game.
Rage000  [author] Sep 30 @ 11:38pm 
Also a Reminder that If you are starting stellaris with irony mod manager, there has been reported issues with CTDs
Rage000  [author] Sep 30 @ 11:32pm 
btw according to the giga discord channel the Alderson and Great Ring origins were bugged on 9/28
Rage000  [author] Sep 30 @ 11:22pm 
@Lowkey - Text based list for Irony Mod Manager has been updated to correct mod names.

thank you for the feedback
Rage000  [author] Sep 30 @ 7:50pm 
So ive now done a 1000 stars map without ctd.
Rage000  [author] Sep 30 @ 7:46pm 
ive now started 3 games in a row with 800 stars. No issues so far. going to go even more stars now.
Rage000  [author] Sep 30 @ 7:34pm 
600 stars, Precursor drops increased, 6 spiral arm galaxy, 12 AI, 3 Fallen empires. Not crashing and 10 yrs into the game so far. I think it might be too many stars. The big map problem.
Rage000  [author] Sep 30 @ 7:20pm 
I replicated the crash with 800 Stars 6 arm spiral galaxy. My initial thought is the map is too big and increase precursor drops causes the game to CTD. Testing some more..
Rage000  [author] Sep 30 @ 7:03pm 
i just started a game with the origin alderson disk, no crashes so far. I will keep going.
How many stars on your map, what shape is the galaxy. It may not be either of these. what type of species is your empire?
Rage000  [author] Sep 30 @ 6:53pm 
If you are starting stellaris with irony, there has been reported issues with CTDs.
Rage000  [author] Sep 30 @ 6:52pm 
So far I have not crashed. How soon into the game do you ctd? How many stars in your map?
Rage000  [author] Sep 30 @ 6:44pm 
so increasing precursor drop being set in Gulliman Planetary Modifiers is causing a crash. I will test and see if I can reproduce.

As for list just post the ones that need to be updated in this comments section. Thank you for the info
Lowkey Sep 30 @ 2:26pm 
Hmmm,i am getting crash quickly after starting a new game, where can i post the logs?
(the crashes happen quickly after starting a new game on an alderson disk)

edit: it's the option "increased precursor drop" from gulliman planet modifier
Lowkey Sep 30 @ 6:39am 
so i have written the missnamed mods descriptors and typo and the load order now work for irony, where can i post it / the text?
Lowkey Sep 30 @ 5:50am 
when i import the list from the clipboard into irony mod manager, it tell me
"The following mods could not be imported as they appear to be missing:
Cybernetic Humans Expanded
More Human Clothes
SE - Human - Hair
Alien Suns
Neo-Enigmatic Shipset [4.0]
Fairy Empire Shipset - NSC3 Patch
Neo-Enigmatic Shipset - NSC3 Patch
More Primitives [4.0.x]
The Juggernaut can be assigned to a fleet" yet i have them, it might be that the name are wrongs.
leslac Sep 28 @ 2:04pm 
Notice anything with the new update?
Rage000  [author] Sep 23 @ 8:28am 
Revision level BQ which means the list was revised. This is done in case the list is updated more than once on the same day. So if the list was revised again later on in the same day it would be REV BR
JitteryJared Sep 22 @ 9:27pm 
tf does rev bq mean
Rage000  [author] Sep 20 @ 10:33am 
@Tyrejj, No. The will be some set up to do and settings to change. See Description and Discussion Tabs.
Tyrejj Sep 19 @ 2:43pm 
Is this a subscribe and play or do I have to set it up before I play?
Rage000  [author] Sep 9 @ 8:46pm 
~~Ariphaos Unofficial Patch (4.0) (Has been updated to 4.0.23)
Rage000  [author] Sep 9 @ 8:20pm 
I removed Stellaris Fixes today btw. Its not getting an update
However ~~Ariphaos Unofficial Patch (4.0) is in work. So we will probably be able to use it soon
Rage000  [author] Sep 9 @ 8:17pm 
Starting to sound like something going on with game install then. I hope it works out. If I could replicate the issue It would be easy to figure out.
Sozen Sep 9 @ 3:55pm 
I am only using your exact collection on a new stellaris install, making sure to clean out any old stuff after removing the game previously.

Im using your exact load order, with the blanked out mods disabled (stellaris fixes and patch).

I am using gigastructures, and in my current game im on year 2237 and no crashes so far. However I had to start a new game 5-6 times before I could actually get passed day one.
Rage000  [author] Sep 9 @ 3:20pm 
ESC NEXT: Overwrites: Global Ship Designs , and Gigastructures are the only mods that effect fallen empires in this collection.
Many times Crashes are related to UI. Are you using any UI mods outside the collection?
Rage000  [author] Sep 9 @ 3:11pm 
those errors is related to gigastructures, so you if you have been using gigastructures, try disable it and the UIOD gigastructures. See if you still crash. IF you dont crash after disabling Gigastructures , then I will blanked out GIgastructures. Please let me know.
Rage000  [author] Sep 9 @ 2:53pm 
Only thing I can suggest is to disable ESC NEXT: Overwrites: Global Ship Designs
But I will say I have not seen any problems like you are having. Are you using any mods outside of this collection?
Rage000  [author] Sep 9 @ 2:51pm 
Are you using gigastructures mod? and if not make sure to turn off the UIOD gigastructures addon
Sozen Sep 9 @ 2:39pm 
[effect_impl_starbase.h:198]: Failed to create a starbase at ` common/scripted_effects/fallen_empire_scripted_effects.txt:252 @ scripted effect create_fe_citadel at file: events/giga_007_fallen_empire.txt line: 1027`

and before that is a TON of "failed to add building" to these fallen empires.

[planet.cpp:10319]: Failed to add building of type 'Nourishment Center' to planet 'Sustenance District' at common/scripted_effects/giga_fe_megas_scripted_effects.txt:738 @ scripted effect spawn_materialist_fe_gaming_food_center at file: events/giga_007_fallen_empire.txt line: 2187: trigger_no Exists - manyt of these for different buildings.

Before those, is about 8 minutes of no errors where I was familiarizing myself with the ui and picking technologies lol and as soon as i unpaused, crashed, about 5-6 times until i started a game and it randomly didnt crash.

Hope that helps!