Stellaris

Stellaris

Pirate Ship Set (standalone)
75 Comments
Pilgrim  [author] Jul 14 @ 4:18am 
@Coggernaut looks good, thank you
Coggernaut Jul 13 @ 4:09pm 
I've integrated the mod and left a link to your mod with credit on the front page. I appreciate this so much! The game feels so much more immersive being able to utilize pirate ships while playing a pirate empire:

https://steamcommunity.com/sharedfiles/filedetails/?id=1100284147
Coggernaut Jul 5 @ 10:11am 
Thank you Pilgrim!

I love this ship set so much :steamhappy:
Pilgrim  [author] Jul 5 @ 2:52am 
@Coggernaut yes. Let me know if there is anything I can do to help.
Coggernaut Jul 5 @ 12:15am 
@Pilgrim May I have permission to update this mod and include it as a ship-set for Ethics and Civics Classic?
idkynot Jun 9 @ 6:04am 
hey any possibility of an nsc patch?
Antares93 Feb 3 @ 7:35pm 
I would also like a downscaled version of this, please
Barbed wire Oct 3, 2023 @ 11:06am 
Is there by a chance a downscaled version of this?
FulcrumGhost Sep 18, 2023 @ 9:20pm 
@pilgrim so what ever problem i had a while back hasn't cropped back up yet (was probably a load order issue)
i wanted to know if you would consider adding a compatibility with the next NSC release. both mods work together without issue at the moment (as far as i can tell). but i would love to see the new ship types have the same theme that this mod provides.
Regardless, i'm sooo keeping this mod installed :D
Pilgrim  [author] Sep 12, 2023 @ 5:58am 
@FulcrumGhost ty
FulcrumGhost Sep 12, 2023 @ 5:56am 
@pilgrim https://steamcommunity.com/sharedfiles/filedetails/?id=3008423376
haven't confirmed that this is the issue, especially seeing as just the two mods alone with new game version works fine as far as i can tell. ill test my usual loadorder when The UI mod is updated
Pilgrim  [author] Sep 12, 2023 @ 4:24am 
@FulcrumGhost Only 100? Those are rookie numbers :)

What is the extra star base mod? There might not be much I can do within the ship set but I am curious.
FulcrumGhost Sep 12, 2023 @ 2:40am 
think i figured out the problem. i was using a mod that allows me to build extra star-bases in system. i think it confused the star-base and habitat appearance
FulcrumGhost Sep 12, 2023 @ 2:25am 
@pilgrim probably i had 100+ ill do some checking. might be a mod that effects habitats, i have more of those. this is a great mod btw, sooooo cool.
Pilgrim  [author] Sep 12, 2023 @ 12:46am 
@FulcrumGhost Seem fine here. Do you have any mods that affect marauders?
FulcrumGhost Sep 11, 2023 @ 11:52pm 
not sure if this is a mod conflict or not but the habitats dont have textures for me
Pilgrim  [author] Aug 30, 2023 @ 10:56am 
@Railgunner2160
I have already swapped around the habitat models a little in preparation. Minor orbitals are tiny so I am using the PDX pirate asteroid base, major orbitals are using the marauder enclave and the complex uses the kitbash.

Hoping they buff the district cap you get from orbitals though. It's a bit low on the beta.
Railgunner2160 Aug 30, 2023 @ 10:53am 
Can't wait for 3.9 to come out! With the revamp of the Habitats first thing I'm going to do is play as a Void Dweller Barbaric Despoiler using this shipset! Hopefully with the revamp to Habitats I can finally get a proper spaceborn pirate faction going. Or maybe I'll go Criminal Enterprise megacorp!
Pilgrim  [author] Aug 28, 2023 @ 8:16pm 
@Caffeine Dependent Lifeform
Debris field size has been reduced by 20%
INoble KnightI Jul 27, 2023 @ 1:34pm 
I wish this was NSC2 compatible :(
SomeJetPack34 Jun 29, 2023 @ 8:56pm 
I just relized that the pirate battleship is the Eclipse from star wars
TarraingMeek Jun 29, 2023 @ 11:03am 
Any updates?
SAM May 17, 2023 @ 1:23pm 
update Galactic Paragons 3.8.2??
Caffeine Dependent Lifeform Apr 27, 2023 @ 5:39am 
@Pilgrim I really like the shipwrecks, for me it's purely the amount of debris and how far out it spreads from the main structure.
Pilgrim  [author] Apr 27, 2023 @ 3:12am 
@Caffeine Dependent Lifeform
I probably like the junk and wreckage a little too much. I don't want to remove it completely but I'll look at options for reducing the size of it maybe.

Is it just the debris field or are the shipwrecks an issue?
Caffeine Dependent Lifeform Apr 27, 2023 @ 2:49am 
Is there any way to tone down (or remove) the debris that floats around stations once they're upgraded to Star Fortress and above? I love the shipset and the station model itself but the debris tends to clip through mega and gigastructures and the console command to clear debris doesn't seem to affect it.
Pilgrim  [author] Mar 20, 2023 @ 4:02am 
@Railgunner2160 Thanks! Good idea with the pre-FTLs. I was thinking of using one of them for a colossus kitbash but what you are doing might be better. Although if I were to publish that it would make the DLC a requirement to use the mod which would not be great for every player.
Railgunner2160 Mar 19, 2023 @ 5:51pm 
Thank you for this mod, I've been tweaking it a little for my personal use. Surprisingly the new Pre-FTL ships look really good alongside the pirate ships. I personally edited them in as replacements for the standard science and construction ships. Still tweaking scaling and such. Again thanks for the mod!
Sinewave/Slymambo Feb 12, 2023 @ 11:43am 
Man really thanks, i always wanted to make some shipsets mods but i was stuck on some parts like turrets locators.
Pilgrim  [author] Feb 11, 2023 @ 4:06pm 
@Sly Mambo https://www.reddit.com/r/Stellaris/comments/el7do3/custom_shipset_tutorial_for_version_251/

The PDX launcher is the main thing that has changed since that guide was written. If you like fallen empire ships I can also recommend the Ascendant ship set elsewhere on the workshop.
Sinewave/Slymambo Feb 11, 2023 @ 2:38pm 
Mate could you link me the shipset tutorial?

It would be nice something like that using fallen empire ships
Pilgrim  [author] Jan 2, 2023 @ 1:02pm 
@Sam in theory fine
SAM Jan 2, 2023 @ 9:58am 
@Pilgrim 3.6?
MightyThor769 Jun 1, 2022 @ 1:34pm 
my game is fine now :)
MightyThor769 Jun 1, 2022 @ 1:33pm 
i'm going to sleep now, there was no error message. the mod keep freezing my game multiple times.
it freeze's then, my game just quit;s it's self for not reason before i got rid of the mod.
Pilgrim  [author] Jun 1, 2022 @ 1:21pm 
@ColdSpaCe7 I'll check for issues but there have been no recent changes. Could you check your log files and see what the error message said?
MightyThor769 Jun 1, 2022 @ 11:04am 
your mod made my game crash twice, uninstalled it
Zalera Apr 25, 2022 @ 6:06pm 
Anyway you could add these in for NSC compatibility? https://steamcommunity.com/sharedfiles/filedetails/?id=2458217640

Paragon - The original mod author has already given people permission to use his mods as long as you credit back to him. he posted and i quote "I hope that my mods will be judged worthy of continuation by this community and people will maintain and develop them going forward."

The ships included in that mod aren't enough for a full shipset, but they may fill the gaps for NSC?
Just and idea to throw up in the air. you of course are under no obligation to fulfil my selfish request but you would be my hero haha xD

I'm trying to create an Ork Slaver empire and these two combined would be the perfect shipset for them.
Devil_Devonaire Feb 2, 2022 @ 9:23pm 
NSC compatible?
FluffyVixen Dec 6, 2021 @ 6:08am 
Is it possible to make an aquatics (or other default shipset) replacement version so it won't mess with checksum?
FluffyVixen Dec 6, 2021 @ 2:55am 
THANK YOU! I love those ships and wanted them playable for like ever.
Visari Nov 23, 2021 @ 12:39am 
@That Random Alien should be able to use it without DLCs, you just won't have juggernauts and citadels. Everything else should work fine
That Random Alien Nov 20, 2021 @ 8:30pm 
So wait, could you play with this without the DLC if you don't have juggernauts and citadels? Are these two ship types in base game? Kinda coming back to Stellaris after a long time
Lancer Oct 21, 2021 @ 5:39am 
@Pilgrim you good Sir are a gentleman!
Pilgrim  [author] Oct 21, 2021 @ 1:51am 
@Brother Lucis
entity = {
name = "vpraider_01_corvette_M1S1_entity"
pdxmesh = "pirate_01_corvette_M1S1_mesh"


######### WEAPON LOCATORS #########
locator = { name = "small_gun_01" position = { 0 1.41 -2.89 } }
locator = { name = "medium_gun_01" position = { 0 1.43 -1.24 } }
##################################


default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
}
<REDACTED FOR SPACE>
}
state = { name = "death" state_time = 5 }
# scale = @corvette_scale
}
Pilgrim  [author] Oct 21, 2021 @ 1:50am 
@Brother Lucis
Notes:
* Everything is an entity
* Name is the internal name for that entity
* Pdxmesh is like a hyperlink to the 3d model file, the paths for each of these are set in the .gfx file so open those up from the game folders
* Copy all the default state, event and animation stuff from the .asset file for the ancient ships in the Stellaris folders. Tweak ambient sounds etc if you want.
* BE AWARE, scale can be specified in the .gfx file, in the overall frame of the ship and then in all three sections of the ship and it is multiplicative. gfx * frame entity * section entity scale.
* Starbases / stations take the most trial and error. Have to get the construction entity right before the final base looks right.
* Look up the console commands for reloading assets
* Look at the error log text file in the Stellaris folders after each test run
Pilgrim  [author] Oct 21, 2021 @ 1:48am 
@Brother Lucis
Yes. Use the cheek guide and download a copy of a ship set mod like this pirate set to use as an example. If you want to have turrets I recommend this pirate ship set and if you don't want turrets you could use my swarm set or unbidden set. If you are using assets that are already in the game the key file is the .asset file(s) in the \gfx\models\ folder of the mod. Edit it and you will see stuff like below (maybe paste this into Word or Visual Studio for easier viewing).
Lancer Oct 20, 2021 @ 5:52pm 
Greetings, first of all thanks for your work and effort, sencondly i was looking for a mod that made the ancient ship types usable and the only one available has been abandoned sadly (models were so cool), is there any way i can update it myself since the ancient ships are an available game asset, will the Cheek guide be of any help?
Beaver Oct 7, 2021 @ 12:25pm 
Amazing thank you so much!
Pilgrim  [author] Oct 5, 2021 @ 1:44am 
@Beaver If you google "reddit stellaris custom shipset tutorial" you will find it. It was written for version 2.5.1 but apart from some differences in the Paradox launcher it is basically good. Cheek assumed you would make your own models but if you open up some other shipset mods to use as a reference it will be easier. I took the time to label sections and add comments so my shipset mods are probably good for that purpose.

Be aware that if you are not importing new models then most things you can do in the .gfx file you can also do in the asset file. After a while I only used the asset file because specifying scaling in up to 4 different places for the same ship section was too confusing.