Stellaris

Stellaris

Mass Effect Races
91 Comments
mazeedt Jul 1 @ 10:51am 
Does not appear to work for 4.0
RenderOfTime May 31, 2022 @ 10:45am 
hey guys please update the mod I begging ya
Aurelian Mar 14, 2022 @ 11:00am 
Please update this for 3.3.2 Libra. Can't play my game I've worked on for half a year anymore. :(
LoreStarYT Jan 22, 2021 @ 9:38pm 
Without Traits, this mod is nearly unplayable and useless. Too bad, it has such a solid foundation!
GameVeteranAzure Jul 28, 2020 @ 7:45am 
traits don't exist. unless someone took the mod and continued it, as the op stated, it is dead
Zmooshie Dec 3, 2019 @ 1:57pm 
Where are the traits for the races?
CelticJax May 5, 2019 @ 5:14am 
steamcommunity.com/sharedfiles/filedetails/?id=1646825769&searchtext=mass+effect+redux

Most up to date mass effect portraits at time of writing.
Sovereign Dec 13, 2018 @ 10:40am 
Update! And also Blue Suns and Eclipse!
GIMME GIMME GIMME ^^
Canderous Dec 11, 2018 @ 7:53am 
Is this mod going to be updated?
VinciLisa Dec 11, 2018 @ 5:57am 
Bonjour, is possible have this mod in french ?
Nighthunter Nov 28, 2018 @ 6:08am 
Can you do Portraits for The Blue suns and for Eclipse? that would be awsome.
Margrave May 16, 2018 @ 3:33pm 
I know you're probably annoyed as all hell about the requests for this to be updated for 2.0, but could you pretty please get to it as soon as you can? Please and thank you.
High King Ryan Pendragon Mar 16, 2018 @ 1:40pm 
Cannot wait for an update, live Mass Effect and love Stellaris
Valerius Mar 3, 2018 @ 9:24pm 
Thanks for the effort, looking forward to it.
Apotheosis Feb 19, 2018 @ 3:20pm 
how long till this mod is up to date
Jammyuk Feb 3, 2018 @ 11:30am 
I'm new to Stellaris but love it, absolutely love mass effect so I am definitely looking forward to an updated version :)
H4shX  [author] Jan 29, 2018 @ 9:11am 
Thanks Pontifex Maximus its good to be back, lol I can imagine, i have to actually find the Files which has some of the rough work for this.

I will most definitely make sure it works :)
Pontifex Maximus  [author] Jan 29, 2018 @ 4:13am 
Nice to see you back H4shX. I hope you pick this back up because after all the patches I'm not sure where I would begin to update this lol. Especially with the new robot mechanics making the Geth able to work without the roundabout craziness.
H4shX  [author] Jan 5, 2018 @ 1:06pm 
SirCuttlefish1 - I will be doing so, however my concentration at the moment is with Union Project, then eventually i will update this mod, as I wish to use this mod on my playthrough with Union :)
SirCuttlefish1 Jan 5, 2018 @ 12:44pm 
It’s been a while since your last post, are still going to update this mod? I really really hope you will.
H4shX  [author] Oct 21, 2017 @ 3:53pm 
Hey guys, i did not know this mod had a following lol, honestly did not expect it too. Okay just an update I am currently back after couple months due to work and other personal matters.

I see though alot of improvements have been made to Mass Effect themed Mods.

What I can say is this:

- I do have exact starting locations as well as created a Generator that well tries to make the solar systems within ME reflect well with Stellaris. Including the use of ReaperS AS A fallen empire.

So i would say watch this space :D
Mosley was right Sep 25, 2017 @ 7:44am 
Needs an update, sir!
Kingdark Jun 13, 2017 @ 9:47am 
Any chance that this could be updated to the current game such as it is?
Lockstarr Jun 9, 2017 @ 12:24pm 
It would be awesome if some moder makes the ship models of the races, like is already done with the Sistem Alliance and Asaris
ZohVahk May 26, 2017 @ 11:46am 
I was pretty hopeful about this mod until i saw there was no chance of being updated. I'm just going to have to settle for asari and geth :(
Templar1400 Apr 17, 2017 @ 3:19pm 
description says there are no prescripted races
crisco0101 Apr 8, 2017 @ 4:11pm 
This mod overwrites the vanilla fungiod and avian portraits in my game. Advice?
Invader Chimm Mar 12, 2017 @ 11:53am 
What about Elcors?
Random_Crusader Feb 25, 2017 @ 11:45am 
is it possible for you to put up a Batarian Race
Dan: Jan 27, 2017 @ 4:25pm 
elcor?
Sheldon Cooper Dec 25, 2016 @ 11:07pm 
I LOVE this Mod! Please update it to the latest version.
Tommyb69k Dec 8, 2016 @ 12:03pm 
Are you going to make the reapers playble or an end game event like the scourge
Kronus Nov 14, 2016 @ 7:35pm 
Just add the starting locations and this would be perfect!
X Myth Oct 31, 2016 @ 7:58am 
RavenCurow, please take time from college and update your mod for us. One can not simply stop what they have reaped. School can wait, but the world is about people and more specifically about me. I want to play your mod, and I want it now. On a more serious note: just do it!

Thanks, hope all is well. Get to work.
Pontifex Maximus  [author] Oct 26, 2016 @ 10:42pm 
I'm sorry guys. I haven't had time to update things. I recently started college and its been consuming all of my time. I may try to update things in time, but it may take a while. If someone wants to update my mod on their own your more than welcome to. Again, I'm sorry I'm not able to be more active.
thelonewarhawk Oct 26, 2016 @ 4:34pm 
You had done fantastic job with this. Now update 1.3 messed it all up. :steamsad:
VS-lockon Oct 25, 2016 @ 3:29am 
no reappers :(
Canderous Oct 24, 2016 @ 12:16pm 
@RavenCurow: Are planning an update for 1.3? At the moment the new added species are overwritting the portraits of the vanillia ones. Thanks for your affort and please apologize my bad english :)
Bast Oct 6, 2016 @ 11:38am 
@RavenCurow well I thank you for all your hard work and dedication ^o^
Pontifex Maximus  [author] Oct 6, 2016 @ 4:24am 
@Bast You mean like the playable robots mod? I had thought about doing that, but I didn't want to make the geth just a copy of that mod with a different portrait set lol. I guess it is a kind of half copy. I'll give it some thought. At the moment the base synthetic trait is scaled the way it is to make it competative with other races since they can't use more than one trait. If I made upgradable ones I fear they would start too weak in the beginning of the game.

I would also have to recode my event that keeps the pops the same species as the base when you build new ones. So implamenting something like that would take a lot of considerations.
Bast Oct 5, 2016 @ 4:29am 
@RavenCurow Ohh I see, thank you anyways. Have you ever thought of sequential upgrades for the it instead? Like it starts up small and gets better with every upgrade of the robot tech?
Pontifex Maximus  [author] Oct 5, 2016 @ 4:01am 
@Bast Per your request I have recoded my spawn code to trigger off the geth species portrait. You may now enjoy using the synthetic trait with other portraits. Be aware however, the synthetic trait is balanced for Geth use only. The habitability bonus will make any base race overpowered in that regard as they will also have the preference bonuses.
Pontifex Maximus  [author] Oct 5, 2016 @ 3:09am 
@Bast I had to make a decision on how to implament the Geth so that the starting Geth and the built pops would be the same species. Because the synthetic trait was made specifically for the Geth I tied the event that replaces the starter geth with built pops in the beginning with the trait. It wasn't really intended for other races to use it. If its a feature that people really want I can try and see if I can come up with another way to code the event.
Bast Oct 4, 2016 @ 5:33pm 
Is there a way to not have geth replace your primary species when using synthetic?
Bast Oct 4, 2016 @ 7:17am 
Synth trait replaces all population in multiplayer game with geth pops despite having a different species as default I.E had quarians as empire species but had geth when starting up multiplayer game. But in single player it has my quarians as the species with all the traits it is suppose to have.
PhilosopherKing Oct 4, 2016 @ 4:05am 
Ah. Thanks.
Pontifex Maximus  [author] Oct 4, 2016 @ 3:53am 
@tinthedark603 There are no prescripted races. You have to build them yourself.
PhilosopherKing Oct 4, 2016 @ 2:38am 
No races showed up in the New game menu.
Pontifex Maximus  [author] Oct 3, 2016 @ 3:44pm 
@AlmondSalty Mod updated with bugfix. Thanks for letting me know. Had a bit of sloppy coding it seems. Everything should be in working order. If you want to fire the event again once the mod syncs just type event popup.1 in the console and it should fire again.
A Field Ripe For Frolicking Oct 3, 2016 @ 3:42pm 
I used console commands to kill them so... problem solved?