Stellaris

Stellaris

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Star Wars Species Pack (Updated)
 
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344.393 MB
Jan 26 @ 9:39am
Jan 27 @ 5:26pm
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Star Wars Species Pack (Updated)

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Description


I was watching the captainshack twitch stream today, where he was doing some testing on Star Wars mods.

And Noticed the original Mod and the other updated versions others had uploaded had been updated to the Latest Patch.

So here is my update for the Mod, this is going to be a little Different then just a update to get the mod working with the latest version.

All Credits for this mod goto the Original Mod Authors I have just Updated it and added to it for the Latest Patch.

All Species in this mod are Animated, but I am slowly adding more from older outdated and never updated mods as I can. So sooner or later I may add a few non animated ones all depends on which ones I add to this one.





  • Will be adding more Species
  • allot more

Known Bugs
  • Some of the Species Images in the SW_Other sections Display Pictures do not show Right
  • Some Stuff is missing from the Species

I will work on these and other Bugs when I have the Time.




This Mod is updated for Patch 2.2.x

Check the Changelog Post for more Info on the Mod
Popular Discussions View All (2)
1
Jan 26 @ 11:04am
Mod Info
Crichton
0
Jan 26 @ 11:29am
Change Log
Crichton
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36 Comments
tmonahan23 Feb 14 @ 2:42pm 
Would love a comp patch and the Mass effect species mods
tilarium Feb 11 @ 4:07pm 
@Bund I'm guessing the problem is because there are no planet modifers that are associated with the planet_class that was added to make the moons. That leaves just city districts which are avaliable to any habitable planet.
Bund weicher Birnen Feb 1 @ 6:51am 
Is it normal that the Coruscant Moons only can have city districts and no mining/farm ones?
Crichton  [author] Jan 31 @ 7:04am 
@NickTheNick I will look into it soon.
NickTheNick Jan 30 @ 9:37pm 
Was looking into it more, it looks like when using this with Human Portraits Remastered some of the phenotypes will be replaced with the new versions but some will stay vanilla.
Crichton  [author] Jan 30 @ 12:19pm 
Mods are saved in a Zip file you would have to Extract it and edit it from there
Bund weicher Birnen Jan 30 @ 12:06pm 
where is 00_SW_species_classes located?
Kilowatt Jan 29 @ 5:43pm 
"DarthJheric Jan 27 @ 11:16pm
Thanks for the mod!

I had to remove the "randomized = no" line from each of the species in the "00_SW_species_classes" file to let the AI spawn with these custom races. Not sure if this is expected, or if some other conflict could cause this."

This saved this mod for me ...
Not Salty Papa Jan 29 @ 5:36am 
Yeah i would say it is better to leave it how it is and let people make there own
Crichton  [author] Jan 28 @ 8:53am 
But most people I am betting who use the Mod is going to make there own Custom Races with them and Have them load by Default instead of Randoms