Stellaris

Stellaris

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More Events Mod
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File Size
Posted
Updated
1.537 GB
Jul 18, 2016 @ 9:33am
May 20 @ 10:09am
191 Change Notes ( view )

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More Events Mod

Description
COMPATIBLE with Stellaris 4.0.*
Link to 3.14 version

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies and events to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

ACHIEVEMENTS WILL BE DISABLED WHEN USING THIS MOD

This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.



Languages



Mod Content
Anomalies, Events and Archaeological sites to add more variety to your gaming expierience. Additionally there are various new species portraits (used for our factions) which are also accessable for custom empires, but they will not spawn as randomly generated empires.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

[more-events-mod.wikidot.com]
Our Wiki is still under construction. Everyone is welcome to add info to it they would expect to see there.

Fun with numbers:
Anomalies:
70 with a total of 128 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 24
Astral Rifts: 1
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 8
Origins: 2 (4 if you count the 2 used only as switches)
Highimpact Questlines and Crises: 12
  • Elusive Carcosa
  • Legacy of the Carcharorion
  • Food Constructor
  • Lost Emperor
  • Descended Ascendant
  • Aevum
  • Extinct Abductors
  • The Last Orila

  • Return of the Sadrell
  • Surveyor Probe
  • Broken Clock
  • Vazuran Menace

If there are ARTISTS out there who are able to produce event pics with a quality and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.



Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

FAQ
Q: Is this or that event from your mod?
A: First, open your console while the event window is still there. Then type in "debugtooltip" and press enter, then close the console. Now check the tooltip when hovering your mouse over one of the event's options. It displays the event_id among other information. All of our event_ids start mit "mem_". If there's no "mem_" it's not from us.

Q: I hate these f*****g Vazurans! They are the worst crisis ever and it makes me disable this s****y mod! How do I make them go away forever!?!
A: The Vazuran Menace only has a 5% chance to occur naturally, but if you do not enjoy them at all, you can easily disable them during your game setup. Just create an AI empire with the "fainthearted backwater" origin and set it to force spawn. This will 100% prevent the Vazurans in your game.

Q: Can I activate this mod in a running save game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

Real Space Users could try this compatibility fix:
Real Space System Scale/Planetary Shields Compatch 2.0


[discord.gg]



Donations

If you want to further support our work on improving the mod by adding additional art assets, please leave us a little donation. The page is set up to accept the lowest possible amount in my currency. Whatever you can spare, you'll have our thanks for it. You also won't be throwing your money into the aether either, as we have clear goals on what to do next with donated funds - visible on that page. See our latest addition (Orila, Vazuran and Neochadamus portraits) to get an idea of the quality you can expect. In the end you'll support both the mod and the artist, with whom we plan to keep on colaborating.

The Orila (+ their expansion), Vazuran and Neochadamus (paragon) portraits were funded by us. At this point we have to make a cut however as our personal funds for this project are limited as well.

Anything further will need your support. Next we want to add new species portraits for the different Broken Clock aliens (devouring swarm molluscoids, determined exterminator robots, fanatic purifier lithoids which are also meant to be available for the player species. And then there is still more we'd like to add.



Finished and implemented:
  • Neochadamus paragon portrait
  • Orila species portrait with outfits and hologram paragon portrait variation
  • Vazuran species portrait
  • Neochadamus portrait expansion for species portrait *
  • Overlord Trailer Emperor paragon portrait *
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
  • Broken Clock molluscoid devouring swarm species portrait *
  • Broken Clock machine terminators species portrait *
  • Broken Clock lithoid purifier species portrait *
Currently worked on:
  • Rebel Yell Event - female Foxkin Paragon *
Funded and next on the plan:
  • Sadrell/Broken Clock 4 - Better Dwarven Species Portrait - better beards and hairstyles, no tattoos, new female face, more militaristic armored clothing *
Planned, not yet funded:
  • Voggo the Great - Ancient Frog Paragon
* funded through donations



[www.buymeacoffee.com]
Popular Discussions View All (73)
2,099
May 25 @ 1:01am
PINNED: Bug Reports
Malthus
284
May 21 @ 3:21am
Ideas
Malthus
17
Apr 1 @ 9:15pm
PINNED: Dev Diaries
Malthus
5,550 Comments
Malthus  [author] May 27 @ 7:38am 
Ah, now I get what you meant. Yeah, that makes total sense, will require some text adjustmends if it'd happen though.
Auspician May 27 @ 7:12am 
I was referring to some kind of chance that, if immortal, the scientist lives and makes a full report of their experiences (possibly with some bonus society research as they rejoin being much older)? It stands to reason that there should be a better than even chance of survival for an immortal scientist leader if their descendants also survive. That is what I mean by immersion breaking.
Malthus  [author] May 25 @ 12:39pm 
Exploring space is dangerous. I'll try to make sure, they die for real without notification to prevent the issues you've described.
Auspician May 25 @ 12:03pm 
The Temporal Flux anomaly that creates the mem_splintered_colony.1 event is frustrating and immersion breaking. In multiple games I've had immortal scientists get lost forever. In my current game this was also my imperial Heir, and the game does not create a new one since they did not *die* but are simply missing forever. Could this be changed to provide a different resolution if the scientist who goes missing is immortal, and if not ensure the game kills the missing scientist to avoid bugs? Is there something I don't know about this event where they come back at some point?
FE3O4 May 24 @ 9:46pm 
True legend,respect!:steamthumbsup:
kirb May 20 @ 1:09pm 
WE'RE ON 4.0 NOW? GAMING !!!!!!!
Malthus  [author] May 20 @ 10:03am 
Hmm given, that I am unaware why it isn't working and it appears to not being maintained anymore, I think I'd rather remove the compat files so you guys get atleast access to the edict instead. It isn't the best possible outcome, but atleast it will work.
kahvipensas May 20 @ 9:48am 
I'm using the 3.10 version of Mod Menu (it's the newest version I've been able to find), and for at least some mods it works all right
Malthus  [author] May 20 @ 9:24am 
Hmm, I cannot even find the 4.0 version of dynamic mod menu to check. Can anybody link the current version?
Worst case, I can just remove the old compatibility and you got the edict again. I'll have to do another update because of the building limit change later anyways.
kahvipensas May 20 @ 9:07am 
BTW I tried opening MEM menu through the Dynamic Mod Menu, and it didn't work for me either. It's not a purely DMM problem, as I can use it to open Merged Leader Levels' ruler foci menu.