Stellaris

Stellaris

At War: Planetary Defense Force
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The Dadinator  [developer] Feb 11, 2019 @ 4:23pm
How to get custom ship sets working with this mod
I will not be making custom ship set compatibility mods to work with At War: Planetary Defense Force but it is easy enough for someone else to do. Either you can do it or you can pass these instructions on to your favorite other modder. Here is how I got the vanilla ship sets working:

Each ship set has an asset file (<file name>.asset located in the gfx\models\ships area). Copy all the lines that deal with the corvette size and the corvette ship sections, and make TWO copies of it in your mod file.

For the first copy of the ship entity and section entities, change the name property (NOT the pdxmesh), replacing "corvette" with "eac_pdf_patrol_craft_1" in each entity. Change the scale property of just the ship entity (the entity that uses the _frame_mesh pdxmesh) from 1.0 to 0.7. If the original value of the scale property is not 1.0, use your best judgement on picking a smaller value.

entity = { name = "mammalian_01_eac_pdf_patrol_craft_1_entity" pdxmesh = "molluscoid_01_corvette_frame_mesh" … scale = 0.7 … }

In the second copy of the ship entity and all the ship sections, again change the name property, replacing the "corvette" with "eac_pdf_patrol_craft_2". Change the scale property of just the ship entity from 1.0 to 0.8. If the original value of the scale property is not 1.0, use your best judgement on picking a smaller value.

entity = { name = "mammalian_01_eac_pdf_patrol_craft_2_entity" pdxmesh = "molluscoid_01_corvette_frame_mesh" … scale = 0.8 … }

Now the ship set should be compatible. Enjoy!
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Showing 1-8 of 8 comments
LokiCharms Feb 17, 2019 @ 8:33pm 
So quick question regarding creating a comp patch. If I copy the corvette entities into a separate file and make the changes would renaming the asset file still be recognized in Stellaris? For example the Kurogane ship set is called _fe_01_ships_entities.assett could I name mine _fe_01_ships_entities_EACpdf.assett or something similar will Stellaris recognize that file?
The Dadinator  [developer] Feb 17, 2019 @ 8:43pm 
yeah the filename doesn't really matter...
LokiCharms Feb 17, 2019 @ 8:46pm 
Great! Thanks a bunch.
Big_Bluntz Jul 19, 2019 @ 6:21am 
Ok i need advice on how to re-zip the mod file so stellaris can read it, because whenever i do it stellaris recognizes its a mod, but doesnt show any of the ship models. Context: i edited the entity file but now whenever i re-zip the mod file, in this case kurogane ships, it picks up the mod but doesnt show any ship models
Last edited by Big_Bluntz; Jul 19, 2019 @ 8:52pm
Big_Bluntz Jul 19, 2019 @ 8:52pm 
please help me
LokiCharms Jul 20, 2019 @ 2:12pm 
Weebatr0n
You shouldn't have to zip or unzip anything. Just create a mod for Stellaris via the mod tools on the startup screen. That is your local copy of the mod. Then you upload it to Steam and Steam automatically zips the file for others to use/subscribe to. For more detailed information simply Google how to create a Steam workshop mod for Stellaris.
Big_Bluntz Jul 21, 2019 @ 8:13am 
Originally posted by LokiCharms:
Weebatr0n
You shouldn't have to zip or unzip anything. Just create a mod for Stellaris via the mod tools on the startup screen. That is your local copy of the mod. Then you upload it to Steam and Steam automatically zips the file for others to use/subscribe to. For more detailed information simply Google how to create a Steam workshop mod for Stellaris.
okay so i did that but it stil doesnt work
Nighthunter Nov 8, 2019 @ 1:48pm 
So have I do to a new entities.assett file in the Pdf mod or have I to add that stuff in the coustom ships mod entities.assett?
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