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Are they sticking out of them?
I have this as well on the normal Kurogane mod and this one (current version too). It is an issue with update 3.0.1, I think? With Expanded (New), the mining, research, etc... stations are larger than normal to cover up the avian stations insides, which can not be removed for some reason. There are small bits that still peak out, but they're discreet.
Edit: So I have been messing around with the mod and I've found something. I deleted the species class for KUROGANE (because I was annoyed that it would show up as a species in the appearance menu) and assigned the graphical culture (fe_01) to one of my own modded species. Doing this, for some reason, fixed the avian stations showing up inside the Kurogane stations! I'll try to find why exactly this was happening.
Edit 2: For people with the same issue, I'm not sure if it's a stable fix but... Removing "fallback = avian_01" from 'fe_graphical_culture.txt' altogether makes the graphical culture independent from another graphical culture. This line fills the void in the graphical culture so that anything that is not modded takes the avian assets by default, I think. Changing the avian culture to another culture changes the station type that is stuck in the Kurogane stations. Removing it entirely makes it so no stations appear inside Kurogane's.
I would've expected a crash, since the graphical culture is probably incomplete without it, but for me it runs just fine. I believe the worst that could happen is a lack of model or texture. There's a chance that megastructures (except the Gateway since it's modded) would have no model since there is no fallback (all vanilla graphical cultures fallback to mammalians', and I think that's where the Megastructure models come from and why all graphical culture use the same models).
I messed up when I changed the species class to my own, and had changed the avian culture to humanoid. The humanoid station was peaking out of Kurogane's stations but I did not notice it since they actually blend in together pretty well. If removing the fallback can make the game the crash, an alternative would be to change the avian culture to humanoid, as they blend in together much less noticeably. (And of course the mod still works).
Here's a Google Drive with the bug in pictures: https://drive.google.com/drive/folders/1jaa1n2rR6KPUdP4GW3Cg4yqJ3T9L6rYG?usp=sharing
Edit 3: And indeed, some megastructures (like the Mega-Shipyard) have no model.
But some do. In the mod's files, some models of vanilla Megastructures are present, allowing them to show up despite the lack of fallback. You probably can actually build a complete graphical culture without the fallback by just dropping every vanilla model and texture that would otherwise be missing in the modfiles. It's kind of overkill, but it works...
I explored the gfx files and made some tweaking, I'll explain what I think was the issue.
The way the station entities and meshes were handled was wrong. The "vanilla station stuck inside modded ones" issue came with the Nemesis DLC, has it not ? Nemesis brought some changes to the ship entities files, which, I believe, were not handled correctly.
Removing the fallback is a bad idea and makes everything complicated. It doesn't even fix the issue, there's still an empty mesh showing inside the stations, a colorful cube with XYZ markings, though it's hard to see.
[Here comes a lengthy explanation ; it likely will be horribly written and uncomprehensible, or flat out not what the actual issue was. Here goes anyway.]
I looked inside "_avian_01_ships_meshes.gfx "and "_avian_01_ships_entities.asset" for an example on how to write the proper syntax. In my explanation, "avian" can be replaced by any other culture, they all work the same.
In "_fe_01_station_meshes.gfx", there are 2 different meshes for both mining and research stations. The meshes denoted "2", like "fe_01_research_station2_mesh" or "e_01_mining_station2_mesh" correspond to the ones we see in game, the large, bulky stations. The ones denoted without, "fe_01_mining_station_mesh" and "fe_01_research_station_mesh" correspond to models that were present in older versions, much smaller.
By the way, the construction entities for both research and mining stations do not correspond to the one actually built: you can see it in game when building such stations, the green model being filled out looks nothing like the end result. That's because "fe_01_mining_station_mesh" is attributed to the construction mesh, instead of its counterpart, same for the research station.
To the issue at hand, first for mining stations. In "_fe_01_ships_entities.asset", there are 2 entities related to mining stations: "fe_01_mining_station_entity" and "fe_01_mining_station_construction_entity".
In _avian_01_ships_entities.asset", there are 3, named the same but with avian_01 instead of fe_01. The new one is "avian_01_mining_station_section_entity". The issue comes from it: there are no replacements for it in the mod. This leads to an asset without a model, filled in by the fallback stated in fe's graphical culture.
"avian_01_mining_station_entity" is an entity that was probably added with Nemesis, as its mesh "avian_01_mining_station_frame_mesh" leads to the file "gfx/models/ships/nemesis_01/nemesis_01_mining_station_frame.mesh", with nemesis being in the name. Are the stations replaced by another model upon becoming the crisis? Never did it...
The mod, by naming the entity "fe_01_mining_station_entity" tells the game to replace this one, which is not the one we want to replace.
"avian_01_mining_station_section_entity" is actually the entity we need to replace.
Renaming "fe_01_mining_station_entity" into "fe_01_mining_station_section_entity" fixes this first issue. To completely solve it, we need to create a new entity called "avian_01_mining_station_entity", to which we will give the same model. I don't know why exactly, but if I did not replace it as well, an empty mesh (the cube with XYZ written on it) would appear. I pretty much copy pasted the avian version and replaced "avian" with "fe", made sure to link to the correct mesh (I used the same as for the other entity). I also replaced the mesh used for the construction entity, for more consistence. It can be edited to use whichever mesh we want.
Same issue with research stations. "avian_01_research_station_entity" is the "Nemesis" one.
"avian_01_research_station_section_entity" is the correct one.
In the mod, there is only "fe_01_research_station_entity", replacing the wrong entity. There also are no replacements for the other one. I applied the same solution, tweaked for research stations.
Basically, the name of the modded entity must correspond to the vanilla we want to replace, or else they become two seperate entities and exist at the same time. The bug happens because the wrong entity was replaced. For some reason, the Nemesis stations would show up and show the modded station, but the actual station was not replaced. Said actual station hence has no model in the fe graphical culture. The fallback gave it an avian model: that's why the avian stations were showing inside the modded ones.
The issue was that two station entities always exist at the same time at the same place for both the mining station and research station, and only one of them had been given a model.
With my changes, what I believe to be the correct changes are applied, and no clipping in sight. I even re-enabled the culture fallback and all is well! I think this fixes it once and for all, without any of the aforementioned risks. Everything has a model now, everything works perfectly on my side.
Since the game is highly sensitive on file and folder names, I removed "_fe_01_station_meshes.asset" and included its content into "_fe_01_ships_entities.asset": the vanilla game doesn't have any file named "_fe_01_station_meshes.asset", so who knows, maybe it's a source of error too.
For people that try to reproduce the bug, Nemesis has a lot to do with it, so it likely only happens if Nemesis is enabled.
I updated the Google Drive link to show the result.
( https://drive.google.com/drive/folders/1jaa1n2rR6KPUdP4GW3Cg4yqJ3T9L6rYG )
I included the files I modified, if anyone wants to download them.
If you do, delete "_fe_01_station_meshes.asset" since it becomes obsolete.
Because I liked the old models better, I used them in my fix.
They're real tiny so some scaling tweaks are probably in order.
To use the new ones, replace every instance of "fe_01_mining_station_mesh" by "fe_01_mining_station2_mesh" in the "_fe_01_ships_entities.asset". Same for research station, replace "fe_01_research_station_mesh" by "fe_01_research_station2_mesh".
Also, sorry for the immensely long posts but this was an issue that annoyed me for a long time and I was happy that I could find a possible fix :D
Thank you for this, you are amazing!
In my case it was like this, but i'm not familiar with stellaris modding and playing with mods, so not sure if this is caused by another mod
Error at line: 243 column: 2 file: gfx\models\ships\fe_01\_fe_01_section_meshes.gfx.
Please report this error to the author of the mod: Kurogane Expanded (New).
Error message says:
Error in gfx\models\ships\fe_01\_fe_01_section_meshes.gfx: Ln: 243 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("gfx\\models\\ships\\fe_01\\_fe_01_section_meshes.gfx",
Ln: 1, Col: 15) was not closed.
Error at line: 27 column: 1 file: gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx.
Please report this error to the author of the mod: Kurogane Expanded (New).
Error message says:
Error in gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx: Ln: 27 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("gfx\\models\\ships\\fe_01\\_fe_01_SCX_meshes.gfx", Ln:
1, Col: 15) was not closed.
Error at line: 27 column: 1 file: gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx.
Please report this error to the author of the mod: Kurogane Expanded (New).
Error message says:
Error in gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx: Ln: 27 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("gfx\\models\\ships\\fe_01\\_fe_01_SCX_meshes.gfx", Ln:
1, Col: 15) was not closed.
Error at line: 27 column: 1 file: gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx.
Please report this error to the author of the mod: Kurogane Expanded (New).
Error message says:
Error in gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx: Ln: 27 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("gfx\\models\\ships\\fe_01\\_fe_01_SCX_meshes.gfx", Ln:
1, Col: 15) was not closed.
Error at line: 27 column: 1 file: gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx.
Please report this error to the author of the mod: Kurogane Expanded (New).
Error message says:
Error in gfx\models\ships\fe_01\_fe_01_SCX_meshes.gfx: Ln: 27 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("gfx\\models\\ships\\fe_01\\_fe_01_SCX_meshes.gfx", Ln:
1, Col: 15) was not closed.
Hope this helps, looks like missing files for the NSC2 ships.
Can you fix this plz.
I really like this mod.
Please report this error to the author of the mod: Kurogane Expanded (New).
Error message says:
Error in gfx\models\ships\fe_01\_fe_01_SCX_entities_Dreadnought.asset: Ln: 542
Col: 1
}
^
Expecting: end of input or statement
EDIT: Man, I was looking into this myself and it seems the issue a deeper than I thought. NSC seems to use battleship entities for carriers, which is the root of the issue. Trying to see if I can resolve it.