/r/StellarisMods
A place for showcasing, discussing, reviewing, and suggesting mods for the game Stellaris.
Welcome to Stellarismods
This is a sub-reddit for discussion, links, etc. about the game Stellaris published by Paradox Interactive or their partners. Topics in relation to Stellaris may also be discussed.
Rules
Posts must be related to the topic of the subreddit, just the title of the post being relevant does not qualify
No low-effort content such as memes or reaction pictures
Provide information about the mods used in media (screenshots, video, etc.) that you post
Follow reddiquette
It is recommended to have the appropriate post flair
Don't just post a link to your mod and leave. Hang around in the comments and discuss it.
No posting about other communities (discords, steam pages, and such) without moderator approval
Do not distribute, ask for, or discuss how to find pirated materials.
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Modding Resources
------ Created by /u/Xylozi ------
Caution: May be outdated due to the updates the game as and will receive
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/r/StellarisMods
Hello,
is there a Mod or is there a way to easily create a simple mod that let you reanimate the Stellar Devourer?
Thank you.
Hello!
I have absolutely no idea what I'm doing and 0 experience.
What I want to archive is:
I determined that the best way to archive these goals might be a custom starting system. I tried it and failed. I've also tried using stellaristools, but it's outdated and doesn't give me the options I need. I'm worried about the likelihood of messing up some mechanics or anomalies. I want the systems complete and intact with the normal conditions but close to my system.
Can anyone help me out? I'm sorry for being so incompetent.
Title, I want to stop producing my main species in favor of another. I've only found one mod that does what I want, but it's for 2.2.6 and doesn't work anymore, and I have no idea how to update it.
As the title says, is there a star citizen shipset? Not the individual ships but the Earth Empire Navi ships from the new Squadron 42 cutscene reveal
Or just for some advice on how to get custom mods to work.
I just want to be able to play a necro-devouring swarm with any other origin. I've tried editing games files, creating new origins, new purge types, new civics based on the necrophage origin... for some reason absolutely nothing works. Half the time my edit don't even show up in-game, and I have no idea why.
I even tried the "Forgotten Queens" mod, which adds a similar civic, but it won't combine with devouring swarm! I tried editing the mod files to remove the condition, but it still wouldn't work.
Basically, I'm looking for some way to get the necrophage purge options to show up in my game. Does anyone know of a mod, or how to edit the game so it will work??
Any advice would be greatly appreciated, I'm completely out of ideas at this point.
Does anyone know if there's a mod that adds a search bar to traditions+perks or at least a way to navigate them easier. I have 100+traditions and 200+AP so it's big timesink even navigating even when I know most of them
Does anybody know mods that add bigger galaxy sizes compatibile with the current version of the game?
Hello, I was wondering if there were any mods that could allow the spawning of multiple empires with unique origins. For example, multiple Fear of The Dark origins. If not does anybody know what in the code I have to mess with to get it to do that?
Hello,
Just wanted to get some insight into how I could improve my modded performance ingame. It's reached a point where the game speed is super slow from the very beginning at 2200, and reaches imo totally unplayable slowness at around 2250. I have i9-14900hx with 32gb ram so I should be able to handle this easy, around 20mods where majority of them are very small mods.
Is there anything I can do to optimize them and how would I do about doing that?
I haven't tried making mods before but I have a custom origin idea that made me interested in trying. If anyone has advice of where to start or know of something that already does this, let me know.
The idea is for a fleet based origin, like voidborn but migratory. There would have to be a new ship that acts like a habitat and the player would probably start with a relic juggernaut, as their shipyard. There would also be mining ships that could harvest deposits of neutral star systems, with the downside of it costing more to claim a system. Pretty much a very mass effect quarian kind of play.
So like, I make a district and I want it to give a modifier that increases unity production from the jobs this districts provides. HOWEVER, this bonus does not stack, its just a one time thing. How would I go about doing this? My current code is this. However I think I might be completely wrong on how the add and remove modifier commands work as I'm just really digging into modding. So I might need a run down on how modifiers like this would work as well. And hiding the modifiers on top of that. Currently it just breaks my district.
on_built = {
if = {
limit = { has_district = unitydistrict }
add_modifier = { planet_jobs_ruler_unity_produces_mult = 0.5 }
} else {
remove_modifier = { planet_jobs_ruler_unity_produces_mult = 0.5 }
}
}
on_destroy = {
if = {
limit = { has_district = unitydistrict }
add_modifier = { planet_jobs_ruler_unity_produces_mult = 0.5 }
} else {
remove_modifier = { planet_jobs_ruler_unity_produces_mult = 0.5 }
}
}
i'm playing with full hyperlanes but i still want hyper relay connections to be visible. setting hyperlane_thickness_default to 0 is a bandaid fix but i still want to be able to see hyperlane connections for some fringe scenarios. is there anyway to make hyper relay connections independent from hyperlanes? even hyperlane opacity affects them
I am attempting to dip my toes into modding but all I have is a mac. Alas, there is not, in all the vast pettabites of youtube, a single video to help me in my plight. I watched several videos on how to mod stellaris in general and, as my comprehension is rather good, grasped what they were saying, however when i went to implement this newfound knowledge, lo and behold, there is not even a functional game data file. Neither is there a commons, nor any dissectible mods within the 'Mod' folder. All there is is two dozen text files with perhaps a paragraph each redirecting to non-existent files within other directories
Hello, im experiencing a lot of crashes after 2300. I don't know it is load order or compatibility issues. Last mod I added was NSC3, All These worlds and Evolved.
Cybrxkhan's Assortment of Namelists for Stellaris
Warhammer Imperial Music Pack
Council Position Diversity
Dynamic Political Events
More Events Mod
Less Holes In Borders
Light Borders + Swapped Colors [3.13]
Flat Nameplates
No Names on the Map
Quadrant Static
EG* - Dimmer Core
Uncharted Worlds
All These Worlds 2.0
Stellaris Evolved - Alpha
((( NSC3 - Season 1 )))
Patch NSC3 - Evolved - Alpha
UI Overhaul Dynamic
UI Overhaul Dynamic + Improved Font
UI Overhaul Dynamic - Improved Text
UI Overhaul Dynamic - SpeedDial
UI Overhaul Dynamic - Extended Topbar for DLCs
UI Overhaul Dynamic - Tiny Options
UI Overhaul Dynamic - More Tradition Categories (12)
UI Overhaul Dynamic - Ascension Slots
UI Overhaul Dynamic - Tiny Outliner
Stellaris Evolved UI Overhaul patch
Bigger Planet View
Does anyone know a beefy carrier mod? NSC3 has neutered their carriers to the point i cant take them serious anymore... i want to have battlestar type ships as the backbone of my navy even if incredibly expensive. I just came back to stellaris after a while and not having my battlestar like carrier i dont even want to play anymore
major bonus if its NSC3 compatible
I just find it really annoying that I must wait for all of my fleets to be upgraded, and only THEN I can change my templates before I start another upgrade. Is there any mod that simplifies this process?
Like, you know how some civics you can’t take off after the game starts? Is there a mod for that.
I need to update some portrait mods I use but I have no idea how. Help please?
So, I have the UI mod because I have some other mods that call for it, but it wasn't letting me have the more buildings mod, it seemed to be conflicting with planetary diversity. But I found out I could use bigger planet view as well, and it worked. Only... I've now found out my counsel screen is all messed up and I can't use agendas. I tried looking and couldn't find any patch mods to have them all work together, or even an up to date planetary diversity and UI mod patch. And there's no way I can see to start a discussion on any of them to ask about patches or any other help with them. I asked about it on steam but it's been says and no one ever responded. So I'm asking here if anyone knows of a patch to get them to work or if they know how to contact the mod makers.
So, quick question. I didn't give Cetana the head of Zarqlan, and she immedietely slapped me with -75% research speed. No biggie, until I realized that The Queen's Censure is PERMANENT. Well, that wouldn't do, so I went ahead and loaded up the debug screen to remove the modifier, only to realize I didn't know what this modifier's ID was, and I don't see it listed online anywhere. Now of course, it's in the game files... SOMEwhere, but I don't know the first thing about navigating, so where, generally, might empire modifiers be located in the game files?
Hey!
I know that Casako's Framework/ Better Performance & Utilities has the option to remove all explored archaeologicakl sites to ease the clutter on the galactic map.
Is there something similar that removes astral rifts/ hides them on the galactic map? That would be really cool if something like this exists but I cant find it. Anyone has an idea?
Thanks for you help!
Fallen precursor ships are extremely fall apart from each other, so much so that in most engagements it takes a full month for all ships to actually engage with the hostile fleets. My typical fleet comp does admittedly include 2 behemoth planetcrafts, but even if I remove them, it's inconsistent with whether or not they bunch up or still stay spaced out.
Hello Guys first time modding stellaris and I have no idea how to activate Tass Cheat tool and I can confirm it's active on the play set.
I would love a mod the reverted the notification sound for war being declared either amongst AI or involving the player be the one from old stellaris. The one that sounded like aliens marching and chanting. I actually acquired an audio file of said noise and if I knew how to make a mod like this I would but I don't.
I just upgraded to 3.13 and for some reason when I choose frame world origin it doesn't let me build outposts . Does anyone have a way to fix it .
My 10 year old laptop is on it's last legs, so I'm finally building a new computer, and this time I'm going desktop, and I have the budget to build something pretty decent. My goal is to be able to run a 1000+ star galaxy for multiple centuries at a decent pace.
I recently nabbed a Ryzen 7 7800x3d at a decent price, so now I'm trying to figure out what components to prioritize next in terms of spending. I'm tempted to get an RTX 4070 super, but I'm not that into high graphics games, so can someone talk me into getting something cheaper and instead spending the savings on some other component? After the CPU what's going to have the biggest effect on performance in Stellaris? RAM? Or maybe a high end M.2 SSD? Or something less obvious? Or is everything else going to be unnoticeable?