/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.
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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Caution: May be outdated due to the updates the game as and will receive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
I don’t even know what can actually help.
All friends downloaded the mods, 68 mods. Gave the same load order, one made by steam. Fresh install of the game and mods. Two people get one checksum, other two get another.
What the actual fuck is this? Like dear god I just want to enjoy a fun playthrough, not spend 5 hours fighting this dumb as shit launcher and checksum.
Any help would be appreciated, can send my collection used.
Machine Age DLC brought us species portraits with cybernetics upgrade to use So I got an idea of making a mod that makes cybernetics upgrades available for some vanilla species without it being a separate portrait.
Is this possible to do and is there any good mod that I can use as an example template?
I already know how to make patches on Irony mod manager, I was more like asking help with which large mods would go well togather, for example "ethics and civics classic" and "ethics bug branch" have conflicts that cant be solved as they essentially do the same thing in different ways, I need help with the large mods that might not work due to them doing the same thing. Would also like if someone suggested me on that mods I might need to remove to make the collection more stable.
~~Ariphaos Unofficial Patch (3.14)
天体战舰 Celestial warships
[Salvaged+]Marauders & Menacing Remodeled
[JP_EN]Midgame Crisis - Invasion of Bluesteel Storm
[JP_EN]Kurogane Turret Weapons
[3.14] Stellar Manipulation Rewrite/Revival
[3.14] Hyperquasaric Megaconstruction
[3.14] Empires Expanded
Xenology : Traits Expansion Unofficial - Biological Module (3.14.X)
WP's Planet View
WP's New Worlds
WP's Galaxy Portraits
WP's Dangerous Wildlife Expanded
Worthy Ascension Perks for 3.14.*
Vengeance Shipset
Vengeance Sections Expanded
Universal Gateway Origin
United Fleet Shipset
United Fleet NSC3 Patch
Unique Ascension Perks 3.14 DEV branch
Ultimate Sol System
U.P.D. Universal Planetary Development
Trait Diversity - Trait Points Traits
Trait Diversity
Tradition UI 3.12~3.14
Tidy Tradition
Theta Phanon Ships
The Supermassive Eternal Soulsphere
The Great Khan Expanded [3.14.☠]
Stellaris Traditions
Starbase Strong
Starbase Extended 3.0
Sparble's Stellar Hyperconstructs
Some Overpowered Traits
Some Cool Rooms
Shroud Rising [3.4]
Shroud Rising [3.14] Patch
Secrets of the Shroud
Real Space Triggers Compatibility Patch
Real Space 3.9
Real Space - The Infestation
Real Space - System Scale
Real Space - Planetary Stations
Real Space - New Frontiers
Real Space - New Arcologies
Real Space - Colour Out of Deep
Psionics Tri-Expanded 3.12
Psionic Species Expansion
Prime Collective Crisis - Pandora's Star
Precursor Selection
Portrait Trigger Pack - Planetary Diversity
Portrait Trigger Pack - Machine & Robot Expansion
Portrait Trigger Pack - Forgotten Queens
Portrait Trigger Pack - Core
Plentiful Traditions 3.x - Order
Plentiful Traditions 3.x - Extra Perks
Plentiful Traditions 3.x
Planetary Wonders
Planetary Diversity - Vanilla Replacements
Planetary Diversity - Unique Worlds
Planetary Diversity - Planet View
Planetary Diversity - More Arcologies
Planetary Diversity - Gaia Worlds
Planetary Diversity - Exotic Worlds
Planetary Diversity - City Sets
Planetary Diversity - Ascension Worlds
Planetary Diversity
Patch for Plentiful Perks and Pl-Di
Overpowered Civics Updated
Origin Beings
Nanite Expansion Continued
More War Doctrines
More Traits, Ethics, Civics (AI NOT AFFECTED) (UNLIMITED)
More Traditions
More Primitives
More Precursors
More Insults
More Human Clothing by Ness
More Human Clothes nach 3.4
More Human Clothes
More Galaxy Sizes
More Events Mod
More Astral Rifts
More Ascension Perks
Military Enhancements 2.0 [Invasion Events and More]
Merged Leader Levels
MEM & Gigas Perk Patch
Machines & Robot Expansion Continued
LEX Triggers Compatibility Patch
Leviathan Events Xtended - Legacy
Kurosections Expanded
Kurogane Expanded (New)
Kurogane 2.0: No KGX Sections
Kurogane 2.0
Kurogane - NCS2 Patch
Kek's Origins+
Interdimensional Crate Crisis
Increase Splitting Usage & Remove Artifact Analysis Limit
Improved Starbase Design
Immersive Galaxy Reborn + Real Space Compatch
Immersive Galaxy Reborn
Hydra's More Galactic Community Resolutions
Hydra's More Civics
Hydra's More Astral Actions
Higher Fallen Empire Limit Bigger Galaxies
Higher Fallen Empire Limit
Here, There Be Dragons
Guillified Precursor Story Pack (Compat Patch)
Guilli's Planet Modifiers and Features - 3.14 Patch
Government Variety Pack
Gigastructural Engineering Home Systems & Flags (Standalone)
Gigastructural Engineering + Military Enhancements Patch
Gigastructural Engineering & More (3.14)
Giga GPM Ringworld Modifiers
Frameworld Extra Goodies
Forgotten History
Forgotten Empires 3.14
Flags, Emblems and Backgrounds Merged
Five Civics Points
Extra Fallen Empires
Extra Events 3.14 Continued
Extra Districts - PD compatch
Extra Districts
Expanded War Goals Mod
Expanded Stellaris Traditions 3
Expanded Stellaris Ascension Perks (Delta)
Expanded Stellaris Ascension Perks
Expanded Gestalts: Forgotten Queens
Even More Elite: Dangerous Star Names
Even More Different Human Portraits
EUTAB - Ethos Unique Techs and Buildings | Unofficial Update (3.14.X)
Ethics and Civics Infinity
Eternal Empire
Endless Frontier: An Event Mod
Elves of Stellaris NSC3 Compatibility Patch
Elves of Stellaris Gigastructures Art Pack
Elves of Stellaris - Spawns Enabled
Elves of Stellaris
Doorway Expanded
Distant Stars Overhaul & Playable Nanite Machines
Dawn Of Ascension
DarkSpace
Cybrxkhan's Assortment of Namelists for Stellaris
CyberneticHumansExpanded
Council Position Diversity
Cosmogenesis: Hyperconstructs Compatibility Patch
Cellaris
Bountiful Rooms
Beyond The Shroud
BetterArcheotech
Better Traditions Domestication
Better Traditions
Better Perks
Asnoll StoryPack
Ascension Tiers No cost increase
Ascension Perks Broadened 3.14
Ascension Leader Traits
Archaeology Story Pack 3.14
APSR: Anomalies, Planetary and Space Resources
Another Leader Traits Mod
Ancient Juggernaut Origin
Ancient Empire 1.9 [Stellaris 3.14]
Ancient Empire - UI Overhaul Dynamic Patch
Ancient Empire - Real Space: System Scale Patch
Ancient Dreadnought and Improved Titan
Ancient Cache of Technologies: Override
Ancient Cache of Technologies: Extra Defines and Changes
Ancient Cache of Technologies : Secrets Beyond The Gates
Ancient Cache of Technologies
Ancient Cache of Knights
Amazing Space Battles
All These Worlds 2.1 Extended
All These Worlds 2.1 Clear Textures
All These Worlds 2.0
All Systems Spawn
All Anomaly Spawns
AI-Player Exclusive Archaeology & Astral Rifts
Aggressive Crisis Engine
Aeternite Weapons
Additional Vanilla Ultimate
Additional Vanilla Fallen Empires
Additional Vanilla Buildings - Unofficial
Additional Mega-Engineering Projects: PD Patch
Additional Mega-Engineering Projects: Extra Features
Additional Mega-Engineering Projects
Ad Astra Technology Mod
Acquisition of Technology
A Deadly Tempest [3.14.☠]
256 Specimen Slots
255 Tradition Slots + 256 AP Slots
112 building slots project revolution ver
(3.13) Sol System 1000 - Planetary Diversity Patch
(3.13) Sol System 1000
((( NSC3 - Season 1 )))
#MODJAM2024
! The Merger of Rules 3.14
! Reworked Advanced Ascension
! Production Revolution Patch 3.12
! Production Revolution
! Immersive Energy Shield
! Immersive Beautiful Stellaris !
! Dark Blue UI Universal Patch
! Dark Blue UI Remake
! Dark Blue UI Kasako's Bespoke
! Casako's Framework & Modmenu
! Better Performance & Utilities
! Age of Wonder
UltraLimit UI: Discoveries
UI Overhaul Dynamic
UI Overhaul Dynamic - Extended Topbar
UI Overhaul Dynamic + Planetary Diversity
UI Overhaul Dynamic + Gigastructural Engineering
UI Overhaul Dynamic - Dark UI
Hypothetical Stars
!!Universal Modifier Patch (3.14.*)
!!!Universal Resource Patch [2.4+]
System Scale/AOT Compatability Patch
Elves of Stellaris - Real Space System Scale
Assorted Precursor Adjustments
Change Shipset
Fatal Foundations Story Pack [3.14]
Basic Nessassities - Prettier Paragons
Hello, I am having some trouble making a species mod. I have set everything up similar to how another mod sets up its species. Its nothing complicated, just some still pictures but they and the species category don't show up in game.
I reversed engineered another mod when mine wouldn't work by just renaming my portraits to what the mod names it's. This worked but as soon as I change the names of the portraits, the species disappears.
What am I doing wrong? Can anyone even help me?
I’m playing as a custom Human empire.
I’m running the Real Space mod and using the large Sol Sector (132 stars) option for my starting system.
Weirdly, a new Gas Giant has appeared between Jupiter and Saturn. It has its own orbit (unlike Sol X which appears on Earth’s orbit trajectory) and has four moons orbiting it.
The Gas Giant is called Islena and the moons are called Haradas, Koras, Melidas and Theros.
Has anyone else come across this before or got any clue what is going on?
I imagine there are multiple ways to go about it. But the most obvious in my head is to consist of a new origin which adds a "Adam" modifier to the home planet, which guarantees a game long series of events, projects, archeologic sites, and so on, like the "Ancient Empire" mod.
Everything about it fits into Stellaris gameplay so easily.
- Most "angels" can be leviathans which spawn far away in the galaxy and kill everything slowly moving to the planet with the Adam modifier. Some other angels can be situations or event chains if they don't follow typical kaiju format.
- There can be archeological sites related to Dead Sea Scrolls, White and Black moons, the first Ancestor Race as a new precursor, and so on.
- A lot of research and ethical choice to develop S2 engines, which could give your ships a lot of bonuses ("AT Fields") against the leviathan style angels. Maybe connecting psionic tech to all of this.
- Depending on the choices of the empire which owns the target planet, there can be multiple ways to conduct "Instrumentality", which could work as a new type os ascension.
- The game could be set at start so that only the target planet is affected by instrumentality/third impact, or the entire galaxy is. In the second case, every single angel would be seen by the galaxy as an endgame crisis, and so would instrumentality let by the target planet owner.
Yeah, kinda what the title says. Not sure if this is the best place to ask...
Making a mod that has custom ship sizes and am trying to figure out how to get those custom sizes to pull names from a namelist. Can't seem to find anything in the sample files that come with the game.
As of right now, names for ships of a custom size just show as empty by default and will use the class name when built (as shown below). Otherwise, everything else works
SOMEONE PLEASE HELP ME WITH SELECTION AND A LOAD ORDER,
Sorry, wasn't clear about my request
I already know how to make patches on Irony mod manager, sorry for not being clear on my request, I was more like asking help with which large mods would go well togather, I can figure out how to make patches after that, for example "ethics and civics classic" and "ethisc bug branch" have conflicts that cant be solved as they essentially do the same thing in different ways, I need help with the large mods that might not work due to them doing the same thing, havnt played modded Stellaris in a long time, and started playing ACOT and GIGAstructures few days ago, and I also looked at infinite stellaris and other Kasako infinites mods, now I can't get enough of them.
https://steamcommunity.com/sharedfiles/filedetails/?id=3371432223
Title. I just started with Stellaris and am loving it so far, but the one thing that irritates me to no end is that code exists to transfer systems between empires, and you can sell your own, but the AI are pathologically incapable of ever letting their systems go. I've seen lots of complaints about it, but after scouring steam workshop, nexus mods, paradox mods and skymods, I've come to the conclusion that nobody's actually fixed this issue - so as an intermediate modder for other games, I figured I'd give it a shot myself.
I read the modding guide on the Stellaris wiki and checked for similar mods in all of the places mentioned above, but nothing seems to hint towards me changing the AI decision-making for trade deals - I think the "country" scope is related, but that's the only headway I could make among all the modifiers, scopes, conditions, triggers, events, etc listed on the wiki. Feeling stuck, I figured I'd ask the masters here if they had any advice or guidance for me. Thank you so much in advance!
So I've been trying to play the nomadic empire origin from DarkSpace, and I got hit with this as soon as I tried to work my capital ship. I can't build anything and had to spend 1000 influence on building a starbase. any solutions anyone has?
Basically the title, an In-Game way to customize Fallen Empires that is compatible with current expansions and updates
Basically the title, an In-Game way to customize Fallen Empires that is compatible with current expansions and updates
i have tried it alone with ui overhaul dynamic 1 and 2 and still craches.
As said in Title i am looking for a mod that will help reduce ship cost because i want to use one with ZOFE 4 as the OE tech ships are Uber Expensive and i want to turn up the mod difficulty and use the OE tech
Hello. My adventure with modyfing stellaris had began quite early so I apologies for my lack of knowledge.
I had been trying to add two mods to my game, Ancient cashe of technologies and Stellaris Evolved. The issue is, despite it loading properly, there seemes to be a glitch with the text shown in this mod.
Similar thing happened with Stellaris evolved, where the many traits were also described the same way.
Am I doing something wrong? do I need to install something else? Some different version? Do I need to buy a DLC? Or do I need to change the language of my game?
I like playing large maps and often the world goes crazy fighting each other. I love watching them fight while I pick up stragglers and catch up technologically and what not.
In my latest play through, the war in heaven started with a nice 3 way - two awaken empires with a few vassals fighting each other and both at the same time fighting a large coalition of regular vassals.
Its difficult to follow who is who and where because I never joined any coalitions nor am I a vassal - I'm a lone neutral in the universe. Because of that, everyone is a yellow to me on the map. Is there a mod that once I select someone, it will paint their territory and fleet in green, their allies/vassals in blue and their enemies in red? Kinda like diplomatic map mode, which does half the things I want (it paints SOME territory red when at war, but not even all of it and it never paints ships and it paints vassals AND neutrals in grey)? I like seeing AI fighting each other but its hard to follow ships or find AI battles when everyone is yellow.
Thank you
I’m about to open a hole in my wall it’s been 5 hours please somebody free me from this insanity.
I've been working on a mod that brings 3d characters as portraits. Heavily inspired by project angel (PrjA). Thing is from what I gather. PrjA uses only a diffuse pass (PixelPdxMeshSimple) in the pdxmesh.shader. That meaning that you only get detail from a diffuse map with baked lighting and nothing else. I want my model to use the same concept but with normals, metalness, etc.... I figured I could just use the PixelPdxMeshStandard, And I can to an extent. Thing is it has no light to base all these factors on. So I get left with a silhouette and a bit of what resembles a metal map. Any help would be appreciated!
Edit: Got my answer on the discord. Not possible. I need to write my own pixelshader
I've always hated that Machine empires function so similarly to regular empires. It particularly irks me because Stellaris really struggles with asymmetrical gameplay. Reskinning a regular empire as "the same but robots" is lame. Like, wouldn't a machine intelligence function fundamentally differently?? Why would it produce worker drones like a biological empire? Never made sense to me. So, I've been toying with ideas on how to change machine empire's to more closely align with that idea.
Which brings me to this post. How do YOU think a Machine Intelligence would expand and grow itself across the galaxy? I have my own ideas but I'm looking for some fresh perspective.
This penalty is coming from neither a modifier, nor the galcom.
No idea where this penalty is coming from. Any idea which mod/vanilla mechanic may be causing this?
Seems that this penalty is going directly to the production, rather than at the end.
EDIT: It's a level 3 bulwark penalty😅. Always read the fine print guys.
I want to convert every star into cold stars and every habitable planet into frozen cavern worlds (both are from the mod I'm working on). I made these events to do it, but it only seems to work on about half of the habitable planets on the map. These planets remain unaffected even if I run either event in the console.
edit: solved. the problem was a different file altogether.
event = {
id = eitd.1
is_triggered_only = yes
hide_window = yes
immediate = {
every_galaxy_planet = {
planet_event = { id = eitd.2 }
}
}
}
planet_event = {
id = eitd.2
is_triggered_only = yes
hide_window = yes
immediate = {
if = {
limit = {
OR = {
is_planet_class = pc_b_star
is_planet_class = pc_a_star
is_planet_class = pc_f_star
is_planet_class = pc_g_star
is_planet_class = pc_k_star
is_planet_class = pc_m_star
is_planet_class = pc_m_giant_star
is_planet_class = pc_t_star
}
}
change_pc = pc_cold_star
}
if = {
limit = {
OR = {
is_planet_class = pc_desert
is_planet_class = pc_arid
is_planet_class = pc_savannah
is_planet_class = pc_tropical
is_planet_class = pc_continental
is_planet_class = pc_ocean
is_planet_class = pc_tundra
is_planet_class = pc_arctic
is_planet_class = pc_alpine
is_planet_class = pc_nuked
is_planet_class = pc_gaia
}
}
change_pc = pc_frozen_cavern
}
}
}
First Problem and that i try simply mod but i can't...
This mod best AI.
Early,mid and late game have specials modifiers
Map galaxy size have special modifiers
Number country give you more envoy
Very hard have much planets and pops because over empire size is malus research and stability.
Exist attrition in war when arrive in new enemy system and more...
Little best Role play, example can't declare war to friend empire.
However on mod description write more.
This version is stable but not is last.
Actually ai not know play in ring world, habitat and new origins.
The mod is this https://steamcommunity.com/sharedfiles/filedetails/?id=3192141367
I search people that want try and tip on how best AI or improve eventually worst trait/tradition ecc...
I saw some chatter about this, was wondering if anyone found the culprit. My game crashes when I hover over any of the collections from Grand Archive DLC. I have quite a few mods, wondering if anyone else had this issue/a fix?
Hello, I wanted to ask if anyone has any idea why my game with mods crashes. When I reach a certain date (2225 - 05 -02) the game crashes and the screen freezes, although the music continues playing.
The dlcs I have are:
- stellaris: utopia
- stellaris: galaxy edition update
- stellaris: synthetic dawn
I will put the mods as photos
My theory is that a mod must produce an error when using it or maybe it is an error due to the loading order, but the truth is I have no idea, this is the first time this has happened to me.
If you could help me I would appreciate it
I'm trying to make a starting technology mod that does the following:
Autopopulates free jobs similar to virtuality, available to all empires from the star
disables pop growth completely if there are no free jobs available
Makes districts give 75% LESS jobs but also makes them give +1% job output per district on the planet.
I couldn't find any modifiers, triggers, or variables for the above. How do you make a mod like this? Thanks.
Hey,
I am trying to mod a custom starting system for Stellaris and so far I've gotten the system pretty much working, however, I am finding that none of the minerals or alloys or energy I am adding is sticking with init_effect. It will either spawn with no added minerals/energy/etc or it will put it's own onto the planet.
planet = {
name = "NAME_Alarias_Heart"
class = pc_gas_giant
size = 50
orbit_distance = 40
orbit_angle = { min = 35 max = 290 }
has_ring = yes
init_effect = {
clear_deposits = yes
prevent_anomaly = yes
add_deposit = d_engineering_5
add_deposit = d_physics_5
add_deposit = d_society_5
}
moon = {
class = "pc_frozen"
size = 5
orbit_distance = 20
orbit_angle = { min = 35 max = 290 }
has_ring = no
init_effect = {
clear_deposits = yes
prevent_anomaly = yes
add_deposit = d_energy_5
}
}
moon = {
class = "pc_barren"
size = 5
orbit_distance = 8
orbit_angle = { min = 35 max = 290 }
has_ring = no
init_effect = {
clear_deposits = yes
prevent_anomaly = yes
add_deposit = d_minerals_5
add_deposit = d_alloys_3
}
}
moon = {
class = "pc_frozen"
size = 5
orbit_distance = 9
orbit_angle = { min = 35 max = 290 }
has_ring = no
init_effect = {
clear_deposits = yes
prevent_anomaly = yes
add_deposit = d_energy_5
}
}
}
change_orbit = 40
planet = {
count = { min = 4 max = 6 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 35 max = 290 }
init_effect = {
add_deposit = d_minerals_8
}
}
asteroid_belt = {
type = rocky_asteroid_belt
radius = 165
}
}
I want to remove human from my game because I'm RPing as playing in a different galaxy. No Sol Primitive or not, No UNE, No COM.
If not, how do I make one?
Hey, I had mods to add more empires into my games but due to the update my Stellaris crashes after adding too many.
I believe it is because it shows how many empires will spawn in the galaxy customization screen, and when you go past how many can fit in the box the game doesn’t know what to do and crashes.
Is there any mod to change the galaxy settings screen or revert them back pre-update? Maybe something as simple as adding a scrolling feature?
If there is not a mod does anyone know how to implement such things in the code?