Stellaris

Stellaris

213 ratings
Kobold Species
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File Size
Posted
Updated
11.692 MB
31 Mar, 2023 @ 7:13pm
15 Aug, 2024 @ 7:27am
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Kobold Species

Description
The little draconics of many medieval fantasy settings are now in Stellaris with art made by myself.


Comes with 132 (current) phenotypes due to static portraits not allowing for clothing, color, or hair selectors. This consists of 3 facial structures, 4 horn types, and 11 color variants.
May add more as time goes on, or via suggestion.

Also now has a name list, with plenty of common names and a number of rarer names based on my own Kobold characters I've drawn, played in tabletop games, etc.

This is my first mod for Stellaris, so if you find any issues, let me know!

Planned: More clothing variants, traits.
77 Comments
Stachman 14 Aug, 2024 @ 6:30pm 
Kobb Tastic, Da boiz don kill evry un.
Deuceyart  [author] 13 Aug, 2024 @ 1:31pm 
@Ranger I've sent you a friend request so we can get it figured out - thank you so much for the help!
Ranger 8 Aug, 2024 @ 10:58am 
@Deuceyart I fixed your code and set the species category right. Let me know whenever you want the fixes.
Ranger 8 Aug, 2024 @ 5:05am 
@Deuceyart I think I could help you with that if you'd like
Deuceyart  [author] 6 Aug, 2024 @ 7:38am 
@Ranger I wouldn't be opposed to that! And I'll figure out how to put it under the Reptilian category for the main mod as well for compatibility's sake.
Ranger 6 Aug, 2024 @ 7:28am 
@Deuceyart Hey I was wondering if you would be interested in a collaboration where we collect, maintain, and standardize portrait mods. I mention this because I love this mod but would love to see the Kobold published under the reptilian species category.
SchwhatNow the DreamCrusher 4 Aug, 2024 @ 10:59pm 
They've updated the species categories at this point so that's it's better for compatibility for civics and such to just add modded portraits into the default game sections instead of their own sections like people used to.

As for the sounds, I believe they are linked to the species group in the new format. If you add the portraits to reptilian for example it should play the respective sounds for them. When using a custom category though you have to manually link to one of the existing game sound groups or add in your own.
Deuceyart  [author] 23 Jul, 2024 @ 6:52pm 
@Capitan Yeah, that's kind of the old way of doing portrait mods, having them separate, so I'll have to learn if I should just slap them in or keep them separate for any other mod incompatibilities. As for the renaming of the city set and ship sets... that's an issue with a lot of other species mods, so I'm not sure how to fix that. Everything should be fine, though! Selective Kinship would likely only make them kin with their own species, or if you have a trait mod that allows for the selection of which species are considered as kin.
Capitano 23 Jul, 2024 @ 4:59pm 
The portraits are showing in their own kobold_species category instead of Reptilian, which I believe is the reason why they don't have a species sound. Also the Reptilian city set is renamed to Kobold City? Too worried about the category thing breaking civics like Selective Kinship to start a game with them, but it seems to be a great mod!
Bosmeri 22 Jul, 2024 @ 8:31pm 
Just saw the Kobolds are lacking species sounds. Aside from that, great mod!