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My pleasure. Always good to hear when people like my mods and have fun with them.
Thanks for the response. I really like the Vengeance shipset and I am going to use it soon in a playthrough so that I can experience the full awesomeness. I didn't realize I was only kind of getting a sideshow before now (I've used Kurogane multiple times).
Thanks for all you do with your mods!
Many thanks for the test and I got you wrong in the first place. Sorry for that.
Yes, It is intended.
I have the results, as you asked I set up a test game with only UIOD, Vengeance shipset, and VSE.
It turns out that only the Vengeance shipset gets the VSE weapons now. Whereas before now ALL the other shipsets could use them (modded or PDX).
I had one test game where I took the Eager Explorers civic and the Machine shipset. No VSE weapons.
Another test game I took the Necroid shipset, No VSE weapons.
A third game I finally thought to test the Vengeance shipset, and it DID have the VSE weapons.
All these games I just used various humanoids and Prosperous Unification Origin and mostly the same traits. I don't think any of that matters, but just as info for you.
So I'm not sure if your intention was to limit the VSE weapons to only the Vengeance shipset, but that is now the case.
The start tech is granted to any empire as long as it matches the preq. for the shipset no matter of the origin. It should work if PDX has no changed something fundamentally.
It's clear that that will work but does not explain the error on your side.
I know it's asked a bit much but may I ask you to create a test setup that includes UI-O; Vengeance and the updated VSE version only and start a new game? Would be great.
Just one more thing I just thought of, is that my current empire started as Eager Explorers who do not get many of the starting techs and have to research them. Maybe that caused an issue?
If I get some time, I'll make a more regular empire in a new game with the 1.7.0 version and see if it works.
When I swapped out the 1.6.9 version of /common/component_templates/VSE_weapons.txt, which has (for example)
prerequisites = { "tech_corvettes" }
instead of
prerequisites = { "tech_VSE_start_tech" "tech_corvettes" }
all the VSE weapons on existing ships were fixed and the VSE weapons now show up in Ship Designer weapon lists again.
I still think it could be some kind of mod conflict, because I do use a large list of mods in Irony Mod Manager and I use the Basic Merge option.
But again, I literally just swapped the file straight into the merged mod directory and loaded the save game and everything is working.
Sorry if this isn't much help to you but it gets me playing again :)
I'm curious what you will find. Please keep me updated if you like to.
Thanks for looking into it. I probably have some kind of mod conflict.
Thanks for the praise. I know that another modder started to work on a BG ship-set but it seems he did not finish yet.
I must admit a BG ship-set would be nice but it's a lot of work to create a shipset that has to contain models that fit my KSE / VSE mods and NSC.
It would need 18 ship models + models for small ships; civilian ships; space stations; military stations; starbases and colossus. Most of the models would have to be designed from scratch to fit the lore of the BG universe.
My estimate is around 6 months ( at least) of work to create such a set in a quality that matches the standards of KGE 2.0 and Vengeance.
Thanks for the feedback but everything works as it should on my side. I've checked it prior to the update and 2 minutes ago again. The update should be save game compatible as well.
My suspicion is that Steam did not update the mod properly. This happens from time to time unfortunately.
Try to un-sub / re-sub but exit Steam for 2 minutes before you re-sub.
I then started a new game and completed the Corvette tech (which still lists the VSE Reaper Q.E.P.P. MK 1 in its box) but they don't show up on the Ship Designer weapons list.
Changes:
- The AI has no access to the VSE weapons any longer.
Glad to hear and have fun.
Changes:
- Removed the conditions that blocked Gestalts and Machine Intelligences from using the
ship-set and techs.
Honestly I'm not sure if the change is retroactive. In theory it should be but I really can't assure you that it will be.
I assume you have a gestalt empire.
Gestalts are currently blocked from using the ships and tech. I will remove that for VEN and KURO tomorrow.......something I should have done but always forgot... So blame me.
- VENGEANCE
- VENGEANCE SECTIONS EXPANDED (VSE)
- UI-Overhaul Dynamic (mandatory for Starbase Extentded 3.0 and NSC users)
- Starbase Extended 3.0
Sounds strange. Dumb question. You do have the main mod installed? VSE does not work without it.
If you have Vengeance installed there can be 2 reasons for it.
1. Steam did not install the mod correctly (Happens from time to time).
2. There is a serious mod conflict.
Sorry but I can't give you a modding lesson here. You are missing some steps and are on the wrong path with your assumptions.
I recommend that you join the Stellaris Modding Den on Discord and ask for help there.
Have fun.
Question. Which 4th section do you mean?
Changes:
- The AI has no access to the ATT class any longer.
A small and elegant UI-Mod that adds more and scrollable building slots to zones I can highly recommend.
- No cluttered and overloaded planet view.
- 100 % compatible with UI-Overhaul Dynamic.
- Save game compatible.
Get it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3486446795&tscn=1748073656
- Small maintenance update.
New:
- Updated to Stellaris 4.06.*
Many thanks for the feedback. This confirms my own findings and reports that NSC is not stable yet.
No problems on my side. Works like it should. Do you run NSC? If so please try it without.
New:
- Updated to Stellaris 4.**.*
I will check how much work is required to implement an options menu but no promises.
I need to check how much my other mods are affected by the 4.0 version and what I need to adjust first.
I assume you understand that the above has priority 1 before implementing a new feature.
no real reason to not add it. unless you don't feel like adding onto it.
but then again its entirely up to you, just figured since you shared the mod for the community you might like to add that for others to use if they wish.
but again its up to you its an interesting mod i found the mixes for space stations n stuff quite good.
Mods like gigastructures add toggles like this quite alot but id never ask that much work.
can make it as broken as u want.
thanks anyway, worth a ask.