Stellaris

Stellaris

Vengeance Sections Expanded
164 Comments
Gage  [author] 6 Oct @ 4:24pm 
@bodrake

My pleasure. Always good to hear when people like my mods and have fun with them.
bodrake 6 Oct @ 9:28am 
@Gage
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!
Gage  [author] 6 Oct @ 1:44am 
@bodrake

Many thanks for the test and I got you wrong in the first place. Sorry for that.

Yes, It is intended.
bodrake 5 Oct @ 6:47pm 
@Gage

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.
Gage  [author] 5 Oct @ 3:23pm 
@bodrake

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.
Gage  [author] 5 Oct @ 3:20pm 
@bodrake

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.
bodrake 5 Oct @ 3:16pm 
@Gage
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.
bodrake 5 Oct @ 3:13pm 
@Gage
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 :)
Gage  [author] 5 Oct @ 2:05pm 
@bodrake

I'm curious what you will find. Please keep me updated if you like to.
bodrake 5 Oct @ 1:43pm 
@Gage
Thanks for looking into it. I probably have some kind of mod conflict.
Gage  [author] 5 Oct @ 1:25pm 
@Roland

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.
Gage  [author] 5 Oct @ 1:12pm 
@bodrake

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.
bodrake 5 Oct @ 1:00pm 
Just to clarify, I started a game yesterday and the tech was working. I built several corvettes with VSE Reaper Q.E.P.P. MK 1 on them. Updated the mod today (from 1.6.9 to 1.7.0) and now the VSE Reaper Q.E.P.P. MK 1 no longer shows in the Ship Designer weapon list. When I look in Ship Designer at the corvettes with the already built VSE Reaper Q.E.P.P. MK 1 equipped the S weapon slot on the ship is outlined in red, and the hover box shows [red X] Requires all the following: [red X] VSE Basic Technology [green check] Corvettes.
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.
bodrake 5 Oct @ 12:37pm 
Seems like "tech_VSE_start_tech" no longer works? It shows in the window for corvettes, but does not activate when the corvette tech is learned. And the console command "research_technology tech_VSE_start_tech" also does not work.
Roland 5 Oct @ 11:23am 
Nice looking work. If you need suggestions or like to hear begging, and thanking, a new Battlestar Galactica Shipset is sorely needed.
Gage  [author] 5 Oct @ 11:01am 
Updated To Version 1.7.0.

Changes:
- The AI has no access to the VSE weapons any longer.
Gage  [author] 7 Sep @ 7:33am 
@xenonsoul

Glad to hear and have fun.
xenonsoul 7 Sep @ 7:14am 
The tech is appearing in my save thats already ongoing. Much appreciated for the update.
Gage  [author] 7 Sep @ 3:00am 
Updated To Version 1.6.9.

Changes:

- Removed the conditions that blocked Gestalts and Machine Intelligences from using the
ship-set and techs.
xenonsoul 6 Sep @ 4:44pm 
Alright, thanks for letting me know
Gage  [author] 6 Sep @ 4:30pm 
@xenonsoul

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.
xenonsoul 6 Sep @ 3:51pm 
Will I have to start a new save or will the change apply in a currently ongoing save?
xenonsoul 6 Sep @ 3:27pm 
Ah thank god, it was integral to other mods to be able to fight what they add. Glad I'm not crazy
Gage  [author] 6 Sep @ 3:25pm 
@xenonsoul

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.
xenonsoul 6 Sep @ 3:09pm 
This mod used to let me use VSE stuff with my Determined Exterminators, i can use the reaper guns and the research for other VSE stuff appears (like the artemis frigate stuff) but I can't actually build it. Am I missing something? I do have the shipset itself equipped too for my empire
Wizard_ice 7 Aug @ 7:43am 
never mind apparently the mod doesn't work with Gestalt consciousness I'm going to do a couple more tests to see exactly what the other issues are
Wizard_ice 7 Aug @ 7:41am 
the only possibility I can think of is the first reason. I've done multiple tests with the following mods


- VENGEANCE
- VENGEANCE SECTIONS EXPANDED (VSE)

- UI-Overhaul Dynamic (mandatory for Starbase Extentded 3.0 and NSC users)


- Starbase Extended 3.0
Gage  [author] 7 Aug @ 6:35am 
@Wizard_ice

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.
Wizard_ice 7 Aug @ 5:15am 
hey I'm just bringing this up cuz I've been having this issue ever since I've tried playing with this section Expanded mod. the expansions are new sections for the ships don't show. also one more thing the ships that you've added don't show.
Arynnia Elkshire 11 Jul @ 6:44pm 
ok
Gage  [author] 11 Jul @ 12:21pm 
@I love Loona and I forever will

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.
Arynnia Elkshire 11 Jul @ 11:57am 
btw, how do you make sectino templates for custom ships/sections. currently I can see my ship in designer but it doesn't have any sections available, I assume the name in ship_size (e.g. *battleship* = { entity...max speed...section_slots } is the ship_size, but when I define the ship_size in section_template and put in my ship_size, it still doesn't show in the available templates in game. I saw you defining the ship_size as ironclad and using ship_size = ironclad in the section_template, is there like another step in between that I'm missing?
Gage  [author] 11 Jul @ 11:15am 
@I love Loona and I forever will

Have fun.
Arynnia Elkshire 11 Jul @ 11:07am 
sorry if I come off as a bit rude, I just got into modding and this would be my first mod and I'm really excited
Arynnia Elkshire 11 Jul @ 11:06am 
nevermind, I just figured it out. I made a custom battleship with 4 sections, named another section mid2 and used locator = part 2 again and it works. Still thanks for the mod though, would've taken me a lot longer to figure things out from scratch.
Gage  [author] 11 Jul @ 10:02am 
@I love Loona and I forever will

Question. Which 4th section do you mean?
Arynnia Elkshire 11 Jul @ 9:42am 
How is the 4th section achieved? I'm using this mod as a reference to make my own new sections. It is a new model defined in the shipset or this mod? and can I define two different sections using the same model to do this on vanilla ships?
Gage  [author] 8 Jul @ 12:31pm 
Updated to Version 1.6.8.

Changes:
- The AI has no access to the ATT class any longer.
Gage  [author] 24 May @ 3:53am 
@All

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
Gage  [author] 14 May @ 2:10am 
Mod Updated To Version 1.6.7.

- Small maintenance update.
Gage  [author] 9 May @ 10:44am 
Mod Updated To Version 1.6.6.

New:
- Updated to Stellaris 4.06.*
Gage  [author] 8 May @ 12:37am 
@Apocrypha

Many thanks for the feedback. This confirms my own findings and reports that NSC is not stable yet.
Absolute 7 May @ 6:38pm 
Reporting back and can confirm the CTD happens when using NSC.
Absolute 7 May @ 11:12am 
Yeah I run NSC. I'll test and see if thats the case. Thanks!
Gage  [author] 6 May @ 11:50pm 
@Apocrypha

No problems on my side. Works like it should. Do you run NSC? If so please try it without.
Absolute 6 May @ 6:07pm 
Love your mods. I'm getting a CTD on load when using the expanded sections mods for both Vengeance and Kurogane (tested separately not in the same load order). No CTD with just the shipsets.
Gage  [author] 6 May @ 9:40am 
Mod Updated To Version 1.6.5.

New:
- Updated to Stellaris 4.**.*
Gage  [author] 6 Apr @ 2:54am 
@AdorableAurora

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.
AdorableSparrow 5 Apr @ 11:51pm 
also get well soon >.<
AdorableSparrow 5 Apr @ 11:51pm 
But i don't get it, u say it would break balancing, but u say to can go edit it anyway to remove reaper guns? i mean its just a basic optional toggle for those that want it obviously dictated by the host and agreed on.
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.