Stellaris

Stellaris

Stellar Warpaints
414 Comments
Neverminder 26 Sep, 2022 @ 8:00pm 
would you give others permission to update this? i definitely can't on my own, just curious because this is such a cool concept
Pitlos Tails 12 May, 2022 @ 8:35am 
i hope this awesome mod will be updated
Shadow1474 25 Dec, 2021 @ 12:20am 
I hope one day someone will update this wonderful mod and additionally make it compatible with the latest version of NSC2. :steamhappy:
Roll Fizzlebeef 4 Jun, 2020 @ 9:17pm 
Has anyone else taken over this mod?
Movi 19 Nov, 2018 @ 5:25pm 
i need it :[
Antharis  [author] 6 Nov, 2018 @ 4:21pm 
For the time being, i don't have time to work on modding stuff. I really do intend to update it when i will have the time though.
Lolek_ups 6 Nov, 2018 @ 1:24pm 
Dead?
:)
Antharis  [author] 2 Mar, 2018 @ 8:22pm 
I will update it. Just can't give you an ETA on when right now.
mzilli 2 Mar, 2018 @ 8:03pm 
Hi Antharis, are you still planning to update this? No rush, just wondering.
DracoMcGee 20 Dec, 2017 @ 3:50am 
When this mod is updated, will it work with the color mapping system in stellaris (engine/light colors)? if not, im looking to get a gold/teal fungoid ship skin into the game (since protoss fungoids is massively out of date) if you have a patreon or something, would be happy to donate.
Antharis  [author] 11 Oct, 2017 @ 12:45am 
@Spirit yes i will see if thet can be done.
Spirit 10 Oct, 2017 @ 7:48am 
are you update orbital habitats to the fitting color too ? if yes , awesome work as usual
missed that mod and gives the galaxy a total unique flavour
Antharis  [author] 6 Oct, 2017 @ 9:59pm 
@Southern Wind i will consider it for after i have finished updating my mods.
Southern Wind 6 Oct, 2017 @ 3:22am 
I love white ship. Reptilan white theme is the best ever I've seen. Could you please add avian whiee body and cyan light theme ships please
Antharis  [author] 1 Oct, 2017 @ 2:50pm 
Also make sure you both definitely get it from the workshop not some 3rd party website. I just checked and all 3 packages are 1.3.2.
Antharis  [author] 1 Oct, 2017 @ 2:49pm 
@Leroy i will be updating all of my mods to 1.8 soon-ish, as RL work allows me. In the meantime make sure you both downloaded the same thing. I be one of you downloaded the Performance edition while the other one the Regular edition. Either that or one of you didn't also download the Part 2 - Runtime fix. Please make sure you both get the same item from the workshop.
YorelGod 1 Oct, 2017 @ 10:26am 
There's a bug where I receive a 1.2.0 version of this mod, while my friend gets a 1.3.2. Making us unable to play together. Please fix it.
Antharis  [author] 31 Jul, 2017 @ 2:03am 
Yes those have been popping up on and off. It has to do with the built-in compatibility for CaptainX3's NSC mod. I have talked with hima nd am waiting for them to release the new version before i patch in the fixes.
mzilli 30 Jul, 2017 @ 6:25pm 
@mcarchitect01 Just an incompatibility with the current version of the game. Antharis is working on an update that should fix it.
mcarchitect01 30 Jul, 2017 @ 5:04pm 
Having an issue where the red fungoid spinal mount module shows up as the humanoid version of the spinal mount module. Any ideas for a fix?
Martin Astos 23 Jul, 2017 @ 5:03pm 
As there is no explicit mention (that I have seen) I will ask. Has anyone had any experience of compatability with Ship Classes Extended (SCX) and/or SCX along with Downscaled Ships?
Antharis  [author] 13 Jul, 2017 @ 2:15pm 
@Crusader Vanguard - Thank you for your comments, saved me a bunch of time explaining stuff.
@Everyone else - sorry for the delay, but as CV said, reality.. and work. I will do my best to get the update soon. The mod is still under development but i need to squash some bugs still and with Stellaris getting updates to the core game on a faster pace than before and the other mods too, it's hectic. To this end, sadly i must employ the Duken Nukem "When it's done" deadline style for all my mods . Thank you for your understanding.
Crusader Vanguard 13 Jul, 2017 @ 12:44pm 
@『S H I N O B O I』- All mods should be Ironman compatible, as I believe it simply means you cannot use the console for cheats and thus achievements are possible. However, this mod is NOT achievement compatible because the new shipsets alter core gameplay values.
Crusader Vanguard 13 Jul, 2017 @ 12:43pm 
Don't rush Antharis guys. Reality comes first, and I'm sure he's tired of the constant need to update this mod like the rest of us.

Please be patient and be grateful that he continues to update this mod at all, especially given many mods that he supports here are still in flux.
mzilli 9 Jul, 2017 @ 7:52pm 
Psst... next weekend is here. :P (jk, no rush)
Vox Maris 8 Jul, 2017 @ 7:48pm 
is this iron man compatible?
A Bunny 30 Jun, 2017 @ 3:35pm 
Yaaaay!
Mine 30 Jun, 2017 @ 2:01pm 
@Antharis Great to hear! Very excited for it!
Antharis  [author] 30 Jun, 2017 @ 12:07pm 
I'll have an update done by next weekend.
A Bunny 30 Jun, 2017 @ 12:35am 
Hoping to see an update!
Rohzdear 25 Jun, 2017 @ 12:04am 
Update ever?
TheEntireGalacticEmpire 5 Jun, 2017 @ 6:05pm 
Update soon?
A Bunny 28 May, 2017 @ 7:20pm 
Can't wait to see the updated version of dis mod!
Nightscales 10 May, 2017 @ 3:15pm 
Many thanks, had some rough time trying to mod other things, but finally got back to my ships and updated them today. Everything works fine.
p6kocka 7 May, 2017 @ 3:48am 
Could you pls update this awesome mod on non steam site pls?
mzilli 5 May, 2017 @ 2:52pm 
The effort you're putting into this is really appreciated!
Nightscales 5 May, 2017 @ 2:19pm 
Thanks for all your effort to bring this up. I'll look into it as soon as I'm through the horror of making a workaround for planetary modifiers in a starting system without altering any vanilla files. Although it looks like there's no other way than making custom modifiers not mentioned in the game_start event...
Antharis  [author] 5 May, 2017 @ 11:33am 
This example was from _reptilian_01_ships_meshes.gfx file btw. Hope this helps you. If you need further help just add me on steam.
Antharis  [author] 5 May, 2017 @ 11:31am 
The "meshsettings" part needs to be added under every pdxmesh field for every custom ship you've got and then you must modify the diffuse and specular texture names in accordance to what you are using. Normal maps can remain vanilla or not add them at all.
Antharis  [author] 5 May, 2017 @ 11:30am 
In example for the reptilian transport:
pdxmesh = {
name = "reptilian_01_transport_mesh"
file = "gfx/models/ships/reptilian_01/reptilian_01_transport.mesh"
scale = 1.0
# meshsettings = {
# shader = "PdxMeshShip"
# }
meshsettings = {
texture_diffuse = "reptilian_01_transport_diffuse.dds"
texture_normal = "reptilian_01_transport_normal.dds"
texture_specular = "reptilian_01_transport_specular.dds"
}
}
Antharis  [author] 5 May, 2017 @ 11:29am 
That's just the thing. My mod used vanilla speculars and had the new diffuse remaps in the gfx file. you need to revert stellaris to pre-1.5 and get those specular maps. Then you absolutely need to remap them yourself.
Nightscales 5 May, 2017 @ 8:43am 
Goodness, I have... very little idea what you just wrote me <sad>. Previously modding diffuse textures was enough, so I didn't touch the other files, especially .gfx ones. Remapping? No-no either.
I've always saved changes with generated maps, while currently using animation gtx and other non diffuse files basing on Crusader Vanguard's Dark Reptilian ship sets (didn't do me any good).
If I dropped the spcular txtrs from your mod, would it fix things? they're still pre 1.5, right?
Antharis  [author] 5 May, 2017 @ 8:36am 
It's basically a trial and error process.
Antharis  [author] 5 May, 2017 @ 8:35am 
@Nightscales you need to use the pre-1.5 ship specular textures, alongside your modified diffuse textures. Flag colors are dictated by the non-green patches on the specular textures. So you also need the right texture sets then you need to remap them via txt in your own *.gfx files. I know it's a legthy process that's why it's taking me so long to update.
Nightscales 5 May, 2017 @ 8:07am 
Speaking of coloration, I've tried implementing back my ship textures from before 1.3, but the game ignores them and I keep getting my ships reduced to vanilla state whatever I do. By vanilla I mean they're based on flag colors instead of my textures.
Which line or file corresponds to turning that feature off for ships? Would you kindly look at my files should I post the mod or can you at least point me to a reliable tutorial working with 1.5?
A Bunny 16 Apr, 2017 @ 5:42am 
Underwhelming but still appreciated.
mzilli 8 Apr, 2017 @ 12:54pm 
Glad to hear you're still working on this. The vanilla "dynamic" ship colors are pretty underwhelming.
Incognito Core 7 Apr, 2017 @ 1:41am 
Yeah, I noticed - Why else do you think I have took my name?

I'm not called Imbecilium for nothing, after all!

Keep up the good work, Antharis - Looking forward to see what you can put out in the future!
Antharis  [author] 7 Apr, 2017 @ 1:36am 
In laymens terms, the way the new coloration works is stripes only. That does not render my mod obsolete because i have also colored the hulls of my ships. The new color coding system DOES have the ability to color the hull as well, but instead of giving us the option to color both hull and stripes, they just linked the stripe layer to the flag colot. Hence why i said it is half assed implementation. Perhaps in a future Stellaris update...