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Skjold89

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Hello guys im currently trying to make a Halo mod for Stellaris. I have several questions as a newcomer in paradox modding.
1. Is it possible to force an empire to change name, government, and icon through a timed/chained event if so how?
2. how would i go about adding several planets aside from the capital to the empire as starter planets owned? if its even possible.

I also wonder what the answer is to these questions that went unanswered, i'll try to clarify a bit.

1. Is it possible to make an Stellaris empire change identity mid game? Think formeable nations in EU IV where the game switches country tag and flag etc. I know how do this in the other Paradox games but i can't seem to figure out a way to do it here.
2. Is it possible to make it so a pre-made empire already owns/surveyed other planets/systems? This as well, would be easy to do in the other Paradox games but becouse of fundamentally different mechanics i am unsure as to how to do it.

Answers would be appreciated, thanks.
 

CPTblackadder

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I have 2 questions,

1. How do I remove all ethics from all my pops via event? I have tried a country event that calls a pop event that should remove all ethics but that does not seem to work?

2. How do I time a flag that I added to a planet so that it goes away after say 10 years?

Answers would be appreciated, cheers
 

blackninja9939

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I have 2 questions,

1. How do I remove all ethics from all my pops via event? I have tried a country event that calls a pop event that should remove all ethics but that does not seem to work?

2. How do I time a flag that I added to a planet so that it goes away after say 10 years?

Answers would be appreciated, cheers
1. You should be able to just do any_owned_pop = { pop_remove_ethic = ethic }
2. set_timed_planet_flag = { flag = x days = y }
 

Chewy Yui

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In namelists, is the following valid?

Code:
military_station_small = { 
          sequential_names = { 
               "Outpost 1" "Outpost 2" "Outpost 3" "Outpost 4" "Outpost 5" "Outpost 6" "Outpost 7" "Outpost 8" "Outpost 9" "Outpost 10" "Outpost 11" "Outpost 12"
                "Outpost 13" "Outpost 14" "Outpost 15" "Outpost 16" "Outpost 17" "Outpost 18" "Outpost 19" "Outpost 20" "Outpost 21" "Outpost 22" "Outpost 23"
                "Outpost 24" "Outpost 25" "Outpost 26" "Outpost 27" "Outpost 28" "Outpost 29" "Outpost 30" "Outpost 31" "Outpost 32" "Outpost 33" "Outpost 34"
                "Outpost 35" "Outpost 36" "Outpost 37" "Outpost 38" "Outpost 39" "Outpost 40"
            }
}

It's in the namelist for Human, and I have tried to use sequential_names for fleets, to name them in the German style (1. instead of 1st) but it isnt working.

Any workarounds for this? Or can sequential_names = <list of names to use in sequence> be added as a valid trigger later down the line please?
 

crowdemon

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Is there a way to mod the start with no spaceport and ship for everyone?
 

redsimonDE

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I've made a music mod but it doesn't seem to be working.
In the music file I've got the .ogg stuff for the music and a songs.txt file but the default music isn't replaced.
The code is like this:
Code:
song = {
    name = "mercury.ogg"
}

song = {
    name = "venus.ogg"
}

song = {
    name = "mars.ogg"
}

song = {
    name = "jupiter.ogg"
}

song = {
    name = "uranus.ogg"
}

song = {
    name = "neptune.ogg"
}
You need both songs.txt and songs.asset
They both need to be in a folder named music in the folder of your music mod. That is also the folder where you put music files.
The music mod folder and your *.mod file (*.mod file needs to have same name as music mod folder; example: music mod folder named "goodmusic", *.mod file then must be named "goodmusic.mod") have to be both in the folder C:\Users\<username>\Documents\Paradox Interactive\Stellaris\mod

Your *.mod file needs to have this content:
Code:
name = "here put your mod name"
path = "mod/modfoldername"
replace_path = "music"
tags={
   "Sound"
}
supported_version="1.0.*"
Of course supported version number depends on current game version.

If you set up your mod like this, the original music will be REPLACED with the music files that you set up in songs.txt and songs.asset

You can have BOTH your music AND the original music in a mod.
To have this, you need to copy paste the original songs.txt and songs.asset from the core game music folder (in your steam folder) into your folder C:\Users\<username>\Documents\Paradox Interactive\Stellaris\mod\goodmusic\music (example of modpath if mod folder has name goodmusic) and THEN add your songs to both files (as well as your music files into the same folder). You do NOT have to add the original music files to that folder, the game will read those files from the original core game music folder.

Note that a song is not played if it is not defined in BOTH songs.txt and songs.asset
 

klopkr

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Where do i set the start date?

If you only change a few values, then don't copy and overwrite the 00_defines.lua. Instead create a new file with some other name and in it use this syntax to overwrite specific values:

Code:
NDefines.NGameplay.NEBULA_TRAVEL_SPEED_PENALTY = 0.50
In ck2 you have a dummy text that makes this really obvious. Can you add it to stellaris (unless it's already there and i missed it).

That way fewer people will accidentally change the actual defines.lua for small mods.
 
Last edited:

ivanbell

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I have made a custom system initializer for my custom empire. Everything works but one thing. Whenever I start the game for some reason the name of the star in the system is not the one I set i the initializer, but one of the planet names from my name list.

Here's the code in prescripted_species_systems.txt:

Code:
custom_system_initializer = {
    name = "CustomSystem"
  
    class = sc_g
    asteroids_distance = 120
    flags = { custom_system }      
  
    usage = custom_empire
  
    planet = {
        name = "CustomStar"
        class = "pc_g_star"
        orbit_distance = 0
        orbit_angle = 1
        size = 10
        has_ring = no
    }

As you can see, name of the star should clearly be CustomStar. However, every time I start a game with this system, the name of the star is one of the planets in my name list. Why is that?
 

Enrika

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I've been trying to solve this for a while, but I can't seem to figure it out. When I make a custom species, it creates two mammalian portraits that BOTH work, even though I defined only one slot. When I attach the custom species into the existing species class, the portrait appears just fine. No idea what I'm doing wrong. I've looked at other race mods, especially the 40k mod and they have extra species classes without error, though they override the default species file with their own. Do I have to do the same? Seriously confused. Though, I noticed with a lot of other mods that add an extra species class that it overrides the name of city appearances with newest entry added, but that's extremely minor compared to this bug.

Any ideas?

annoying bug.png


This is what I mean by overwriting the city appearance, thingy. No idea why it does this either, but I've noticed other mods have this happen too.

example city appearance.png
 

relmz32

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Is it possible to overwrite or change static modifiers defined by the base game?
If so, can you give me an example or an explanation of how to go about it?
Any time I try, even unmodified original files, it crashes while loading.

Thanks!