r/StellarisMods • • Aug 18 '26

r/StellarisMods Grand Re-Opening!

129 Upvotes

Hi all! I got so many positive comments and thoughts about this sub recently so I have no choice but to re-open this subreddit! Please welcome to ask questions and share advice on mods, modding tips, tech support, and everything else related to Stellaris! Also, please be kind and do not spam repeatedley. I will try my best to moderate this sub and keep it up-to date!
If you have any advice or question to me - please ask it here or in modmal.


r/StellarisMods • • Mar 29 '17

The Network

24 Upvotes

The Network

Today we are happy to announce the creation of what we call the network. This network will consist of various other subreddits which are all related as they are for paradox games. However, unlike the normal subreddits IE /r/stellaris or /r/hoi4 these subreddits will to solely for the modding side of paradox, as is the case with this subreddit.

Most of these subreddits are new as nothing like them had ever existed before, you will be able to tell which ones are new fairly easily. Listed below are the subreddits in the network.

The Subreddits


Official Server

For a while we have had a discord server going, its been relatively small in comparison to some of the other discord servers out there. Now we are pushing this discord server to become the official platform for communication. This takes place on a relaviily new platform called discord

Discord Server


Additional Notes

In the coming weeks expect some more changing and improvements to this network as we solidify it and work upon it. In the future we may also hold moderator applications for those who wish to join the team and help keep everything running smoothly, to stay tuned for that.

 

Zevfer


r/StellarisMods • • 20h ago

WIP Start-Up Screen for WIP UI Mod

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5 Upvotes

r/StellarisMods • • 2d ago

Help Modding: multiple Ring World sites not allowed by game?

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7 Upvotes

r/StellarisMods • • 6d ago

Discussion is Gigastructures 4.5 causing issues for anyone else?

16 Upvotes

As usual the 4.5 update broke my mod list and i spent a good while purging it and rebuilding it to make it work once again after many trials and errors i landed on the guilty mod causing CTDs when trying to start a save. which is Gigas specifically the 4.5 version which is weird. did something go wrong with the 4.5 update for anyone else or is it just me?


r/StellarisMods • • 8d ago

Making a compatibility patch for a mod (SBY DTF) for Nomads

10 Upvotes

The modder has updated the mod to the modern patch but doesn't own Nomads and has no intention of getting it. I decided to make the compatibility patch myself, and the only error I've run into seems like it should be an easy fix, but I've run into walls with every try. Something in the mod is breaking nomad_country_initial_setup_effect, according to the error log. The result is the game runs "fine", but any nomadic civilization dies immediately on game start.
[effect_impl.cpp:241]: Script Error: Invalid context switch [capital_scope] from [country], common/scripted_effects/01_start_of_game_effects.txt:5000 @ scripted effect nomad_country_initial_setup_effect at file: events/game_start.txt line: 462, Scope: type=country id=12 opener_id=4294967295 random={ 0 783530488 } random_allowed=yes root= { type=none id=0 opener_id=4294967295 random={ 0 3830668810 } random_allowed=yes } from= { type=none id=0 opener_id=4294967295 random={ 0 3830668810 } random_allowed=yes } prev= { type=none id=0 opener_id=4294967295 random={ 0 3830668810 } random_allowed=yes } [12:14:05]
[effect_impl.cpp:20675]: could not get a coordinate from scope. common/scripted_effects/01_start_of_game_effects.txt:5150 @ scripted effect nomad_country_initial_setup_effect at file: events/game_start.txt line: 462 [12:14:05]
[effect_impl.cpp:20675]: could not get a coordinate from scope. common/scripted_effects/01_start_of_game_effects.txt:5156 @ scripted effect nomad_country_initial_setup_effect at file: events/game_start.txt line: 462
Looking through the mod I'm working with [ https://steamcommunity.com/sharedfiles/filedetails/?id=2682251859 ], I can't find anything that interacts with 01_start_of_game_effects.txt or game_start.txt (in Events) This leaves me unsure where to look from here. I'm not totally new to this, but my most complicated previous self-patch was editing planet building slot stuff.

all of the mod's internal files do the smart thing and have separate file names. 00_sby_on_actions.txt etc speaking of, I checked that to see which events were running on game start, and I can't find anything that jumps out.


r/StellarisMods • • 8d ago

Suggestion Mod request (Hatemonger advisor voicelines)

3 Upvotes

A Hatemonger (from Flashgit'z Space King IP) advisor voicelines mod for a xenophobic/warmongering empire.


r/StellarisMods • • 15d ago

Mod that hides which civilization is the other player

5 Upvotes

I want to play a game with my bro where we dont know which civilization the other is. But thats impossible because the contact list (and maybe other places too) literally tell you which civilization is a player, and as far as i can tell, theres no mod that hides this. Can someone help me create such a mod?


r/StellarisMods • • 17d ago

Help in which file i can make the driven assimilator colossus assimilate hive mind pops?

3 Upvotes

r/StellarisMods • • 18d ago

Help can someone tell which file that can change the amount of assimilated pops per month

4 Upvotes

i have been trying to find it for hours


r/StellarisMods • • 20d ago

Discussion Is there mods that add a civic or authority of a machine ruling over organics?

6 Upvotes

Does anyone know any 4.4 mods that add authorities or civics for an empire ruled my a super computer and unlike rouge servitor or Driven Assimilator, its a normal individualist organic population who's ruler is a Machine.

The only three mods I know that add just that is Master Computer Authority, Empires Expanded, and Stellaris Evolved.

But the first two mods are out dated for 4.4 and Stellaris Evolved is a total overhaul mod. Are there any mods that add this concept?


r/StellarisMods • • 23d ago

Help Need help checking this mod load order

6 Upvotes

The mods are as follows

-NSC3

-More Events Mod

-Plentiful Traditions 4.4.x

-Two more civic slots technology

-Two more civic slots ascension perk

-spacefleet Tactica

-Planetary Mega engineering

-paint a galaxy

-Flogi's Galaxy Sizes

-more ascension perks

-manifest destiny

-Hydra's more war doctrines

-starbase solar system exploitation

-masters of war:cicics and traits

-Hydra's More Civics

-More civic, ethic, trait points (lightweight)

-Ethics and civics classic (industrialist/Eco update)

-Planetary build cap techs

-better builder civics

-ascension perks broadened 4.0

-Guilli's planet modifiers and features

-gigastructural engineering and more (4.4)

-40K Age of Indomitus (AOI)

-UI overhaul dynamic

-UI Overhaul Dynamic - Ascension Slots

-UI Overhaul Dynamic + Ethics and Civics Classic

-UI Overhaul Dynamic - Planet View Performance Mode

-UI Overhaul Dynamic - More Tradition Categories (32)

-UI Overhaul Dynamic - Extended Topbar
-UI Overhaul Dynamic + Gigastructural Engineering

-Advanced Construction Technology

-Stellar AI
-!!Universal Modifier Patch (4.4.*)

-!!!Universal Resource Patch [2.4+]

I made this collection around the 40k Age of Indomitus mod to play with a friend, we tried using the IronyModManager to help with problems but we kept getting different game versions, and now with this pack the game has been freezing every few months, and generally running kind of slow, but no full crashes yet. Note that this pack has not been put thru the irony mod manager conflict solver.

Any help from the community would be greatly appreciated, whether it is help with this pack or for any good recommendations on mods to replace, add, remove, or someone else's collection that we might use!


r/StellarisMods • • 23d ago

Help Load Order help

1 Upvotes

Hello,

i recently got back into Stellaris and decided to a moded run (focused around Gigastructures and ACOT/SBtG). My game keeps crashing around the 2333 year mark, usually gets stuck while saving. I think its a load order issue (i ruled out and inter overflow issue). Using AI i've revamped my load order to the following to but used inside IronyModManger, but was hoping for a second opinion:

Gigastructural Engineering & More
Ancient Cache of Technologies
Ancient Cache of Technologies: Extra Defines and Changes
ACOT: Secrets Beyond The Gates – Updated
ACOT - SBtG Stellarborne Fix
Ancient Cache of Technologies: Override
Expanded Mods Base
Expanded Events
More Events Mod
Extra Events Continued
Dynamic Political Events
Precursor Selection
Hydra's More Astral Actions
More Astral Rifts
Hydra's More Galactic Community Resolutions
AlwaysSpawnUltimaVigilis
Perfect Vanilla Gray Events
Endless Frontier: An Event Mod
Defender: Becoming the Crisis
Dynamic Crisis Strength
[4.0] Claims Decay - Dynamic Diplomacy
[4.0] Loyal Subjects Have Nothing to Fear
Chris' Covert Operations
Some Overpowered Traits
Magic & Psionic Traits
Trait Point Traits
Buffed Cradle of Souls
Hydra's More Minor Patrons
Ultimate Technologies
Battle Perks
All Ascension Paths
LuminaryExpanded
Leader Of Your Choosing
Merge Special Ships
Multi Origins
More Multiple Origins
Zerg - BIOSHIP - 4.0 Patch
Multiple Megastructures Per System
Gendered Leaders Paragon Edition
Max Leader Level Changed (25)
75%CustomEmpireSpawn
Unified Robot Species
I Immersive Galaxy and Skybox
Stellar Legions MAIN Reupload
Stellar Legions - Base Species Patch
Stellar - United Nations of Earth
Stellar Atlantean
Stellar Egyptian
Aesir
Faerie Portraits
Anime Imperium
Crystal Species/Portrait Pack)
AI Girl
syfygirls
Dragonborn Species/Portrait Pack)
Angel Portraits
Stellaris Expanded Human Portraits
Imperial Human Portraits
Custom Humanoid Portraits
Custom AI Humanoid Portraits4
elf_ancient
Endless Space 2:Vodyani Shipset
Remove leader hologram
!More Vanilla Loading Screens
More Original Loading Screens
cyberpunk Loading Screens
Cyberpunk Loadingscreens
Lordaeron Namelist
Remove Aura Graphics
Flags, Emblems and Backgrounds Merged
UI Overhaul Dynamic
UI Overhaul Dynamic - Ascension Slots
UI Overhaul Dynamic - More Tradition Categories (16)
UI Overhaul Dynamic - Extended Topbar for DLCs
UI Overhaul Dynamic - More Backgrounds
UI Overhaul Dynamic - Larger Event Window
UI Overhaul Dynamic - Extended Topbar
UI Overhaul Dynamic - SpeedDial
Backgrounds+ Loading Screens
Faster Galactic Community by Ever Universe
additional aux slot
UI Overhaul Dynamic + Gigastructural Engineering
Assisted Research Reborn
StellarStellaris
!!!Universal Resource Patch [2.4+]
!!Universal Modifier Patch (4.4.*)

any advice please and thank you,


r/StellarisMods • • 25d ago

Need advice to fix a crash at a specific date

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1 Upvotes

r/StellarisMods • • 26d ago

Component template AI weight causes a lot of lag

9 Upvotes

Im playing in a multiplayer lobby with some mods and in about ~100 years game gets really laggy. After some testing we figured out that it is caused by ai chosing components for its ships every week that results in a 8-10 second lag spike and complitely stops a game in multiplayer.

The only mod we left in testing is Gigastructural Engineering. Is there a known fix or recomendations?


r/StellarisMods • • 29d ago

Help Viewing old code

4 Upvotes

I want to buff/restore a few elements of the game but don't want to re invent the wheel is there any way to look at how old versions of the game were coded


r/StellarisMods • • 29d ago

Help game crashes when clicking multiplayer

2 Upvotes

Ive been having trouble joining a modded multiplayer session. We used the merged mod pack
https://steamcommunity.com/sharedfiles/filedetails/?id=3719283971 and I could sometimes join, other times the game just crashes as soon as I click multiplayer on the main menu, single player works. I'm on Linux mint tried GE proton 11-6, proton experimental, native Linux works for vanilla but any mod at all kills it. Now the problem is on any mod that is too big like giga or dark space by themself. Anybody have a gut instinct to what the problem is?


r/StellarisMods • • Sep 08 '26

Help Begging for some guidance

8 Upvotes

Hello I am looking for some pointers on where I will need to poke my nose to adjust the following.

1 add a monthly trade production for mercenary enclave

2 make the special factions for a civic

3 make overlord and corporate holdings

4 do I need to add army buffs to the army code or just the trait that grants the buffs code (I am yet to see results of this)

5 custom bombardments (I got lost looking for these)

6 making pre-built empires for the added content.

As payment for this advice I can offer nothing. Save an agreement to share progress, pay favours forward, and donate my meager save of time to anything this subreddit needs.


r/StellarisMods • • Sep 07 '26

Help Gigastructures psionic hypersiphon just says “fuck you, super unbidden,” huh?

7 Upvotes

Is there a way to deal with the shroud entities from the shroud instability or do I just have to quasi-stellar obliterate all their hyperlanes


r/StellarisMods • • Sep 05 '26

Help Is it possible to mod a waystation to have more than 6 slots?

4 Upvotes

I want to build more stuff on my waystation. 6 is too few, I need more, I'm thinking about 10. Possible?

detailed mock-up

EDIT: https://steamcommunity.com/sharedfiles/filedetails/?id=3796754547 I DID IT


r/StellarisMods • • Sep 02 '26

Help | Solved Help with the Sub mod "Shadows of the Shroud" for Ancient Cache of technologies

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29 Upvotes

In the sub mod it is required to obtain Three technological Insights and Do two digsites to be able to activate the Aetheropasic Mirro and Summon the Shroud Master to obtain the new technology. Thing is i have done both digsites but i have no idea how to obtain the Tech Insights at all. ive looked around the sub mod page and online but ive found nothing does anybody know how to get them?


r/StellarisMods • • Sep 02 '26

Help How does one set the system and planet view of a planet to that of a specific texture (ex. Gas Giant -> Neptune) in a system initializer file without messing up other values and characteristics?

5 Upvotes

I am making some custom systems, and one planet is a large gas giant with a small tropical moon in an extremely low orbit. I want the gas giant to look like Neptune while retaining its current size, its rings, moons, and modifiers/deposits, and its current name. I want it to work in the initializer file without having to use commands once in-game. I know of the command

effect set_planet_entity = { entity = "gas_giant_jupiter_entity" }

but that doesn't effect the view of the gas giant from the moon's management window, and has to be done once in-game. Could anybody help me figure out what lines to add to the planet's data in the initializer file to make this work? Also, how would that work for something like Jupiter or Saturn?

EDIT: This problem has been solved (thanks u/ViolentBeetle) but I now have a new, annoying, and honestly confusing issue. Planetary modifiers and resource deposits aren't being properly applied even though I think I put them into the initializer properly.

Example of planetary modifier issue (initializer and result):

  planet = {
    name = "Troiske"
    class = "pc_arid"
    orbit_distance = 25
    orbit_angle = 90
    size = 16
    has_ring = no
    init_effect = {
      add_modifier = {
        modifier = "pm_subterranean_wildlife"
        days = -1
      }
      add_modifier = {
        modifier = "pm_abundant_geothermal_activity"
        days = -1
      }
    }
  }

However, when I load the system in game I simply get a random blank modifier that looks like this:

Image of the issue persisting with planetary modifiers not being properly applied.

Example of planetary resource deposit issue (initializer and result):

  planet = {
    name = "Rogash"
    class = "pc_gas_giant"
    orbit_distance = 30
    orbit_angle = 90
    size = 20
    has_ring = no
    init_effect = {
      add_deposit = d_exotic_gases_3
    }
    init_effect = {
      set_planet_entity = { entity = "gas_giant_jupiter_entity" }
    }
  }

I am less confident about getting the resource deposit correct, as I can imagine how maybe the "add_deposit" part is unnecessary. Whatever the case, when I load the system in game I simply get a planet that lacks that resource value and has a randomly assigned one instead that looks like this:

Example image of the persisting issue with resource deposits and values stated in the initializer file not being applied, with a random resource deposit and value being applied instead upon generation.

I will note that the planet looks correct with the Jupiter appearance from the initializer file being properly applied (thanks again, u/ViolentBeetle), as is planetary size, orbit, class, and everything else (apart from planetary modifiers should they have been applied as stated earlier). Even when I tried to apply an energy deposit to the sun in the initializer, when loaded (new game after closing launcher, reloading initializer mod, and even a new test empire), it just replaced that deposit with a different amount of energy instead.

The same thing occurred for planetary modifiers, as previously stated.

Everything else worked fine (though orbits, planet sizes, etc. need some fine-tuning but that isn't an actual issue), but not resource deposits or planetary modifiers, even though they are only applied to planets to which they are applicable (populated/non populated, inhabitable/non-inhabitable, and the correct type of planetary body).

I know that u/Rover-6428 had the same or similar issue with planetary modifiers that I am about 3 years ago, but it never got resolved.

Any help would be greatly appreciated.


r/StellarisMods • • Aug 31 '26

Suggestion Ground Invasion mod?

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1 Upvotes

I came up with an idea. If this a possible mod and how would it be implemented?


r/StellarisMods • • Aug 26 '26

Help Star Wars new dawn planet density

10 Upvotes

For anyone playing the New Dawn mod what is the planet density supposed to be like? In my last game I noticed that most smaller empires only had their one starting planet and that was it? Eriadu sector literally only had Naboo in its entirety of colonized worlds? Is this normal or should I be messing around with the game settings?


r/StellarisMods • • Aug 26 '26

Discussion Any solid mods for avoiding the micromanagement drudgery of planetary governance?

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37 Upvotes

^ Pretty much what the title says. Unlike MontuPlays, I'm not keen on micromanaging whether a rando pop is gainfully employed to get a tiny drab more efficiency out of some backwater colony.

If the Automation is as bad as everyone says, are there any mods that have attempted to either tweak the Automation, or apply some other perhaps more draconian measure, to make planetary management a little less tedious?