well.. as i do own the game and ya’ll are a bunch of tight arsed people.
i came across this looking for where to put any mods manually for stellaris but managed to find where on my own after soem more manual searching.
@Matias now i will not go as far as telling you where to get said workshop files but i will say it is fully possible as that is what i am doing to edit a workshop mod to my prefferance and as it redowloads it whenever i try it with my custom files..
this is where to put said mod files/folders or however it is packaged C:\Users\#USERNAME#\Documents\Paradox Interactive\Stellaris
and before some piece of crap comes and complains about me being a pirate sympathiser (which there is no evidence of matias being one.. he could be truthfull and could be using a friends account.. unlikely.. but possible) either way i know how it is to be young and in a family that is poor but yer dad or mom whatever can barely afford to give you a computer and a game or two a year blah blah blah all that i know.. that is why i am trying to help a wee bit.. however if he is over 18 and he is still pirating without a second thought then screw him rightfully so. support the dev’s you like and the games you like.. but not everyone.. FAR from everyone can do exactly that. i want the newest dlc’s but i just can’t afford it cause they are so rediculously overpriced considdering they are just small dlc’s
Stellaris how to install mods
A mod (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to total conversions.
Содержание
Installation [ править | править код ]
Mods can be downloaded and installed from several sources:
When running Stellaris from Steam, the mod installation folder is:
From Paradox Launcher, the mod installation folder is:
Never install mods into the game installation directory (ie: C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\mod or
/.local/share/Paradox Launcher/games/stellaris/mod ), as the mods will not be properly loaded.
Check in the mod description the Stellaris version compatible with the version of the mod. If needed, rollback to an older patch, using “Steam Beta” tab in Steam or the “Game Settings” tab in Paradox Launcher.
In case of manual installation, the steps are usually the following (refer to specific mod instructions, if any):
If you *still* are having trouble, then use the launcher’s mod area to create an empty mod from within the launcher. Once created, go to the mod/ folder to see the structure of the newly generated mod and compare it with the structure of the mod you are trying to install.
Mods lists [ править | править код ]
Most mods are published on the Steam Workshop:
Modding
Modding, or creating mods, is the act of modifying the behavior of the base game (often referred to as vanilla), either for personal use, or to release publicly to other players, for instance via the Steam Workshop.
As with all Paradox games, Stellaris is moddable to a great extent. Motivations of modders may vary widely; better translation to native language, more events or decisions, better map, major overhaul, shameless cheating, etc.
This guide is intended to lower the entry barriers to the world of Stellaris modding. However, there is still a learning curve to it, and it cannot replace the need to read some working vanilla code, and do lots of trial and error experimentation!
Содержание
Guidelines [ править | править код ]
Modding tutorial [ править | править код ]
There is a modding tutorial available which covers steps necessary to create a basic mod.
Mod management [ править | править код ]
The first steps of modding is getting to know where the mods are located, how they’re structured and what to do when uploading your first mod!
Mod folder location [ править | править код ]
/.local/share/Paradox Interactive/Stellaris/mod
Windows
…\Documents\Paradox Interactive\Stellaris\mod
Mac OS
/Documents/Paradox Interactive/Stellaris/mod
File and folder structure [ править | править код ]
Getting the structure set up correctly when creating a mod is essential for it to run properly.
This is the required structure inside the main mod folder:
Name
Required
Description
Example
name
Yes
Name of your mod.
name=»My Stellaris Mod»
path
modname.mod: Yes
descriptor.mod: No (Ignored)
The data structure is similar to the proprietary Valve Data Format. [1]
Example modname.mod file SomeMod.mod
Adding a thumbnail [ править | править код ]
The Steam Workshop allows for a preview thumbnail picture that’ll be displayed when searching for mods and as a preview picture if you haven’t uploaded any, otherwise it’ll be placed to the right of the preview pictures. It’s recommended to make the thumbnail 512px × 512px at minimum, which is used by the workshop frontpage. Additionally, the thumbnail file should be under 1 MB in size, otherwise, it will not be uploaded. Both JPEG and PNG are supported, and after 2.4, the image file must be named thumbnail.png.
You can always update the thumbnail at any time by updating the mod (unless you are only a co-author).
Creating a mod [ править | править код ]
You can use the game launcher to set up a mod structure for you by following these simple steps according to your launcher of choice:
#
Launcher v1 ( =2.4.0)
Launcher v.
1
Launch the game
2
Navigate to the mods tab
3
Click Mod Tools
Click Upload Mod
4
Click Create Mod
Click Create Mod
5
Insert the relevant information and click Create Mod at the bottom
6
Navigate to the mod folder and locate your mod folder
7
Start modding!
Uploading and updating a mod [ править | править код ]
Uploading and updating a mod follows the same procedure, depending on your launcher of choice:
#
Launcher v1 ( =2.4.0)
1
Launch the game
2
Navigate to the mods tab
3
Click Mod Tools
4
Click Upload Mod
Click Upload a Mod
5
Select your mod from the list
6
Click Fetch Info and wait for a response
Select mod site
7
Insert description *
8
Click Upload
Click Upload Mod
9
The launcher will now upload your changes and inform you when it’s done or if an error occurred.
10
Navigate to the mod service of choice and locate your mod; Steam Workshop, visit the Workshop page, and locate the «Files you’ve posted» button by hovering over «Your Files» on the right Paradox Mods, visit the Mods page, login, and click «My uploaded mods» in the dropdown menu that appears when hovering over your name
* – The inserted description will replace the current one used on the mod page!
Game data [ править | править код ]
Game structure [ править | править код ]
Below is a list of game files and folders, listed alongside the modding guide for each.
Stellaris/common/ [ править | править код ]
Folder/File
Summary
Guides
agendas
Agendas are given to leader-candidates in Oligarchic government-forms
Agendas
ai_budget
Determine how AI should handle resources.
AI
ambient_objects
References used by code to spawn ambient objects
Models
archaeological_site_types
Definitions for Archaeological Sites to be discovered and delved by Science Ships.
Ancestral Relics
anomalies
Events that occur for research ships
Anomalies
armies
Definitions for army types
Armies
army_attachments (Deprecated)
artifact_actions
Definitions for Artifact Actions.
Ancestral Relics
ascension_perks
Definitions for Ascension Perks.
Traditions
attitudes
Definitions containing the restrictions for each attitude used by the AI
AI
bombardment_stances
Definitions of bombardment stances.
Bombardment Stances
buildable_pops (Deprecated)
buildings
Setup for buildings constructable on planets, and those given through events
Buildings
button_effects
Definitions for button effects.
Graphics
bypass
Definitions for bypasses (gateway, worm hole and l-gate)
Bypasses
casus_belli
Definitions for casus belli.
Wars
colony_automation
Definitions for colony autobuild types.
Colony Automations
colony_automation_exceptions
Definitions for colony autobuild types.
Colony Automations
colors
Color definitions used for the country color selection
Countries
component_flags (Deprecated)
component_sets
List of the sets of components used by ships
Ships
component_slot_templates
Slot templates to be used with ship sections.
Ships
component_tags
Used to group components together for common modifiers
Ships
component_templates
Attribute setup for each weapon and the templates used for ships
Ships
country_types
Rules for each country within the game.
Countries
decisions
Definitions for planetary decisions.
Decisions
defines
Basic game behaviors and settings
Defines
deposit_categories
Deposit categories relevant to deposit generation.
Planet Generation
deposits
Setup for the deposits of resources found on planets as well as blockers spawned on habitable planets.
Planet Generation
diplo_phrases
Setup for the logic behind the diplomatic phrases used between countries.
AI
diplomacy_economy
Economy units based on diplomacy. Diplomatic upkeeps like influence upkeep of Federations are defined here.
Diplomacy
diplomatic_actions
Setup for the rules for diplomatic actions.
Diplomacy
districts
Definitions for districts.
Buildings
economic_categories
Definitions for economic categories.
Economy
economic_plans
Definitions for AI economy plans.
AI
edicts
Setup for the edicts used by countries.
Edicts
ethics
Setup for ethics, controlling their modifiers and categories
Ethics
event_chains
Setup for the event chains used in the events folder
Event chains
fallen_empires
Sets up the countries and system initializer used for fallen empires
Systems
federation_law_categories
Definitions for federation law categories.
Diplomacy
federation_laws
Definitions for federation laws.
Diplomacy
federation_perks
Definitions for federation perks.
Diplomacy
federation_types
Definitions for federation types.
Diplomacy
galactic_focuses
Definitions for galactic focuses relevant to the Galactic Community.
Diplomacy
game_rules
Logic used for various game actions, i.e. can_enslave_pop. Logic here does not override hardcoded rules.
Gameplay
global_ship_designs
Designs used by the ship designer for each species
Ships
governments
Setup for the governments.
Governments
graphical_culture
Controls the lighting used for ships, which differs between graphical cultures.
Species
lawsuits
Unused.
leader_classes
Definitions for leader classes.
Leaders
mandates
Controls the mandates used by factions
Mandates
map_modes
Definitions for map modes to be used in the galaxy view.
Map Modes
megastructures
Definitions for megastructures.
Megastructures
name_lists
Sets up the names used for each species.
Empire
notification_modifiers
A variation of static modifiers. They have no modifiers and can only be added to empires.
Static Modifiers
observation_station_missions
Actions that can be done with observation stations depending on ethic choices.
Gameplay
on_actions
Events and actions that happens when you move, or do anything.
Events
opinion_modifiers
Opinion of Empires on other Empires depending on Political status and Ethics.
Opinion Modifiers
personalities
Shows the personalities of Empires AI traits and of Fallen Empires and enables editing them.
AI
planet_classes
The setup for all the planets and stars in the game.
AI Policy grabbing (What order they take policies in)
Policies
pop_categories
Definitions for pop categories (social strata).
Pop Jobs
pop_faction_types
Population faction types and personalities
Pop Factions
pop_jobs
Definitions for pop jobs.
Pop Jobs
precursor_civilizations
Precursor civilization weightings
Planets
random_names
Lists of random names for Empires
Gameplay
relics
Definitions for Relics.
Ancestral Relics
resolution_categories
Definitions for resolution categories relevant to the Galactic Community.
Diplomacy
resolutions
Definitions for resolutions relevant to the Galactic Community.
Diplomacy
scripted_effects
Pre-defined blocks of Effects to be called elsewhere.
Dynamic
scripted_loc
Pre-defined methods to provide text based on the scoped object’s attributes.
Dynamic
scripted_triggers
Pre-defined blocks of Conditions to be called elsewhere.
Dynamic
scripted_variables
Pre-defined «@» variables to be called from other game files.
Dynamic
section_templates
Container of components that consist actual ships.
Ship
sector_focuses
Types of sectors and how they act.
Colony Automations
sector_types
Types of sectors and how they act.
Colony Automations
ship_behaviours
Standard ship behaviours.
Ship
ship_of_size_limits
Number of ships that can be built based on size_multiplier and naval_cap_div
Ship
ship_sizes
Sizes of the Ships.
Ship
solar_system_initializers
Defines starting systems for players, AI, event systems, hostile systems, etc.
Systems
spaceport_modules (Deprecated)
special_projects
Special Projects
species_archetypes
Definitions for species archetypes to give some shared attributes to species classes.
Species
species_classes
Definitions for species classes that are sets of species portraits.
Species
species_names
Definitions for species random names.
Species
species_rights
Definitions for species rights.
Species
star_classes
Types of solar systems (NOT individual stars themselves!)
Systems
starbase_buildings
Definitions for starbase buildings that each starbase can only have one of each of them.
Starbases
starbase_levels
Definitions for starbase levels.
Starbases
starbase_modules
Definitions for starbase modules.
Starbases
starbase_types
Definitions for starbase types. To players, no effects, flavor only. To the AI, a starbase auto-build guide.
Starbases
start_screen_messages
Messages that should be shown to the player at the start of the game.
Gameplay
static_modifiers
Blocks of Modifiers to be added to objects.
Static Modifiers
strategic_resources
Definitions for resources, not just strategic resources.
Economy
subjects
Definitions for subject types.
Diplomacy
system_types
Definitions for system types. No effects, flavor only.
Starbases
technology
Definitions for technologies.
Technology
terraform
Definitions for terraform methods.
Planets
trade_conversions
Definitions for trade value conversions.
Economy
tile_blockers (Deprecated)
tradition_categories
Definitions for tradition groups.
Traditions
traditions
Definitions for traditions.
Traditions
traits
Definitions for species traits and leader traits.
Traits
triggered_modifiers (Deprecated)
war_demand_counters (Deprecated)
war_demand_types (Deprecated)
war_goals
Definitions for war goals.
Wars
achievements.txt
Definitions for achievements. Modding this file doesn’t make sense, since achievements are disabled for any «common» changing/expanding mods anyway.
alerts.txt
Messages
message_types.txt
Messages
Stellaris/events/ [ править | править код ]
Folder/File
Summary
Guides
example_events.txt
Contains the event code for a set of events.
Events
Stellaris/flags/ [ править | править код ]
Folder/File
Summary
Guides
*.dds
A flag image file.
Flags
colors.txt
Sets up the allowed colors for flags and the randomizable combos.
Flags
Stellaris/fonts/ [ править | править код ]
File
Summary
Guides
fonts.asset
Sets up the fonts used by the game.
Fonts
Stellaris/gfx/ [ править | править код ]
Stellaris/interface/ [ править | править код ]
Folder
Summary
Guides
*.gfx
Controls the assignment of image to interface variable.
Interfaces
*.gui
Controls the visual logic of an interface.
Interfaces
Stellaris/localisation/ [ править | править код ]
File
Summary
Guides
*l_simp_chinese.yml
Contains Chinese localisation
Localisation
*l_english.yml
Contains English localisation
Localisation
*l_french.yml
Contains French localisation
Localisation
*l_german.yml
Contains German localisation
Localisation
*l_polish.yml
Contains Polish localisation
Localisation
*l_russian.yml
Contains Russian localisation
Localisation
*l_spanish.yml
Contains Spanish localisation
Localisation
*l_braz_por.yml
Contains Brazilian/Portuguese localisation
Localisation
Stellaris/map/ [ править | править код ]
Folder/File
Summary
Guides
galaxy
Contains the galaxy options. You cannot add new ones currently.
Galaxy
setup_scenarios
Controls the logic for different sizes of galaxies.
Galaxy
Stellaris/music/ [ править | править код ]
Folder/File
Summary
Guides
*.ogg
A music file.
Music
songs.asset
Controls the assignment of music to a code name, and sets the volume of playback.
Music
songs.txt
Music
Stellaris/prescripted_countries/ [ править | править код ]
Folder/File
Summary
Guides
*.txt
Contains a pre-scripted setup for a country. Listed on the side ingame.
Galaxies
setup_scenarios
Controls the logic for different sizes of galaxies.
Galaxies
Stellaris/sound/ [ править | править код ]
Folder/File
Summary
Guides
*.asset
Sets up sounds.
Sound
*.wav
A sound file.
Sound
Overwriting specific elements [ править | править код ]
Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; FIOS)/last (Last In, Only Served; LIOS) will be used instead. [2] The order in which files are processed is based on ASCIIbetical order of the filenames. If the names are the same, they’ll be processed based on the displayed order in the launcher (or loading template). Before patch 2.5 the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the top of the mod list, it’ll be loaded last). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used.
Note that this feature is not documented and thus might be subject to arbitrary changes between versions.
Common folder [ править | править код ]
FIOS – First in, only served.
LIOS – Last in, only served
NO – Cannot individually overwrite
Please note that not everything could be tested extensively.
Localisation folder [ править | править код ]
Localisation is likely LIOS
A guide for overwriting localisation can be found here.
Events folder [ править | править код ]
Events are treated as FIOS
Interface folder [ править | править код ]
Interface is likely LIOS
Tools & utilities [ править | править код ]
Tools [ править | править код ]
Help links [ править | править код ]
Advanced tips [ править | править код ]
Testing Mods [ править | править код ]
Certain, more obscure Console commands (that don’t show up if you type ‘help’ in the console) are extremely useful in the process of testing a mod and more specific alterations.
Troubleshooting mod installation [ править | править код ]
Multiplayer requires same mod list and load order for all players.
Try reload mods button in launcher. All installed mods > Reload installed mods.
Check if non-ASCII characters exist in the address of the mod folder.
Verify integrity of Stellaris installation files (for Steam right click on Stellaris > Properties > Local files > Verify). Warning: Verification tool does not check for any additional files put into the installation folder, and those might still alter the checksum. Check patch notes and compare your unmodded game (vanilla) with reference checksum.
Make sure your antivirus is not blocking the launcher. It might do so silently without a warning.
Check if your OneDrive ran out space or is disconnected if you are using it (you might not know that you are).
If you have a mod both as a local and as a workshop subscription game will refuse to load it. Remove or move one, including root Stellaris/mod/.mod file
Delete Paradox Launcher database files as they might be corrupted (backup first):
Purging all mods [ править | править код ]
This will reset your mod settings completely (nuclear option!):
Mod load order [ править | править код ]
Ordering mods incorrectly can lead to problems in game. Mods that edit the same game files will conflict. The following section will give general tips on load order and a general load order guide. Ordering mods correctly will reduce problems, but is not guaranteed to fix all problems.
Modding
Modding, or creating mods, is the act of modifying the behavior of the base game (often referred to as vanilla), either for personal use, or to release publicly to other players, for instance via the Steam Workshop.
As with all Paradox games, Stellaris is moddable to a great extent. Motivations of modders may vary widely; better translation to native language, more events or decisions, better map, major overhaul, shameless cheating, etc.
This guide is intended to lower the entry barriers to the world of Stellaris modding. However, there is still a learning curve to it, and it cannot replace the need to read some working vanilla code, and do lots of trial and error experimentation!
Содержание
Guidelines [ править | править код ]
Modding tutorial [ править | править код ]
There is a modding tutorial available which covers steps necessary to create a basic mod.
Mod management [ править | править код ]
The first steps of modding is getting to know where the mods are located, how they’re structured and what to do when uploading your first mod!
Mod folder location [ править | править код ]
/.local/share/Paradox Interactive/Stellaris/mod
Windows
…\Documents\Paradox Interactive\Stellaris\mod
Mac OS
/Documents/Paradox Interactive/Stellaris/mod
File and folder structure [ править | править код ]
Getting the structure set up correctly when creating a mod is essential for it to run properly.
This is the required structure inside the main mod folder:
Name
Required
Description
Example
name
Yes
Name of your mod.
name=»My Stellaris Mod»
path
modname.mod: Yes
descriptor.mod: No (Ignored)
The data structure is similar to the proprietary Valve Data Format. [1]
Example modname.mod file SomeMod.mod
Adding a thumbnail [ править | править код ]
The Steam Workshop allows for a preview thumbnail picture that’ll be displayed when searching for mods and as a preview picture if you haven’t uploaded any, otherwise it’ll be placed to the right of the preview pictures. It’s recommended to make the thumbnail 512px × 512px at minimum, which is used by the workshop frontpage. Additionally, the thumbnail file should be under 1 MB in size, otherwise, it will not be uploaded. Both JPEG and PNG are supported, and after 2.4, the image file must be named thumbnail.png.
You can always update the thumbnail at any time by updating the mod (unless you are only a co-author).
Creating a mod [ править | править код ]
You can use the game launcher to set up a mod structure for you by following these simple steps according to your launcher of choice:
#
Launcher v1 ( =2.4.0)
Launcher v.
1
Launch the game
2
Navigate to the mods tab
3
Click Mod Tools
Click Upload Mod
4
Click Create Mod
Click Create Mod
5
Insert the relevant information and click Create Mod at the bottom
6
Navigate to the mod folder and locate your mod folder
7
Start modding!
Uploading and updating a mod [ править | править код ]
Uploading and updating a mod follows the same procedure, depending on your launcher of choice:
#
Launcher v1 ( =2.4.0)
1
Launch the game
2
Navigate to the mods tab
3
Click Mod Tools
4
Click Upload Mod
Click Upload a Mod
5
Select your mod from the list
6
Click Fetch Info and wait for a response
Select mod site
7
Insert description *
8
Click Upload
Click Upload Mod
9
The launcher will now upload your changes and inform you when it’s done or if an error occurred.
10
Navigate to the mod service of choice and locate your mod; Steam Workshop, visit the Workshop page, and locate the «Files you’ve posted» button by hovering over «Your Files» on the right Paradox Mods, visit the Mods page, login, and click «My uploaded mods» in the dropdown menu that appears when hovering over your name
* – The inserted description will replace the current one used on the mod page!
Game data [ править | править код ]
Game structure [ править | править код ]
Below is a list of game files and folders, listed alongside the modding guide for each.
Stellaris/common/ [ править | править код ]
Folder/File
Summary
Guides
agendas
Agendas are given to leader-candidates in Oligarchic government-forms
Agendas
ai_budget
Determine how AI should handle resources.
AI
ambient_objects
References used by code to spawn ambient objects
Models
archaeological_site_types
Definitions for Archaeological Sites to be discovered and delved by Science Ships.
Ancestral Relics
anomalies
Events that occur for research ships
Anomalies
armies
Definitions for army types
Armies
army_attachments (Deprecated)
artifact_actions
Definitions for Artifact Actions.
Ancestral Relics
ascension_perks
Definitions for Ascension Perks.
Traditions
attitudes
Definitions containing the restrictions for each attitude used by the AI
AI
bombardment_stances
Definitions of bombardment stances.
Bombardment Stances
buildable_pops (Deprecated)
buildings
Setup for buildings constructable on planets, and those given through events
Buildings
button_effects
Definitions for button effects.
Graphics
bypass
Definitions for bypasses (gateway, worm hole and l-gate)
Bypasses
casus_belli
Definitions for casus belli.
Wars
colony_automation
Definitions for colony autobuild types.
Colony Automations
colony_automation_exceptions
Definitions for colony autobuild types.
Colony Automations
colors
Color definitions used for the country color selection
Countries
component_flags (Deprecated)
component_sets
List of the sets of components used by ships
Ships
component_slot_templates
Slot templates to be used with ship sections.
Ships
component_tags
Used to group components together for common modifiers
Ships
component_templates
Attribute setup for each weapon and the templates used for ships
Ships
country_types
Rules for each country within the game.
Countries
decisions
Definitions for planetary decisions.
Decisions
defines
Basic game behaviors and settings
Defines
deposit_categories
Deposit categories relevant to deposit generation.
Planet Generation
deposits
Setup for the deposits of resources found on planets as well as blockers spawned on habitable planets.
Planet Generation
diplo_phrases
Setup for the logic behind the diplomatic phrases used between countries.
AI
diplomacy_economy
Economy units based on diplomacy. Diplomatic upkeeps like influence upkeep of Federations are defined here.
Diplomacy
diplomatic_actions
Setup for the rules for diplomatic actions.
Diplomacy
districts
Definitions for districts.
Buildings
economic_categories
Definitions for economic categories.
Economy
economic_plans
Definitions for AI economy plans.
AI
edicts
Setup for the edicts used by countries.
Edicts
ethics
Setup for ethics, controlling their modifiers and categories
Ethics
event_chains
Setup for the event chains used in the events folder
Event chains
fallen_empires
Sets up the countries and system initializer used for fallen empires
Systems
federation_law_categories
Definitions for federation law categories.
Diplomacy
federation_laws
Definitions for federation laws.
Diplomacy
federation_perks
Definitions for federation perks.
Diplomacy
federation_types
Definitions for federation types.
Diplomacy
galactic_focuses
Definitions for galactic focuses relevant to the Galactic Community.
Diplomacy
game_rules
Logic used for various game actions, i.e. can_enslave_pop. Logic here does not override hardcoded rules.
Gameplay
global_ship_designs
Designs used by the ship designer for each species
Ships
governments
Setup for the governments.
Governments
graphical_culture
Controls the lighting used for ships, which differs between graphical cultures.
Species
lawsuits
Unused.
leader_classes
Definitions for leader classes.
Leaders
mandates
Controls the mandates used by factions
Mandates
map_modes
Definitions for map modes to be used in the galaxy view.
Map Modes
megastructures
Definitions for megastructures.
Megastructures
name_lists
Sets up the names used for each species.
Empire
notification_modifiers
A variation of static modifiers. They have no modifiers and can only be added to empires.
Static Modifiers
observation_station_missions
Actions that can be done with observation stations depending on ethic choices.
Gameplay
on_actions
Events and actions that happens when you move, or do anything.
Events
opinion_modifiers
Opinion of Empires on other Empires depending on Political status and Ethics.
Opinion Modifiers
personalities
Shows the personalities of Empires AI traits and of Fallen Empires and enables editing them.
AI
planet_classes
The setup for all the planets and stars in the game.
AI Policy grabbing (What order they take policies in)
Policies
pop_categories
Definitions for pop categories (social strata).
Pop Jobs
pop_faction_types
Population faction types and personalities
Pop Factions
pop_jobs
Definitions for pop jobs.
Pop Jobs
precursor_civilizations
Precursor civilization weightings
Planets
random_names
Lists of random names for Empires
Gameplay
relics
Definitions for Relics.
Ancestral Relics
resolution_categories
Definitions for resolution categories relevant to the Galactic Community.
Diplomacy
resolutions
Definitions for resolutions relevant to the Galactic Community.
Diplomacy
scripted_effects
Pre-defined blocks of Effects to be called elsewhere.
Dynamic
scripted_loc
Pre-defined methods to provide text based on the scoped object’s attributes.
Dynamic
scripted_triggers
Pre-defined blocks of Conditions to be called elsewhere.
Dynamic
scripted_variables
Pre-defined «@» variables to be called from other game files.
Dynamic
section_templates
Container of components that consist actual ships.
Ship
sector_focuses
Types of sectors and how they act.
Colony Automations
sector_types
Types of sectors and how they act.
Colony Automations
ship_behaviours
Standard ship behaviours.
Ship
ship_of_size_limits
Number of ships that can be built based on size_multiplier and naval_cap_div
Ship
ship_sizes
Sizes of the Ships.
Ship
solar_system_initializers
Defines starting systems for players, AI, event systems, hostile systems, etc.
Systems
spaceport_modules (Deprecated)
special_projects
Special Projects
species_archetypes
Definitions for species archetypes to give some shared attributes to species classes.
Species
species_classes
Definitions for species classes that are sets of species portraits.
Species
species_names
Definitions for species random names.
Species
species_rights
Definitions for species rights.
Species
star_classes
Types of solar systems (NOT individual stars themselves!)
Systems
starbase_buildings
Definitions for starbase buildings that each starbase can only have one of each of them.
Starbases
starbase_levels
Definitions for starbase levels.
Starbases
starbase_modules
Definitions for starbase modules.
Starbases
starbase_types
Definitions for starbase types. To players, no effects, flavor only. To the AI, a starbase auto-build guide.
Starbases
start_screen_messages
Messages that should be shown to the player at the start of the game.
Gameplay
static_modifiers
Blocks of Modifiers to be added to objects.
Static Modifiers
strategic_resources
Definitions for resources, not just strategic resources.
Economy
subjects
Definitions for subject types.
Diplomacy
system_types
Definitions for system types. No effects, flavor only.
Starbases
technology
Definitions for technologies.
Technology
terraform
Definitions for terraform methods.
Planets
trade_conversions
Definitions for trade value conversions.
Economy
tile_blockers (Deprecated)
tradition_categories
Definitions for tradition groups.
Traditions
traditions
Definitions for traditions.
Traditions
traits
Definitions for species traits and leader traits.
Traits
triggered_modifiers (Deprecated)
war_demand_counters (Deprecated)
war_demand_types (Deprecated)
war_goals
Definitions for war goals.
Wars
achievements.txt
Definitions for achievements. Modding this file doesn’t make sense, since achievements are disabled for any «common» changing/expanding mods anyway.
alerts.txt
Messages
message_types.txt
Messages
Stellaris/events/ [ править | править код ]
Folder/File
Summary
Guides
example_events.txt
Contains the event code for a set of events.
Events
Stellaris/flags/ [ править | править код ]
Folder/File
Summary
Guides
*.dds
A flag image file.
Flags
colors.txt
Sets up the allowed colors for flags and the randomizable combos.
Flags
Stellaris/fonts/ [ править | править код ]
File
Summary
Guides
fonts.asset
Sets up the fonts used by the game.
Fonts
Stellaris/gfx/ [ править | править код ]
Stellaris/interface/ [ править | править код ]
Folder
Summary
Guides
*.gfx
Controls the assignment of image to interface variable.
Interfaces
*.gui
Controls the visual logic of an interface.
Interfaces
Stellaris/localisation/ [ править | править код ]
File
Summary
Guides
*l_simp_chinese.yml
Contains Chinese localisation
Localisation
*l_english.yml
Contains English localisation
Localisation
*l_french.yml
Contains French localisation
Localisation
*l_german.yml
Contains German localisation
Localisation
*l_polish.yml
Contains Polish localisation
Localisation
*l_russian.yml
Contains Russian localisation
Localisation
*l_spanish.yml
Contains Spanish localisation
Localisation
*l_braz_por.yml
Contains Brazilian/Portuguese localisation
Localisation
Stellaris/map/ [ править | править код ]
Folder/File
Summary
Guides
galaxy
Contains the galaxy options. You cannot add new ones currently.
Galaxy
setup_scenarios
Controls the logic for different sizes of galaxies.
Galaxy
Stellaris/music/ [ править | править код ]
Folder/File
Summary
Guides
*.ogg
A music file.
Music
songs.asset
Controls the assignment of music to a code name, and sets the volume of playback.
Music
songs.txt
Music
Stellaris/prescripted_countries/ [ править | править код ]
Folder/File
Summary
Guides
*.txt
Contains a pre-scripted setup for a country. Listed on the side ingame.
Galaxies
setup_scenarios
Controls the logic for different sizes of galaxies.
Galaxies
Stellaris/sound/ [ править | править код ]
Folder/File
Summary
Guides
*.asset
Sets up sounds.
Sound
*.wav
A sound file.
Sound
Overwriting specific elements [ править | править код ]
Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; FIOS)/last (Last In, Only Served; LIOS) will be used instead. [2] The order in which files are processed is based on ASCIIbetical order of the filenames. If the names are the same, they’ll be processed based on the displayed order in the launcher (or loading template). Before patch 2.5 the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the top of the mod list, it’ll be loaded last). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used.
Note that this feature is not documented and thus might be subject to arbitrary changes between versions.
Common folder [ править | править код ]
FIOS – First in, only served.
LIOS – Last in, only served
NO – Cannot individually overwrite
Please note that not everything could be tested extensively.
Localisation folder [ править | править код ]
Localisation is likely LIOS
A guide for overwriting localisation can be found here.
Events folder [ править | править код ]
Events are treated as FIOS
Interface folder [ править | править код ]
Interface is likely LIOS
Tools & utilities [ править | править код ]
Tools [ править | править код ]
Help links [ править | править код ]
Advanced tips [ править | править код ]
Testing Mods [ править | править код ]
Certain, more obscure Console commands (that don’t show up if you type ‘help’ in the console) are extremely useful in the process of testing a mod and more specific alterations.
Troubleshooting mod installation [ править | править код ]
Multiplayer requires same mod list and load order for all players.
Try reload mods button in launcher. All installed mods > Reload installed mods.
Check if non-ASCII characters exist in the address of the mod folder.
Verify integrity of Stellaris installation files (for Steam right click on Stellaris > Properties > Local files > Verify). Warning: Verification tool does not check for any additional files put into the installation folder, and those might still alter the checksum. Check patch notes and compare your unmodded game (vanilla) with reference checksum.
Make sure your antivirus is not blocking the launcher. It might do so silently without a warning.
Check if your OneDrive ran out space or is disconnected if you are using it (you might not know that you are).
If you have a mod both as a local and as a workshop subscription game will refuse to load it. Remove or move one, including root Stellaris/mod/.mod file
Delete Paradox Launcher database files as they might be corrupted (backup first):
Purging all mods [ править | править код ]
This will reset your mod settings completely (nuclear option!):
Mod load order [ править | править код ]
Ordering mods incorrectly can lead to problems in game. Mods that edit the same game files will conflict. The following section will give general tips on load order and a general load order guide. Ordering mods correctly will reduce problems, but is not guaranteed to fix all problems.
How to install Stellaris mods
by Stellaris mods · June 30, 2017
How to install Stellaris mods
This is a simple tutorial how to install Stellaris Mods. Follow these steps and you will have no problems installing your mod.
The mod installation folder is:
Do not install mods in the Steam directory (ex: C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\mod), as mod would not be properly working.
Be sure that mod version is compatible with the version of the Stellaris (version written in mod description). If needed, go back to an older patch, using Steam Beta tab.
Manual Mod Installation: In case of manual installation, the steps are usually the following (refer to specific mod instructions, if any):
What is Stellaris mods?
It looks like you’ve chosen the Stellaris mods! Well don’t wait, press “Download”. Don’t worry! All the mods on this website are completely free. No hidden charges or limitations will bother you. Simply spend couple minutes of your free time to install these mods and improve your game so you could experience the new excitement. We can ensure that only highest quality mods Stellaris are being published on our website. We care about our community and we want you to feel happy. Do you want to feel happy too? Well, don’t wait. Hundreds of different mods are waiting for you. They aren’t going to install by themselves. Take a look at all our offers and find the best mods you truly need. Download mods for Stellaris and install. A couple of minutes – that’s all that it takes to improve the game. Don’t miss this chance because you deserve the best of the best!