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Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Wed May 31, 2023 5:15 pm
by Venatoris
@Kessem:
Does not work for me, unfortunately. Main script does not start. Maybe because I play the German version?
But thank you for being so supportive here. :-)

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Wed May 31, 2023 5:39 pm
by Althalus
Broken due to yesterdays update. He has yet to release a new version.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Wed May 31, 2023 6:20 pm
by Kessem
The version I uploaded still works for Achievements and Console cheats, as well as Civic and Ethic picks, at least it does for me, and a couple of others.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Wed May 31, 2023 6:39 pm
by Venatoris
Maybe really the different language version. Start your Table, can activate the first item, but not the Mainscript subitem.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Wed May 31, 2023 7:32 pm
by Kessem
You don't need the mainscript sub item to enable the Modded Achievements, Console in Ironman, and The Civic/Ethic pics.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Thu Jun 01, 2023 2:55 am
by AiR
TheGreen wrote:
Mon May 29, 2023 12:09 am
Grubbs008 wrote:
Wed May 24, 2023 4:18 pm
AiR wrote:
Tue May 23, 2023 11:42 am


its not real space problems, i have been doing a tryouts for real space about 20x times with different kind of mods and i can confirm its not the mod fault. the reason it changed id is because there is a monster / entity that occupy the ID 00 FROM YOUR EMPIRE SETTING. for example if i set my empire system with "floating world nearby" it will spawn "cumulonimbus cloud" and take the ID 00

so its not real space fault based on my tryouts 20x times
Well, I did prosperous unification 10 times, with a Paradox created faction. And i got ID 1, every single time, with ONLY, Real Space enabled. So it's obviously the mod. Regardless if it's an origin causing it or not. It does not happen without the mod, 100% of the time.

the said file is D:\Steam\steamapps\workshop\content\281990\937289339\common\solar_system_initializers\special_system_initializers.txt

its the polaris entry where a country is created in form of a ai fleet that patrols the ocean planet there at 1507 (notepad++)

you can delete the entry if you know how to do this without breaking the following events
Correct, its on system initializers text and not the "mod" fault.
i think he just doesnt understand how "galaxy spawning" works :D , the bigger the galaxy are the higher the chance of spawning unique entity and replace ID 00

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Thu Jun 01, 2023 6:28 pm
by Grubbs008
AiR wrote:
Thu Jun 01, 2023 2:55 am
TheGreen wrote:
Mon May 29, 2023 12:09 am
Grubbs008 wrote:
Wed May 24, 2023 4:18 pm


Well, I did prosperous unification 10 times, with a Paradox created faction. And i got ID 1, every single time, with ONLY, Real Space enabled. So it's obviously the mod. Regardless if it's an origin causing it or not. It does not happen without the mod, 100% of the time.

the said file is D:\Steam\steamapps\workshop\content\281990\937289339\common\solar_system_initializers\special_system_initializers.txt

its the polaris entry where a country is created in form of a ai fleet that patrols the ocean planet there at 1507 (notepad++)

you can delete the entry if you know how to do this without breaking the following events
Correct, its on system initializers text and not the "mod" fault.
i think he just doesnt understand how "galaxy spawning" works :D , the bigger the galaxy are the higher the chance of spawning unique entity and replace ID 00
There's no need to be a prick. Obviously it's the mods fault, cause without the mod, even on the largest galaxy I always get ID 00. Not sure what you're trying to get at.

Thanks Green for the reply, I'll try it out later.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Thu Jun 01, 2023 6:32 pm
by Grubbs008
Althalus wrote:
Wed May 31, 2023 5:39 pm
Broken due to yesterdays update. He has yet to release a new version.
Can Confirm, main table (Not extender) is now broken cause of the small update.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Thu Jun 01, 2023 6:42 pm
by Grubbs008
TheGreen wrote:
Mon May 29, 2023 12:09 am
Grubbs008 wrote:
Wed May 24, 2023 4:18 pm
AiR wrote:
Tue May 23, 2023 11:42 am


its not real space problems, i have been doing a tryouts for real space about 20x times with different kind of mods and i can confirm its not the mod fault. the reason it changed id is because there is a monster / entity that occupy the ID 00 FROM YOUR EMPIRE SETTING. for example if i set my empire system with "floating world nearby" it will spawn "cumulonimbus cloud" and take the ID 00

so its not real space fault based on my tryouts 20x times
Well, I did prosperous unification 10 times, with a Paradox created faction. And i got ID 1, every single time, with ONLY, Real Space enabled. So it's obviously the mod. Regardless if it's an origin causing it or not. It does not happen without the mod, 100% of the time.

the said file is D:\Steam\steamapps\workshop\content\281990\937289339\common\solar_system_initializers\special_system_initializers.txt

its the polaris entry where a country is created in form of a ai fleet that patrols the ocean planet there at 1507 (notepad++)

you can delete the entry if you know how to do this without breaking the following events
Thanks for this, I can confirm, deleting the entire entry that is created BY THE MOD, from the text file fixes the problem.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Thu Jun 01, 2023 7:06 pm
by trekki859
since this thread has been abandoned by the creator....

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Fri Jun 02, 2023 4:25 am
by Dodelig
trekki859 wrote:
Thu Jun 01, 2023 7:06 pm
since this thread has been abandoned by the creator....
Hero!!!!

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Fri Jun 02, 2023 3:45 pm
by Taurom
Kessem wrote:
Wed May 31, 2023 1:46 am
Using @namelessy's instructions I re-updated the civic and max ethos pointers (the only thing I really use apart for the enable achievements/console/iron-man functions)

It works for me, just load the table, enable "Stellaris x64 v3.8.2 (947b)....., then enable Console in Ironman and Enable Modded Achievements options.

Worth remetioning, but you need to load the table before lunching the game, then while the title window (not the launcher) start showing the percent progress (I wait till around 20%, but not sure if this is needed), attach the table to the stellaris process, and follow the above instructions.

Works for me, with the new 3.8.3 update.

EDIT:
I just realized that I switched between the civic and ethics. Still worked, but can be confusing.
Fixed, and reuploaded.
Is there a way to separate the extension to try it with this one:
trekki859 wrote:
Thu Jun 01, 2023 7:06 pm
since this thread has been abandoned by the creator....

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Fri Jun 02, 2023 5:22 pm
by Kessem
Sure thing, and also recreated a combined and compacted version with the new table. Updated main table is two posts above me, so not adding it here.

Also in case that wasn't clear, and those who just joined in, all credits are due to:
Namelessy, for the extension - viewtopic.php?p=188245#p188245.
Recifense, for the main table - viewtopic.php?p=93248#p93248.
trekki859 for the updated main table - viewtopic.php?p=299734#p299734.

Please take the time to go to their thread and give a thumb up, and thanks, and support them if they have that option.

If there are more contributors in the thread (which I'm sure there are many) credit to them as well :).
Thank everyone for keeping this thread alive and moving forward.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Fri Jun 02, 2023 7:01 pm
by Taurom
Kessem wrote:
Fri Jun 02, 2023 5:22 pm
Sure thing, and also recreated a combined and compacted version with the new table. Updated main table is two posts above me, so not adding it here.

Also in case that wasn't clear, and those who just joined in, all credits are due to:
Namelessy, for the extension - viewtopic.php?p=188245#p188245.
Recifense, for the main table - viewtopic.php?p=93248#p93248.
trekki859 for the updated main table - viewtopic.php?p=299734#p299734.

Please take the time to go to their thread and give a thumb up, and thanks, and support them if they have that option.

If there are more contributors in the thread (which I'm sure there are many) credit to them as well :).
Thank everyone for keeping this thread alive and moving forward.
Thank you very much.

I've been trying to fix the "Empire size" pointer, but no luck so far, followed some instructions which I believe are on page 63 or 62, but reached a point where I don't know what to do, or if those steps are for that in the first place. Any Ideas in what should I do to fix it?

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Fri Jun 02, 2023 7:57 pm
by Griffihn
common/sector_types/00_core.txt
common/sector_types/01_other.txt

go in those files and change max jumps. i'd suggest sticking to 6 or 8. be advised that you need to do this for EVERY mod that has those 2 files.
there were mod attempts to make that adjustment from within the game but none of them worked outside of vanilla.

EDIT: just realized that you might mean empire sprawl, in which case, you have ethics and a few mods (like Guilli's, Plentiful and Expanded traditions) that reduce it a lot. think having half of a 1k star galaxy, with roughly 40 colonized planets, all with 30+ pops and barely 200 empire sprawl. is this what you meant?