Are you a mod developer who is wishing for a quieter error.log
while you debug with the Ascendant Shipset active? Then this mod is for you (and me)! This mod does NOT redistribute any of the graphics from the Ascendant Shipset, but does redefine and replace entity asset files in order to eliminate many error messages.
Many entity definitions were tweaked to remove animations. "Removed" code was commented out rather than deleted. Garyx Starlight, please feel free to harvest any of these adjustments for use in your mod directly.
common\component_templates\00_RIG_ASC_utilities_race_roles.txt
blank file to remove RIG:US computers in order to stop error messagescommon\component_templates\00_RIG_ASC_weapons.txt
blank file to remove RIG:US weapons in order to stop error messagescommon\technology\RIG_ASC_species_tech.txt
:- add missing tech icon (reuses the same one as the built-in corvette technology)
- add missing description for prerequisite
- enable global flag check for RIG: Unique Shipset Mod so the technology does not appear when it is not installed
common\section_templates\asc_battleship_RIG.txt
remove sectionRIG_ASC_BATTLESHIP_BOW_1X2M
to reduce many error messagesgfx\models\portraits\ascendant\_ascendant_portrait_animations.asset
blank file to remove unnecessary animation redefinitionsgfx\models\ships\ascendant_01\battleship\ascendant_01_battleship.asset
:- add missing locators to
ascendant_01_battleship_entity
:part2
,part3
- add missing locator to
ascendant_01_battleship_bow_M1S2SHB_entity
:strike_craft_locator_01
- add missing locators to
gfx\models\ships\ascendant_01\cruiser\ascendant_01_cruiser.asset
:- add missing locators to
ascendant_01_cruiser_entity
:part2
,part3
- add missing locator to
ascendant_01_cruiser_mid_S2HB_entity
:strike_craft_locator_01
- add missing locators to
gfx\models\ships\ascendant_01\destroyer\ascendant_01_destroyer.asset
:- add missing locator to
ascendant_01_destroyer_entity
:part2
- add missing locators to
ascendant_01_destroyer_stern_RIG_entity
:pd_01
,pd_02
,pd_03
,pd_04
- add missing locator to
gfx\models\ships\ascendant_01\juggernaut\ascendant_01_juggernaut.asset
:- remove unnecessary animation redefinitions
- remove animations from
ascendant_01_juggernaut_entity
(mesh is not animated)
gfx\models\ships\ascendant_01\juggernaut\ascendant_01_juggernaut.gfx
:- remove animations from
ascendant_01_juggernaut_mesh
(not compatible with mesh) - remove animations from
ascendant_01_juggernaut_mesh_2
(not compatible with mesh)
- remove animations from
gfx\models\ships\ascendant_01\megastructures\gateway\ascendant_01_gateway.asset
:- remove unnecessary animation redefinitions
- remove animations from
ascendant_01_gateway_entity
(mesh is not animated) - remove animations from
ascendant_01_deactivated_gateway_entity
(mesh is not animated) - remove animations from
ascendant_01_reactivated_gateway_entity
(mesh is not animated)
gfx\models\ships\ascendant_01\megastructures\gateway\ascendant_01_gateway.gfx
- remove animations from
ascendant_01_gateway_mesh
(not compatible with mesh)
- remove animations from
gfx\models\ships\ascendant_01\megastructures\science_nexus\ascendant_01_nexus_assets.asset
:- remove animations from
ascendant_01_thinktank_phase_01_entity
(mesh is not animated) - remove animations from
ascendant_01_thinktank_phase_02_entity
(mesh is not animated) - remove animations from
ascendant_01_thinktank_phase_03_entity
(mesh is not animated)
- remove animations from
gfx\models\ships\ascendant_01\megastructures\shipyard\ascendant_01_shipyard_assets.asset
:- remove animations from
ascendant_01_mega_shipyard_01_stage_1_section_entity
(mesh is not animated) - remove animations from
ascendant_01_mega_shipyard_01_stage_2_section_entity
(mesh is not animated) - remove animations from
ascendant_01_mega_shipyard_01_stage_3_section_entity
(mesh is not animated)
- remove animations from
gfx\models\ships\ascendant_01\megastructures\spy_orb\ascendant_01_sensor_array_assets_supplemental.asset
- add file with missing construction entities (otherwise the sentry array uses the original outlines while under construction)
- add entity
ascendant_01_spyorb_phase_01_construction_entity
- add entity
ascendant_02_spyorb_phase_01_construction_entity
- add entity
ascendant_03_spyorb_phase_01_construction_entity
- add entity
ascendant_04_spyorb_phase_01_construction_entity
gfx\models\ships\ascendant_01\megastructures\spy_orb\ascendant_01_sensor_array_assets.asset
:- remove animations from
ascendant_01_spyorb_phase_01_entity
(mesh is not animated) - remove animations from
ascendant_01_spyorb_phase_02_entity
(mesh is not animated) - remove animations from
ascendant_01_spyorb_phase_03_entity
(mesh is not animated) - remove animations from
ascendant_01_spyorb_phase_04_entity
(mesh is not animated)
- remove animations from
gfx\models\ships\ascendant_01\military_stations\ascendant_01_military_stations.asset
:- add missing locators to
ascendant_01_military_station_section_light_entity
:small_gun_01
,small_gun_02
,small_gun_03
,small_gun_04
- add missing locators to
ascendant_01_military_station_section_medium_entity
:medium_gun_01
,medium_gun_02
- add missing locators to
ascendant_01_military_station_section_heavy_entity
:large_gun_01
- add missing locators to
gfx\models\ships\ascendant_01\starbases\ascendant_starbase_entities.asset
:- remove animations from
ascendant_01_orbital_station_core_entity
(mesh is not animated) - add missing locators to
ascendant_01_starbase_citadel_section_entity
:medium_gun_010
,medium_gun_011
,medium_gun_012
,medium_gun_013
- remove animations from
gfx\models\ships\ascendant_01\starbases\ascendant_starbase_meshes.gfx
:- remove animations from
ascendant_01_starport_mesh
(not compatible with mesh) - remove animations from
ascendant_01_citadel_mesh
(not compatible with mesh) - remove animations from
ascendant_01_starfort_mesh
(not compatible with mesh) - remove animations from
ascendant_01_starhold_mesh
(not compatible with mesh) - remove animations from
ascendant_01_outpost_mesh
(not compatible with mesh)
- remove animations from
gfx\models\ships\ascendant_01\titan\ascendant_01_titan.asset
- remove animations from
ascendant_01_titan_bow_entity
(mesh is not animated) - remove animations from
ascendant_01_titan_mid_entity
(mesh is not animated) - remove animations from
ascendant_01_RIG_titan_mid_entity
(mesh is not animated) - remove animations from
ascendant_01_titan_stern_entity
(mesh is not animated) - remove animations from
ascendant_01_RIG_titan_stern_entity
(mesh is not animated) - add missing locators to
ascendant_01_RIG_titan_stern_entity
:hangar_01
,hangar_02
,hangar_03
,hangar_04
,hangar_05
,hangar_06
- remove animations from
gfx\models\ships\ascendant_01\ascendant_01_RIG_ascendant_destroyer.asset
blank file to remove duplicate entityRIG_ascendant_corvette_mid_M1S2_entity
- localisation - add the second
£
to the alloy icons for correct syntax
Removes some compatibility with Unique Shipset Mod because I don't use it and I don't want to see all the false-positive error messages. The battleship bow XL1M2 section (RIG_ASC_BATTLESHIP_BOW_1X2M
) complained that each built-in game battleship bow XL1 entity did not have the locators added by that section. The RIG:US role computers and weapons were removed in order to avoid error messages regarding missing component sets, ship sizes, component tags, projectile graphics, and technologies.
Built for Stellaris version 3.2.* "Herbert." Not compatible with achievements.
Ascendant Shipset for the original graphics and other ship-related code.
Aesthetic Terraform Stations will give you back the very old-school terraform stations as visual markers for terraforming planets.
Ascendant Shipset Add-on: Aesthetic Terraform Station Compatibility this compatibility patch ensures the correct Ascendant Shipset graphics are used for the above terraform stations.
- 1.0.0 Initial version
- 1.1.0 Mark as compatible with Stellaris version 3.2 "Herbert" - no script changes
Hosted on GitHub
It is best to clone this repository into <Stellaris User's Directory>/Paradox Interactive/Stellaris/mod
, and then make a connection to the mod
folder via a *.mod
file's path
property. That will ensure the game can see the files, and also that CWTools will parse them. Also note that the README.md file exists in the mod
directory but is symbolically linked in the root directory.