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CaptainX3

Second Lieutenant
26 Badges
May 11, 2016
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Hi guys,

I have been playing with modding and I'm still i the early stages of learning, but I'm experienced with mods that use code and I can't figure out what I'm doing wrong here.

What I'm trying to do is create a Carrier class ship, which is an exact copy of the Battleship with basically just the name changed to Carrier.

I have made changes in the localisation file to add the Carrier name, added the new size to the ship sizes file, and copied the battleship file in section templates and renamed it to carrier, and replaced the ship_size = battleship lines in that file to ship_size = carrier.

This has resulted in the Carrier entry showing up in the ship designer, but when I click on it, there are no sections or modules available for it, clicking on the buttons does nothing.

I'm sure I'm just missing something simple, but any help would be appreciated.
 
Im actually doing the same right now, I was able to get the carrier and sections to show up, but theres no preview in the designer (you can still use the slots and place things) and when the ship is built they'll apppear but the ship itself is several times the size of a fleet
 
You probably also need to make a file in the 'section_templates' folder for your carrier ship. Maybe just copy the battleship one and rename everything to carrier?

That's what I did exactly, and I changed the ship_size = battleship to ship_size = carrier and left everything else alone, since I want it to use the battleship graphics, I basically just want a class name change.

Im actually doing the same right now, I was able to get the carrier and sections to show up, but theres no preview in the designer (you can still use the slots and place things) and when the ship is built they'll apppear but the ship itself is several times the size of a fleet

I can't even get the sections to show up in the editor. I can choose "Carrier" but when I click on the buttons for the sections nothing happens. I'm sure I'm missing a link somewhere.

Here is the file structure for this particular mod:

common/section_templates/carrier.txt (Copy of battleship file with name changed to carrier)
common/ship_sizes/00_ship_sizes.txt (Carrier entry added)
localisation/l_english.yml (With carrier entries added in the appropriate spots)

Can you tell me how the heck you got the sections to work on yours? LOL

Oh, and maybe you can fix your ship size problem in the 00.ship_sizes.txt file by making sure you didn't change the number in the size_multiplier line too high.
 
Last edited:
common/section_templates/carrier.txt - you need to change the line ship_size = battleship in each section to say ship_size = carrier otherwise the section is added to battleships
They all have unique names not the same as there battleship counterparts under key?

Here is my progress:
6ABbW3B.jpg

MEGA Carrier:
pqHDDQX.jpg
 
Last edited:
common/section_templates/carrier.txt - you need to change the line ship_size = battleship in each section to say ship_size = carrier otherwise the section is added to battleships

Yep, I did that, still no luck. I'm sure I've missed something small. Maybe in the localisation file or something. I eventually wanted to actually do what you're doing with more hangars, but right now I was just trying to get the class change to work.

To me, it looks like you've got an error somewhere in your files that have to do with the graphic entities, but without seeing the files themselves I couldn't guess what is wrong. There's definitely something either missing or mis-defined, my initial guess would be in the section_template, but I could be way off there.
 
Yep, I did that, still no luck. I'm sure I've missed something small. Maybe in the localisation file or something. I eventually wanted to actually do what you're doing with more hangars, but right now I was just trying to get the class change to work.

To me, it looks like you've got an error somewhere in your files that have to do with the graphic entities, but without seeing the files themselves I couldn't guess what is wrong. There's definitely something either missing or mis-defined, my initial guess would be in the section_template, but I could be way off there.

When I did this, when changing the key I did no localization (whatever is typed in the quotes next to key = will appear, so its not needed) other than that and your putting of more hangers AFAIK we've done the same thing.

Also I never changed anything in the entity = lines of each section so I have no Idea whats causing the ship enlargement
 
Here's the first section of code from my carrier.txt file. The only thing I changed was the ship_size lines in each entry.

#BOW

ship_section_template = {
key = "BATTLESHIP_BOW_L1M1S2"
ship_size = carrier
fits_on_slot = bow
entity = "battleship_bow_L1M1S2_entity"
icon = "GFX_ship_part_core_bow"
icon_frame = 1

# Big guns
weapon_preferences = { weapon_type_kinetic }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = honorbound_warriors
has_ai_personality = evangelising_zealots
has_ai_personality = democratic_crusaders
}
}
}

component_slot = {
name = "LARGE_GUN_01"
slot_size = large
slot_type = weapon
locatorname = "large_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}

small_utility_slots = 1
medium_utility_slots = 2
large_utility_slots = 2

cost = 240
}

As for the localisation file, I changed the code to look like this in the I_english.yml file, adding the Carrier lines to it.

####################################
# Hull Sizes
####################################

CORVETTE:0 "Corvette"
DESTROYER:0 "Destroyer"
CRUISER:0 "Cruiser"
BATTLESHIP:0 "Battleship"
CARRIER:0 "Carrier"
corvette:0 "Corvette"
corvette_plural:0 "Corvettes"
destroyer:0 "Destroyer"
destroyer_plural:0 "Destroyers"
cruiser:0 "Cruiser"
cruiser_plural:0 "Cruisers"
battleship:0 "Battleship"
battleship_plural:0 "Battleships"
carrier:0 "Carrier"
carrier_plural:0 "Carriers"
science:0 "Science Ship"
science_plural:0 "Science Ships"

The files I listed in my previous post are the only ones I've edited, I've changed nothing else. Is that the same thing you did, aside from the files you changed for the hangars?
 
key = "BATTLESHIP_BOW_L1M1S2"
this needs to be a custom/new name, as of now your replacing the section of the same name, not adding a new one
 
GOT IT!

I changed the key section to read CARRIER_ instead of BATTLESHIP_ on each entry and that made the sections show up, although their names aren't correct, but I can fix that later. Your last post told me what I needed to know!! Thank you.

I think I'll just work with that until you release your carrier mod, if you do, because I'd love to have the additional hangars... although I'd have a couple gun batteries on there for defense myself :p
 
GOT IT!

I changed the key section to read CARRIER_ instead of BATTLESHIP_ on each entry and that made the sections show up, although their names aren't correct, but I can fix that later. Your last post told me what I needed to know!! Thank you.

I think I'll just work with that until you release your carrier mod, if you do, because I'd love to have the additional hangars... although I'd have a couple gun batteries on there for defense myself :p

Do you get the same graphical errors in the game? (blank designer view &/or gigantic ship)
 
This might be a question to ask in a different thread, but it relates to creating a new ship class. Is it possible to alter the types of actions a ship can do? For example, I would like to create a bit of functionality to help remind me when I have enough resources to build an something with my constructor ship. Mainly I would like to have options available to "Remind Me" when right clicking a planet, with an event of some sort that tells me "Hey! You have enough x y and z resouces to build this mining outpost around X planet." when the time comes. I have been searching the forums for tips or hints on how one might do this, but have found nothing. I have a CS education, so im sure I could figure it out, Im only looking for a quick start on where to change or create files etc.
 
Do you get the same graphical errors in the game? (blank designer view &/or gigantic ship)

Yep, I'm getting the same graphical issue in the editor and the same size problem. I'm trying to tinker around now and see if anything can fix it. I'm not sure how simply changing the key name can cause that kind of error unless the key name is also referenced in some other file.
 
This might be a question to ask in a different thread, but it relates to creating a new ship class. Is it possible to alter the types of actions a ship can do? For example, I would like to create a bit of functionality to help remind me when I have enough resources to build an something with my constructor ship. Mainly I would like to have options available to "Remind Me" when right clicking a planet, with an event of some sort that tells me "Hey! You have enough x y and z resouces to build this mining outpost around X planet." when the time comes. I have been searching the forums for tips or hints on how one might do this, but have found nothing. I have a CS education, so im sure I could figure it out, Im only looking for a quick start on where to change or create files etc.

There is a folder in the common folder called scripted_triggers which has a single text file in it that has no actual script but has an example that I think might work for what you wanna do, although I have no idea how to make it happen.
 
SOLVED IT!

Find this file:

C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\gfx\models\ships\mammalian_01\_mammalian_01_ships_entities.asset

In that file, put in this line of code in the top section right below the battleship entry (and I assume you can change the scale to make it smaller or bigger or whatever, haven't tried that yet):

@carrier_scale = 16.0


Then, find the section titled SMALL SHIPS (it's surrounded by pound signs as a comment section) and paste the following code right above it (assuming that you kept the same key names in the other file and just changed "battleship" to "carrier")

################## CARRIER ########################

# FRAME
entity = {
name = "mammalian_01_carrier_entity"
pdxmesh = "mammalian_01_battleship_frame_mesh"

default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 4.0
start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
}
state = { name = "moving" animation = "idle" animation_blend_time = 4.0
event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
}
state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 9.26 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
event = { time = 9.26 node = "part1_locator" particle = "ship_burn_particle" }
event = { time = 9.26 node = "part1_locator" particle = "large_ship_explosion_particle" }
event = { time = 7.63 node = "part1_locator" particle = "ship_explosion_particle" }

event = { time = 10.26 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
event = { time = 10.26 node = "part2_back_locator" particle = "ship_burn_particle" }

event = { time = 10.26 node = "part3_locator" particle = "ship_burn_particle" }
event = { time = 10.26 node = "part3_locator" particle = "large_ship_explosion_particle" }

event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 9.56 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
event = { time = 9.56 node = "part1_locator" particle = "ship_burn_particle" }
event = { time = 9.56 node = "part1_locator" particle = "large_ship_explosion_particle" }
event = { time = 9.0 node = "part1_locator" particle = "ship_explosion_particle" }

event = { time = 9.56 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
event = { time = 9.56 node = "part2_front_locator" particle = "ship_burn_particle" }
event = { time = 14.7 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
event = { time = 14.7 node = "part2_back_locator" particle = "ship_burn_particle" }

event = { time = 14.7 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
event = { time = 14.7 node = "part3_locator" particle = "ship_burn_particle" }
event = { time = 14.7 node = "part3_locator" particle = "large_ship_explosion_particle" }

event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 1.0 node = "explosion_locator1" particle = "ship_burn_particle" }
event = { time = 1.0 node = "explosion_locator1" particle = "ship_explosion_particle" }

event = { time = 1.7 node = "explosion_locator2" particle = "ship_burn_particle" }
event = { time = 1.7 node = "explosion_locator2" particle = "ship_explosion_particle" }

event = { time = 3.7 node = "explosion_locator3" particle = "ship_burn_particle" }
event = { time = 3.7 node = "explosion_locator3" particle = "ship_explosion_particle" }

event = { time = 6.0 node = "explosion_locator4" particle = "ship_burn_particle" }
event = { time = 6.0 node = "explosion_locator4" particle = "ship_explosion_particle" }

event = { time = 7.3 node = "explosion_locator5" particle = "ship_burn_particle" }
event = { time = 7.3 node = "explosion_locator5" particle = "ship_explosion_particle" }

event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}

scale = 1.0

game_data = {
size = @battleship_scale
}
}



# BOW
entity = {
name = "mammalian_01_carrier_bow_L1M1S2_entity"
pdxmesh = "mammalian_01_battleship_bow_L1M1S2_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_bow_L1S4_entity"
pdxmesh = "mammalian_01_battleship_bow_L1S4_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_bow_L2_entity"
pdxmesh = "mammalian_01_battleship_bow_L2_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_bow_M1S2SHB_entity"
pdxmesh = "mammalian_01_battleship_bow_M1S2SHB_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }

#TEMP LOCATOR REPLACE IN SCENE
locator = {
name = "strike_craft_locator_01"
rotation = { -90 0 0 }
}
}

entity = {
name = "mammalian_01_carrier_bow_M2S4_entity"
pdxmesh = "mammalian_01_battleship_bow_M2S4_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_bow_M3S2_entity"
pdxmesh = "mammalian_01_battleship_bow_M3S2_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}



#MID
entity = {
name = "mammalian_01_carrier_mid_L2S4_entity"
pdxmesh = "mammalian_01_battleship_mid_L2S4_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_mid_L1M4_entity"
pdxmesh = "mammalian_01_battleship_mid_L1M4_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_mid_L2M2_entity"
pdxmesh = "mammalian_01_battleship_mid_L2M2_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_mid_L3_entity"
pdxmesh = "mammalian_01_battleship_mid_L3_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_mid_M4SHB_entity"
pdxmesh = "mammalian_01_battleship_mid_M4SHB_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }

#TEMP LOCATOR REPLACE IN SCENE
locator = {
name = "strike_craft_locator_01"
rotation = { -90 0 0 }
}
}

entity = {
name = "mammalian_01_carrier_mid_S4LHB_entity"
pdxmesh = "mammalian_01_battleship_mid_S4LHB_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = "death" state_time = 5 }

#TEMP LOCATOR REPLACE IN SCENE
locator = {
name = "strike_craft_locator_01"
rotation = { -90 0 0 }
}
#TEMP LOCATOR REPLACE IN SCENE
locator = {
name = "strike_craft_locator_02"
rotation = { -90 0 0 }
}
}



# STERN

entity = {
name = "mammalian_01_carrier_stern_L1_entity"
pdxmesh = "mammalian_01_battleship_stern_L1_mesh"

default_state = idle
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_stern_M1S2_entity"
pdxmesh = "mammalian_01_battleship_stern_M1S2_mesh"

default_state = idle
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_stern_M2_entity"
pdxmesh = "mammalian_01_battleship_stern_M2_mesh"

default_state = idle
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}

entity = {
name = "mammalian_01_carrier_stern_S4_entity"
pdxmesh = "mammalian_01_battleship_stern_S4_mesh"

default_state = idle
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}

This solved the graphic and size issue, and now the ship looks normal.
 
SOLVED IT!

Find this file:

C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\gfx\models\ships\mammalian_01\_mammalian_01_ships_entities.asset

In that file, put in this line of code in the top section right below the battleship entry (and I assume you can change the scale to make it smaller or bigger or whatever, haven't tried that yet):

@carrier_scale = 16.0


Then, find the section titled SMALL SHIPS (it's surrounded by pound signs as a comment section) and paste the following code right above it (assuming that you kept the same key names in the other file and just changed "battleship" to "carrier")



This solved the graphic and size issue, and now the ship looks normal.

Thank You!
 
You're welcome! I'd love to know how you changed the sections to all hangar bays, I haven't figured that one out yet LOL.
In carrier.txt replace every component slot with a STRIKE_CRAFT_01, make sure its a large size and of strike_craft type:
EXAMPLE
Code:
component_slot = {
        name = "LARGE_GUN_01"
        slot_size = large
        slot_type = weapon
        locatorname = "large_gun_01"
    }
replace with
Code:
component_slot = {
        name = "STRIKE_CRAFT_01"
        slot_size = large
        slot_type = strike_craft
        rotation = 90
        locatorname = "strike_craft_locator_01"
    }

Just take the 2nd code box and paste it over every component_slot
 
Last thing we need to eventually figure out is how to use new (and unique) ship models.