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Ramiel

Major
65 Badges
May 16, 2011
700
898
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV
  • Victoria 2
  • Surviving Mars
  • Stellaris: Galaxy Edition
  • Age of Wonders III
So, Stellaris is fantastic of course, but as I'm sure we've all seen there's a decent amount of bugs around. Kudos to the devs, they're doing a great job addressing serious issues quickly (two hotfixes in as many days?!), but of course these things take time, and who knows when the first major patch will be out. In the meantime it seems a lot of issues people are reporting are broken events and the like, things which are easily messed with in the mod files - I've even seen a few quick fixes posted by people here and there. So until the official patches come out I've decided to pull together what I've seen already done and try my hand at fixing a few things myself.

And thus I give you my Unofficial Bugfix Mod. I plan to keep looking at various little things (mainly broken events) and see what I can do to fix them. I've never modded before, so if you've got any suggestions for improvement please let me know. And if you fix or see someone else fix anything, point it out and I'll put it in here.

Current fixes -

- Infested Prethoryn Scourge planets can now be bombarded into Barren Worlds as intended, instead of just sitting at 0 planet health forever

- Transport Ships can now be designed in the Ship Designer (thanks to @jakt)

- The 'Old Gods' questline can now be properly finished (thanks to @Randarkmaan)

Just extract to \Steam\steamapps\common\Stellaris\mod and load the mod in the launcher
 

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Another suggestion: include a fix to increase the operations range of fighters and bombers for carriers. According to a recent thread, that's apparently going to get buffed eventually, so might as well have it fixed (and those units actually useful) now.
 
Another suggestion: include a fix to increase the operations range of fighters and bombers for carriers. According to a recent thread, that's apparently going to get buffed eventually, so might as well have it fixed (and those units actually useful) now.

if no one has done this, i'll look to do it when i get home tonight (us central time), and reply here. just responding so i remember to do it :)
 
I doubled the effective range of fighters and bombers, and made range increase with tech. Also as a bonus I threw in the "No double Sol" fix.
 

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I'm sorry but the fix doesn't work here for me. Infested Prethoryn Scourge planets still stay at 0 health forever after bombing. The mod is properly installed and detected by the launcher.
 
Really? I guess I should explain - they should flip from Infested to Barren when the month ticks over, so long as you're still bombarding. So they won't flip immediately upon hitting 0. I basically shoved the behavior into the same event that has a random chance to kill POPs/destroy buildings when bombarding, which triggers at the end of the month. And no, orbital bombardment stance shouldn't be an issue, I made sure of that. Every test I've done works no problem, were your fleets still bombing when the month ticks over?
 
Oh, and thanks for the addition @Abnwtwtud, you beat me to it.

I've been playing with some more issues, I feel like I'm on the cusp of a workaround for genetic engineering your main species causing it to no longer be your primary species, but we'll see if it works out. Got a few other issues marked down to check out that might be event issues.
 
Hm, I'm not sure I loaded the mod correctly anymore. It shows up in my launcher in the mod tab but how can I activate it? There is no checkbox like with official DLC.

Edit: And do I have to copy all the files into the mod folder or just the mod itself and the other files in the main directory, replacing the original files?
 
If you click it, the border should change slightly? Dunno how to describe it properly, but I do think they could give it greater visual distinction to avoid confusion.
 
Ok, I made sure that the mod has the border in the launcher but there is still no change ingame. Every time I bomb an infested planet to zero and wait till the end of the month nothing happens, and it stays that way no matter how long I wait (of course with my fleet still in the orbit continuing bombing). Also Transport ships don't appear in the ship designer so there must be something wrong somewhere...
 
Huh, weird. I wish I could help, but I'm really completely new to Paradox modding here. Maybe you have to start a new game for the changes to take effect? If you want to, just to test if it's working, you can use the console to trigger the invasion and fight it. 'event crisis.199' will trigger the invasion, 'research_technologies' and 'instant_build' will let you build a max-powered fleet instantly for zero resources (just ignore the fleet cap/resource shortage). A bunch of Battleships and Cruisers with nothing but Tachyon Lances and Flak Batteries will make very short work of Prethoryn fleets, so you can check bombardment in peace.
 
Manually typing in event crisis.200 while the respective planet is at zero health works though. So I guess I stay with that solution until the plague is managed. Thanks for your effort in help anyway. ;)
 
Nice work!

Any chance the 'observation posts in sectors being uncontrollable' bug is fixable while you're at it? :)
That, along with the Frontier Outpost exploit, are actually the two I've been trying to work out the most. If I can get one I'm pretty sure the other would be easy. Still trying to figure out how to transfer control of ships (stations seem to work as ships) between entities. Sectors seem to work differently from planets and countries, and I'm having trouble piecing together info about how they work in events.
 
Mind if I incorporate this into my mod?
 
Sure, feel free to do whatever. It's just a few tweaked lines in the existing files, much of which wasn't even done by me. I do plan to keep adding more as I can, at least until official patches come out for it all.
 
Is there any way for you to make friendly planets bombardable?

I had a titan uprising on one of my planets, they took it over and set fortification to 1540/1100. I can't bombard them, so my invading troops only deal 7% damage to those huge titans. 30 troops invasion just failed against 3 titans. Need to either be able to bombard the planet, or perhaps make the titan revolt event not-buggy?
 
Is there any way for you to make friendly planets bombardable?

I had a titan uprising on one of my planets, they took it over and set fortification to 1540/1100. I can't bombard them, so my invading troops only deal 7% damage to those huge titans. 30 troops invasion just failed against 3 titans. Need to either be able to bombard the planet, or perhaps make the titan revolt event not-buggy?
Whoo, I highly doubt game actions like what you can target are moddable. Never seen or heard of that event, I'll take a look at the event files and see if there's anything noticeably wrong in them.