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== Advanced tips == * For the bigger mods using a source control management tool (Git, …), it is handy to create a symbolic link between Stellaris mod folder and the working directory of the local repository, especially if the mod also has sub-mods. Note that you'll still need to copy the .mod file(s) manually, but they rarely change. Run the following command from the parent directory of main git folder, replacing: ** <mod_path_name> by the value of <code>path</code> attribute from .mod file ** <git_mod_folder> by the name of the sub-folder that contain mod data (folders common, decisions, events, etc…) mklink /J "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod\<mod_path_name>" ".\<git_mod_folder>" === Testing Mods === 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. * <code>observe</code> – switches you to Observer Mode. You will no longer play as any specific character – this will allow the game to run for a long period of time, uninterrupted. It also makes every invisible trait and secret religion visible. * <code>run</code> <filename.txt> – runs script in a txt file located in the in the Documents install directory. It will be executed from the player’s scope. Useful for testing tricky scripts – you can just have the script open in a different window, run it, tweak the script, save it, and run it again – it will be recompiled every time. * <small><s><code>reloadevents</code> – reloads and recompiles every single event (may take a while depending on your hardware). Useful if you want to tweak an entire event or chain of events without rebooting the game every time.</s> not yet implemented</small> * <small><s><code>reloadloc</code></s><code>reload text</code></small> – reloads the entire localisation table. Useful if you spot a typo while testing your mod, or if you are trying to fit as much text in an event frame as possible. === Troubleshooting mod installation === 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 [[Patches|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): # Do the steps on point 5 at ''[[#Purging all mods]]''. # In the Paradox Launcher use Mods > Reload installed mods. If you are using Irony Mod Manager do not fire Conflict Solver unless you intend to use it. Conflict Solver creates list of conflicts and generates overwrites for each one based on your load order. So if you change mod composition of a collection or load order you have to rerun conflict solver each time (alternatively delete patch folder in /Stellaris/mod/) You can purge Irony settings stored in .roaming/Mario/ if you ever need to. === Purging all mods === This will reset your mod settings completely (nuclear option!): # Quit Stellaris and Stellaris (Paradox) Launcher # Unsubscribe from all mods. Stellaris Workshop -> Your files (under your avatar) -> Subscribed items – > Unsubscribe From All . # Quit Steam # Go to SteamLibrary\steamapps\workshop\content\281990 and delete everything. # Go to the Stellaris [[#Mod folder location|settings folder]] (one above the mod folder) and delete the following files <small>(some of these might not be present in the actual version)</small>: #* dlc_load.json #* game_data.json <small>(only pre 2.8 launcher)</small> #* mods_registry.json <small>(only pre 2.8 launcher)</small> #* launcher-v2.sqlite <small>(since 2.8 beta launcher)</small> #* in settings.txt everything inside <code>last_mods={ }</code> # Restart Steam. # Open Paradox launcher. # Close Paradox launcher. # Resubscribe to your mods. # WAIT UNTIL ALL DOWNLOADS ARE DONE. DO NOT START PARADOX LAUNCHER UNTIL DOWNLOADS ARE COMPLETE. # Start Paradox Launcher. # Close Paradox launcher. === Mod load order === 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. ; ''General Tips'' # Mods at the top of the list are loaded first, mods lower down will overwrite. # Try to build a mod list around one or two large mods. Large mod examples are Gigastructural Engineering, ACOT, ZOFE, NSC, ESC, etc. Trying to make a mod pack function with many large mods requires advanced modding abilities such as custom coding/scripting. Load order correctness will only go so far. # Mods can be ordered in two ways. #* Irony Mod Manager (IMM): In IMM mods can be ordered in the right hand Collection Mods panel. Mods can be moved by clicking and holding the left mouse button while dragging the mod up or down the list. A mod can also be moved by editing their order number, or moved to first/last position or moved up or down by one position using the arrow icons to the left and right of the mod number. Once ordering is done click apply. #* Paradox Launcher: Similar to IMM you can drag a mod up or down, or renumber the mod to change its order. # Mods beginning with '''~''' go at the very top of the list. # Mods beginning with '''!''' go to the very bottom (some exceptions). # The more '''!''' a mod has the further down it goes (a '''!!''' mod will be below a '''!''' mod). # Mods that resolve conflicts (patch mods) between 2 or more mods go anywhere below the mods they patch. A section after all your normal mods is probably better for organization and visualization. # Mods that are submods go below the main mod. For example, Planetary Diversity would be higher in the load order, and the sub modules (such as Planetary Diversity – Exotic Worlds) go below Planetary Diversity main mod. ; ''General Order'' * Sort mods z to a – then move the mods around using the below list as a guide. * The list is comprised of mod type categories. A mod category higher in the list has lower priority and will be overwritten by conflicting mods lower in the list. The numbers in the list do not indicate priority. For example, the mod category Unofficial patches is position 1. AI mods are position 2. AI mods are lower in the list, and as such will overwrite Unofficial patches if there is a conflict. * Examples of mods that belong to a category will be given in brackets. The order of the mods in the bracket has nothing to do with load order, they are only examples of types of mods. # Unofficial patches always go at the very top (Ariphaos Unofficial Patch, Community Patch) (note that community flash patch reverts ariphaos fixes in a number of places. If not patching with Irony Conflict solver, don't use community patch.) # AI mods, which includes mods that edit AI economies (Starnet, Galvius, Better Ultimate Economic Plan, etc.) #* It is highly inadvisable to use more than one AI mod, unless you know what you are doing. # Map generation mods (More Natural Looking Galaxies) # Prerequisite mods (Guillis Planetary Modifiers, Amazing Space Battles, SLEX) # Music mods (Space Ambient Music) # Namelist mods (Just Star Names, Lithoid Namelist) # Species mods (new species and edits to existing ones, such as Trace’s Better Necroids) # Trait and leader mods (Trait Diversity, Merged Leader Levels) # Content addition mods (Generally these are mods that add extra content to the game such as origins, events, archeology, stories. Examples include Precursor Story Pack, Origins Extended, More Events Mod) # Flag/Emblem mods (Just More Flags, StarClan Emblems) # Room/background mods (Diverse Rooms, Backgrounds Collection) # Cityscape mods (Collection of Cities, Interesting Cities) # Federation/Vassal mods (Exalted Domination – Vassals and Tributaries, Federation Expanded) # General gameplay mods that don't fit anywhere else (jump Gates, L-Cluster Access, Invasion! SA) # Shipset mods (Dark Necroid Ships, NSC and NSC submods. Put NSC below all other shipset mods) # Technology mods (Examples are Gigastructural Engineering, ACOT, ZOFE, Upper Limits, Technology Ascendant, Extra Ship Components (ESC) (if using ACOT and ZOFE, make sure to place the mod Acquisition of Technology (ACT) below them, and place ESC below ACOT, ZOFE and ACT) # Space affecting mods (Real space, Immersive Galaxy) # UI Overhaul mods (UI Overhaul Dynamic (UIOD), Tiny Ship Components) # Planetary Diversity and its submods # Tradition and ascension perk mods (Plentiful traditions, Expanded Stellaris Ascension Perks. These should go below UIOD but above their UIOD Patches) # Ethics & Civics mods (Ethics and Civics Redux, Civics Expanded – These should go below UIOD but above their UIOD Patches) # UIOD Overrides (Dark Blue UI Overhaul, Immersive Beautiful Stellaris/Universe) # Fix and tweak mods (Aggressive Crisis Engine, Necroids Bug Fix, Reduce Aura Graphics, Diplomacy Adjustments) # Patch mods (UIOD Patches, !Patch ESC Combined Ships in Scaling Lite, !Patch – Cubemap Fix, !!Universal Modifiers Patch, ! The Merger of Rules) #* There are two types of patch mods. First are patch mods that resolve conflicts between several mods, for example Real Space (1) System Scale (2) Gigastructural Engineering (3) Patch. #* Next, there are omnibus/general patch mods. These mods change game behaviour to account for many mods, for example The Merger of Rules, Universal Resource Patch. #* Place omnibus/general patch mods BELOW patch mods that resolve conflicts for a few mods.
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