Stellaris

Stellaris

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Leviathan Events Xtended - Legacy
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864.449 MB
4 Mar, 2018 @ 6:18pm
23 Oct @ 3:52pm
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Leviathan Events Xtended - Legacy

Description
2.0+ Update Note: there may still be bugs with this mod due to the massive changes in the latest update, please report any bugs to the bug discussion thread.

Credits for everything in Leviathan Events Xtended but the port to 2.1 goes to: Forum user Bitterbaum, and the Skidbladnir model was made for the More Events Mod, so credit for the ownership of that model goes to that team.
The only thing i did was add a few tweaks to the mod to make it playable in 2.1 until the orignal author of LEX (Bitterbaum) finishes his changes in his rewrite of the mod.

Note: I did balance this mod with Titans and New Ship Classes and More in mind, so a vanilla player with neither of those might have a harder time dealing with the guardians in this mod.

Here is the original forum posting of LEX if anyone is interested: https://forum.paradoxplaza.com/forum/index.php?threads/mod-lex-leviathan-events-xtended.979826/

NOTE: This is a standalone mod, as the original has been taken down for the duration of the rewrite. This mod also does not overwrite original game files, but some mods that overwrite original game files may cause issues with this mod due to the nature of their changes.

Original Description of the mod:
LEX - Leviathan Events Xtended
is a series of events designed to introduce more large, dangerous and highly rewarding events into the game to allow the player to immerse themselves into the Stellaris universe. The mod contains many custom assets and textures to expand the base games content.

1. These events are designed as late-game content. They are designed to be challenging, but there are means within the mod to give the player an advantage if they can find them.

2. A new savegame is NOT required to access the content, as long as the save file doesn't contain any data from a previous iteration of LEX. In that case there is a high chance of savegame corruption.

3. Compatability with other mods hasn't been extensively tested. And when encountering errors/bugs we ask the players to bear this in mind. As long as a mod doesnt modify vanilla components it should be okay.

Available Content:

<> Throne Watchers - An abandoned ringworld, guarded by the creations of its former owners.

<> The Gravekeeper - A derelict spacestation in the midst of an ancient battlefield.

<> The Garden - A beautiful shielded garden world surrounded by relics of a bygone age.

<> The Threshold - A forgotten research station in a system covered in an impenetrable fog.

<> Crossing the Rubicon - Hubris of a long forgotten past.

<> Abyss Dwellers - Coming Soon

Contributors

Rubber18 - Russian translation
8igualdos0s - Spanish translation
Popular Discussions View All (7)
90
17 Oct @ 11:48am
PINNED: Bug Discussion
Spacemike
5
16 Sep, 2018 @ 5:21am
Ancestor Usable Ship
Mezz
2
24 Apr, 2020 @ 2:15pm
Event Details.
Chosen Mimes
849 Comments
Spacemike  [author] 23 hours ago 
No problem! Glad to hear that worked!
Darkfalcone 1 Nov @ 9:32am 
@Spacemike: Okay, so I tried like you suggested: verified files integrity and then add 3 corvettes into the Bound Avatar fleet. The Avatar did explode, but this time it works! The avatar become an Unbound Avatar after a random battle. Thank you!
Spacemike  [author] 28 Oct @ 4:30pm 
@Darkfalcone I'd recommend verifying file integrity along with uninstalling and the reinstalling the mod. I would also recommend loading up Stellaris' launcher after uninstalling the mod to verify that the mod has been completely removed and ensure that it is correctly updated. I know I've had a few times where steam workshop didn't correctly update the mod.

I've done multiple tests with the latest version of the mod and haven't been able to recreate the issue. If you're using other mods there might be some kind of conflict or so. You could also try adding some random ship to the fleet that the Bound Avatar is in if it is on its own, as the only thing I can think that might be happening is that when the old ship is deleted it deletes the fleet the ship is a part of while the new ship is spawning in (but since the latest version of the code is ensuring that the creation event of the new ship happens before the delete event of the old ship this really shouldn't be an issue)
Darkfalcone 24 Oct @ 11:37am 
@Spacemike: I tried the new update, but sadly the same thing still happens to my Bound Avatar when unlocking its true power
Spacemike  [author] 23 Oct @ 3:56pm 
Did a bit more reorganization with the code, if this doesn't fix it it might be an issue with the game itself, as there is no reason why the old code shouldn't have worked in the first place, let alone the updated code. In fact, if this doesn't work then I suspect that even the behemoth (one of the DLC bits) won't even work either.
Darkfalcone 20 Oct @ 9:16am 
Hi! Sorry to bother you again. So I just tested the Magma Diver (Bound Avatar) eruption event, and the ship also disappeared like the Solar Envoy did upon unlocking its true power.
strange botkiller queerfur 18 Oct @ 11:28pm 
how is this STILL being upkept-

you are a saint brother
Darkfalcone 18 Oct @ 12:28pm 
After the latest update, the Gravekeeper awakening was fine. The ship did explode, but it was then powered up. But when I tried the same with the Solar Envoy, the ship just exploded and still disappear.

I still haven't got to the Bound Avatar/Magma Diver. I'll test it once I got the ship.
Tozz 17 Oct @ 2:57pm 
@Darkfalcone was hoping that would just spawn but ive waited ages so thankyou and wish i did have the magma divers one.
Darkfalcone 16 Oct @ 11:12am 
For now, a workaround for the exploding ship is to unlock the schematics for the ships and rebuild the ships itself. These are the ones I could found:

Gravekeeper:
bwm_gravekeeper.77
bwm_gravekeeper.78

Solar Envoy:
bwm_throne_watchers.60
bwm_throne_watchers.61

Simply add the line "event" before adding these lines.

Also, does anyone has the magma diver event trigger?