Stellaris

Stellaris

301 ratings
Mod Load Order - A deception broken into pieces.
By Kepos and 1 collaborators
A short guide to Stellaris mod load order, which was inspired by ShadyDemoness and his quite unique The Great Plan II mod anthology (offline).

Be sure to keep in mind, that PDX often changes rules to their games...so even this load-order guide might get outdated sooner or later. A long time I was quite satisfied to set load order from Z -> A, but mods get more and more complicated, do have their unique dependencies, so you might even alter this load-order guide manually to fit for specific mods.

As I was often questioned and answered it in the comments a few times already, how PDX organised their mod load order, so I'll point it out directly. PDX mods are actually (!) loaded from top to bottom by their engine, where later mods in common could overwrite the earlier ones. There are some few exceptions in the code, but to solve and sort that out you might want to use tools like Irony Mod Manager and/or understand coding yourself. So, my guide should be read from #1/I to be the first mods in your launcher's list down to #10/X. The higher numbers overwrite the lower numbers. Since I spare #10/X for universal patches, you should place any usual mod in the sections #1/I to #9/IX according to their short description.

I love playing Stellaris with a load of mods. Without collections I often was limited by ~120 active mods, while more and more we get mod compilations that include an incredible number of mods in single file or only splitted into a few mods. Every single modded start creates a quite unique gaming experience.

Hope this guide may help you to create that special mod setup you personally like Stellaris to be played the right way!


Have fun!


* Just a little status update *

Managed to start stable mod game with 199 active mods using this mod load order.

* Cheers! *


** SHARED PLAYSETS **

Instead of reading all the explanations, you also could use SHARED PLAYSETS following this guide.

** HAVE FUN! **



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I - Visuals - 1
In the first section of the load order, you should place the most basic mods regarding UI, visuals, (technical) extentions of basic stuff.

For me it was always the best to place stuff in first section, that you would also patch in for any Ironman variation you play Stellaris with.

This is ment to be the very basic stuff you want to load, that in most cases doesn't even change checksum. Besides UI-mods like Orrie's outstanding UI Overhaul Dynamic and it's submods + modpatches, colors and such, you want to include also building slot extentions and alike.
II - Flesh on the bones - 2
The second sector is related toward any stuff you like to color up your gameplay.

This should include any namelists like Cyberxkhan's namelist, star names, flags, species, pre-scripted empires, AI enhancements like Starnet AI and others, origins, sound files, also advisors and more.
III - Shipsets - 3
Ships, fleets, shipsets, visual enhancements to ships or shipnames.

Namely you should place here any shipsets, like Machine Shipset, you like to include, except mods that need a special position in the load order (like NSC, differnet blueprints, patches to them, aso.).
IV - Galaxy is huge - 4
Here you place any mod, that would alter the galaxy shape, numbers of stars, hyperlanes + visibility, different system views, any planetary modifiers (growth rates, extra conditions for planets or peoples) up to Gatekeeper's wonderful Planetary Diversity + submods + UI patches.
V - Traditions - 5
This sector is related to traditions like More Traditions + possibly UI patches for more traditions, traits, as well as standalone civics and other society mods.
VI - Social enviroments - 6
At this point you might consider to include different ethics, Petruxa's post-successors like Ethics and Civics Alternative - FunEFork or Ethics & Civics: Bug Branch and others + UI and other patches.
VII - Diplomacy - 7
Here you put in everthing related toward Diplomacy like Government Variety Pack, Leaders enhancements, altered Federations or Laws, Vasal modifiers, Events like Caligula Ceasar's MEM mod and Stories packs you like to enhance your gameplay with.
VIII - Misc-ellaneous - 8
This is the great dump, you'll include anything that doesn't fit into the other sectors.

If you like your Rulers proceed or upgrade differently, if you have new weapons or tech you like to test, if you have different battle behaviors or rules for your fleets up to the latest NSC mod and possible alternations for the game's pace by using Shio's No Space Race 3 or more dramatic affected engine or ship speeds ....just put it all in this sector and don't forget the obvious needed UI and other patches.
IX - Big Stuff - 9
Reserved for any mods that tendent to do real gamechanging, that are big and bloated or need to be placed at the bottom, so it could overwrite any of the before included mod changes to their special needs. For me it was reserved for very unique and big stuff like Gigastructural engineering and similar mods.
X - Patches - 10
Last and least you put here any unspecific and unrelated common patches like Universal Ressources Patch that are ment to be a base for several other mods to function correctly.

But you also might want to include quite unique stuff or hacks like No limit for influence that didn't fit to one of the above sections or at least should not be overwritten by any of the above mods.
181 Comments
Kepos  [author] 31 May @ 7:03am 
@THE FORCE
Your decission. In fact, UI Overhaul Dynamic is rated Ironman safe. So it doesn't matter where you put it. BUT...and it is a big but...you may have other mods that need to overwrite UI Overhaul Dynamic code and therefore the better position is on top of the list at my spoken # I / 1 section.
I've tested that a lot over the years and most incompatibilities have started over such sorting matters.
THE FORCE 31 May @ 4:03am 
So where do I put UI Overhaul Dynamic at the top or near the bottom like Orrie says?
Kepos  [author] 17 Feb @ 3:42pm 
@Anakin177
As it offers new traits, I'd go with # V / 5, where I pointed out on traits in the description.
Probably no other files are involved, as you described it, so possibly you can place it everywhere. But to place it at # V / 5 would allow later mods to overwrite if necessary.
Anakin177 17 Feb @ 12:00pm 
@Kepos

Where would a mod like this go: https://steamproxy.net/sharedfiles/filedetails/?id=3160501663

Name of mod: Extra Paragon Ruler Traits

It adds 32 new leader traits.

Concerning compatibility, it says this:

"This only uses VANILLA data thus it is fully compatible with vanilla and should be compatible with any other mods."
TemplarKnight672 15 Feb @ 6:16pm 
Thanks Kepos
Kepos  [author] 15 Feb @ 2:25am 
@TemplarKnight672
Just put it at # 2 / II to put 'flesh on the bones', so far it only brings in new species without further enhancements.
TemplarKnight672 14 Feb @ 8:05pm 
where should i be placing species mods that add new races?
Anakin177 11 Feb @ 3:44pm 
Thank you.
Kepos  [author] 11 Feb @ 1:55am 
@Anakin177
Still picking the same place, # IX / 9.
From the description it would fit to # III / 3 Shipsets, but it touches a lot of other fields too, so it may cause incompatibilities on several other aspects.
If this Mod Load Order doesn't help at all, I guess you have to use Irony Mod Manager and rule incompatibilites by hand. Very time consuming, but in the end you should get a stable game.
Anakin177 10 Feb @ 5:23pm 
@Kepos

The author of the mod I mention said this about compatibility:

"...Basically, just adding files, but as far as I can tell now, I made changes to some vanilla keys in scripted_triggers and game_rules. The former is for compatibility with other mods(ACoT and Gigas) that I personally use, and the latter is rewritten regarding the conditions to be a member of the galactic community. I think it is unlikely to conflict with other mods. "

In light of this new development, where would the mod go now?