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originally by Darenii - modified by UltimateGamer10101

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UltimateGamer10101

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9 comments

  1. borokoshow
    borokoshow
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    Hey man, can you do this for Natura?
  2. Aelxer
    Aelxer
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    Heads up, Stellaris updated and I'm 99% sure that this mod is now causing a CTD when using the updated version.
  3. Aelxer
    Aelxer
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    I added this mod because it seems to be the only one that can actually prevent Stellaris spells from killing my follower, but Astral Star Detonation not dealing damage per second on the original mod seems more like a typo than an error on the coding (otherwise Astral Epicentre would be completely redundant since it's a directly weaker effect on the same spell tier), and the changed version from this mod seems a bit too strong even for a Master spell (it absolutely obliterates everything and using it feels almost like cheating). Is there a way to revert this change while keeping the main function of preventing friendly fire from Stellaris?
    1. UltimateGamer10101
      UltimateGamer10101
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      There is, yes. It's not a difficult change to make in SSEEdit (just a few alterations to the Magic Effect and Spell sections reverting Star Detonation from a Concentration cast loop to a Fire And Forget spell), so I'll upload another file for this in a few minutes.

      Edit: Alternative file has been uploaded. Haven't gone in-game to test it myself, so let me know if it's not behaving as it should be. Otherwise, enjoy <3
    2. Aelxer
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      Thanks, I just installed the new version. That being said, is there a chance that the new version modified the damage values? Because the spell now says that it has a base damage of 150 instead of 80 (225 after perk boosts).
    3. UltimateGamer10101
      UltimateGamer10101
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      Yes, that was one of the minor tweaks I'd made to it when initially making this mod, since it read as the most powerful damage spell in the set and I felt it both amusing and appropriate for it to have some accordingly boosted damage. Easily edited with SSEEdit if you'd prefer it to deal the initial 80 base damage, though for such a minor change, I'll be leaving that discretion up to the users to change if they so wish to rather than uploading separate files for it.
    4. Aelxer
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      I'll be honest, I don't think I have enough experience with the game to be able to tell if that change is too much or not (I have not even played with Destruction spells at all so I don't even have a point of comparison). I usually trust mod makers to make that call (at least with Simonrim-related mods). If anything, though, I will say that the increased damage doesn't feel quite as OP as the channeled version so it's not a dealbreaker.
  4. MasterJingYan
    MasterJingYan
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    Thanks! I really need this!
    1. UltimateGamer10101
      UltimateGamer10101
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      <3