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NSFW Xenomorph Mod, Help wanted!


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Posted (edited)

Hey y'all, I recently made a post last month about comissioning a xenomorph mod. Since then I've made significant progress with the mod and feel atleast more comfortable enough to not rely on others to help code the simple things. Of course, having multiple hands on this would be greatly appreciated, especially more experienced modders. This is my first mod afterall.  

This mod is mostly NSFW centric for now. Once I feel it's complete with no issues, I'll work on removing the NSFW features to make it purely SFW for Steam Workshop upload.

My vision to have a xeno mod that gives you the option to play as either a fully male or fully female driven hive, with Species rights, traditions, civics, buildings, and ascensions based around the two individually. For example, male only hives could have slave buildings focused around breeding and the growth of pops from female hosts and species, while female hive could have slave buildings focused around the usage of male species. A lot of things and effects will be the same, but worded differently depending on the civic chosen when making your hive empire, and the origin. This includes traditions, and event images. Of course, there's equal power in playing a non-gender-specific/mixed-gendered hive as well.

What I ask from my lovely watchers and anyone who sees this, are more suggestions, ideas, and if you have experience coding for Stellaris or would like to help in any way possible, in a more hands-on way, especially those who can draw icons fitting for the Stellaris game, but xenomorph themed.
I could use help with
- Converting images to be used into the mod into dds format.
Portraits sized 500x 320 with transparent background
event images files sized at 450x150
- Origin images sized at 220x115(Have enough images for origins, but if anyone has idea's for more xenomorph origins, please share along with an image to be used)

Intentions: ( C is completed, N is not started, WIP is work in progresss, Y is yet to be tested,)
- Nsfw queen portraits appear as leaders, drones and other xenos appear as other pops (C)
- Xeno trait automatically necrophages non-xeno pops within territory (Y)
- Include a leadership capture system inspired by Conquer and defeat. (Y)
- Include an additional resource of embryos, Bug branch civic(N)
- Includes new buildings and tech(WIP)
- New origins(WIP)
- New events (N)
- Include new traditions and ascensions(WIP)
- Include new planet type(WIP)

what I really need right now are more images to be used for traditions and their specific perks, and ascensions.

You're all free to voice your thoughts, opinions, or suggestions in the comments, including throwing up your own Xenomorph Oc to be used as a portrait(Note, I'm very picky with what'll be used as leaders. If your Xeno is a queen but doesn't have the body of a queen or looks closer to a praetorian, they will not be restricted as a leader. Additionally, any hybrids like myself are welcome, but will not be included yet. You're also free to note me directly if you want to help. Artists would be greatly appreciated as well in making designs for the simpler things like the icons for civics, traits, traditions, and ascensions!


Current issues being worked on:

- Localization file descriptions for texts and names of things

- Interface GFX icons for traits, origins, and civics to be fixed

 

You're free to download the mod and take a look at it yourself or try it out. 

Hive mods.zip

Xenomorph Mod Empire creation 1.png

Xenomorph Mod Empire creation 2.png

Xenomorph Mod Empire creation 3.png

Xenomorph Mod Empire creation 4.png

Edited by Xenodragon54
Including Screenshot images
Posted

tri

On 5/22/2026 at 9:52 AM, Xenodragon54 said:

Hey y'all, I recently made a post last month about comissioning a xenomorph mod. Since then I've made significant progress with the mod and feel atleast more comfortable enough to not rely on others to help code the simple things. Of course, having multiple hands on this would be greatly appreciated, especially more experienced modders. This is my first mod afterall.  

This mod is mostly NSFW centric for now. Once I feel it's complete with no issues, I'll work on removing the NSFW features to make it purely SFW for Steam Workshop upload.

My vision to have a xeno mod that gives you the option to play as either a fully male or fully female driven hive, with Species rights, traditions, civics, buildings, and ascensions based around the two individually. For example, male only hives could have slave buildings focused around breeding and the growth of pops from female hosts and species, while female hive could have slave buildings focused around the usage of male species. A lot of things and effects will be the same, but worded differently depending on the civic chosen when making your hive empire, and the origin. This includes traditions, and event images. Of course, there's equal power in playing a non-gender-specific/mixed-gendered hive as well.

What I ask from my lovely watchers and anyone who sees this, are more suggestions, ideas, and if you have experience coding for Stellaris or would like to help in any way possible, in a more hands-on way, especially those who can draw icons fitting for the Stellaris game, but xenomorph themed.
I could use help with
- Converting images to be used into the mod into dds format.
Portraits sized 500x 320 with transparent background
event images files sized at 450x150
- Origin images sized at 220x115(Have enough images for origins, but if anyone has idea's for more xenomorph origins, please share along with an image to be used)

Intentions: ( C is completed, N is not started, WIP is work in progresss, Y is yet to be tested,)
- Nsfw queen portraits appear as leaders, drones and other xenos appear as other pops (C)
- Xeno trait automatically necrophages non-xeno pops within territory (Y)
- Include a leadership capture system inspired by Conquer and defeat. (Y)
- Include an additional resource of embryos, Bug branch civic(N)
- Includes new buildings and tech(WIP)
- New origins(WIP)
- New events (N)
- Include new traditions and ascensions(WIP)
- Include new planet type(WIP)

what I really need right now are more images to be used for traditions and their specific perks, and ascensions.

You're all free to voice your thoughts, opinions, or suggestions in the comments, including throwing up your own Xenomorph Oc to be used as a portrait(Note, I'm very picky with what'll be used as leaders. If your Xeno is a queen but doesn't have the body of a queen or looks closer to a praetorian, they will not be restricted as a leader. Additionally, any hybrids like myself are welcome, but will not be included yet. You're also free to note me directly if you want to help. Artists would be greatly appreciated as well in making designs for the simpler things like the icons for civics, traits, traditions, and ascensions!


Current issues being worked on:

- Localization file descriptions for texts and names of things

- Interface GFX icons for traits, origins, and civics to be fixed

 

You're free to download the mod and take a look at it yourself or try it out. 

Hive mods.zip 44.72 MB · 2 downloads

Xenomorph Mod Empire creation 1.png

Xenomorph Mod Empire creation 2.png

Xenomorph Mod Empire creation 3.png

Xenomorph Mod Empire creation 4.png

ed it, got a red can't loud warning

Posted (edited)

My man, smh the file doesn't load in my paradox launcher, I was wondering if it had to do with the MOD file I pulled out of the package but im really not sure.

EDIT: NVM I fixed it myself, was my problem, looking good tho

Edited by Shaderek
Posted (edited)
10 hours ago, Shaderek said:

My man, smh the file doesn't load in my paradox launcher, I was wondering if it had to do with the MOD file I pulled out of the package but im really not sure.

EDIT: NVM I fixed it myself, was my problem, looking good tho

That's good to hear. The mod file has been updated in the drive. The origin images should now all appear proper along with their descriptions and such. It's still being worked on but it's better than how they looked before. 

Hive mods 1.8.zip

Edited by Xenodragon54
Posted
On 5/24/2026 at 6:20 AM, Master Don said:

tri

ed it, got a red can't loud warning

Can't loud warning? XD Well It's still heavily under wip. Stay tuned for further updates. 

Posted
8 hours ago, Xenodragon54 said:

Can't loud warning? XD Well It's still heavily under wip. Stay tuned for further updates. 

I think the same problem I had happened to him, I had to make a new mod file, then I moved all the data from your original mod file into the new one so it works, lowkey I wonder why that happened

Posted

Cool mod, thanks for sharing!

 

Just a couple things I've noticed when using it:

  • The initial download's structure is a little wonky for Stellaris mods, and that may be the source of the issue others were having above. Most mods are just drag-and-drop, but that requires the mod's top file (in this case, "Hive mods") to be at the same file "level" as the .mod descriptor which shares its name. You've got the .mod file inside the top file, which means that, when placed in the "mod" folder in your Stellaris installation, the launcher can't call the mod since it doesn't have a descriptor.
    • The simple fix is to just move the "Hive mods.mod" file out of the "Hive mods" file and into the "mod" folder of your Stellaris installation. Also, you seem to have two descriptor mods included? One named "Hive mods.mod" (which is correct) and the other named "descriptor.mod" (which is incorrect). I assume you just forgot to remove the old descriptor.mod?
    • Also, in "Hive mods.mod", you've got this line: path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods" -- this may also cause a problem when loading the mod, as the path you've predefined seems to be part of your own pc? Besides not accidentally doxxing yourself (lol), you should be able to just change this to: path="mod/Hive mods" and the launcher'll figure out the rest!
  • I think you might've messed up the trait descriptions somewhere along the way, because only two of the new traits added by the mod actually state what they do in their tooltip descriptions: Xenomorph Carapace and Xenomorph Blood. Everything else appears as "trait_xenomorph_genetic_memory" or whatever the corresponding trait name is for each individual trait.
    • I did a little digging, and I think the issue is that the (English) localisation file is missing the "trait_traitname_traitname_effect:0" for every trait other than the two I mentioned above (trait_xenomorph_carapace_effect:0 and trait_xenomorph_blood_effect:0 both exist and seem to function). The specific file I'm referring to is "xeno_traits_l_english.yml" in the localisation > English folder. I don't know if some lines somehow got deleted or if the upload is somehow corrupted, but I think adding the lines for the trait effects in should fix this!
    • I'm also pretty sure that the traits themselves are functioning fine despite their missing effect tooltips lol

If I find any more issues I'll let you know! Awesome concept!

  • 2 weeks later...
Posted

Hey y'all. A lot of progress has been made for the mod. 

So far there's several traditions, buildings, techs, traits, a few new resources. A lot of the minor details such as the texts in game, and icons for a lot of things have been made, but it's still far from done.  I'm nearly done with the xenomorph empire specific side of things, then I will start working on outside empire interactions with xenomorph empires. 

 

The capture leader mechanic is currently being worked on, along with the addition of some new traits. the traditions are made and are being tweaked, along with a lot of the buildings and techs.  I've yet to test the capture mechanic yet. The mod in my eyes isn't in a good enough state just yet to being able to play it in an actual game, but those who would like are more than free to test it out and report any issues you find. 

 

Summary:
8 New traditions
5 new origins
6 New civics
Several new planatary districts
4 new types of Hive planets

Nearly 100 new technology

New species rights
 

Missing:

Icons for most traditions
Building icons for most new buildings
Images for events
Images for tradition backgrounds
 

On hold:

Balancing and stat adjusting

Stories and Descriptions

 

Working on:
Events

Leader capture mechanic
Civic/origin and trait Hiders(Preventing other traits from being selected if specific traits are picked)

 

If anyone knows how to add new resources to the UI and/or the strategic resource menu too, please show me how!

If anyone knows how to add new resources to the UI and or the stragetic resource menu too, please show me how! I'd appreciate it!Hive mods 2.8.zip

I'm also open to hearing any suggestions or idea's on what to include into the mod as well. 

I suggest you run this mod with these mods since my mod does take inspiration from a lot of features from these mods. However aside from the all female or all male trait, it does not rely strongly on these mods. 

Posted

Can we get a install guide cause its not show up on the loader i use the last guide and nothing xeno related showed up in the game plz help

 

Posted (edited)
On 6/19/2026 at 12:24 PM, MacalMedia said:

Can we get a install guide cause its not show up on the loader i use the last guide and nothing xeno related showed up in the game plz help

 

it could've been my fault. I might've forgot to add in the mod's descriptor into that file. But for now here's another updated one. As of right now i've mostly been doing some cleaning of the files and scripts, making sure there's no unnceesary clutter and details. There are still missing icons for a handful of things, and there's still As of right now, I've mostly been doing some cleaning of the files and scripts, making sure there's no unnecessary clutter and details. And a lot of the xenomorph varient buildings still need to be rebalanced. 

Hive mods 3.0.zip

Edited by Xenodragon54
added mod.
Posted
On 6/23/2026 at 12:27 PM, Xenodragon54 said:

it could've been my fault. I might've forgot to add in the mod's descriptor into that file. But for now here's another updated one. As of right now i've mostly been doing some cleaning of the files and scripts, making sure there's no unnceesary clutter and details. There are still missing icons for a handful of things, and there's still As of right now, I've mostly been doing some cleaning of the files and scripts, making sure there's no unnecessary clutter and details. And a lot of the xenomorph varient buildings still need to be rebalanced. 

Hive mods 3.0.zip 33.45 MB · 2 downloads

image.png.1959487f9e6aadfc3aac09e8f10d354d.png

Posted (edited)

Mmm.  Captive Harvest tradition tree has two empty slots.  Nevertheless, you must take them.  Lots things with text missing, leaving things unclear-consider the entire entire bottom row of Egg Ascendancy.  'Laboratory Specimens' origin has no/little effect.  No extra pops at all.  The Xenomorphs seem to have no way to produce alloys.  Seems Queenly Dominion isn't treated as a tradition tree-when completed, it doesn't unlock an Ascension Perk.

Edited by Bloodly
Posted
Spoiler
On 5/22/2026 at 5:52 PM, Xenodragon54 said:

Hey y'all, I recently made a post last month about comissioning a xenomorph mod. Since then I've made significant progress with the mod and feel atleast more comfortable enough to not rely on others to help code the simple things. Of course, having multiple hands on this would be greatly appreciated, especially more experienced modders. This is my first mod afterall.  

This mod is mostly NSFW centric for now. Once I feel it's complete with no issues, I'll work on removing the NSFW features to make it purely SFW for Steam Workshop upload.

My vision to have a xeno mod that gives you the option to play as either a fully male or fully female driven hive, with Species rights, traditions, civics, buildings, and ascensions based around the two individually. For example, male only hives could have slave buildings focused around breeding and the growth of pops from female hosts and species, while female hive could have slave buildings focused around the usage of male species. A lot of things and effects will be the same, but worded differently depending on the civic chosen when making your hive empire, and the origin. This includes traditions, and event images. Of course, there's equal power in playing a non-gender-specific/mixed-gendered hive as well.

What I ask from my lovely watchers and anyone who sees this, are more suggestions, ideas, and if you have experience coding for Stellaris or would like to help in any way possible, in a more hands-on way, especially those who can draw icons fitting for the Stellaris game, but xenomorph themed.
I could use help with
- Converting images to be used into the mod into dds format.
Portraits sized 500x 320 with transparent background
event images files sized at 450x150
- Origin images sized at 220x115(Have enough images for origins, but if anyone has idea's for more xenomorph origins, please share along with an image to be used)

Intentions: ( C is completed, N is not started, WIP is work in progresss, Y is yet to be tested,)
- Nsfw queen portraits appear as leaders, drones and other xenos appear as other pops (C)
- Xeno trait automatically necrophages non-xeno pops within territory (Y)
- Include a leadership capture system inspired by Conquer and defeat. (Y)
- Include an additional resource of embryos, Bug branch civic(N)
- Includes new buildings and tech(WIP)
- New origins(WIP)
- New events (N)
- Include new traditions and ascensions(WIP)
- Include new planet type(WIP)

what I really need right now are more images to be used for traditions and their specific perks, and ascensions.

You're all free to voice your thoughts, opinions, or suggestions in the comments, including throwing up your own Xenomorph Oc to be used as a portrait(Note, I'm very picky with what'll be used as leaders. If your Xeno is a queen but doesn't have the body of a queen or looks closer to a praetorian, they will not be restricted as a leader. Additionally, any hybrids like myself are welcome, but will not be included yet. You're also free to note me directly if you want to help. Artists would be greatly appreciated as well in making designs for the simpler things like the icons for civics, traits, traditions, and ascensions!


Current issues being worked on:

- Localization file descriptions for texts and names of things

- Interface GFX icons for traits, origins, and civics to be fixed

 

You're free to download the mod and take a look at it yourself or try it out. 

Hive mods.zip 44.72 MB · 13 downloads

Xenomorph Mod Empire creation 1.png

Xenomorph Mod Empire creation 2.png

Xenomorph Mod Empire creation 3.png

Xenomorph Mod Empire creation 4.png

 


https://steamcommunity.com/sharedfiles/filedetails/?id=3752261003
 

 

What prevents you from using the basic ideas of this mod, replacing what you need / leaving what you deem necessary, and then adding something new to the mechanics of the mod?!

Posted

There are already things from both those mods in here, and he left a comment on "Xenomorph Soecies Rework." requesting to use it.

Posted
On 6/28/2026 at 6:02 PM, Bloodly said:

Mmm.  Captive Harvest tradition tree has two empty slots.  Nevertheless, you must take them.  Lots things with text missing, leaving things unclear-consider the entire entire bottom row of Egg Ascendancy.  'Laboratory Specimens' origin has no/little effect.  No extra pops at all.  The Xenomorphs seem to have no way to produce alloys.  Seems Queenly Dominion isn't treated as a tradition tree-when completed, it doesn't unlock an Ascension Perk.

Appreciated! Ill make sure those are corrected in the next version I upload here

Posted
On 6/29/2026 at 7:53 PM, zer02 said:
  Reveal hidden contents
 

 


https://steamcommunity.com/sharedfiles/filedetails/?id=3752261003
 

 

What prevents you from using the basic ideas of this mod, replacing what you need / leaving what you deem necessary, and then adding something new to the mechanics of the mod?!

Aye. I've already worked on implimenting features from that mod to this one as well. It's a WIPimplementing

Posted

Self seeding Brood Hive wants it's jobs sorting out.

 

Tendril World found and colonised 'in the wild' was non-functional.  The Queen Nest wasn't granted me, and weirdness occured when I tried to build it manually.

Posted (edited)

Hey y'all. Here's another update. I have actual changelogs this time. Note the mod is still very much in WIP. I personally wouldn't say it's in a good enough state for anyone to do a full playthrough with no issues. Of course you're more than happy to give it a go anyways, and tell me how far in you get into it! If there's any issues with the balancing or some things just aren't working please report them to me. 
Additionally icons for a lot of things are still missing and have not been designed yet. Text for a lot of planned events scripted into the mod do not have dialogue for them yet, specifically the interactions with the captured leaders. 
 

I highly suggest playing this mod with Lustful void and calcifre mod installed. 

Here's the changelog. 
 

Xenomorph Domain v3.76 (for Stellaris 4.3.x "Cetus")


(-- Notes --)

-    Big jump from 3.0 — this version rolls up the captive-queen content update, a full
     merge of the Xenomorph Infection mod (defender side), a hive economy rework, and a
     mod-wide balance pass anchored against vanilla and its DLCs.
-    Lustful Void remains a hard dependency.
-    The Xenomorph Infection mod is now part of this mod. Do not run both together.


(-- New stuff! --)

-    Captive Queen interactions: captured Xenomorph Queens can now be visited and put on
     Public Showcase — a multi-scene event chain with gallery, crowd, and research-wing
     scenes, plus broadcast/report endings on a cooldown. New "Visit the Captive Queen"
     edict for captor empires.
-    Reactive capture flavor: capturing Xenomorphs now fires flavor events whose text
     reacts to the captive's species traits and class.
-    Xenomorph Infection defender layer (merged): play the empire that keeps the
     Xenomorphs OUT.

     -    4 new civics: Biosecurity Directorate, Expeditionary Hazmat Corps, Quarantine
          Authority, Xenobiological Taskforce.
     -    2 new tradition trees: Biosecurity and Containment Command (12 nodes total).
     -    2 new ascension perks: Extragalactic Biosecurity Mandate and Xenomorph Research
          Protocols.
     -    Dormant Ovomorph Cluster planetary deposit with a full decision set: secure,
          cultivate, or destroy the cluster, plus a Planetary Containment Campaign.
     -    Xenomorph Containment Lab building and Contained Xenomorph specimen job.
     -    4 biosecurity species traits (Biosealed Lineage, Combat-Resistant Hosts,
          Quarantine-Adapted, Xenobiology-Screened).
     -    7 new technologies across the biosecurity and ovomorph-studies lines.
     -    Ovomorph seeding espionage vector, wild-spread infection event layer, planetary
          escalation ladder, and the Xenomorph Bio-Wreckage special project.
-    Autogenic Brood: new hive tradition tree (6 nodes) plus the Apex Autogenic Brood
     ascension perk — self-seeding reproduction without host dependency.
-    Planetary zones: 5 new hive zones — Bioelectric Sump, Biomass Trench, Brood Hollow,
     Genome Vault, Resin Vein.
-    Hive economy rework: the old acid-processing chain is retired and replaced.

     -    New buildings: Resin Conduit Nexus, Synaptic Nexus, Brood Clutch Incubator,
          Brood Nurturing Hollow, the Pleasure Den line (Den → Warren → Compliance Den),
          War Leasing Office, Maintenance Depot.
     -    New brood jobs: Clutch Tender, Royal Womb Brood, Womb Seeding Carrier (with
          gestalt forms).
     -    Removed: Acid Processor jobs and the acid gland/reactor/conduit building-tech
          chain.
-    Egg & offspring economy rework: the dedicated civic and tech gates are gone; egg and
     offspring flows are now part of the standard economy with proper deficit handling,
     dedicated deficit events, and reworked situations (Voidbrood Adaptation, Dragon
     Genome Study).
-    New espionage operations for the hive: Hive Cell and Raid Population.
-    New civics: Brood Extermination Mandate (locked identity civic — Total War,
     purifier-tier combat bonuses) and a hive-side Devouring Swarm variant.
-    Lustful Void compatibility bonus now applies automatically at game start when LV is
     detected.
-    New edict: Xenomorph Captive Pits (reworked from the old version).


(-- Fixes/changes --)


# Civics #

-    All hive civics now enforce the Xenomorph species trait directly (the trait link is
     the gating mechanism, tied to the XENO portrait set).
-    All mod civics are locked at empire creation (no mid-game add/remove).


# Events #

-    Event structure hardened mod-wide: every event now uses a single title and
     description (the engine rejects variant blocks — this was the source of a large
     class of "corrupt event" log errors in earlier builds).
-    Archaeology site stage events converted to the correct fleet-event class.
-    Espionage operation events rebuilt for correct scope handling.
-    Legacy event-to-content references repointed after the economy rework (no orphan
     event chains).


# Jobs / Buildings #

-    Icon assignments corrected across xeno jobs and the warrior tech line.
-    Building roster consolidated after the economy rework; tier chains verified.


# Localisation #

-    Full localisation coverage for the merged Infection content in 9 languages.
-    Edict localisation keys fixed (vanilla auto-prefixes edict keys; double-prefixed
     keys failed to resolve).
-    Added missing situation and economic-category localisation required by the engine.


# Other #

-    Project ledgers (version, changelog, patch-watch, TODO, external references) now
     ship inside the mod in a docs/ folder, outside all loader-scanned paths.
-    Deficit definitions for xeno resources aligned with vanilla deficit structure.


(-- Balance --)

Mod-wide balance pass, anchored against vanilla civics/DLC values and the Calcifire
trait pack curve.


# Civics #

-    Pleasure Products:

     -    Fixed a duplicate trade modifier (only one applied); consolidated to +10% trade.
     -    Entertainer output bonus reduced from 15% to 10%.

-    Treasured Queens:

     -    Pop assembly bonus reduced from 10% to 5%.

-    Blood Mining:

     -    Miner mineral bonus reduced from +1.5 to +1 (vanilla Mining Guilds parity).

-    Carapace Ships:

     -    Carapace Weaver output bonus reduced from 15% to 10%.

-    Matriarch's Hunger:

     -    Growth bonus reduced from 15% to 10%.
     -    Livestock workforce bonus reduced from 25% to 15% (vanilla Slaver Guilds
          parity).

-    Patriarch's Dominion:

     -    Host Breeder output bonus reduced from 100% to 50%.
     -    Livestock workforce bonus reduced from 25% to 15%.

-    Brood Extermination Mandate:

     -    Army damage reduced from 40% to 33% (Fanatic Purifiers parity).

-    Biosecurity Directorate:

     -    Stability reduced from +5 to +3; army defense damage from 20% to 15%.


# Traits #

-    Virile Musk: cost increased from 1 to 2.
-    Narcotic Seed: cost reduced from 6 to 3.
-    Watery Milk: cost changed from -6 to -2 (negative traits refund less).
-    Lactation Caste: cost increased from 4 to 5.
-    Nutritious Milk: fixed a duplicate growth modifier; now a single +15% growth.
-    Brood Dominant / Pheromone Drunk: fixed stacked duplicate modifiers; both now give
     a clean +10% Host Breeder / +10% Breeding Toy output.


# Leader Traits #

-    Royal Possession Instinct: consolidated duplicate modifiers to +15% Host Breeder /
     +5% Breeding Toy output (councilor).
-    Flesh Ranch Matron: consolidated duplicate modifiers to +20% Host Breeder /
     +10% Breeding Toy output (councilor).
-    Brood Chamber Experimentalist: society research bonus increased from 5% to 10%.
-    Pheromone-Laced Presence: unity bonus increased from 5% to 10%.
-    Barbed Ovipositor (Commander): army morale damage reduced from 40% to 25%.


(-- Base Game Overwrites --)

-    Devouring Swarm civic file (hive variant support) — resynced against vanilla each
     patch.
-    Trade resource group table (tb_others_group) — extended for xeno resources.
-    The hydroponics building override from 3.0 has been removed (one less overwrite).



P.S There's a few things in this build that will not be permenant. Civics gating will be changed once I've finished rescanning everything else from the mod then will fine tune, adjust, and modify everything else.  But just keep in mind if something seems unreasonable it's like that on purpose until I get back to it. 

Hive mods 3.76.zip
 

Edited by Xenodragon54
Posted (edited)

Tried to start of Xenomorph Prime.  All my starting structures were wiped.

 

Tech 'Neural Echo Lab' does nothing.

 

Feel like there are too many traits.

 

I've never seen the 'Royal Guard Warren'.  Maybe it's a late thing?

Edited by Bloodly
Posted
5 hours ago, Bloodly said:

Tried to start of Xenomorph Prime.  All my starting structures were wiped.

 

Tech 'Neural Echo Lab' does nothing.

 

Feel like there are too many traits.

 

I've never seen the 'Royal Guard Warren'.  Maybe it's a late thing?

The Royal Guard Warren is intended to be a tech unlock building, locked behind a tradition tree. I also just tried the xenomorph prime origin. All the starting structures appear for me. Try this version, just replace the mod files, keep the decieper already in your mods folder

Hive_mods_3_85.zip

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