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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. 

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