Adds Elven portraits, new ship style (sort of Imperial meets Naboo), city style, flags, clothes, hairstyles, name lists, planet types, fallen empires, and random primitive elves.....
to Stellaris. :-)
Archived but link to updated file in the download! :-)
Features
- Girls: 8 phenotypes. Guys: 3 phenotypes. Girls: 6 color variants. Guys: 5 variants.
- An "elfy" ship style. Sort of Imperial inspired with glowy lights and elfy shininess.
- A new elf city style. For once, not just a simple retexture of an existing one!
- 160 outfits for girls, 113 for guys. All my clothes now.
- Enslaved elves get their own wardrobe depending on slave type. (Utopia only.)
- Pops on cold planets wear warm clothes.
- New hairstyles for girls (with elf ears), new hairstyles for guys (no-idiot man bun and all hairstyles adjusted for elf ears!)
- Ruler hairstyles have crowns.
- Elven name lists. Uses a variety of: Sindarin, Quenya, Altmer, Bosmer and... Ayleid names to make it complete.
- Elven trait: leaders use the immortal property. (Introduced in Banks.)
- New Elven specific megastructure: Avari rings.
- 2 prescripted races. One civ follows the "Sidh" philosophy that I made up out of thin air. Basically, they're peaceful and don't bother with clothes. (Oddly, I feel this makes more sense than the Eilistraee thing.) The others are basically Ayleid. Be wary of that whole "peace" thing.
- 2 new elf solar system starts: A blue star that feeds a black hole and a pulsar fed by... another star. Homeworld is a Sanctuary world. :-D The other starts off with an already built Avari Ring.
Version History
- NO LONGER UPDATED HERE
- 2.97 - New Meshes: shipyard, Dyson (retextured to elfy-like); Some new girl portraits to replace older ugly ones; Drow flags added.; Drow namelists added.; Drow traits added. (Currently useable by elfies. This will change!); Prescripted Elf civs now spawn by default. (I know, I'll make a quick turn-it-off mod for boring people soon!); All Elf system starts now have 3 neighbor systems with elf themes. Also includes several custom planets (compatible with mods, don't worry!); Another major clothing update. Technocracies now get sci-fi-ish looking elves. (Not too many outfits currently. More later.) More elf gowns and more bling.; Minor girl hair update. (Bonus hair for Technocracy admirals!); Ships have been reorganized to make use of NSC ships in vanilla. (And SCX!); Mod now actually works thanks to 1.8.1 Beta. Meaning: THIS REQUIRES 1.8.1 BETA!!!; NSC files now split off. NSC WILL REQUIRE A PATCH NOW. (We've got one coming!)
- 2.95 - New Meshes: mining, science, observation and frontier outposts! Major clothing fix, think I got all the bad clipping; Portrait anims no longer dependant on anything vanilla (never again can PDX cause clothing mishaps!); Hive mind elves get their own hive outfits; Avari rings moved a little farther from planets; The no shipyard over avari ring worlds issue has been fixed; Recolored several of the barren/toxic/gas giants in the elf systems starts, all are still vanilla planet classes to ensure compatibility; The Elven Sanctuary start now has a new Sanctuary world as the homeworld; Tweaked civics again; Drow civics added
- 2.90 - New Elf habitat; Avari rings are now megastructures, and they spin! New hair type for girls (based on one Llossaa's hairstyles); Updated slave girls to have more hair options; FE and primitives reinstated with actual working mechanics for once (Teneb Kel of course!); All initializers updated to account for new megastructures; Fixed texture mishap on construction ship; NSC patch now incorporated with the main file; Expanded namelists to even more planets; Numerous balance and other fixes;
- 2.83 - Fixed borked namelist; Cat ears for domestic slave girls (testing the concept); Guy pheno #3 replaced with a new custom one; fallen empires deactivated; primitive spawns deactivated;
- 2.8 - Added name support for Alphamod army names (thanks Cirdain!); Expanded base namelist planet names; Elven savage trait hopefully preveneted from popping up on talking weeds; Guys now have specialized slave outfits; Avari planets now animated again (Thanks Teneb Kel!!); civic icon fix maybe (only an issue for Steam version);
- 2.75 - Removed unneeded traits; Elf savages now immortal (whoops!); Empire descriptions finally added to Sidh and Ayleids; Habitats forced to avian for now (thanks Porev!); muzzle flashes and other effects now enabled (thanks to Princessity!); Native support for SCE;
- 2.7 - Updated for 1.5; Ascari turned off by default, pre-made civs set to NOT spawn by default; Sidh now a civic; Reorganized patches slightly; Non-racial traits moved to civics; Fixed nose alignment on female 07, female slave clothes reorganized based on slavery type (males in a future version); ship sound types updated to 1.5; non-savage primitive elves now have charismatic trait by default; Solar system starts updated to have more pops (as per vanilla);
- 2.63 - Fixed some pops wearing a tad too little... ;-)
- 2.62 - Fixed Sidh male leaders wearing... clothes. Shocking. :-)
- 2.61 - Updated for NSC 4.0
- 2.6 - NSC ships added; Bots added to construction ship; "Without apparel" clothing migrated to another patch; Guys no longer have Vulcan hair;
- 2.45 - New Ships: Cruiser2, Battleship1, Science, Colony, Transport, Construction; Fixed Cruiser1 texture; Fixed clipped male outfits;
- 2.4 - Added new: Corvettes, Destroyers, Cruiser; Extra compatibility added for: Crystallis Ship Parts Extension, ; Girl Phenotyp 7 added (based on llossa's non-ugly asian female :-D); Updated for 1.4.*.
- 2.21 - Elven trait is selectable again. This time I'm removing the trait from anything not Elfy at game start!; LAST VERSION WITH OLD SHIPS!
- 2.2 - Primitive elves can show up on nuked worlds now; Tweaked savage trait value; Primitives have nasty armies (no more free lunch!); Sidh now have "warm" scarves on cold planets :-D; Elven traits (except Sidh) are now automatically added at game start; Fixed primitive Elves to be more random finally; Two new Elf name lists for a little variety;
- 2.1 - Toned down portrait scale a little; gaia avari worlds use new gaia landscape (Sidh starting system mainly); got rid of duplicate Ayleid name so Ayleids can't run into primitive versions of themselves; Organized clothing for ruler design finally; fixed cross dressing male fallen empire leaders :-); Fixed ship turrets, again; added alpine and savannah preferences to some possible elven primitives; Ascari can now be primitive or dead entirely (if their system is picked at galaxy creation);
- 2.0 - Added slim guys; bunch of new guy clothes for slim base; additional slight bug fixes;
- 1.98 - Added alpine and savannah Avari worlds; fixed winter clothes taking precedence when they shouldn't; fixed the invisible missile conundrum; all female bodies/clothes converted to new slim type.
- 1.91 - Fixed fallens (oops), updated flags to stop error complaints that happen for no blinking reason whatsoever :-); Ascari now a bit nastier.
- 1.9 - Updated to handle 1.3 (whew!), a few minor bug fixes.
- 1.8 - 3 new girl base portraits, pops on cold climate planets wear cold clothes; some planet modifiers make pops go wild (in relation to clothes); and yes, more clothes!
- 1.75 - New racial traits added for variety; Elven trait made not to be randomly picked by generated civs (I think); Rebalanced all traits (thanks to Princessity!; More outfits!1.72 - Even MORE system tweaks; No more ugly fake-asian elves (resources still there, uncomment if you prefer them active... for some reason); Fixed bugged clothing for general girls;
- 1.72 - Even MORE system tweaks; No more ugly fake-asian elves (resources still there, uncomment if you prefer them active... for some reason); Fixed bugged clothing for general girls!
- 1.7 - MORE tweaks to system initializers; portraits now reorganized to use color option; pink lipstick added for girls; blue eyes added for guys; guy crowns now match girl's; Enslaved pops have thier own slavey clothes!
- 1.63 - Additional starting system tweaks; Sidh pops are now "properly" dressed if migrating or being conquered by a non-Sidh civ;
- 1.62 - Added pre-ftl civs to system initializers; additional clothing tweaks; "savage" elves randomly show up on Pre-FTL worlds and sometimes as full on civs.
- 1.6T - Clothing tweaks; added neighboring systems to startups; add new color option for one of the battleships; TEST: randomization is off, 1/4 chance of fallen empire elves, currently 100% chance a new savage type Elven nation pops up.
- 1.5 - Crowns for everyone; major rework of guys: all clothes now look more masculine, no space suits, ugly big nosed guys got a nose job, bunch of new guy only outfits; fixed typos for AI planets; added new system start with elven specific planet type; tweaked existing starting system.
- 1.1 - Bunch of new girl outfits; Fixed ship/city styles selection highlighting; fixed typos (Elven city instead of Ilythiiri LOL); guy hair: real black color added, all hairs adjusted to fit elf ears; fixed (hopefully) rulers having random clothes; Fixed mask issue with long
female hair; First experiment with crown/jewelry.
- 1.0 - Initial release. (Here. :-D)
Nice mod.
Some news:
*) No "without apparel" pops any longer. So those of you that don't want nudity don't have to do anything about it now. (For those that want it, search for the "other" site.)
*) There is now an NSC patch available with additional ships. Would have released Realistic Ships but ran into a last minute bit of wonkiness. So that will have to wait for a future release.
What other site?
Just google "Elves of Stellaris". It's in the first couple hits.
does this mod require any dlc to play
Apparently no. Though I think you need Utopia to see the specialty slave clothes. Otherwise it defaults to generic slave.
Would love to know whether or not this mod will be posted on the steam workshop. Although, if not, I was hoping someone could direct me to an installation guide as I am unable to find it in the mod itself.
It's on Steam now. However, to install mods manually (and also for improved load times):
Plop the contents (.mod and folder) into your Documents\Paradox Interactive\Stellaris\mod folder.
How do i uninstall i can't play multiplayer
And why not? Your friend just needs the same exact files for MP, or just don't activate it. Uninstalling is simply trashing the .mod file along with the folder.