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The GOG version runs workshop mods. For example I'm using the latest ST: New Horizons Mod + SubMod, Music, and FedUI.
This example uses a Mod that is technically a multi-mod as it has inter-dependencies on other mods and will not work properly without the others.

D:\Documents\Paradox Interactive\Stellaris\mod:
Inside are 4 folders using numeric names, as well as corresponding .mod files for each.

Important to note: the .mod files path syntax...
archive="D:\\Documents\\Paradox Interactive\\Stellaris\\mod\\688086068/newhorizons.zip"

notice the double-slash between directories; as well it doesn't get changed to "path=", it stays as "archive=".
I understand that the Mod Author(?), grinsel on GOG or G-Man on Steam,(I cannot link to the post, even though it is a gog url...lol) has stated elsewhere in this forum that it should be changed to "path=" and change it from .zip to just a directory (path=mod/newhorizons, as per author; instead of archive=...\\mod\\.../newhorizons.zip).

from the .mod file locating the folder holding the main portion of the mod:
(my folders are relocated, google: "Win10 move user folder location")

name="ST: New Horizons"
archive="D:\\Documents\\Paradox Interactive\\Stellaris\\mod\\688086068/newhorizons.zip"
tags={
"Star Trek"
"Total Conversion"
}
picture="thumb.jpg"
remote_file_id="688086068"
supported_version="2.2.7"

the structure/naming in the first screen of the mod folder is as it was installed by steam, then the steam version of the game removed, and the GOG version fresh installed. It picked up the mods as they were left by the steam install.

important take-away: there is no need to extract the newhorizons.zip inside the mod\688086068 directory.
as well, you can likely rename the .mod files and folders to a more human-friendly naming convention, maintaining continuity of course, such as newhorizons.mod and mod\\newhorizons/newhorizons.zip instead of ugc_688086068.mod and mod\\688086068/newhorizons.zip.
(Tested: success! Included screen of the renaming of the mainmod folder)

"D:\Steam\steamapps\workshop\content" has no entry/directory for "688086068", the newhorizons identifier that still remains in the .mod file under the "remote_file_id="688086068"" I presume this line is effectively ignored in the GOG version.
Attachments:
Post edited May 13, 2019 by shaggygoblin
avatar
shaggygoblin: The GOG version runs workshop mods. For example I'm using the latest ST: New Horizons Mod + SubMod, Music, and FedUI.
This example uses a Mod that is technically a multi-mod as it has inter-dependencies on other mods and will not work properly without the others.

D:\Documents\Paradox Interactive\Stellaris\mod:
Inside are 4 folders using numeric names, as well as corresponding .mod files for each.

Important to note: the .mod files path syntax...
archive="D:\\Documents\\Paradox Interactive\\Stellaris\\mod\\688086068/newhorizons.zip"

notice the double-slash between directories; as well it doesn't get changed to "path=", it stays as "archive=".
I understand that the Mod Author(?), grinsel on GOG or G-Man on Steam,(I cannot link to the post, even though it is a gog url...lol) has stated elsewhere in this forum that it should be changed to "path=" and change it from .zip to just a directory (path=mod/newhorizons, as per author; instead of archive=...\\mod\\.../newhorizons.zip).

from the .mod file locating the folder holding the main portion of the mod:
(my folders are relocated, google: "Win10 move user folder location")

name="ST: New Horizons"
archive="D:\\Documents\\Paradox Interactive\\Stellaris\\mod\\688086068/newhorizons.zip"
tags={
"Star Trek"
"Total Conversion"
}
picture="thumb.jpg"
remote_file_id="688086068"
supported_version="2.2.7"

the structure/naming in the first screen of the mod folder is as it was installed by steam, then the steam version of the game removed, and the GOG version fresh installed. It picked up the mods as they were left by the steam install.

important take-away: there is no need to extract the newhorizons.zip inside the mod\688086068 directory.
as well, you can likely rename the .mod files and folders to a more human-friendly naming convention, maintaining continuity of course, such as newhorizons.mod and mod\\newhorizons/newhorizons.zip instead of ugc_688086068.mod and mod\\688086068/newhorizons.zip.
(Tested: success! Included screen of the renaming of the mainmod folder)

"D:\Steam\steamapps\workshop\content" has no entry/directory for "688086068", the newhorizons identifier that still remains in the .mod file under the "remote_file_id="688086068"" I presume this line is effectively ignored in the GOG version.
Hey man,

I did all of your instructions but my game just crash before the main menu. I've downloaded the mod from workshop, created the mod folder with the "688086068" in it and edited the .mod file. you have any ideas what i'm doing wrong?
really? you downloaded the game from Steam, installed the mods, uninstalled Steam and installed Gog over the top... well done mate
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TheOShea: Hey man,

I did all of your instructions but my game just crash before the main menu. I've downloaded the mod from workshop, created the mod folder with the "688086068" in it and edited the .mod file. you have any ideas what i'm doing wrong?
Nah, man. I have no clue. More specifically: I have no clue what you've done / not done. It works on my end and I have renamed all 4 folders and .mod files, as well as changed the folder name in the "archive=...\\.../*.zip" entry inside the .mod file. And I'm running the additional perks mod to boot. I will give you a screen what my mod folder looks like as well as to what is changed in the .mod file. That change was made inside each .mod file, excepting the ones named "discriptor.mod" inside the .zips, if they exist, as I believe they are irrelevant in this particular. I include only that one example as reference.

I hope that helps but I fear I may have just added some confusion for some...
Attachments:
Post edited May 21, 2019 by shaggygoblin
avatar
ussnorway: really? you downloaded the game from Steam, installed the mods, uninstalled Steam and installed Gog over the top... well done mate
Umm, yeah, really. But more to the meat of it: I had the mods downloaded and installed during the free weekend. Then realizing that I had the option to acquire license to use the title from sources other than Steam/Valve, I opted to go with GOG.com. Still arguing with Steam about it, but if, in the end, I have paid twice for it, I take solace in the fact that the Dev's got their due one and a half times at least. And I have a copy I can use on several of my home PC's at the same time for family game night, without jumping through "Family Library Sharing" hoops.

I am certain that my install was "clean" and some remnant of the "Steam Install" of Stellaris is not why the mods still work, as I did a test install on a (real, not virtual) machine that has never been introduced to Valve/Steam.
For the Test Install I used steamworkshop.download to retrieve the files, else the test would have been tainted by known working files had I just carried them over from the existing install.

Further, If I'm not mistaken, Steam installs games to a subfolder, not the drive root. D:\Steam\....\somegamefolder\game.exe as opposed to D:\somegamefolder\game.exe Any entries in the registry would reflect this path info and would affect the outcome of the test if it was relying on some previous Steam entries in the registry. It (Steam or anything related) does not handle path changes gracefully unless strict structure is followed, e.g. the D:\Steam\...\*.exe. If it had any interdependence on some aspect of Steam via the registry and/or path info, it would likely fail in that particular.
Post edited May 21, 2019 by shaggygoblin