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[CK2] Static Portrait Replacer ver. 4.00 [CKII 2.7.1+ Compatible]


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tumblr_o0fc4bwJXY1uegljho1_540.png

 

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ReMeDy's Static Portrait Replacer
 

Now no longer requires portrait DLC!
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REQUIREMENTS:

  • Crusader Kings II (CKII). No major DLC's required.
  • Incompatible with other mods using property slots found in the portrait_properties.txt file, which thankfully is somewhat rare.

 

ABOUT THE MOD:

 

This mod can swap out CKII's generated DNA in-game portraits for static overlay images using the in-game console. If you're a modder, you can distribute these traits through coded events (ex. Dewguru's Dark World mod and my Game of Thrones submod), or manually load them onto characters in-game.

 

So why did I decide to make this mod? Mainly, out of frustration! Very few mods utilize static portraits, and I wanted to change that. The ones that did were buried deep in overhaul mods, making it cumbersome for other modders to use the code for themselves. For the longest time, I was looking for a mod allowing me to ONLY customize static images as EASY as possible while still experiencing the vanilla CKII experience. From there, I could apply other user mods to exclusively personalize the gameplay, while my portrait mod allowed me an outlet into personalizing my characters for role-playing purposes.

 

The method I use to assign static portraits involves custom traits. The way they work is the custom traits reference a huge gfx file, and within that file are a hundreds of frames. Each frame represents a specific static portrait, so what you're doing is assigning a trait via the in-game console, and that trait points to a portrait/frame in a gfx file.

 

 

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ONLY USE ONE OF THE FOLLOWING OPTIONS!:


OPTION #1: TEMPLATE PACK (ver 4.00, from ngppgn):

http://www.mediafire.com/file/b8toybrz55xbu4y/ReMeDy_Portrait_Replacer_TemplatePack_ver_4.00.zip

 

This is a version ngppgn put together. I recommend the template pack if you're new to adding your own portraits and don't need to use the portraits in another portrait mod, such as Dark World. Add your 152 x 152 pixel portraits inside the circles located in gfx/static_portraits/remedy_portrait_swapping.dds or any of the other .dds files, then add the corresponding trait via the in-game console. For example, if you add an image to portrait 1, type (case-sensitive) into the in-game console:
add_trait portrait1

 

This is also a great resource for modders, and is what dewguru used for his Dark World mod. If you need an art Photoshop resource template file to help you add your portraits, download this:
http://www.mediafire.com/download/z4qqmaub74jijrp/src_art_%28do_not_install%29.zip

 


OPTION #2: INDEPENDENT CUSTOM PORTRAITS (from zia):

http://www.mediafire.com/file/jxgtbv0vliuam7g/Independent_Custom_Portraits_by_zia.zip

 

Use this version of the mod made by Zia if you want to use your own portraits in a mod with other portraits (ex. Dark World), otherwise you'll run into portrait conflicts. Plus, you don't want to ever modify an existing mod's portraits, because if the modder updates his mod, then it might erase the portraits you added. Please consult the included readme by the author, zia, in the main directory for additional information.

 


OPTION #3: ANIME PACK (ver 4.00):

post-204-0-38490100-1491189706_thumb.jpg

http://www.mediafire.com/file/edb17n33eqfnn1e/ReMeDy_Portrait_Replacer_AnimePack+ver+4.00.zip

 

My Anime Pack is an example expanding upon ngppgn's Template Pack and its capabilities. It demonstrates custom trait names, selectable trait graphic icons in Ruler Designer, and descriptions for the traits. Naming my portraits gives me the advantage of not having to consult a naming chart, because as long as I know the character's name, I can fire off their portrait. It's much easier than remembering nondescript names, like portrait23! If that sounds like something you want to try, use this as your template, study my files, and optionally rename anything to your liking.

 

If you prefer the Template Pack naming approach, but still want to use my anime portraits, copy all of my remedy_portrait_swapping.dds files located in the folder gfx/static_portraits, and overwrite those same .dds files in the Template Pack.

 

 

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WANT MORE PORTRAITS? HERE ARE SOME USER SUBMITTED PORTRAIT PACKS:

 

To avoid file hosting hassles, I'm going to link to each person's user-submitted portrait posts. It's only the .dds gfx files, so to use them, replace my existing .dds gfx files with any of these:

 

AGT2's Portraits (real-life women and women drawn by The Pit):

http://www.loverslab.com/topic/52211-ck2-static-custom-portrait-replacer-ver-200-261-reapers-due-compatible/page-4?do=findComment&comment=1569525
http://www.loverslab.com/topic/52211-ck2-static-custom-portrait-replacer-ver-200-261-reapers-due-compatible/page-4?do=findComment&comment=1572845

 

Thatunknownguy's Portraits (Fate/Stay portraits):
http://www.loverslab.com/topic/52211-ck2-static-custom-portrait-replacer-ver-200-261-reapers-due-compatible/?p=1614443

 

Bah!'s Portraits (mainly elves, with one orc male, and one orc female):

http://www.loverslab.com/topic/52211-ck2-static-portrait-replacer-ver-301-ckii-261-263-compatible-now-supports-unlimited-portraits/?p=1740621

 

Tyrantdave's Anime Portraits (572 anime portraits, from Sengoku Rance, Baseson Musou, and Sengokuhime):

https://www.loverslab.com/topic/52211-ck2-static-portrait-replacer-ver-400-ckii-271-compatible/?page=11&tab=comments#comment-2216506

 

 

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INSTALLATION:

1.) Download either the Template Pack or Anime Pack. You can install both, but only enable ONE in the CKII launcher! Extract the .zip file. Inside are two files you'll need: they are the .mod file (which sometimes looks like a movie file), and a folder.

 

2.) Take these two files and put them in your Crusader Kings II mod directory:
Documents/Paradox Interactive/Crusader Kings II/mod

 

3.) Start CKII. In the launcher that shows before the game loads, go to the "Mod" tab next to the "DLC" tab. Ensure your mod of choice is displayed and checked. Again, only choose one!

 

4.) Click play, and you're done. The mod is now loaded into your game.

 

5.) To take full advantage of the mod's features, you must use the in-game console. Read the next section on applying static portraits to characters!

 

 

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HOW TO APPLY A STATIC PORTRAIT:

If you want to use one of my anime or real people portraits, all this requires is knowledge of the in-game console. If you need some art Photoshop resource template files to help you add portraits, download this:
http://www.mediafire.com/download/z4qqmaub74jijrp/src_art_%28do_not_install%29.zip
 

Here are the steps as detailed in the YouTube video:

1.) With the mod enabled, pick a character to play. If you're using my Anime Pack, you can use Ruler Designer to select a starting custom portrait. If you do this, keep in mind the portrait swap doesn't take effect until you load onto the world map. The Ruler Designer is limited, since you can only edit your own character, but once in-game, you can also edit AI characters! All of this is accomplished through the console.

2.) Start the game, then hit the ~ key in the top-left of your keyboard to bring up the console where you can type things.

3.) You'll need to type in one of the below command lines to switch your portrait, or the portrait of a computer controlled player. To switch your portrait, depending on the portrait you want, use:
add_trait InsertNameOfPortraitHere

To change the portrait of a computer controlled player, you must know their character ID. For that, type "charinfo" then hover your mouse cursor over their portrait. New information about that character will be displayed called the debug info. Look for their ID number. With that ID number, type:
add_trait InsertNameOfPortraitHere InsertCharInfoIDHere

(Note: When assigning portraits, the portrait swap sometimes doesn't happen instantly, depending on what window you're viewing the portrait from. You need to refresh the portrait change by closing the portrait view of the character you edited, then opening the portrait view back up.)

4.) DONE! If you ever need to remove a portrait, type:
remove_trait InsertNameOfPortraitHere

To remove a portrait from an AI character, type:
remove_trait InsertNameOfPortraitHere InsertCharInfoIDHere


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NEED HELP WITH ART SOFTWARE?:
 

 

 

If you need some art Photoshop resource template files to help you add portraits, download this:
http://www.mediafire.com/download/z4qqmaub74jijrp/src_art_%28do_not_install%29.zip

 

To add your own portraits, you need basic knowledge of an art program. I recommend either Adobe Photoshop (w/ a .dds plugin), GIMP (w/ a .dds plugin), or Paint.Net. I do not have experience with GIMP or Paint.net, but I heard Paint.net is great because it's free and includes support for .dds files without having to install a plugin. You can install it for free here:
http://paint-net.en.softonic.com/

If you use Photoshop (what I use and recommend), you'll need to download a separate .dds plugin to create .dds files:
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

 

I'm not here to teach you how to use your art program, especially because your experience will vary based on your program of choice, your OS, and whether you're on PC or Mac. I will, however, provide some guidelines:

 

1.) Here is a Photoshop template pack that can help get you started:

 

2.) All portraits must be 152 x 152 pixels.

 

3.) The mod reads the graphics from my remedy_portrait_swapping.dds files, so just find a way to get the images inside those files, and you'll be set.

 

4.) When saving .dds files, your art program may ask you for certain settings. Try to match it as best as you can to the following: DXT5, ARGB, 8 bpp, interpolated alpha, 2D texture, with no mipmaps. Make sure when you save the file, you keep the file name and .dds file extension the same, otherwise my mod can't find the files!

 

5.) Your images must be circles, otherwise, the edges of your pictures will bleed outside the borders of characters. My Photoshop template will help you in this regard. If you can't open my Photoshop template file, instead, open one of my .dds files and download the following image for the portrait circles. Overlap it on top of your portraits. Make sure it overlaps perfectly.
http://www.mediafire.com/download/tf95p4zb879ep5n/ckII_darkCircles%28apply+these+over+your+portraits%29.png

 

To be safe, test your portrait in-game before adding more. Use the console to add the trait name corresponding to the portrait you replaced, so if you added a portrait over portrait 1, type in:
add_trait portrait1

If you're successful, your player character's portrait will instantly swap to your portrait. If you're ambitious, optionally, you can edit the name of the trait, and make a custom trait icon for selecting it in Ruler Designer. Reference my anime pack to see how I did this. It involves editing multiple files you otherwise wouldn't have to touch, including portrait_descriptions.csv, portrait_properties.txt, remedy_portrait_traits.gfx, and remedy_portrait_traits.txt. It's mostly just a matter of swapping out names and optionally, creating trait icons.

 

 

 

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KNOWN MOD ISSUES & RESTRICTIONS:

 

1.) You can't swap out the portraits of children (characters age 0-15). You can, however, still give the child a portrait trait, so when they reach age 16 the game immediately uses the portrait associated with that trait when they come of age.

 

2.) Do not use this mod with other mods adding custom portrait property slots found in the portrait_properties.txt file.

 

 

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FAQ TROUBLESHOOTING:

 

 

 

 

Q. I need more than 650 portraits. I understand I can add more. Can you help me?
A. I'm shocked anyone would need more portraits. To assist us, ngppgn has created a Python script expanding the number of portraits. You'll need Python to use it. I haven't used it yet, so if you need assistance, please contact ngppgn in this topic. To download his Python script, click here.

 

Q. Is this Ironman mode compatible?
A. It's fully compatible for mod authors who use events to assign portraits to characters. If you're using it to manually assign portraits via the in-game console, then it only works on your first Ruler Designer character, because Paradox disables console mod in Ironman games.

 

Q. Can I obtain achievements using this?
A. No, because this mod alters the checksum, due to the integration of custom traits. Even though my traits don't add any stats and are purely cosmetic, CKII has no way of distinguishing this. CKII doesn't discriminate when it comes to custom traits!
 

Q. How do I rename characters after they're born?
A. There's an awkward solution: Quit your game and edit a text file. First, learn the character's in-game ID with the charinfo console command, search for that ID in your save file outside of your game, then search for that character's name via the ID. I haven't tried it yet, so you're on your own, but it sounds simple enough.
http://www.reddit.co...racter_in_ckii/

 

Q. I'm mid-way into a save using your mod, and decided I want to change some portraits, but I don't want to restart a new game! Will my save file be compatible?
A. Yes, with a few exceptions. Let's say portrait 11 was originally a picture of a male and you assigned that portrait to various male characters in your save. If you were to turn portrait 11 into a female picture, any characters in your existing save will now use that female portrait! You can imagine how awkward this would be having male characters with female portraits. You'd have to hunt down the males with the wrong gender portraits and either remove the portraits, or update them to a portrait of a man. It's not save breaking -- just tedious. To keep it simple, my advice in all this is to only edit portrait faces for characters that aren't using them in the save.

 

Q. Can I use your mod either in my own mod, or to create portrait packs to share with others?
A. Yes, but credit me, if you could. Many thanks!

 


 

 

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CHANGELOG:

 

 

 

 

ver 4.00:

  • I've migrated all of my work over to ngppgn's new method for coding. This eliminates the need for portrait dlc, and is compatible with most other portrait mods, such as Seiji's Steam Anime Portrait Pack. The exception to any compatibility issues is if you try using a portrait mod adding custom property slots, found in portrait_properties.txt.
     

ver 3.31:

  • Fixed an extra quotation mark I left behind in the 01_portraits_mediterranean.gfx file (thanks Dew). I had a CTD playing M&M, and this might be the reason, but I haven't isolated if that was the culprit, or just Paradox's fault. My update is save game compatible with the last version.

 

ver 3.30:

  • CKII now allows user's to create their own portrait_properties interface file. I've called mine "remedy_portrait_properties" and deleted all the now unnecessary code above my portrait code. This slightly improves compatibility, and makes it convenient for modders to not have to scroll down to reach the start of my portrait code.
     
  • Added Monks & Mystics support for the free portrait pack. This includes the files for portraits_norman, portraits_english, portraits_german, and portraits_german_early.
     
  • Organized files to conform to Paradox reorganizing things.
     
  • Updated included portrait charts aiding you in what regions of the map the portraits correspond to, and what culture files represent each portrait pack. As always, if you're missing any portrait dlc, delete the corresponding culture_gfx files in the interface folder that you're missing to ensure compatibility on your end! Otherwise, by default, I'm assuming you own ALL the portrait dlc!

 

ver 3.22:

  • Now supports up to 650 portraits; increased from the previous 520 portraits. While this many portraits might sound insane, this was necessary because if a modder uses my portrait pack in their mod while a separate player adds their own portraits on top of the author's work, it's good to ensure there's enough portraits to accommodate both the author AND the player, as they're fighting for portrait space!
     
  • Added small numbers corresponding to each portrait number in the bottom-left of each frame. These numbers are on the alpha layer, so they will NOT show up in-game. I did this as a matter of convenience -- if a person has an entire strip of portraits filled in, they lose out on the portrait numbering information, so they have to count out the number of portraits to know what portrait to call up in the console! This should simplify the process of knowing what portrait number you're looking at when it's filled in. I only did this for the template pack, not my anime pack, as my anime pack uses a naming convention, unlike the template pack's numbering approach.
     
  • Fixed a typo in the ugric cultural file, causing portraits to not work on Ugric female old age characters.

 

ver 3.01:

  • Added support for the new CKII 2.6.1 defines code, NDefines.NGraphics.NUMBER_OF_PROPERTIES = x. This allows an unlimited number of portraits through the creation of additional custom-made property slots. I have it set to 34 (33 property slots) for a total of 520 portraits, but feel free to raise it if you need more.
     
  • Moved my portrait code off of the scars, blinded_eyes, boils, red_dots, and multiplayer property slots. This means all the visual gfx are now re-enabled.
     
  • Fixed a layering issue with the Finnish Ugric culture (thanks booya1991).
     
  • Cleaned up the common/traits.txt file by condensing the code. With so many portraits now, it needed condensing!
     
  • Deleted several irrelevant files in the template pack with the advent of "hidden = yes" traits. This includes the localisation, trait icons, and the code linking the trait icons into the game. If you want to utilize trait icons, reference my anime pack instead, otherwise it's kind of pointless if the icons are hidden.

 

ver 2.00

  • Added compatibility for the Reaper's Due, including support for all of the latest portrait packs.
     
  • Added the new patch 2.6.2 "hidden = yes" code to traits, so now trait icons are invisible. This will NOT leave behind an empty space where the trait once was -- a common issue in prior CKII builds! It will be as if the trait icon doesn't exist, which I feel is great considering the traits themselves do nothing other than add portraits.
     
  • Added support for the Horse culture. You never know when this could come in handy!

 

ver 1.20

  • Fixed bad alpha channels around portraits (esp. portraits 14, 35, 56, and 77) for better transparency and to eliminate black bleeding outside the in-game circle borders.
     
  • Improved formatting of portrait_properties file to match Creampie's version. 
     
  • Increased the number of portraits by unlocking the scars property slot for an additional portrait bar.
     
  • Squeezed an additional five portraits onto each of the five property slots. Special thanks to Creampie and rea_jak for mentioning this was possible. All these changes now push the total number of portraits capable for this mod to 130, up from originally 84.

 

ver 1.02

  • Added support for the South Indian portrait DLC.

 

ver 1.01

  • Everything is confirmed to work. Updated for Conclave DLC compatibility. Added support for all the portrait pack DLC.

 

ver 0.95

  • Initial release. Horse Lords compatible.

 

 

 

ckII_supposedRape.jpg

ckII_portraitExample1.jpg

ckII_lightYagami.jpg

ckII_staticPortraitDogeImprisoned.jpg

ckII_rulerDesigner_traits_menu.jpg

CKII_showSomeCleavageDance.jpg

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Many thanks for this sharing of knowledge.

 

Heya Dew, love your mod. I created this mostly as a resource for other modders, so admittedly it might scare away a few people, and I know it's not for everyone, but I feel this type of info was badly needed to be shared. I've read way too many misconceptions on the Paradox forums over doing static portraits, so I hope this lays a few of them to rest. Several people talk about how they've done static portraits, but they rarely share their files, or go into detail on them, so I hope this knowledge helps.

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This is cool, also,I'm curious, no Katarina?

 

Actually, I have two portraits on her in the # p11 property slot, 7th and 8th from the left. I chose her, Garen, Darius, etc. because they're at least somewhat lore-friendly, as opposed to, say, Caitlyn who carries a gun. Okay, technically, Lucian carries guns but at least he's not wearing a funky top hat :D.

 

If you prefer a different Katarina portrait, you can swap one of mine out for whatever. No need to change the trait's name, since the name of the trait will already match up with the character's name.

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This is cool, also,I'm curious, no Katarina?

 

Actually, I have two portraits on her in the # p11 property slot, 7th and 8th from the left. I chose her, Garen, Darius, etc. because they're at least somewhat lore-friendly, as opposed to, say, Caitlyn who carries a gun. Okay, technically, Lucian carries guns but at least he's not wearing a funky top hat :D.

 

If you prefer a different Katarina portrait, you can swap one of mine out for whatever. No need to change the trait's name, since the name of the trait will already match up with the character's name.

 

I guess I just missed her. huh. Anyway, nah for different reasons, like some Garen Marrying Katarina nonsense.

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ReMeDy - I'm going to use this with the Dark World mod so I can assign some custom images to certain characters.

 

If I understand your post correctly - this is acceptable as long as I give you a shout out (which I'll do both in the mod readme.txt and on the mod download page). Is my understanding correct? I don't want to rip your work in error.

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ReMeDy - I'm going to use this with the Dark World mod so I can assign some custom images to certain characters.

 

If I understand your post correctly - this is acceptable as long as I give you a shout out (which I'll do both in the mod readme.txt and on the mod download page). Is my understanding correct? I don't want to rip your work in error.

 

Go ahead. I think it would work great for specifically named characters, like Harley. If you're curious, I did test my mod with yours, and it works great. I ran my mod separately from yours though, but integrating it shouldn't be an issue either.

 

Let me know if you have any questions.

 

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ReMeDy - I'm going to use this with the Dark World mod so I can assign some custom images to certain characters.

 

If I understand your post correctly - this is acceptable as long as I give you a shout out (which I'll do both in the mod readme.txt and on the mod download page). Is my understanding correct? I don't want to rip your work in error.

 

Go ahead. I think it would work great for specifically named characters, like Harley. If you're curious, I did test my mod with yours, and it works great. I ran my mod separately from yours though, but integrating it shouldn't be an issue either.

 

Let me know if you have any questions.

 

 

 

I appreciate it. And yes, Harley, the upcoming release with God's redeemer Claire, and an option to change the player's avatar as they progress through the stages of becoming a Succubus seemed like great potential static image uses.

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A huge requirement issue was brought to my attention by flarebright on the Paradox forum. If you don't have portrait pack DLC, but you have major DLC installed, such as the Republic, then characters you're missing portrait packs on will have missing heads.

tumblr_o1xrd27EXj1uegljho1_400.jpg

 

The reason this is happening is because in order for my mod to hook to portrait pack DLC content, I needed to include DLC specific files in my mod's interface folder in order to find these portraits. The problem is if the user doesn't have the DLC for the portrait packs in the first place, the game gets confused, because it's reading in my DLC custom portrait files for portrait pack DLC that doesn't exist!

If this is happening to you, the simplest solution is to buy all the portrait pack DLC, but there is a partial work-around to this: You must go into my mod's interface folder and delete the portraits_ files for the DLC's you're missing. This will fix the missing heads, but you will NOT be able to apply static portraits over the fixed heads unless you disable the major DLC associated with those characters! For example, Doge characters are created with the Republic DLC, so you will have to disable the Republic DLC to remove those characters, then you can add static portraits over the characters that have replaced the Doges. I understand disabling major DLC to make my mod work for all characters is an awful solution, so your best bet would be leaving the Republic DLC enabled and settle on the fact you can't edit certain portraits. Sorry, there's nothing I can do. Blame Paradox.

Tip For Mod Authors!: With all this in mind, to improve compatibility with your mods, when using my mod on generated characters (ex. in Dark World, the character Harley), have their default portrait be from a Western portrait. Basically, make their default head as vanilla as possible. The player isn't going to see the face anyways, since you're applying a static image over it. This will ensure my mod finds the portrait, so it can be replaced, and isn't getting confused by DLC portrait packs, because Western portraits aren't reliant on DLC.

 

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  • 2 months later...

Hey, thanks for this mod. I was concerned about not being able to use the portraits with custom cultures but as long as the culture is assigned an existing graphics type (i.e. westerngfx) it works fine as long as you disable the Early Clothing Packs as you mentioned in the OP.

 

I've been meaning to update my topic with this fix, but here are some temporary files to work-around the lack of support for early eastern and western clothing packs. They're the same ones I use with Dew on Dark World. Put them in my mod's interface folder.

 

 

Eastern and Western Clothing Pack Fix.zip

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  • 2 weeks later...

Can't get this mod to work. I have all dlc except charlemagne and some music and ebook, I install it correctly and tick the mod on launcher. When I get to the ruler designer the traits are there but without the correct trait image and description. Choosing a portrait trait adds it as an "invisible trait" in-game but doesn't change the portrait. Any idea what did I do wrong? My other mods are AB, harem kings and dark world.

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  • 2 weeks later...

Can't get this mod to work. I have all dlc except charlemagne and some music and ebook, I install it correctly and tick the mod on launcher. When I get to the ruler designer the traits are there but without the correct trait image and description. Choosing a portrait trait adds it as an "invisible trait" in-game but doesn't change the portrait. Any idea what did I do wrong? My other mods are AB, harem kings and dark world.

 

Sorry for the late response. Dark World is definitely your culprit. Dark World uses my portrait mod to get the portraits to work, so by playing Dark World, you're kind of loading my mod twice, in some weird way.

 

If you still want to use Dark World, I recommend just adding portraits to Dark World's remedy_portrait_swapping3.dds and remedy_portrait_swapping4.dds gfx files. There are empty slots you can work from that Dew has not used yet. Feel free to take advantage of them, until he adds his own, which I suspect will take him a while to get to, if ever.

 

If you need a Photoshop file to work off of as a template and to save out .dds files, use my attached file.

 

 

remedy_portrait_swapping (or you can edit the .dds files directly).zip

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Can't get this mod to work. I have all dlc except charlemagne and some music and ebook, I install it correctly and tick the mod on launcher. When I get to the ruler designer the traits are there but without the correct trait image and description. Choosing a portrait trait adds it as an "invisible trait" in-game but doesn't change the portrait. Any idea what did I do wrong? My other mods are AB, harem kings and dark world.

 

Also, since you said you have all the dlc, make sure you download my update to fix the Eastern and Western Clothing packs. If you're using Dark World though, Dark World already has my fix included. Again, do not use my mod with Dark World, or vice versa.

 

Eastern and Western Clothing Pack Fix.zip

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  • 3 weeks later...
  • 2 weeks later...

Now that Conclave's released, here are two new files to throw into my mod's Interface folder as a hot-fix (see the attached files). Do NOT use the portraits_ugric file if you do not use the Conclave Content pack! The other file, however, the portrait_properties.txt file, must be downloaded by everyone using the template pack. If you're using one of my other portrait packs, simply copy everything up to the # p6 imprisoned line and paste it over the content. Conclave updated the information above the # p6 imprisoned line, hence, the update.

 

I'll update my topic with these files later. Conclave demands my attention.

 

Is there a maximum amount of portraits you can replace? Seems like there's a hard limit.

I've got more than 84 images ready, lol.

Wow, impressive, lol. Anyways, yea, the limit is 84, but I'm about to expand it to 105. Technically, that would remove the scars gfx also, but even scars are rare enough that I don't really care for if they're disabled or not.

 

When I get the time after I'm done play-testing Conclave, I'm going to re-organize this topic. It's a mess after the Imgur/LLab image hosting controversy and Conclave's release. What I'm going to do is offer five download links:
1.) For those needing up to 21 portraits.

2.) For those needing up to 42 portraits.
3.) For those needing up to 63 portraits.
4.) For those needing up to 84 portraits.
5.) For those needing up to 105 portraits.

 

It's important I do this because the more portraits added, the more gfx get cut out (scars, red dots, boils, blinded eyes, and multiplayer purple vignette), and I don't want to punish players with extra portrait slots they don't need.

portraits_ugric and portrait_properties for Conclave.zip

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Now that Conclave's released, here are two new files to throw into my mod's Interface folder as a hot-fix (see the attached files). Do NOT use the portraits_ugric file if you do not use the Conclave Content pack! The other file, however, the portrait_properties.txt file, must be downloaded by everyone using the template pack. If you're using one of my other portrait packs, simply copy everything up to the # p6 imprisoned line and paste it over the content. Conclave updated the information above the # p6 imprisoned line, hence, the update.

 

I'll update my topic with these files later. Conclave demands my attention.

 

 

Is there a maximum amount of portraits you can replace? Seems like there's a hard limit.

 

I've got more than 84 images ready, lol.

Wow, impressive, lol. Anyways, yea, the limit is 84, but I'm about to expand it to 105. Technically, that would remove the scars gfx also, but even scars are rare enough that I don't really care for if they're disabled or not.

 

When I get the time after I'm done play-testing Conclave, I'm going to re-organize this topic. It's a mess after the Imgur/LLab image hosting controversy and Conclave's release. What I'm going to do is offer five download links:

1.) For those needing up to 21 portraits.

2.) For those needing up to 42 portraits.

3.) For those needing up to 63 portraits.

4.) For those needing up to 84 portraits.

5.) For those needing up to 105 portraits.

 

It's important I do this because the more portraits added, the more gfx get cut out (scars, red dots, boils, blinded eyes, and multiplayer purple vignette), and I don't want to punish players with extra portrait slots they don't need.

 

 

Just curious, if you know, would it be possible to get more portrait slots by cutting out other features (like traits, I noticed all of the gfx are trait related to trigger) that doesn't alter the face? 

 

 

cab243b148ab808f98cd28a19f6a0bc3.png

 

feels bad

 

Is there any reason why you capped it 22 frames? Mine seems to cycle back to frame 1 after I use 27 frames.

 

Would love to know a method to automate adding this many traits and modifiers that I gotta do manually, lol.

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I use the Mythos mod, does that clash with this? cause using add_trait maya, or add_trait tear

 

does nothing, yet I can see the portraits appearing for other characters

 

I have "All" DLCs

 

I type in add_trait maya

 

or add_trait katarina

 

it appears in the traits list, but the portrait doesn't change...

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Just curious, if you know, would it be possible to get more portrait slots by cutting out other features (like traits, I noticed all of the gfx are trait related to trigger) that doesn't alter the face? 

 

 

cab243b148ab808f98cd28a19f6a0bc3.png

 

feels bad

 

Is there any reason why you capped it 22 frames? Mine seems to cycle back to frame 1 after I use 27 frames.

 

Would love to know a method to automate adding this many traits and modifiers that I gotta do manually, lol.

 

 

Beyond removing blinded, red dots, boils, scars, and the multiplayer purple vignette graphics, I haven't experimented with removing any others. There might be other methods, but for me, just 84 portraits was plenty, let alone 105, lol. Maybe I'll dabble around and see what I can come up with.

 

I capped each portrait set to 21 because as far as I could tell, I had to. Any portraits after 21 (22 if you count the empty box on the far-left) would be ignored when I tried adding them to characters. Are you saying you're able to get up to a cap of 26 frames? If so, I'll have to re-examine what I might have overlooked. That would be huge, because it would be 26 x 5 = 130 portraits as opposed to 21 x 5 = 105. That's almost an entire extra set.

 

The only method I know to automate traits and portraits would be on pre-generated characters, such as the Game of Thrones characters. Each character's traits are pre-assigned on start-up in the history folder, so they automatically acquire their traits when a new game commences. You can see that in this screenshot here that I'm working on - the game hasn't even started yet, and they have portraits:

 

O0bkkZ6.jpg

 

 

Problem is, in a traditional CKII game, characters are randomly generated, so I doubt this would apply to you.

I use the Mythos mod, does that clash with this? cause using add_trait maya, or add_trait tear

 

does nothing, yet I can see the portraits appearing for other characters

 

I have "All" DLCs

 

I type in add_trait maya

 

or add_trait katarina

 

it appears in the traits list, but the portrait doesn't change...

 

I haven't played Mythos, but I know it has mythological creatures in it, so does that mean it adds custom static portraits? If so, it's probably sharing the same procedure for adding portraits that I use. If so, it's incompatible. The easiest way to find out is to disable Mythos, start a quick CKII game, and assign a portrait to yourself. If the portrait now works, you have your culprit.

 

How many static portraits does the mod's .dds gfx files have in them? If it's only a few dozen at most, my mod can be programmed so it shares any available portrait slots. You'd need to revise my mod so it's dependent on Mythos, or basically, you need a compatibility patch.

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Just curious, if you know, would it be possible to get more portrait slots by cutting out other features (like traits, I noticed all of the gfx are trait related to trigger) that doesn't alter the face? 

 

 

cab243b148ab808f98cd28a19f6a0bc3.png

 

feels bad

 

Is there any reason why you capped it 22 frames? Mine seems to cycle back to frame 1 after I use 27 frames.

 

Would love to know a method to automate adding this many traits and modifiers that I gotta do manually, lol.

 

 

Beyond removing blinded, red dots, boils, scars, and the multiplayer purple vignette graphics, I haven't experimented with removing any others. There might be other methods, but for me, just 84 portraits was plenty, let alone 105, lol. Maybe I'll dabble around and see what I can come up with.

 

I capped each portrait set to 21 because as far as I could tell, I had to. Any portraits after 21 (22 if you count the empty box on the far-left) would be ignored when I tried adding them to characters. Are you saying you're able to get up to a cap of 26 frames? If so, I'll have to re-examine what I might have overlooked. That would be huge, because it would be 26 x 5 = 130 portraits as opposed to 21 x 5 = 105. That's almost an entire extra set.

 

The only method I know to automate traits and portraits would be on pre-generated characters, such as the Game of Thrones characters. Each character's traits are pre-assigned on start-up in the history folder, so they automatically acquire their traits when a new game commences. You can see that in this screenshot here that I'm working on - the game hasn't even started yet, and they have portraits:

 

O0bkkZ6.jpg

 

 

Problem is, in a traditional CKII game, characters are randomly generated, so I doubt this would apply to you.

 

I just increased the frames to 27 (includeds frame 1, invisible one, total of 26 usable frames) and added 5*152 to your frame. I've replaced all the 0-13 things with static pictures, just need to fill in the template now. 

 

By automate, I meant like a typewriting programming, gotta copy and paste over and over again traits and frames to create more, lol. Thankfully I finished all of them. 

 

I already have a method of auto assigning the traits on start game, though not during menu or character selection.

 

If you remove all the character graphics you end up with something like this for every character without the portaittrait

dbfb690af2eda2998ffe97d36eaf8f75.png

 

Trying to figure out how to make the portrait trait not appear but guess there's no way of hiding it.

 

d02ce4ae1c78c52d384be52b12cbd30c.png

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I know those portrait trait graphics aren't appealing to look at, although if you prefer, you can insert your own graphics. I have an example of that in the anime pack, complete with roll-over pop-up of the character and description.

post-204-0-79320000-1441684731_thumb.jpg

I do wonder though... if I were to create a trait graphic with no graphic inside it, it might show up as a blank space. It would look awkward, but if you prefer that approach, it might be worth trying.

 

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I just increased the frames to 27 (includeds frame 1, invisible one, total of 26 usable frames) and added 5*152 to your frame. I've replaced all the 0-13 things with static pictures, just need to fill in the template now. 

 

By automate, I meant like a typewriting programming, gotta copy and paste over and over again traits and frames to create more, lol. Thankfully I finished all of them. 

 

I already have a method of auto assigning the traits on start game, though not during menu or character selection.

 

 

 

 

Hey, nice job! So it looks like you're making a mod then? In that case, you can auto-assign traits to any pre-generated characters you make, similar to what Dew does in Dark World. For character selection, you can enable each trait in Ruler Designer. The template and anime pack already do this, if you need a reference.

 

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I know those portrait trait graphics aren't appealing to look at, although if you prefer, you can insert your own graphics. I have an example of that in the anime pack, complete with roll-over pop-up of the character and description.

 

I do wonder though... if I were to create a trait graphic with no graphic inside it, it might show up as a blank space. It would look awkward, but if you prefer that approach, it might be worth trying.

 

I just moved it to the leader traits slot and deleted them. Unfortunately, any leadership traits that come after (always does) will end up with awkward spaces but it's better than them being in where your traits are. Pretty sure modifiers works but I'm too lazy to bother, lol.

 

It's actually quite hard looking for images, lol, at least that aren't complete fanart and will look usable inside 152x152.

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