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[CK2] How to make Remedy-style static portraits


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First and foremost, you need the right tools to make a static portrait.

You will need:

  1. Notepad++ (or any other plain text editor that isn't trash)
  2. paint.net (or any other graphic editing program that supports the DDS file format)
  3. A portrait template (Dark World Fantasy includes two templates for you to use)

    
Step 1: Making the graphical portrait

 

For making the actual portrait using paint.net, I have already written a step-by-step tutorial on this. You can view it here.

 

Step 2: Making the interface file

 

Now let's get into the meat and bones of static portraits. First, you need to define your graphic file so the code engine will properly recognize it. If you don't do this, then the game will think the graphic file is missing. Open up your text editor and create a new file. If using Notepad++, go to Encoding and select Encode as ANSI. No other encoding is accepted by CK2's coding engine. Save this blank file in your mod's interface folder (e.g.: My Documents/Crusader Kings II/mod/[yourmodnamehere]/interface/) as a plain text file with the .gfx extension. (e.g.: portraitfile.gfx). Now paste in this:

 

spriteTypes = {

	spriteType = {
		name = "XXX"
		texturefile = "gfx/static_portraits/XXX"
		noOfFrames = XXX
	}

}

name = "XXX" is going to be any unique name you want to give the file. For this tutorial, we're going to go with the Dark World Fantasy kitsunes. The line will be name = "GFX_portrait_dwf_kitsune"

texturefile = "XXX" is where your graphic file resides. As long as it is in the /gfx/ folder, it can be named anything or put anywhere. For this example, we're going to assume you created a /static_portrait/ subfolder and put your dds file in there. The line will be texturefile = "gfx/static_portraits/DWF_Races_Kitsune.dds"

noOfFrames = XXX is how many 152x152 frames you have in the graphic file. Take your portrait width and divide by 152, and that's the number you should put in. If you divide by 152 and get something that isn't a whole number, you need to redo your graphic file until you have pixel-perfect 152x152 frames. For this example, we're going with 27, so the line will be noOfFrames = 27. I don't know the maximum you can have, but the standard on LL is 27 maximum frames per file, but you can certainly go lower than this to a minimum of a single portrait.

 

Step 3: Making the traits

 

Portraits wont show up unless they are tied to a condition. For these portraits, we're going to tie them to traits.

 

Create a new plain text file, ANSI coding, and save it into your /common/traits/ folder with the standard .txt file format. (e.g.: My Documents/Crusader Kings II/mod/[yourmodnamehere]/common/traits/portraitfiles.txt ) Next, paste these lines in:

 

dwf_kitsune_portrait1 = {
	hidden_from_others = yes
	random = no
	customizer = no
}

dwf_kitsune_portrait1 is the code's name of the trait. You can change this to whatever you want, as long as it is unique. For this tutorial, we're going to continue using DWF kitsunes as the example.

hidden_from_others = yes makes the trait hidden from view when someone else views that character, but it will be visible when that character views themselves. Change to hidden = yes if you want the portrait trait to be completely hidden from view. Note that if you use hidden_from_others, then you will need to make a trait graphic and then define said graphic in an interface file similar to Step 2, but that's a tutorial for another time.

random = no prevents the trait from appearing on randomly generated characters in the game, to allow full control over who gets the portrait.

customizer = no prevents the trait from being selected in the Ruler Designer.

 

If you have multiple portraits, you will need to copy and paste (and edit) the above multiple times, once for each portrait.

 

Step 4: Making the interface file, part deux

 

Now we come to the part of the tutorial everyone hates: How to properly set up the portraits in an interface file. You've defined the graphic file, but now you need to tell the code when to use that graphic file and exactly which portrait you want to use.

 

Once again, make a new plain text file, ANSI encoding, and save it somewhere in your /interface/ folder with the .gfx file format. For this tutorial, we'll be making a /portraits/ subfolder and putting it there. Now paste in the following:

 

spriteTypes = {
    portraitType = {
        name = "PORTRAIT_dwf_kitsune"
		effectFile = "gfx/FX/portrait.lua"
        weight = {
            additive_modifier = {
                value = 1000000
                portrait_clothing = yes
				OR = {
					portrait_has_trait = dwf_kitsune_portrait1
					portrait_has_trait = dwf_kitsune_portrait2
					portrait_has_trait = dwf_kitsune_portrait3
					portrait_has_trait = dwf_kitsune_portrait4
					portrait_has_trait = dwf_kitsune_portrait5
					portrait_has_trait = dwf_kitsune_portrait6
					portrait_has_trait = dwf_kitsune_portrait7
					portrait_has_trait = dwf_kitsune_portrait8
					portrait_has_trait = dwf_kitsune_portrait9
					portrait_has_trait = dwf_kitsune_portrait10
					portrait_has_trait = dwf_kitsune_portrait11
					portrait_has_trait = dwf_kitsune_portrait12
					portrait_has_trait = dwf_kitsune_portrait13
					portrait_has_trait = dwf_kitsune_portrait14
					portrait_has_trait = dwf_kitsune_portrait15
					portrait_has_trait = dwf_kitsune_portrait16
					portrait_has_trait = dwf_kitsune_portrait17
					portrait_has_trait = dwf_kitsune_portrait18
					portrait_has_trait = dwf_kitsune_portrait19
					portrait_has_trait = dwf_kitsune_portrait20
					portrait_has_trait = dwf_kitsune_portrait21
					portrait_has_trait = dwf_kitsune_portrait22
					portrait_has_trait = dwf_kitsune_portrait23
					portrait_has_trait = dwf_kitsune_portrait24
					portrait_has_trait = dwf_kitsune_portrait25
					portrait_has_trait = dwf_kitsune_portrait26
				}
	 		}
        }

        layer = {
            "GFX_empty:c0"
            "GFX_empty:c2"
            "GFX_empty:c3"
            "GFX_empty:c1"
            "GFX_empty:c4"
            "GFX_empty:c6"
            "GFX_empty:c7"
			
            "GFX_empty:p1:h:y"
			"GFX_empty:p6"
            "GFX_portrait_dwf_kitsune:c5"
        }

        allow_property_values = {
            1 = {
				0  = { always = yes }
            }
            19 = {
				0  = { always = yes }
            }
			33 = {
				0  = { always = yes }
            }
            34 = {
				0  = { always = yes }
            }
            35 = {
				0  = { always = yes }
            }
            36 = {
				0  = { always = yes }
            }
            6 = {
				0  = { always = yes }
            }
            5 = {
				0 = { always = no }
				1 = { portrait_has_trait = dwf_kitsune_portrait1 }
				2 = { portrait_has_trait = dwf_kitsune_portrait2 }
				3 = { portrait_has_trait = dwf_kitsune_portrait3 }
				4 = { portrait_has_trait = dwf_kitsune_portrait4 }
				5 = { portrait_has_trait = dwf_kitsune_portrait5 }
				6 = { portrait_has_trait = dwf_kitsune_portrait6 }
				7 = { portrait_has_trait = dwf_kitsune_portrait7 }
				8 = { portrait_has_trait = dwf_kitsune_portrait8 }
				9 = { portrait_has_trait = dwf_kitsune_portrait9 }
				10 = { portrait_has_trait = dwf_kitsune_portrait10 }
				11 = { portrait_has_trait = dwf_kitsune_portrait11 }
				12 = { portrait_has_trait = dwf_kitsune_portrait12 }
				13 = { portrait_has_trait = dwf_kitsune_portrait13 }
				14 = { portrait_has_trait = dwf_kitsune_portrait14 }
				15 = { portrait_has_trait = dwf_kitsune_portrait15 }
				16 = { portrait_has_trait = dwf_kitsune_portrait16 }
				17 = { portrait_has_trait = dwf_kitsune_portrait17 }
				18 = { portrait_has_trait = dwf_kitsune_portrait18 }
				19 = { portrait_has_trait = dwf_kitsune_portrait19 }
				20 = { portrait_has_trait = dwf_kitsune_portrait20 }
				21 = { portrait_has_trait = dwf_kitsune_portrait21 }
				22 = { portrait_has_trait = dwf_kitsune_portrait22 }
				23 = { portrait_has_trait = dwf_kitsune_portrait23 }
				24 = { portrait_has_trait = dwf_kitsune_portrait24 }
				25 = { portrait_has_trait = dwf_kitsune_portrait25 }
				26 = { portrait_has_trait = dwf_kitsune_portrait26 }
			}
		}
	}
}

This is a big one, so sit back while I break it all down for you.

 

		name = "PORTRAIT_dwf_kitsune"
		effectFile = "gfx/FX/portrait.lua"

name is a unique name you give to this block of code. It can be anything as long as it doesn't conflict with any other unique names you've given already.

effectFile is telling the game to use the portrait code instead of something like a trait or event picture.

 

		weight = {
			additive_modifier = {
				value = 1000000
				portrait_clothing = yes
				OR = {
					portrait_has_trait = dwf_kitsune_portrait1
					portrait_has_trait = dwf_kitsune_portrait2
					portrait_has_trait = dwf_kitsune_portrait3
					portrait_has_trait = dwf_kitsune_portrait4
					portrait_has_trait = dwf_kitsune_portrait5
					portrait_has_trait = dwf_kitsune_portrait6
					portrait_has_trait = dwf_kitsune_portrait7
					portrait_has_trait = dwf_kitsune_portrait8
					portrait_has_trait = dwf_kitsune_portrait9
					portrait_has_trait = dwf_kitsune_portrait10
					portrait_has_trait = dwf_kitsune_portrait11
					portrait_has_trait = dwf_kitsune_portrait12
					portrait_has_trait = dwf_kitsune_portrait13
					portrait_has_trait = dwf_kitsune_portrait14
					portrait_has_trait = dwf_kitsune_portrait15
					portrait_has_trait = dwf_kitsune_portrait16
					portrait_has_trait = dwf_kitsune_portrait17
					portrait_has_trait = dwf_kitsune_portrait18
					portrait_has_trait = dwf_kitsune_portrait19
					portrait_has_trait = dwf_kitsune_portrait20
					portrait_has_trait = dwf_kitsune_portrait21
					portrait_has_trait = dwf_kitsune_portrait22
					portrait_has_trait = dwf_kitsune_portrait23
					portrait_has_trait = dwf_kitsune_portrait24
					portrait_has_trait = dwf_kitsune_portrait25
					portrait_has_trait = dwf_kitsune_portrait26
				}
			}
		}

Every portrait needs a weight. If A is weighed heavier than B, A will always be chosen above B. 

additive_modifier is set to 100000 to ensure that nothing in the vanilla code will ever have a higher priority than this portrait block. 

portrait_clothing ensures that this weight is applied if the portraits are clothing (we'll get into this later). 

portrait_has_trait are every single trait you made that correspond to the graphic file.

 

Breaking this down, this portrait block will have a priority of 100000 if it's clothing and the character has at least one of the traits you made.

 

		layer = {
			"GFX_empty:c0"
			"GFX_empty:c2"
			"GFX_empty:c3"
			"GFX_empty:c1"
			"GFX_empty:c4"
			"GFX_empty:c6"
			"GFX_empty:c7"
			"GFX_empty:p1:h:y"
			"GFX_empty:p6"
			"GFX_portrait_dwf_kitsune:c5"
		}

A portrait is broken down into layers. Hair, clothing, base figure, ears, etc. A vanilla dynamic portrait will have this block all filled up, and the position of the lines are vital. Layers that go into the background (base figure, ears, etc) will be higher up in the block, while the layers that belong in the foreground (facial hair, clothes, etc) are lower down the list.

 

Anything that is defined as GFX_empty will not appear. The c0/c2/c3/etc parts? The c represents clothing, and we only want the clothing layer 5 to appear, so we are whiting out the other clothing layers. p1 is hair and p6 is imprisoned, both of which we want whited out. The only layer that remains is c5, which is what we are using for the portraits. In this line, you will put in the unique name you gave to your portrait in the interface file in Step 2.

 

        allow_property_values = {
            1 = {
				0  = { always = yes }
            }
            19 = {
				0  = { always = yes }
            }
			33 = {
				0  = { always = yes }
            }
            34 = {
				0  = { always = yes }
            }
            35 = {
				0  = { always = yes }
            }
            36 = {
				0  = { always = yes }
            }
            6 = {
				0  = { always = yes }
            }
            5 = {
				0 = { always = no }
				1 = { portrait_has_trait = dwf_kitsune_portrait1 }
				2 = { portrait_has_trait = dwf_kitsune_portrait2 }
				3 = { portrait_has_trait = dwf_kitsune_portrait3 }
				4 = { portrait_has_trait = dwf_kitsune_portrait4 }
				5 = { portrait_has_trait = dwf_kitsune_portrait5 }
				6 = { portrait_has_trait = dwf_kitsune_portrait6 }
				7 = { portrait_has_trait = dwf_kitsune_portrait7 }
				8 = { portrait_has_trait = dwf_kitsune_portrait8 }
				9 = { portrait_has_trait = dwf_kitsune_portrait9 }
				10 = { portrait_has_trait = dwf_kitsune_portrait10 }
				11 = { portrait_has_trait = dwf_kitsune_portrait11 }
				12 = { portrait_has_trait = dwf_kitsune_portrait12 }
				13 = { portrait_has_trait = dwf_kitsune_portrait13 }
				14 = { portrait_has_trait = dwf_kitsune_portrait14 }
				15 = { portrait_has_trait = dwf_kitsune_portrait15 }
				16 = { portrait_has_trait = dwf_kitsune_portrait16 }
				17 = { portrait_has_trait = dwf_kitsune_portrait17 }
				18 = { portrait_has_trait = dwf_kitsune_portrait18 }
				19 = { portrait_has_trait = dwf_kitsune_portrait19 }
				20 = { portrait_has_trait = dwf_kitsune_portrait20 }
				21 = { portrait_has_trait = dwf_kitsune_portrait21 }
				22 = { portrait_has_trait = dwf_kitsune_portrait22 }
				23 = { portrait_has_trait = dwf_kitsune_portrait23 }
				24 = { portrait_has_trait = dwf_kitsune_portrait24 }
				25 = { portrait_has_trait = dwf_kitsune_portrait25 }
				26 = { portrait_has_trait = dwf_kitsune_portrait26 }
			}
		}
	}

Let's start from the bottom.

5 = { is layer 5, or more specifically the layer we are using for the portraits. Remember the number of frames we used for Step 2? You put them here, starting at 0. If your portrait file has 10 frames, you start from 0 and work your way up to 9. Simply take the number of frames and offset them by -1. These numbers will define which portrait is chosen. If you want the fifth portrait in your dds file to be used, then you will say 4 = { portrait_has_trait = dwf_kitsune_portrait4 }. The portrait traits you created in Step 3 will define which frames are used here.

 

image.png

 

always = no ensures that the first frame is blank. Why? Nobody knows, nobody questions it. You can replace the blank space for another portrait.

 

 

Moving up the line, we have a bunch of blocks with always = yes. The reason for this is because many layers in vanilla CK2's 00_portrait_properties.txt file disable the clothing layer 5, thus rendering our portraits useless. The 0 block in these layers are always blank, so we want to ensure that these layers use ONLY that block. Setting these to always = yes will force the code to never look at these layers when this portrait is used.

 

 

Step 5: There is no Step 5

 

You're done! Save everything and test it out in game. Use the console command add_trait dwf_kitsune_portrait3 to test if your portrait is working. Obviously, we are using DWF kitsunes for this example, so replace dwf_kitsune_portrait3 with whatever trait you assigned to the portrait you want.

Link to comment

OK, thanks for this big solution, but:

When I use command, then everything working just fine, but portraits don't appear in the first place for my elf race. Am I doing something wrong?:

 

INTERFACE:

spriteTypes = {

    spriteType = {
        name = "GFX_woodenelf_female"
        texturefile = "gfx/static_portraits/gfx_woodenelf_female.dds"
        noOfFrames = 26
        norefcount = yes
        can_be_lowres = yes
    }
    
    spriteType = {
        name = "GFX_woodenelf_portraits_child"
        texturefile = "gfx/static_portraits/gfx_woodenelf_portrait_child.dds"
        noOfFrames = 1
        norefcount = yes
        can_be_lowres = yes
    }
}

spriteTypes = {
    portraitType = {
        name = "PORTRAIT_woodelf_female"
        effectFile = "gfx/FX/portrait.lua"
        weight = {
            additive_modifier = {
                value = 1000000
                portrait_clothing = yes
                OR = {
                    portrait_has_trait = woodenelf_portrait1
                    portrait_has_trait = woodenelf_portrait2
                    portrait_has_trait = woodenelf_portrait3
                    portrait_has_trait = woodenelf_portrait4
                    portrait_has_trait = woodenelf_portrait5
                    portrait_has_trait = woodenelf_portrait6
                    portrait_has_trait = woodenelf_portrait7
                    portrait_has_trait = woodenelf_portrait8
                    portrait_has_trait = woodenelf_portrait9
                    portrait_has_trait = woodenelf_portrait10
                    portrait_has_trait = woodenelf_portrait11
                    portrait_has_trait = woodenelf_portrait12
                    portrait_has_trait = woodenelf_portrait13
                    portrait_has_trait = woodenelf_portrait14
                    portrait_has_trait = woodenelf_portrait15
                    portrait_has_trait = woodenelf_portrait16
                    portrait_has_trait = woodenelf_portrait17
                    portrait_has_trait = woodenelf_portrait18
                    portrait_has_trait = woodenelf_portrait19
                    portrait_has_trait = woodenelf_portrait20
                    portrait_has_trait = woodenelf_portrait21
                    portrait_has_trait = woodenelf_portrait22
                    portrait_has_trait = woodenelf_portrait23
                    portrait_has_trait = woodenelf_portrait24
                    portrait_has_trait = woodenelf_portrait25
                    portrait_has_trait = woodenelf_portrait26
                }
             }
        }

        layer = {
            "GFX_empty:p0"
            "GFX_empty:p2"
            "GFX_empty:c0"
            "GFX_empty:c2"
            "GFX_empty:c3"
            "GFX_empty:c1"
            "GFX_empty:c4"
            "GFX_empty:p1:h:y"
            "GFX_empty:p6"
            "GFX_woodenelf_female:c5"
        }

        allow_property_values = {
            1 = {
                0  = { always = yes }
            }
            19 = {
                0  = { always = yes }
            }
            33 = {
                0  = { always = yes }
            }
            34 = {
                0  = { always = yes }
            }
            35 = {
                0  = { always = yes }
            }
            36 = {
                0  = { always = yes }
            }
            6 = {
                0  = { always = yes }
            }
            5 = {
                0 = { portrait_has_trait = woodenelf_portrait1 }
                1 = { portrait_has_trait = woodenelf_portrait2 }
                2 = { portrait_has_trait = woodenelf_portrait3 }
                3 = { portrait_has_trait = woodenelf_portrait4 }
                4 = { portrait_has_trait = woodenelf_portrait5 }
                5 = { portrait_has_trait = woodenelf_portrait6 }
                6 = { portrait_has_trait = woodenelf_portrait7 }
                7 = { portrait_has_trait = woodenelf_portrait8 }
                8 = { portrait_has_trait = woodenelf_portrait9 }
                9 = { portrait_has_trait = woodenelf_portrait10 }
                10 = { portrait_has_trait = woodenelf_portrait11 }
                11 = { portrait_has_trait = woodenelf_portrait12 }
                12 = { portrait_has_trait = woodenelf_portrait13 }
                13 = { portrait_has_trait = woodenelf_portrait14 }
                14 = { portrait_has_trait = woodenelf_portrait15 }
                15 = { portrait_has_trait = woodenelf_portrait16 }
                16 = { portrait_has_trait = woodenelf_portrait17 }
                17 = { portrait_has_trait = woodenelf_portrait18 }
                18 = { portrait_has_trait = woodenelf_portrait19 }
                19 = { portrait_has_trait = woodenelf_portrait20 }
                20 = { portrait_has_trait = woodenelf_portrait21 }
                21 = { portrait_has_trait = woodenelf_portrait22 }
                22 = { portrait_has_trait = woodenelf_portrait23 }
                23 = { portrait_has_trait = woodenelf_portrait24 }
                24 = { portrait_has_trait = woodenelf_portrait25 }
                25 = { portrait_has_trait = woodenelf_portrait26 }
            }
        }
    }
}

 

AND TRAITS:

woodenelf_portrait1 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait2 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait3 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait4 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait5 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait6 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait7 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait8 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait9 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait10 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait11 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait12 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait13 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait14 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait15 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait16 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait17 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait18 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait19 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait20 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait21 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait22 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait23 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait24 = {
    hidden_from_others = yes
    random = no
    customizer = no
}woodenelf_portrait1 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait25 = {
    hidden_from_others = yes
    random = no
    customizer = no
}
woodenelf_portrait26 = {
    hidden_from_others = yes
    random = no
    customizer = no
}

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7 hours ago, Aniknk said:

When I use command, then everything working just fine, but portraits don't appear in the first place for my elf race. Am I doing something wrong?:

Your portrait traits will never appear automatically on someone. You will need to delve into on_action, scripted_effects, and event modding to get them to show up automatically.

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  • 1 month later...

Hey, I really didn't feel like getting into this coding mumbo-jumbo as it confuses the hell out of me so I decided to simply try to put new images over the pre-existing portrait .dds image. I changed the images so they fit perfectly into the spaces, however whenever I go in-game, none of the portraits from the .dds file seem to work anymore (even the slots I didn't touch) as they don't change the character portrait whatsoever and some make the character appear bald for some reason. I was hoping this was due to some kind of file format problem since I only changed the gfx file, but I have no clue...

 

The .dds file I edited was for the kitsune race "LF_Races_Kitsune.dds"

Screenshot_1.png.d0495aed28b2b45a051f3715e55004e5.pngScreenshot_2.png.f593c704d943543b2334ec004d7623d6.png

LF_Races_Kitsune.dds

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I think there's something wrong with how your file was saved.

 

This is how image viewing program I use sees it:

image.png.0cd138abba1bfb3afbf7ab89909ea56d.png

Empty, 100% transparent image.

 

Meanwhile in Photoshop it looks like this:image.png.dc22d7020024cd8ea528645b38bec29d.png

It is not transparent, but compared to the original file from Luxuria, it has much more desaturated colors.

 

So check your image editing program, if it has proper support for .dds files, or maybe there's something wrong with settings.

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Hm, I was using lockeslylcrit's post as a guide and using paint.net which was recommended, perhaps I have to choose a different colour setting when saving? I was mostly just checking to see which setting looked best and I think selected something with rgb colours and all that. Whenever I open it in paint.net it still shows up as proper png with the transparent background so I have no clue, I've never used this program before so it's probably me messing something up

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yep, okay, I was just being an idiot, I selected dx11 when saving so the game didn't know how to handle it, just tried it on dx1 and it worked like a charm, wish I had tried that first but thanks for helping me out. I guess just the thought of having to mess with the trait/interaction code got me spooked, thanks again Rascalov1337

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  • 11 months later...

Is there any specific way to add an specific portrait to an specific NPC? I'm using Dark World Reborn and have some unique immortal Therianthropes running around my empire that I'd like to give equally unique portraits.

 

Also, do I have to forcefully put the entire stack of 27 portraits on my dds file used as texture? As I said, is kind of one unique picture per character.

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