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[mod] [Stellaris] Vanilla Framework


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[Stellaris] Vanilla Framework


Vanilla Framework 2.0.5d

 

Important Notice 07/07/2023

Due to changes in my personal life, I will no longer have time to work on VF for the foreseeable future. These changes are part of why the next machine update was taking so long and will no longer be finished. People are free to take VF and use it as the groundwork for their own projects if they want, and to this end I have also uploaded the now unused assets for the machine update. A huge thank you to everyone who downloaded and helped build VF to what it is now, it's been a fun two and a half years.

 

What is it?

Vanilla Framework is a small(ish) mod I made to replace all the vanilla portraits with ones that are a bit more interesting. I used a mod to remove them, and it did decent enough, but the little blighters always managed to sneak into my games through things like events or Pre-Sapients. Not the sort of thing you want after going through the trouble of installing all those other portrait mods.

 

What does it do?

At present it adds;

  • 6 Aquatics sets (222 images)
  • 7 Arthropoid sets (236 images)
  • 7 Avian sets (227 images)
  • 3 Fungoid sets (158 images)
  • 24 Humanoid sets (1,081 images)
  • 3 Lithoid sets (114 images)
  • 8 Machine sets (496 images)
  • 14 Mammalian sets (1,079 images)
  • 5 Molluscoid sets (240 images)
  • 7 Necroid set (362 images)
  • 5 Plantoid sets (178 images)
  • 12 Reptilian set (607 images)
  • 7 Toxoid sets (276)
  • 9 Kemonomimi sets (502)
  • Crisis sets (49 images)
  • Pre-Sapient (20)
  • Enclaves (21 images)
  • Event Races (249 images)
  • Unique character/race instances (40 images)

 

Total Mod Images: 6,200

 

Requierments

All species DLC

There have been reports of the game crashing during empire creation and its related to not having 1 or more of the species dlc. If you are experiencing these issues then drop the relevant files (which can be found in"Patch Folder/I Don't Have X DLC" ) into the "common/species_classes" folder. This just switches their graphical culture to humanoid instead of one the game can't find. When/if you do get the dlc, you can just delete the file(s). If the game still crashes, them please let me know, as well as which of the species you don't have, so I can come up with another solution.

 

Compatibility

  • This mod is designed to be fully compatible with Lustful Void's gender traits but can still be played without them. 
  • This mod is incompatible with other mods that affect base games Species Classes
  • Compatibility patches will be made as mentions of conflicts arise.

 

  1. By default, each species will use the Male and Female image sets, but when used with Lustful Void, you can also use the Futa images.
  2. When creating a species, select their appearance, then a gender trait (All Male/Female, Futa), then change the rulers appearance. 
  3. The rulers image won't update itself in the creation menu when you choose a gender trait, so you'll need to do that yourself.

 

Compatibility Patches

There is a folder inside VF named "PATCH FOLDER" along with a Read Me to explain installing. It also contains the More Vanilla patch.

 

Mods that have a patch;

 

Changelog

17/06/2023 - Hotfix 2 (VF2.0.5d)

  • So it's only just been pointed out that futa portraits have been generated where they shouldn't.
  • This would have happened with the 2.0.5b fix when I incorporated base gender selection, I used the wrong condition for VF's gender policy related sets.
  • If you are using VF 2.0.5c, Just download this zip, extract into VF and replace.
  • VF 2.0.5 Hotfix.zip
  • EDIT: I forgot to revert some changes with Hum01 as I was testing, it's broken the ruler appearance options for them.
  • This is the fixed file, just drop it into gfx/portraits/portraits
  • 100_VF_Humanoid.txt
  • EDIT 2: I've also just uploaded VF 2.0.5d that has all the hotfixes applied.

 

13/06/2023 - Hotfix

  • It's just been pointed out that one of the paragon portraits is the wrong gender, so here's the correct version.
  • Just download and drop it into gfx/models/Paragons and confirm replace.
  • VF_paragon_renown_2.dds

 

12/06/2023 - V2.0.5c

  • This is more of a hotfix than an update.
  • Updated the portrait files to fix a bug with LV's gender traits.
  • Updated the Paragon event files. I did a big stupid here and forgot to rename two files, so renowned paragons just weren't appearing.
  • I even did a 6 hour play test to make sure everything was working and just thought it a little odd that I hadn't seen any, like I didn't meet requirements. 
  • While also fixing that screw up, I also found out that the engine wasn't using the portraits with the vanilla names, so there was some adjustment there too.
  • I've got about 400 new robot/machine images that I've just started work on, once that's finished I'll be sorting the old and new stuff into sets. Suggestions welcome.

 

16/05/2023 - V2.0.5b

  • This isn't really an update so much as an extended patch.
  • A few files were update, mainly  all the portrait ones.
  • This should fix a few issues like crashing at leader creation and species not showing up in the galaxy species tab.
  • I also incorporated the vanilla gender settings with Indeterminable being Futa for now. Not sure how nicely this will play with LV's gender traits though.


13/05/2023 - V2.0.5

  • This update doesn't have all that much, it was mostly fixings things the Paragon update broke and replacing the new art.
  • This update covers the 16 paragons and 3 of the 4 legendary paragons.
  • I couldn't really touch one of the legendary because, well, you'll figure out why if you find them.
  • 2 of the legendary have changing portrait, but I could only do this for 1 because this was kinda rushed and the second legendary was kind hard to figure out in the respect.
  • There is also a very small (7 images) set for Falcons who can only be found via events.
  • Didn't want to spend too much time hunting images for this because shit needed fixing.
  • Total new images: 26

 

Installation

Delete any old versions you might have installed

  1. Download the latest Vanilla Framework.zip
  2. Extract its contents into Documents/ Paradox Interactive/ Stellaris/ mod
  3. Make sure there is a folder named "Vanilla Framework" and a file called "Vanilla Framework.mod"
  4. This mod should be the last active mod in your launchers mod load order
    • To install a patch, like the More Vanilla Patch, open the Vanilla Framework mod folder
    • Open "PATCH FOLDER"
    • Select relevant patch .txt file, then copy and paste into Vanilla Framework/common/species_classes

 

Todo List

Art

  • Drider (proper)
  • Beetles

Aqua

  • Seal
  • Turtles?
  • Otters?

Hum

  • Tau
  • Dwarf
  • Protos

Lith

  • Giants? (may end up in Hum)
  • Re-do Elementals

Mam

  • Gnoll
  • Sheep
  • Pig/Boar
  • Racoon/Tanuki
  • Cats (domestic)
  • Bastet?
  • Bears
  • Lopunny
  • Renamon
  • Badger?
  • Ferrets and similar?

Moll

  • Crustaceans

Nec

  • Shys (mario)
  • Witch/Wizard/Necromancer?
  • Werewolf?

Pla

  • Vines
  • Alraune

Rep

  • Gecko
  • Guilmon

Tox

  • Plague Doc
  • Skunk?

Undecided

  • Viera
  • Miqo'te
  • Aura
  • Djinn/Genies (possibly Lith as elemental or Nec as supernatural)
  • Nuns (depends on what direction the art goes)
  • Possibly create a new Kemonomimi (animal people) species class

___________________________________________________________________________________________________________________________________________

 

 

 

Changelog (Old)

16/04/2023 - V2.0 Experimental

  • This update was a pain to do, a lot of hunting down and scanning files and cross referencing.
  • About 95~99% of events should now spawn using VF images
  • Not to spoil any story/event stuff, but I've added 242 for the unique races.
  • There are also 11 other unique races that can appear, but they only have 1 image each as I think they can't be abducted acquired in game most of the time.
  • There are also about 10 unique character/leaders that have images now.
  • I made a slight change to the Quarian set so that they are used for a nomad event and aren't randomly generated. So you can still use them for your custom empires on gene mod into them, they just don't pop in the wild.
  • 4thesecret very generously donated two sets: Centaurs (118), and Dwarfs (47).
  • What I added for the primitive type sets were: Na'vi (16), Gnoll (58), Warhammer Lizardmen (26), Indian/Incan/Aztec (39), Vikings (17), and Egyptian [human] (32).
  • Total Images: 616
  • For now I'm gonna sit and wait for the bug reports to roll in. This update adds a lot more files so I'm expecting crashes and conflicts.
  • After all that gets sorted, the next update will focus on robots/machines. They've needed a dedicated update for quite a while now.
  • Poll Results: Most people like or don't mind monogender sets. There's also a fair amount who think it goes against the point of VF. So I think going forward there will be a few sets like that (logically there might be a few anyway, like the Asari), but the majority of sets would still be all genders if possible (I think). 

 

22/03/2023 - V1.9.5

  • The long overdue update
  • What it adds; Hylotl(20), WoW Blood Elves(58), WoW High Elves(22), Mario Shys(44), Aura(62), Miqote(44), Viera(62), Kitsune(52), and Fairy/Pixie(40)
  • There's also a boost to Draenei(15), Floran(4), and Harpy(6).
  • Total Images: 429
  • VF now has a custom race, Kemonomimi which means 'animal ears' for the basically human sets like Aura, Harpy, and so on. Lamia, Harpy, and Merfolk where moved to this new species.
  • I'm still working on building back up my stock of images, but the next update is gonna focus on the new DLC, so suggestions for some primitive sets and the MSI Slavers are welcome.
  • I'll also be looking into unique portraits for special characters if people have ideas for that as well.
  • I've also set up a poll on the VF discussion page about mono-gender sets. There were more than a few sets left over from Lewd Xenos that I couldn't really ad as full sets, so I want to know how people would feel about VF having mono-gender (typically all female) sets like other portrait mods.

 

23/12/2022 - V1.9

  • New update (finally)
  • What it adds; Ange(wo)mon(42), Martians(44), Tau(38), Togruta(46), Gardevoir(75).
  • There's also a boost to Twi'leks(25), Goblins(19), and Quarians(15).
  • Total Images: 304
  • Its all Humanoids, though Gardevoir might change (not sure to where), and Quarians will likely get moved to Toxoids.
  • I still have a good portion of Lewd Xenos to incorperate. Not all of it will get added to VF mainly because it's LX is an all female mod that has about 100 images per set on average.
  • Anything that doesn't get added to VF proper will get added in what I'll call a legacy patch.
  • Next update will take a bit longer ass I work in the rest of LX as well as the fan version of Xenophilia.
  • Happy Holidays everyone!

 

20/09/2022 - V1.7.5

  • This is the update for the just now release Toxoid DLC.
  • It adds Soft/Face Masks(42), Hard/Full Masks(47), Modseven art as Mutants(18), Muk(15), and Goodra(51)
  • Also adds 1 pre_sap image for toxoids, Vault Girl, which may get changed.
  • Total images: 174
  • This was a rather odd one to source for, and also unexpected. Plague doctor stuff not as prevalent as I'd thought it'd be for one.
  • There was a few dev notes about place holders, so this could break with a patch, but I'll be keeping an eye out for that.
  • Things are ramping up again, so these updates will be slower.

 

19/08/2022 - V1.7

  • This updates adds 2 new Aquatic sets, 2 Arthropods, and 3 Avian.
  • Aquatics get Penguins(18) and Vaporeon(45), Arthropods get Eliksni(14) and Hollow Knight(35), Avians get Corvids(31), Harpies(40), and Toucans(13). Also happy to add 4 new donated images to Lithoids (latex).
  • Total new images: 200
  • Really feeling the lack of content with some of these. Going forward, if I can't find enough images for new sets for a species, I'll try bulking up the existing ones instead.
  • Huge thank you to Armchair who really helped test and bughunt a new unexpected issue. Seems Stellaris will consistently crash right before loading the main menu if there is no prescripted empires (or possibly pre-made custom empires), and that broken custom empires (missing mods, dlc, etc) can spawn into games as fallen empires.
  • To fix this, VF now has a custom prescripted empire courtesy of Armchair.
  • Next update will focus on Fungoids, Molluscoids, and Reptilians. I don't hold much hope of finding a new set for Fungoids, so I might revert them back to non-gendered and have each gender as a separate set. Maybe for Lithoids too. Please let me know what you think about this.

 

01/08/2022 - V1.6

  • This updates adds 5 new Mammalian sets (honestly, they are by far the easiest species to source for); Giraffes(64), Wolves(72), Goats(56), Tigers(84), and Pandas(67).
  • Total new images: 343
  • Next up is Avians, Aquatics, and Arthopods. Content is running a bit dry now, so maybe expect 1~3 per species.
  • I'm openly taking suggestions for sets people would like to see included. 

 

15/07/2022 - V1.5

  • This updates adds 5 new Humanoid sets; Angels(45), Cyclops(32), Ogres/Oni(29), Twi'lek(28), and Warcraft Trolls(26).
  • Total new images: 160
  • Not as much as I'd like, but I'm running out of ideas of what to add. While making this update I had to drop about 5 races because I just couldn't source enough images. 
  • I'm openly taking suggestions for sets people would like to see included. 

 

18/06/2022 - V1.4

  • Finally had time to get some work on the mod, but at this point I think I'm hitting a content wall in certain areas.
  • I can't find one fecking thing extra to add to the Fungoids sets for example. Another is the Molluscoids, it would start out fine then it turned into an utter drought of content. So assume that if there isn't 5 sets to a species, it's because I just can't find anything, or enough of something to work. 
  • Anyways, what's been added is Cactus (25) and Florans (20) to Plantoids, Ants (25) and a mix (38) of stuff that almost worked on their own for Arthropoids, Chickens (31) and Eagles (26) for Avians, Latex (25) for Lithoids, 8 new for Pre-Sapient, 9 for the Salvagers, and 12 for the Shroudwalkers.
  • A total of 219 new images.
  • I'm not 100% sure the Salvagers are a good fit, something like dwarves would have been more accurate but they'd be better as a playable race.
  • The mixed set was supposed to be either mantis or beetles, but there wasn't enough so I just mashed them together with other failed ideas. I might replace it in future, but it'll most likely stick around, the only other feasible set would be hollow knight.

 

01/03/2022 - V1.3

  • The last of the donated images. Well, there is some more but they'll get added piecemeal.
  • Not a whole lot (again), but this update adds two new Reptilian sets; Crocs/gators(42) and Dinosaurs(44).
  • I'll be trying to get all species up to 5 sets now, when I have time.
  • I've noticed that people have downloaded the experimental dlc patch, but haven't said if it works or not. I kinda need the feedback.

 

06/02/2022 - V1.2

  • Things have been rather hectic lately, and scedual changes means I haven't had that much time to work on VF.
  • This update isn't as substantial as I was hoping for but it's something at least.
  • What it adds is 3 new Mammalian and 2 new Necroid sets; Deer (60), Dog (58), Foxes(48), Succubi (45), and Demon (53) for a total of 264 new images.
  • The next update will include the last of the donated images, but I'll also be working on an experimental build for people who are missing some or all of the species dlc since that seems to be the cause of crashing during empire creation.

 

04/12/2021 - V1.15

  • I hope everyone had a good Christmas and New Year?
  • I know I said the next update would be a Mod It Yourself guide, but that's turning out to be harder than I expected (I tend to ramble and rewrite a lot).
  • In the meantime, this update is thanks to a very helpful Anon who donated all the work they never published!
  • Honestly, it took like three days to put this update together, it was so nice not to have to mask art for a change.
  • This update is an expansion; 8 Slimes, 9 Dark Elf, 22 Elf, 5 Draenei, 16 Bovine, 19 Equine, 40 Feline, 22 Rabbit, 9 Shark, 3 Dragon, and 7 Draconid.
  • This is only a part 1 of 2 as there's still more artwork left over, but it'll need a bit more work as they'll be new sets.
  • I'm still working on the guide but I just wanted to put something out for Xmas/New Year (even if it is a bit late)

 

04/12/2021 - V1.10

  • This update is for the new Aquatics DLC.
  • It adds 4 sets; Merfolk (think mermaids), Orca, Shark, and Zora for a total of 172 new images.
  • Took a bit longer then expected, even though I was kinda rushing it, mainly because there was an unexpected lack of images for certain sections.
  • Zora and Merfolk were really lacking in Futa content so to make up for that I added the Orca set. I'll be keeping an eye out for them as I'm doing other updates.
  • Gonna take a week off, I'm under the weather and finding it hard to concentrate. I spent a half hour trying to get the update to work before I figured out I messed up the image paths.
  • Next update is going to be a 'Mod It Yourself' guide so people can make there own portrait sets/mods and comparability patches.
  • After that, well it's going to be a new round of expansions with a pleasant surprise (for me at least).

 

17/11/2021 - V1.0

  • Fixed the Fungoid Mushroom set, (mixed up the number of images for Futa and Males)
  • Added 12 images for the Extra-dimension species (Novakids), added 32 images for the Swarm (Xenomorphs), and 5 images for the AI.
  • Novakid images were largely carried over from Xenophilia but I tried to source some more for variety, of which there is surprisingly little.
  • While Xenomorphs were my first thought for the Swarm, I did look into using either Zerg or Tyranids but also found those surprisingly lacking or unusable.
  • Might offer Xenomorphs as its own species as there's plenty of images to work with, but I think there's already a mod that has them, so we'll see.
  • And with this, I'm moving VF out of Beta. ?
  • I'm going to prepare some sets for the upcoming Aquatic species pack, after that I'll be looking at making a pdf guide so people can tinker with VF and add to VF themselves. This isn't to say I won't work on it anymore though, I'll still be doing a second run through to up the number of sets. Might even start doing event modding.

 

26/10/2021 - VF Beta 0.9

  • My god, I've been busy, but the new update is finally here.
  • Vanilla Framework has now incorporated Xenophilia. Mostly.
  • What was added, plus the images I sourced to make make up for any missing aspects, nets 387 new images.
  • The Bovine and Equine sets got a big boost, but VF now includes Draenei and Quarian for Humanoids, with Death Claws, Kobolds, and Sangheili for Reptilian. 
  • Protoss should also have been added but they are very troublesome to source for.
  • Next update will be on the Crisis portraits, plus I might start from the top of the list again if the new DLC doesn't mess with anything

 

30/08/2021 - VF Beta 0.8.1

  • More of a hotfix than a real update but different enough to be a minor update.
  • The comparability issue with Sins of the Prophets should now be fixed. It was an interesting little problem that made me rename all the species classes files to take advantage.
  • Fungoids, Plantoids, and Lithoids are gender enabled like every other species. This was to fix the portrait problem they had with the new gender policy.
  • Some big new though! I've got permission from Snowcraft to merge Xenophilia into VF!
  • New update will be focusing on getting that all set up and hunting down any additional images needed to fill out a set.
  • I'm also taking suggestions for what the Prethoryn Scourge and Extra-dimensional Invaders should look like. I was thinking maybe Xenomorphs and Novakids but I'm open to ideas.

 

07/08/2021 - VF Beta 0.8

  • This took longer than expected (I guess I say that a lot?) but it's finally here, some 300 new images for Machine/Robot.
  • Trying to come up with decent criteria to decide them up was rather difficult since most of the time the images could go either way.
  • So, for the most part, I divided the Robots and Android into two subsets based on their squish factor.
  • So the breakdown is 2 Robot sets, 2 Android sets, 1 Synth Female set, 1 Synth Futa set, 1 Futa-bots set, and 1 Man-bots set.
  • The last two are more like place holders until I can get enough images for their sets (they're basically robots, androids and synths in one set)
  • I've also added more preview images to this page so everyone can get a better idea of what's in this mod.
  • Right now I'm going to work on the gender policy which, thanks to Banana Banana, should be should be done soon, the main issue is that it'll be tedious.
  • As it'll just be a policy and not a major change I'll post it as a quick drag and drop folder, but I'll also be updating the main download to.

 

08/05/2021 - VF Beta 0.7

  • This took a lot long  than expected because I got a lot more images than expected.
  • This update adds a whopping 440 new images; Fungoids got 96, Lithoids got 68, Molluscoids got 172, and Plantoids got 104.
  • Image sets are Mushrooms, Slimes, Elementals, StatuesCephalopods, Gastropods, Inklings, Slugs, Flowers, Fruits, and Planets.
  • I've made a few format changes to the files which will, hopefully, make things easier.
  • For now, VF has a folder inside it called PATCH FOLDER that has all the now updated patches plus a Read Me oh which file is used with what mod and how to install or uninstall.
  • I got this new patch system to work reliably, but if people are having problems with it then I can put up the separate patch mods again.
  • Gonna take a bit of a break and see how stable the update is for everyone else.
  • Next update I think will be Machines and maybe some crisis species like the Prethoryn Scourge

 

06/04/2021 - VF Beta 0.6

  • This update adds 3 new sets to Necroids; Zombie, Mummy, Ghost, for 127 new images.
  • Vampires got expanded with 45 new images.
  • The overdue Humanoid expansion got done with Humans getting 48 and Goblins getting 42.
  • There's now a compatibility patch for SE Human and/or SE Humanoid. There are 3 patches in the one folder for using with either or both of those mods)
  • This update was a bit of a slog. I decided to tone down the gore factor for zombies as I figured most people (such as myself) wouldn't particularly enjoy it, so they're more like Frankenstein's monster, or modern zombies that can mix and match body parts if they have need and thread.
  • Also, there's not a lot of mummy or ghost images, so I had to double down in some places.
  • Werewolves would have been an obvious addition but I'm holding off on them until I get canines done for Mammalians and see if I can make them more distinct.
  • For the next update I'll be lumping in Planoid, Fungoid, Lithoid, and Molluscoid as they seem to be the harder ones to source for.

 

06/04/2021 - VF beta 0.5

  • This update replaces the old Reptilian set with 3 new ones, Draconid, Dragon, and Naga, for a total of 160 images.
  • Some code got tidied up from earlier releases, so things should run smoother.
  • To address some concerns over crashes that might be related to not owning DLC, this release is in two versions.
    • The normal version, Vanilla Framework Beta 0.5, has the DLC species set to only appear if you have the specific dlc.
    • Vanilla Framework Beta 0.5 Ex, has my portraits set to always be available. I suspect there might be an issue with not having the correct ships, greetings, etc, if so then at least there's the normal version to use.
  • My schedule is utter chaos so I can't keep a regular release going. From now on, updates come out whenever I get them done.
  • Necroids are next on the list, I'll be doing the humanoid expansion with them this time,( I swear).

 

09/02/2021 - VF beta 0.4

  • This took a while to do because I'm short on time for the next few weeks, when I have more time things should pick up again.
  • This update adds 3 portrait sets to Mammalians; Equine, Rabbit, and Feline
  • The Bovine and Ratling sets also got expanded for a combined total of 259 images this update.
  • The Humanoid expansion got pushed back because, again, I'm short on time and wanted to get something out soon.
  • Next update will focus on Reptilians as I already have some images sourced so I should hopefully get the next update out a bit sooner than this one

 

20/01/2021 - VF beta 0.3

  • This took a lot long than intended because I'm currently in a busy period. 
  • Next update is likely to be delayed too, but I'm trying to keep a good and regular pace going.
  • This update adds 3 (or 2, depending on how you look at it) portrait sets to Humanoids; Orcs, Elves, and Dark elves
  • I wanted to expand the existing Human and Goblin sets, but thought it better to get something out soon.
  • Their expansion will likely get rolled in with the next update.
  • I was going to include a succubus/incubus set, but thought that they might be better for Necroids (who don't have a wide variety to work with)

 

07/01/2021 - VF beta 0.2

  • The old Avian portraits are replaced with 3 new ones (Parrot, Owl, and Duck).
  • I'm no ornithologist, I work with what I find, so if there's and image that doesn't strictly fit into its category then yo can put that down to people incorrectly tagging that image.
  • There were enough images left over from the old set that they'll likely make a return as generic or generic and eagle.
  • Due to Fungoid, Plantoid, and Lithoids being hard to source for, they'll be the last to get new images this round.
  • Current Tons of Tits patch should still work fine, they haven't updated anything and I haven't touched the related file.

 

30/12/2020 - VF beta 0.1

  • The mod seems stable, no real issues other than some missing machine portraits I forgot to include.
  • Mod is now entering the Beta phase, which means I'll be focusing on adding more content and putting out compatibility patches.
  • Reformatting should make the mod more friendly with others and allow for easier updates.
  • Beta opens with 3 new Arthropoid portrait sets (Bee, Spider, and Moth), replacing the old one.
  • Will now offer a More Vanilla patch that adds back in the vanilla portraits for those that want it.

 

_101_VF_I_Dont_Have_Plantoid_DLC_classes_Patch.txt _101_VF_I_Dont_Have_Lithoid_DLC_classes_Patch.txt _101_VF_I_Dont_Have_Aquatic_DLC_classes_Patch.txt _101_VF_I_Dont_Have_Necroid_DLC_classes_Patch.txt _101_VF_I_Dont_Have_Toxoid_DLC_classes_Patch.txt


  • Submitter
  • Submitted
    02/17/2021
  • Category
  • Requires
    Not needed, but Lustful Void is highly recommended

 

Edited by Mugginnato
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The biggest problem is i don't why but it remove the pre-made race from the list if i try a new game O o only my custom race are in the list; pretty sure i only had LV / gender patch and a city screen mod on, with it ... unless i forgot to uncheck something else ...

(runned another test .. nope only my own race no more pre-made)

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I've tested this mod on its mod on its own and tested with out it and this mod seems to make the game crash whenever I try to select a city type and was wondering if anyone know how to fix this

 

I've tried vanilla and selecting a city works as well as having all my mods enabled with out this mod and still works 

 

Edit: Might have found my issue I'll be checking it out to see if it is the problem

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Would it be possible to have a version of this that works in all the same ways, other than replacing the humanoids species? I'd like to be able to use the SE Human(oids) patches with this, but aside from that minor gripe, this is amazing and makes for a far more attractive universe.

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  • 3 weeks later...
  • 2 weeks later...
On 2/19/2021 at 2:37 AM, ty28 said:

The biggest problem is i don't why but it remove the pre-made race from the list if i try a new game O o only my custom race are in the list; pretty sure i only had LV / gender patch and a city screen mod on, with it ... unless i forgot to uncheck something else ...

(runned another test .. nope only my own race no more pre-made)

I have the same problem

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Christ, why am I not getting notifications about these messages. Sorry to everyone who didn't get a reply, I though y'all would use the topic page for questions and help. I'll be keeping an eye here from now on. I'll try to do some catching up now that I see these.

 

On 2/22/2021 at 7:58 AM, lindazana said:

Would it be possible to have a version of this that works in all the same ways, other than replacing the humanoids species? I'd like to be able to use the SE Human(oids) patches with this, but aside from that minor gripe, this is amazing and makes for a far more attractive universe.

I've got most of the next update done, so I can have a look at doing a compatibility patch for it, and thank you!

 

 

On 3/1/2021 at 2:14 PM, thelordofroses said:

try using lustful voids All male,All female, All futanari traits. it expands the options. 

Yup. Sorry for not explaining that, I'll mention it with the new update to avoid any more confusion around that.

 

 

On 3/18/2021 at 12:23 AM, Sicon3 said:

So I loved the 0.4 version but cannot get the 0.5 version to work since you added all the same files to each file. As a result it only ever works if you want to eliminate the vanilla portraits. Basically the patch version is broken

I screwed up there. I had a look just now and I messed and turns out I just zipped up the mods again but named them as the patches. I'll have the new update out soon and the actual patch out with it. Sorry again about that.

 

 

On 4/1/2021 at 6:53 PM, xfaktorx said:

I have the same problem

If you mean pre-made countries(empires), VF removes them as they used vanilla portraits, and so could appear in-game as an empire missing portraits. The More Vanilla Patch would add the portraits back in (but it seems I fucked the patch up this release), but to add the pre-made countries back in all you need to do is go into the mod and delete the "prescripted_countries" folder.

If you mean you want vanilla portraits back, well, as I already mention, I fecked that up. But Beta 0.6 is just round the corner, so you won't have long to wait. 

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The launcher says the patches are missing their descriptor files, and as such cannot load them. I don't know very much about stellaris modding, so it could be that I am just doing something wrong, but I don't see a descriptor.mod in any of them either and I think that's what its referring to, correct me if I'm wrong on that. Anyway, whatever the cause may be, I find myself incapable of getting the patches to work as a result.

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A bit disappointed the Reptile update didn't include lizards, sharks or amphibians (I know they're not technically reptiles, but where would you even put them? under Mollusks?) or dinosaurs. Just snakes, Dragons and Other Dragons.

 

Though because I don't want to make a post just to complain, I do have some suggestions for the four you say you're doing next. Purely for ideas, take them or leave them as you see fit.

 

First off, might I suggest including some Slimes in the Fungoid section? Slime molds are a thing, and more importantly a thing that fits without being mushrooms.

 

Plants, you've got flowers, trees, greenery (vines, shrubs, grass), fruits and veggies (gourds? tubers/root vegetables?), maybe something aquatic? (kelp? seaweed?)

 

Mollusks would be hard to get a good variety for. There's squids/octopi, slugs/snails, and maybe anemones? Would coral count as this or plants? Oh, Jellyfish!

 

Lithoids...  well, aside from the basic stone and crystals, the only thing I can think of is lava and glass, maybe sand if you can find enough material for that.

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1 hour ago, ArcaneHowitzer said:

A bit disappointed the Reptile update didn't include lizards, sharks or amphibians (I know they're not technically reptiles, but where would you even put them? under Mollusks?) or dinosaurs. Just snakes, Dragons and Other Dragons.

 

Though because I don't want to make a post just to complain, I do have some suggestions for the four you say you're doing next. Purely for ideas, take them or leave them as you see fit.

 

First off, might I suggest including some Slimes in the Fungoid section? Slime molds are a thing, and more importantly a thing that fits without being mushrooms.

 

Plants, you've got flowers, trees, greenery (vines, shrubs, grass), fruits and veggies (gourds? tubers/root vegetables?), maybe something aquatic? (kelp? seaweed?)

 

Mollusks would be hard to get a good variety for. There's squids/octopi, slugs/snails, and maybe anemones? Would coral count as this or plants? Oh, Jellyfish!

 

Lithoids...  well, aside from the basic stone and crystals, the only thing I can think of is lava and glass, maybe sand if you can find enough material for that.

 

There will be more added to everything over time. Three new sets per update seemed like an okay work rate at that would mean 180 new images (20 per gender x 3 sets) and I'm the only one doing it, so I'm trying to keep it manageable and relatively quick. Dragons and Draconids got first billing because, as far as I could see, they had the most images to work with. 

Lithoids is rather difficult, so I thought I'd give them Slime/Goo as I've seen a lot of media depict them as having some sort of crystalline core. You make a good point and adding them to the Fungoids, so I'll see about finding more distinct sets to differentiate them if I can. Everything else you mentioned is basically on the list, though I still haven't figured out where sharks, amphibians, or fish/mer-things would go.

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7 hours ago, Mugginnato said:

though I still haven't figured out where sharks, amphibians, or fish/mer-things would go.

I'd say Reptilian is by far the closest you'll get of the vanilla categories.

 

Actually, being able to breathe air and walk on land might mean the fish- and shark-based ones technically are reptiles.

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1 hour ago, ArcaneHowitzer said:

I'd say Reptilian is by far the closest you'll get of the vanilla categories.

 

Actually, being able to breathe air and walk on land might mean the fish- and shark-based ones technically are reptiles.

 

A fair point, though I might reserve them for Molluscoids as they match the more aquatic theme that seems to be developing. Also, I think there's plenty to draw on for reptiles while molluscoids is kinda limited and not as popular (apart from Splatoon, but that's only one set really). I can get 3, maybe 4, sets for them but after that I'm kinda stuck. I'll probably put a poll up for it during the week to get peoples opinion, though I'd imagine most would agree with you.
Btw, if you know any sites with a good selection of images and decent tagging, please dm me the links. I think I've exhausted mine a bit.

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that is awesome that this mod can replace the plain old species.

 

hopefully you can get in touch with the mod author of "Stellaris Sexy Xenos and more",  Toronam.

 

maybe we can get more species to the list, also mod compatibility with Species Engineering mod

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12 hours ago, Rogelio11 said:

that is awesome that this mod can replace the plain old species.

 

hopefully you can get in touch with the mod author of "Stellaris Sexy Xenos and more",  Toronam.

 

maybe we can get more species to the list, also mod compatibility with Species Engineering mod

 

Hmm, didn't really consider adding new species, apart from something for shark/fish, I can't think of anything. There'd have to be at least 3~4 image sets per new species for it to be worth it., otherwise it might just be taking options form another species. 

What would I get in touch with Toronam about? Compatibility? The only crossover is with Robots/Machines, and that's an easy fix. Also, I just had a look at Species Engineering and it looks like it should work fine with VF. It's event's just calls for a random portrait set from a species so it shouldn't call on vanilla portraits unless you also have another mod that adds them in.

 

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12 hours ago, Jos657 said:

I don't know why. but using the patch for SE human it keeps kicking me out of the game every time I click on ship appearance.

Try delete the patch, re-download and install again as something might have gotten corrupted. I can't think of any other reason the patch would cause that as it doesn't touch ship or city appearance.

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13 hours ago, Jos657 said:

I did that and it still did the same kick me out for about ten times.

Have you tried this?

Only load: LV, VF, SE Human, VF SE Human patch (in this order)

It's possible if you have any other mods active that they could be causing conflict, but other than this suggestion, I think I'd need to look at the crash log to get an idea what happened. You can usually find it at x:\Users\user\Documents\Paradox Interactive\Stellaris\logs

 

9 hours ago, zelayasrevenge301 said:

I still can't seem to get this to work with SE Human 2. All the other portraits work fine but the human one just comes up blank.

 

I'm not using the patch since I'm pretty sure that's for the first SE Human and not the second. I was able to get it working together in a previous version, but now I can't seem to.

Just had a look at SE Human 2. It replaces the standard human portraits like SE Human and Humanoid, but VF disables those. It looks like the SE human patch would work for it. 

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14 hours ago, Mugginnato said:

Have you tried this?

Only load: LV, VF, SE Human, VF SE Human patch (in this order)

It's possible if you have any other mods active that they could be causing conflict, but other than this suggestion, I think I'd need to look at the crash log to get an idea what happened. You can usually find it at x:\Users\user\Documents\Paradox Interactive\Stellaris\logs

 

Just had a look at SE Human 2. It replaces the standard human portraits like SE Human and Humanoid, but VF disables those. It looks like the SE human patch would work for it. 

 

The SE patch still isn't working. Could it have to do with the fact that I don't have Necroids or Lithoids? I remember you uploaded a previous version that had no necroids or lithoids since that was causing issues for some people.

 

I've been checking to see if I have any other mods installed that edit the default human appearance, but even after uninstalling the one I had (Mass Effect Ultimate Species Pack) I still get this issue. 

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On 4/12/2021 at 8:39 PM, Jos657 said:

I can still play the mod but i have to create the empire without Patch but the only way i can truly play the VF SE Human patch is when i click on the species appearance and save. 

I still think it's a load order thing, the patch just doesn't do enough to cause issues. Could you try LV, VF, SE patch, SE Human? If that still doesn't work, disable the patch then go into VF/common/species_classes and open 00_species_classes in notepad or something similar. The # symbol is used to disable human portraits, and just delete it for now. 

 

17 hours ago, zelayasrevenge301 said:

 

The SE patch still isn't working. Could it have to do with the fact that I don't have Necroids or Lithoids? I remember you uploaded a previous version that had no necroids or lithoids since that was causing issues for some people.

You can try this too since it could rule out the patch being the issue. I thought not having those dlc's might cause problems, I was able to get someones help to test that (they didn't have Necroids) and it worked fine for them.

Just had a look at the base games files about graphical culture, they check for dlc and if they can't find the files they default to the mammalian culture. Without seeing the log file about those crashes, I just have to assume that something somewhere is corrupted or conflicting. Validating the game files might help.

 

17 hours ago, zelayasrevenge301 said:

Also I noticed there were a few typos in the 00_species_classes and 01_base_species_classes files (like "MOL01" when it's supposed to be "MOLL01" like in the portrait file for your molluscoids). So you may want to double check the files for any additional typos that could be causing issues. 

I'd appreciate it if you could make a list, I just went over them 3 times and (apart from Mol01) I couldn't see any. I might be blind to it at this stage.

 

Edit: I caught an error I made with machines while trying to test the SE patch to see if I could replicate the ship/city appearance crashes(no luck there). There was also a mistake with the SE patches, the same machine one plus a directory error. If there's no other typeos you can see then I'll upload them early tomorrow.

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