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[mod] [Stellaris] Vanilla Framework


Mugginnato

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Posted (edited)
2 hours ago, Mugginnato said:

 

This should do I think.

Then there is an issue with a different mod I have installed. Which file is most likely the cause of this?

fucked_portraits.thumb.png.a513f9e8bb16f205707bbe05e66684fc.png

(just for clarification: without that patch its looking fine, all the vanilla framework portraits are showing up as intended, but if i put the patch in there, this is the result)

Edited by MingCR
Posted (edited)
38 minutes ago, MingCR said:

Then there is an issue with a different mod I have installed. Which file is most likely the cause of this?

fucked_portraits.thumb.png.a513f9e8bb16f205707bbe05e66684fc.png

(just for clarification: without that patch its looking fine, all the vanilla framework portraits are showing up as intended, but if i put the patch in there, this is the result)

Something to do with SE humans, make sure if you're using restyled that you have the base SE humans files. Or in the case of this mod, make sure you have the SE humans patched applied.

I am having my own issue, where I am only getting the SE Humans portraits in the humanoid section, even with the patch applied, and no matter if its above or below it in the mod order.


Edit with fix: So take the SE Restyled Species Classes .txt, move it to the Vanilla Framework folder in the same spot, and put a ! in the front of the file name (You may be able to just put the ! in front of SE restyled species classes in its own mod folder, but this is what worked for me). Then make sure you have the restyled patch. Have not tried it with the combined patch.  

Edited by stronggater
Posted
2 hours ago, stronggater said:

Something to do with SE humans, make sure if you're using restyled that you have the base SE humans files. Or in the case of this mod, make sure you have the SE humans patched applied.

I am having my own issue, where I am only getting the SE Humans portraits in the humanoid section, even with the patch applied, and no matter if its above or below it in the mod order.


Edit with fix: So take the SE Restyled Species Classes .txt, move it to the Vanilla Framework folder in the same spot, and put a ! in the front of the file name (You may be able to just put the ! in front of SE restyled species classes in its own mod folder, but this is what worked for me). Then make sure you have the restyled patch. Have not tried it with the combined patch.  

it works with just renaming, no need to move it

 

and i managed to get it to work with the following order:

 

se - asset repackage

portrait trigger pack - core

(all the other needed portrait trigger packs)

se - restyled (with the txt renamed in here)

se - restyled - extra bodies

se - restyled - plus plus

vanilla framework

 

with that order, it is showing both se and framework portraits in humanoid for me

time to try and make a se + sexy xenos + lewd galaxy merged patch

Posted (edited)

edited the file above to include the patches from lewd galaxy and sexy xenos, putting it here in case sb else wants to use the same combination.

havent checked every single portrait (there are just so many), but i could find at least one of each mod in the correct categories, so the rest are probably working fine, too

_101_VF_SE_Humanoids_and_Restyled_Patch_1.7.5_with_lewd_galaxy_and_sexy_xenos.txt

_101_VF_SE_Humanoids_and_Restyled_Patch_1.7.5_with_lewd_galaxy_and_sexy_xenos_plus_plus_only.txt

Edited by MingCR
added version that only enables the portraits supported by SE plus plus
Posted
8 hours ago, Screws said:

@Mugginnato Another potential suggestion. Tech-priests, or tech creatures of some sort? 

Reasonably sure I looked at tech priests for Tox, but there just wasn't enough for its own set. What I did find, and could use, is in Tox02. Not too sure about tech creatures, just don't know if it's a things or what I'd even search for. 

Posted
1 hour ago, HellStorming said:

How can i do if i want to revove some specises and all males ?

To remove/hide portrait sets, go into VF/common/species_classes and open the relevant species you want to edit. All you need to do is put the hash "#" symbol before the portrait names, i.e. "# Hum05" in the Humanoids file.

There's no easy way to remove whole species right now.

To remove all males, there is a policy you can use to swap male portraits with futa ones. If you just want female only across all species, your best option would be to install Lustful Void and use the 'All Female' trait (you may want to make enough custom empires for your game too).

Posted

I don't think it affects anything major but figured it's worth a mention that there's now "is_human_species" scripted trigger if you want to make game consider this mods humans... humans. Looks to me it just rewrites few events though and sets randomly spawned Sol III to be called earth. But it also allows two different portrait sets to be considered same species (maybe even if they have different names, unsure)

Posted
4 minutes ago, Trigoniris said:

I don't think it affects anything major but figured it's worth a mention that there's now "is_human_species" scripted trigger if you want to make game consider this mods humans... humans. Looks to me it just rewrites few events though and sets randomly spawned Sol III to be called earth. But it also allows two different portrait sets to be considered same species (maybe even if they have different names, unsure)

Hmm, I'll look into it when I've more time. Could be interesting

Posted

Hello, I don't know why its doing this but when I make a couple ai empires and set them to be 'forced spawn' they are seemingly randomly replaced with a randomly generated empire.

 

I've adjusted the origins, traits, portraits, ethics, civics, government types, how many empires are spawned, and even adjusted my extremely small mod list but I cant get it to stop replacing them.

 

One thing I did notice is that when I go over three to four ai empires it starts replacing any above that number but I'm unsure if this is, or is related to, the issue or is just not related.

 

I've experienced a similar problem before on another mod "Calcifire's Portrait Pack"  but that issue was with custom species types preventing the spawning, and my issue on this mod doesn't seem to be related to that as it affects quite a few different portraits however they all are portraits that were recently added such as the 'angels', 'dogs', 'scp-1471', and 'pandas' I do have an empire with the 'bees' and they don't seem to be affected.

Posted
1 hour ago, Kurtkaga said:

Hello, I don't know why its doing this but when I make a couple ai empires and set them to be 'forced spawn' they are seemingly randomly replaced with a randomly generated empire.

 

I've adjusted the origins, traits, portraits, ethics, civics, government types, how many empires are spawned, and even adjusted my extremely small mod list but I cant get it to stop replacing them.

 

One thing I did notice is that when I go over three to four ai empires it starts replacing any above that number but I'm unsure if this is, or is related to, the issue or is just not related.

 

I've experienced a similar problem before on another mod "Calcifire's Portrait Pack"  but that issue was with custom species types preventing the spawning, and my issue on this mod doesn't seem to be related to that as it affects quite a few different portraits however they all are portraits that were recently added such as the 'angels', 'dogs', 'scp-1471', and 'pandas' I do have an empire with the 'bees' and they don't seem to be affected.

I remember something similar happened to someone a month or three ago, but there was a sort of pattern. Are the empires always replaced with certain species/portraits and do certain empire/species names pop up with them?

 This could also be because of the latest game updates adding/changing files. 

 

First step I always recommend is deleting VF, getting a fresh download and reinstalling, plus verify game files (if on steam) before trying again. This just helps rule out corrupt mod/game files. Unfortunately I'm fairly busy, just have time to check and reply to messages right now. I should have enough time to look into this properly in about 1~2 weeks when work dies down. 

Posted (edited)
On 12/5/2022 at 4:07 PM, Mugginnato said:

I remember something similar happened to someone a month or three ago, but there was a sort of pattern. Are the empires always replaced with certain species/portraits and do certain empire/species names pop up with them?

 This could also be because of the latest game updates adding/changing files. 

 

First step I always recommend is deleting VF, getting a fresh download and reinstalling, plus verify game files (if on steam) before trying again. This just helps rule out corrupt mod/game files. Unfortunately I'm fairly busy, just have time to check and reply to messages right now. I should have enough time to look into this properly in about 1~2 weeks when work dies down. 

Thanks for the quick response, I did not notice any particular species showing up more than others since I use survey to see if the system names were what I set, I'm not sure if they were or weren't random but the system names were different each time.

 

Also this is a fresh install of VF that I got today, but I can try and install it again, and take your time man love your work.

 

(Edit: Found the fix, simply name each empire yourself instead of randomizing the names, this has been figured out before and im a bit ashamed i didnt look further for a solution before reporting it here sorry for the trouble mugginnato, if you don't mind a url link eatmore posted on oct 13th this year what the problem actually was https://forum.paradoxplaza.com/forum/threads/stellaris-forced-spawn-empires-not-spawning-cepheus-v3-4-5-a361.1537779/ )

Edited by Kurtkaga
Found the solution
  • 4 weeks later...
Posted
5 hours ago, Boinkk said:

for some reason, it says that the download path in correct, what do i do to fix this?

 

I'm not quite sure what you mean. 

Here are some general troubleshooting steps that might help;

  1. Delete Vanilla Framework folder and .mod file
  2. Re-download VF and reinstall
  3. Make sure VF is active in the only active mod in your list and preferably at the bottom of it.

This usually fixes 70% of issues. If nothing is appearing in game (as is not working rather than blank portraits), you could try deleting the vf .mod file and making one from scratch. The vanilla game launcher can be a bit weird at times. If you're using the Irony mod manager, I think it uses different paths and stuff.

  • 1 month later...
Posted

@Mugginnato So.. had an idea that might add some variation in picture sets, but it might be preferable to lump them in together.

Coming from a Lewd Stellaris RPing server, I had the thought that maybe you could incorporate some primitive looking species sets? Not saying all primitives will be drawn from this portrait pool, but having more primitive looking species roaming the galactic stage could be interesting.

Like having some barbaric looking lizardfolk for example, wearing minimal furs and pelts and what not.

Posted
On 2/9/2023 at 5:51 PM, Screws said:

@Mugginnato So.. had an idea that might add some variation in picture sets, but it might be preferable to lump them in together.

Coming from a Lewd Stellaris RPing server, I had the thought that maybe you could incorporate some primitive looking species sets? Not saying all primitives will be drawn from this portrait pool, but having more primitive looking species roaming the galactic stage could be interesting.

Like having some barbaric looking lizardfolk for example, wearing minimal furs and pelts and what not.

Sorry for the late reply, hard drive shit the bed, almost didn't recover my password for this account. 

A space faring race of primitives is an...odd idea. I'd be more inclined to use those images for pre-sapients, but as I mentioned, my hard drive died so I'm willing to role with it.

Posted
4 hours ago, Mugginnato said:

Sorry for the late reply, hard drive shit the bed, almost didn't recover my password for this account. 

A space faring race of primitives is an...odd idea. I'd be more inclined to use those images for pre-sapients, but as I mentioned, my hard drive died so I'm willing to role with it.

 

Hey, thanks for all the work. Sorry about your hard drive, That is not fun, but don't give up! Stellaris is getting better with each patch. :)

Posted
4 hours ago, Mugginnato said:

Sorry for the late reply, hard drive shit the bed, almost didn't recover my password for this account. 

A space faring race of primitives is an...odd idea. I'd be more inclined to use those images for pre-sapients, but as I mentioned, my hard drive died so I'm willing to role with it.


Starbound actually has a space faring race of primitives in the Floran and Glitch lol. Florans themed after tribal hunters and Glitch themed after Medieval Knights.

The simple explanation is more that they look primitive. Essentially their technology works, but not in the typical way we'd expect their technology to work. Different paths to the same outcome, ya know? 

For example we might see some primitive spaceship made out of stone and rock with the buttons all being inlaid stone with runes inscribed upon them, but due to some weird tech... it just works. We may not understand how it works, but.. it works lol.

Posted (edited)
4 hours ago, Mugginnato said:

Sorry for the late reply, hard drive shit the bed, almost didn't recover my password for this account. 

A space faring race of primitives is an...odd idea. I'd be more inclined to use those images for pre-sapients, but as I mentioned, my hard drive died so I'm willing to role with it.

Well with the upcoming "First Contact" story pack about where one of the themes is a megacorp leasing out advanced technology to pre-ftl civs for a "price" as a business model it might actually make sense. For example the primitives might've leased the technology and begun to benefit from it but the majority of their customs might still be a bit "backwards" despite using advanced technology.

 

Edit: I keep thinking of those old black & white photos of native american tribesmen in full war regalia but alongside their stone or iron tomahawks the were packing rifles and revolvers. When I thought of that kind of context if makes sense, whether their is enough viable artwork to make a set out of is another matter....

Edited by Railgunner2160
Posted
30 minutes ago, Railgunner2160 said:

Well with the upcoming "First Contact" story pack about where one of the themes is a megacorp leasing out advanced technology to pre-ftl civs for a "price" as a business model it might actually make sense. For example the primitives might've leased the technology and begun to benefit from it but the majority of their customs might still be a bit "backwards" despite using advanced technology.

 

Edit: I keep thinking of those old black & white photos of native american tribesmen in full war regalia but alongside their stone or iron tomahawks the were packing rifles and revolvers. When I thought of that kind of context if makes sense, whether their is enough viable artwork to make a set out of is another matter....

A very good point and exactly the kind of context that'll get me fully behind the idea. And yea, a viable amount of artwork could be tricky, but I'm reasonably sure there'd be enough for at least 3 sets. 

  • 1 month later...
Posted

Hello. I've noticed that distant_stars_initializers is missing add_deposit = d_nanites_deposit line in # Scavenger Bot System section. Because of that the Scavenger system is missing the nanites deposit it's supposed to have.

Posted
7 hours ago, Whoopsiedaisy said:

Hello. I've noticed that distant_stars_initializers is missing add_deposit = d_nanites_deposit line in # Scavenger Bot System section. Because of that the Scavenger system is missing the nanites deposit it's supposed to have.

 

Thanks for the heads-up. Things have been a bit slow recently but I should have an update out soon-ish™️.

Posted

I've got a little suggestion you may want to consider for a future update, since you've had to rebuild your collection of images for future updates after your computer issue you might want to be on the lookout for solo or small series images that you can use to fill out the various event character images. For example the robot AI you encounter during the knights of the toxic god questline or the khotalo from the ouroboros event, or the new "Solarpunk" pre-ftl race added in the latest DLC. I noticed that Calcifire did that in their portrait pack, and I love your Vanilla Framework so I think filling the voids that are the event species/characters or pre-scripted species/characters would be a nice feature for the future. Just my two cents, feel free to ignore if it's out of cope for VF.

Posted
2 hours ago, Railgunner2160 said:

I've got a little suggestion you may want to consider for a future update, since you've had to rebuild your collection of images for future updates after your computer issue you might want to be on the lookout for solo or small series images that you can use to fill out the various event character images. For example the robot AI you encounter during the knights of the toxic god questline or the khotalo from the ouroboros event, or the new "Solarpunk" pre-ftl race added in the latest DLC. I noticed that Calcifire did that in their portrait pack, and I love your Vanilla Framework so I think filling the voids that are the event species/characters or pre-scripted species/characters would be a nice feature for the future. Just my two cents, feel free to ignore if it's out of cope for VF.

I'll certainly look into it. Order of work at the moment is getting Lewd Xenos fully integrated, then making some primitive/pre-ftl sets for the new dlc. I'd say I could prob add the character portraits with the dlc update. Honestly, I thought I'd have been doing event stuff by now, but the list of species/stuff to add just keeps expanding. 

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