freeshooter92 Posted June 15, 2022 Posted June 15, 2022 So, that patch file fixed the issue with that one portrait set, but it turns out the missing bracket was still in there, and that extra bracket nuked the whole next portrait set. I removed and tested it, and this file should be actually fixed. 100_VF_Machines.txt 1
Mugginnato Posted June 15, 2022 Author Posted June 15, 2022 4 hours ago, freeshooter92 said: So, that patch file fixed the issue with that one portrait set, but it turns out the missing bracket was still in there, and that extra bracket nuked the whole next portrait set. I removed and tested it, and this file should be actually fixed. 100_VF_Machines.txt 73.61 kB · 0 downloads What? Oh goddammit... I really need to get back into the swing of things and test these patches out more. All I did was look at the code for that portrait set, saw the missing bracket and went "Ah, that must be the problem", but I guess it wasn't missing, just misplaced. Since I didn't hear anything for a while I thought it was fixed, but either well done to you, good catch. I've got most of the portraits ready, just 3 sets and some replacements to go, so I'm gonna wait til the update to included the fix since it won't be much longer. This time, I'm going to damn well double check.
freeshooter92 Posted June 17, 2022 Posted June 17, 2022 No problem. In fairness, it DID fix the issue, it just created another, ha. Anyway I've been meaning to ask, is there any particular thing preventing the vanilla robots from being replaced entirely? I've wondered about that for a while and I don't remember seeing an answer.
Mugginnato Posted June 17, 2022 Author Posted June 17, 2022 (edited) 12 hours ago, freeshooter92 said: No problem. In fairness, it DID fix the issue, it just created another, ha. Anyway I've been meaning to ask, is there any particular thing preventing the vanilla robots from being replaced entirely? I've wondered about that for a while and I don't remember seeing an answer. Main reason is that there are some events that use one or more of them and I haven't gotten around to those yet as I'm not familiar enough with event coding yet. Although, users can always disable vanilla bots themselves in the classes files if they want. I suspect things could still work fine, but I don't want to fuck up anyone's play through on something as flimsy as that. Edit: Correction, I have disabled most of the vanilla bots, but I forgot to disable the dlc ones. The default robos are still there, for now anyway, as I think the game calls them for all starting robot workers. Next update will be tomorrow and hopefully it'll fix most of the jank. Edited June 17, 2022 by Mugginnato
freeshooter92 Posted June 18, 2022 Posted June 18, 2022 Hypothetically, what category would you put an 'angel' set under? Avian? Humanoid? I would love an angel set 1
Railgunner2160 Posted June 19, 2022 Posted June 19, 2022 Looks like there is a small bug with the 1.4 version, There doesn't appear to be a species_classes file for the Scavenger or Shroudwalkers so even though you have the new portraits in the gfx folder the game doesn't appear to be using them..... 1
Gam3Fr3ak20 Posted June 19, 2022 Posted June 19, 2022 I did a trial run with both the SE Humanoids patch and Lewd Galaxy patch active and from what i can see, they seem to play well together for the most part. This was all in the creation menu only, not in game but so far it works.
Mugginnato Posted June 19, 2022 Author Posted June 19, 2022 11 hours ago, freeshooter92 said: Hypothetically, what category would you put an 'angel' set under? Avian? Humanoid? I would love an angel set Hmm, humanoid does seem more likely, also, I plan to add harpies to avian so they don't need two bird people. 2 hours ago, Railgunner2160 said: Looks like there is a small bug with the 1.4 version, There doesn't appear to be a species_classes file for the Scavenger or Shroudwalkers so even though you have the new portraits in the gfx folder the game doesn't appear to be using them..... You're right, I dun goofed. I added enclave portraits into the crisis portraits file, my brain went 'job done' and totally forgot to make the classes file. I'll get a file out right away. Good job, nicely spotted, much appreciated. 2 hours ago, Gam3Fr3ak20 said: I did a trial run with both the SE Humanoids patch and Lewd Galaxy patch active and from what i can see, they seem to play well together for the most part. This was all in the creation menu only, not in game but so far it works. The main difference between them is that SE Humanoids enables the first 5~6 vanilla humanoids, whereas the LG patch doesn't but also adds the LG portraits. It's not like it would cause a crash or anything. If you're getting both then something very strange is going on.
Railgunner2160 Posted June 19, 2022 Posted June 19, 2022 Love what you did with the Scavenger set, I've been looking for a proper "cyber amputee" set to use with the "Victims of War" origin from LV Expansion. Any plans on expanding it into a full set for players? I did a little work with what was there and made a playable version that has proper leader scopes so it has properly random leaders but was curious if you had more plans for that set or a similar set.
Mugginnato Posted June 19, 2022 Author Posted June 19, 2022 39 minutes ago, Railgunner2160 said: Love what you did with the Scavenger set, I've been looking for a proper "cyber amputee" set to use with the "Victims of War" origin from LV Expansion. Any plans on expanding it into a full set for players? I did a little work with what was there and made a playable version that has proper leader scopes so it has properly random leaders but was curious if you had more plans for that set or a similar set. Maybe, I'm not sure if there's enough for a proper set, I'd also be a little concerned that they might not distinct enough from some of the synth images. I'll certainly have a look, but I'd need to find something else for the Salvagers. It's hard to think of something that you wouldn't also want as a playable set. Still, I'll see what I can find.
catlord9001 Posted June 24, 2022 Posted June 24, 2022 So, I'm having what seems to be an issue with this mod, and one that I have not seen mentioned in this thread before: all randomly-generated empires are spawning without names, ethics, or civics. The portraits are working fine, as far as I can tell, and species are spawning with names and traits, but empires have nothing, which is kinda weird.
Mugginnato Posted June 24, 2022 Author Posted June 24, 2022 2 hours ago, catlord9001 said: So, I'm having what seems to be an issue with this mod, and one that I have not seen mentioned in this thread before: all randomly-generated empires are spawning without names, ethics, or civics. The portraits are working fine, as far as I can tell, and species are spawning with names and traits, but empires have nothing, which is kinda weird. First delete the mod then get a fresh download and reinstall, then test VF by itself. This should fix any corrupted files but we also need to test it by itself to verify its working without other mods.
catlord9001 Posted June 24, 2022 Posted June 24, 2022 3 hours ago, Mugginnato said: First delete the mod then get a fresh download and reinstall, then test VF by itself. This should fix any corrupted files but we also need to test it by itself to verify its working without other mods. well, it worked by itself... and with just my LL mods... now to figure out which of my other 50 mods was causing the issue...
Mugginnato Posted June 24, 2022 Author Posted June 24, 2022 28 minutes ago, catlord9001 said: well, it worked by itself... and with just my LL mods... now to figure out which of my other 50 mods was causing the issue... My rough guess then is that it could be related to prescripted empires as they have no portraits, VF would disable vanilla ones and overwrite any other mods that try to use non-custom species sets. This seems unlikely though, as you said they spawn without civics or traits, so I don't think VF is a major factor. All I can recommend is testing in batches, but also marking mods that add/change empires, civics, and traits as potential causes. Oh, and that they are all up to date. It was also mentioned here that the Expanded Pops mod is very unfriendly with others, in case you were using it.
Your reflection Posted July 10, 2022 Posted July 10, 2022 (edited) Guys, I have a problem, but i don't sure what I need to fix: Basically, game count machine portrait like organic, and by that no one can build robots, because they "not robots". Also, idk if it caused by the same thing, but there some amount of 1 system empires with no name and civics and they use machine portrait? but they dont count as hive minds (but they have machine traits). Edited July 10, 2022 by Your reflection
Mugginnato Posted July 11, 2022 Author Posted July 11, 2022 17 hours ago, Your reflection said: Guys, I have a problem, but i don't sure what I need to fix: Basically, game count machine portrait like organic, and by that no one can build robots, because they "not robots". Also, idk if it caused by the same thing, but there some amount of 1 system empires with no name and civics and they use machine portrait? but they dont count as hive minds (but they have machine traits). Something could be corrupted and/or it could be a mod conflict. Delete VF then get a fresh download and reinstall, then test it by itself to check if it's working. If it works fine, but if the problem happens with other mods active, then I'd say it's one of them and you'll have to test in batches to find the culprit(s).
Guest Posted July 11, 2022 Posted July 11, 2022 is their a way to not remove all the original portraits when i use this mod?
Mugginnato Posted July 11, 2022 Author Posted July 11, 2022 (edited) 1 hour ago, pisadasf said: is their a way to not remove all the original portraits when i use this mod? In VF there is a patch folder (called "PATCH FOLDER"), just copy and paste the _101_VF_More_Vanilla Patch_1.4.txt file into VF/common/species_classes. Edited July 11, 2022 by Mugginnato
Guest Posted July 11, 2022 Posted July 11, 2022 1 hour ago, Mugginnato said: In VF there is a patch folder (called "PATCH FOLDER"), just copy and paste the _101_VF_More_Vanilla Patch_1.4.txt file into VF/common/species_classes. thanks
Your reflection Posted July 12, 2022 Posted July 12, 2022 On 7/11/2022 at 4:46 PM, Mugginnato said: Something could be corrupted and/or it could be a mod conflict. Delete VF then get a fresh download and reinstall, then test it by itself to check if it's working. If it works fine, but if the problem happens with other mods active, then I'd say it's one of them and you'll have to test in batches to find the culprit(s). Thanks! Appear it "more trait points", dude forgot to patch mod, so without 4 additional lines, in species archetypes file, game don't see robots and machines as robotic portraits and also used them for primitives. 1
KingSuperJam Posted July 13, 2022 Posted July 13, 2022 i've been using the 0.9 beta for awhile i updated to the latest version recently and the game crashes in creation when i select either the city appearance or the ship appearances, if I switch back to the 0.9 beta everything works fine , but I must point out a few things, I don't have overlord dlc or aquatics dlc and my game version is 3.1.2 so cant say if those are the cause of the issue or not
Mugginnato Posted July 13, 2022 Author Posted July 13, 2022 5 hours ago, KingSuperJam said: i've been using the 0.9 beta for awhile i updated to the latest version recently and the game crashes in creation when i select either the city appearance or the ship appearances, if I switch back to the 0.9 beta everything works fine , but I must point out a few things, I don't have overlord dlc or aquatics dlc and my game version is 3.1.2 so cant say if those are the cause of the issue or not First troubleshooting step I always suggest is deleting VF, then doing a fresh download and install, then to test it by itself. If this doesn't fix the issue, then I'd like you to go into VF/common/species_classes and delete or remove the class file of the species you don't have as well as the pre sapient file as it contains aquatic related stuff, and enclaves just to be sure. Another test you could do is the steps outlined above, but drop this file into species_classes before testing._100_VF_Aquatic_classes.txt. If the aquatics show up, then it means that it was crashing because of a missing graphical culture and/or audio file. I've made similar files like this to address the issue but even though people download them, no one gave feedback so I couldn't confirm. Hope this helps.
Draknowin Posted July 15, 2022 Posted July 15, 2022 Any chance we can get a Harpy-like set? Not sure if it would go in Humanoid or Avian, but I notice a distinct lack of Harpy empire possibilities.
Mugginnato Posted July 16, 2022 Author Posted July 16, 2022 17 hours ago, Draknowin said: Any chance we can get a Harpy-like set? Not sure if it would go in Humanoid or Avian, but I notice a distinct lack of Harpy empire possibilities. Yup, they'll be in the next Avian expansion. Demi-human races like them can be a bit annoying to place, like the Viera, Miqo'te, and Au Ra from Final Fantasy. I'm half tempted to make Demi-human a species unto itself. Thanks for the suggestion, and if you have any others, please let me know.
darthvaapad Posted July 19, 2022 Posted July 19, 2022 is there a version of this that doesn't have the new races join the random species pool?
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