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[mod] Calcifire's Portrait Pack


Calcifire

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Posted (edited)
On 4/16/2022 at 4:53 PM, Lewd Chaos said:

Also, I have no idea if this is a Lustful Void issue or an issue with this mod, but I noticed some weird instances (while using the "director's cut" download) where a few vanilla species portraits made their way in; and that the options for changing which portrait is used for robot pops it only had vanilla portrait models as options.

 

K so I can technically fix it, but I'm not happy with how I had to do it. I'll just hope no one discovers the jank for now, and that is all I will say.

 

A patch has been uploaded to the Directors Cut

 

On 4/19/2022 at 11:39 PM, theman123 said:

Heya, kinda wondering what kind of mods you use for yourself as you use your own portrait mod! Would be interesting to see, especially since the director's cut of your mod makes many other mods incompatible.

 

I usually either play the lewd mods or pure vanilla, so I keep things pretty lite. I run; LV, LV Lewd Advisors, C's Directors Cut, UI Overhaul Dynamic, Cyan UI, and as well as a very small mod that includes things that aren't in the Directors Cut. Don't worry, y'all aren't missing out on much. It's just things like namelists, flag icons, custom galaxy generation parameters, and loading screens that I made for myself.

 

Edited by Calcifire
Posted (edited)

Lustful Void got an update, so that means I got to upload an update too. The Directors Cut and Traits Pack should be working with the latest version of LV, though I only had the chance to play 1 game for testing, but I'm just happy to see LV up and running for Stellaris 3.3 now.

 

In other new, I went ahead and tinkered with the human diversity initiative. But it's not even 50% done. I would expect that after the Overlord DLC comes out. I'll have another hotfix that will get the mod running on that version of the game and only AFTER THAT will I be working on new content for the DLC itself. Hopefully by then I will have the finished and will include some new human assets for that update. Fingers crossed, but I don't know if I'll get them done in time, and will have to push them to a later date.

 

Spoiler

image.jpeg.8cc00aa4c5802e779673d998cbe5bab1.jpeg

 

Edited by Calcifire
Posted
12 hours ago, Calcifire said:

Lustful Void got an update, so that means I got to upload an update too. The Directors Cut and Traits Pack should be working with the latest version of LV, though I only had the chance to play 1 game for testing, but I'm just happy to see LV up and running for Stellaris 3.3 now.

 

In other new, I went ahead and tinkered with the human diversity initiative. But it's not even 50% done. I would expect that after the Overlord DLC comes out. I'll have another hotfix that will get the mod running on that version of the game and only AFTER THAT will I be working on new content for the DLC itself. Hopefully by then I will have the finished and will include some new human assets for that update. Fingers crossed, but I don't know if I'll get them done in time, and will have to push them to a later date.

 

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Oh hell yes the new human portraits look amazing! Love the new outfits and lighting you've added

Posted

Just a small thing, the Vaulters have one portrait that doesnt work, because while the file tries to refer to it, it doesnt have the path for it

Here is the version i have fixed to make it work

General 4 isnt given as a path for a portrait, even though it is referenced

0b_portraits_vaulter.txt

Posted
18 hours ago, Savaris2222 said:

General 4 isnt given as a path for a portrait, even though it is referenced

 

Yuh, yep. Accurate. Thanks, I'll wait until Overlord comes out and will include this fix for the next update

Posted (edited)

Can you fix the display of your traits for other languages? I'm not asking for a translation, it's enough for the English text to work

(I using directors cut and actual LV)

Edited by Tails139
Posted
6 hours ago, Tails139 said:

Can you fix the display of your traits for other languages? I'm not asking for a translation, it's enough for the English text to work

Oh like add l_russian.yml, but just keep it english text? Lolololol. I'm sure I'll end up getting another comment down the road calling this a bug, but sure, I'll add it to the list. why not.

Posted

image.png.93e77a34afc7d8d0fddfdfe55f2709bb.png

This happen when i try to make template of my synths. I thought it was some conflict, but tested on barebone LV + CD Edition + UI Dynamic. Upon testing with AI civilization things were normal. Problem is with biological pops modding their sexbots. Or so i think.

Posted
4 hours ago, unwashed biomass said:

This happen when i try to make template of my synths. I thought it was some conflict, but tested on barebone LV + CD Edition + UI Dynamic. Upon testing with AI civilization things were normal. Problem is with biological pops modding their sexbots. Or so i think.

 

Someone already beat you to the punch on this and a fix has already been applied, but thanks anyway. It's live, just redownload the mod. I dunno if it will fix pre existing saves, but who knows, it might.

Posted

Hi! I got trouble with your mod. ?I download a "regular" version and unpack it to the My_Doc folder, then add it to the playset in Paradox_Launcher, but i dont see any portrait in the game, am i doint something wrong?

Spoiler


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Spoiler


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Spoiler


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Posted
19 hours ago, SayaNoUta said:

Hi! I got trouble with your mod. ?I download a "regular" version and unpack it to the My_Doc folder, then add it to the playset in Paradox_Launcher, but i dont see any portrait in the game, am i doint something wrong?

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Calcifire's needs to be loaded at the bottom, not the top. It's most likely being overwritten by Machine and Robot Expansion (mods get overwritten by those that come after/below in the load order). 

Posted (edited)
On 5/1/2022 at 3:29 AM, Calcifire said:

Someone already beat you to the punch on this and a fix has already been applied, but thanks anyway. It's live, just redownload the mod. I dunno if it will fix pre existing saves, but who knows, it might.

Still happening. Fresh start, cheated to tech and this: image.png.c3062e10a7b5ebe8d16fa732ffee440a.png

Again: LV + Species + UI. ) LV 0.6.7 thou.

 

Update: same with 0.6.5 of LV image.png.dcf81bcb6fc77af48a4e5f2cc0e2b576.png

Edited by unwashed biomass
Posted

I've been having an issue with the Kitty portraits in the empire creator portion, the the only portraits available to me are the 3 female ruler portraits and the 2 original male portraits, is that supposed to be like that, or is it bugged?

Posted (edited)
16 hours ago, unwashed biomass said:

Still happening. Fresh start, cheated to tech and this: 

 

Unfortunately I can't recreate this... I did the same thing, fresh start, research_all_technologies, and bam. I haven't got a clue.

Spoiler

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1 hour ago, Typhoeusthemad said:

I've been having an issue with the Kitty portraits in the empire creator portion, the the only portraits available to me are the 3 female ruler portraits and the 2 original male portraits, is that supposed to be like that, or is it bugged?

 

Working as intended, but it doesn't cost my anything to change this. I'll have it opened up in the next release.

Edited by Calcifire
Posted
On 5/1/2022 at 10:45 AM, SayaNoUta said:

Hi! I got trouble with your mod. ?I download a "regular" version and unpack it to the My_Doc folder, then add it to the playset in Paradox_Launcher, but i dont see any portrait in the game, am i doint something wrong?

  Reveal hidden contents

 

 

image.png.79d274795ff888d4c118e34a7259dc85.png

 

  Reveal hidden contents

 

 

image.png.19ecd672d6f9dc700a4a203ad788270e.png

 

  Reveal hidden contents

 

 

image.png.17d891459b9afee1e4fa372def90040a.png

 

 

 

Try this:

1. Unpack i mod folder in Documents>Paradox ...>Stellaris>mod
2. check "calcifires_portrait_pack_DIRECTORS_CUT.mod" in notepad it must say path="mod/calcifires_portrait_pack_DIRECTORS_CUT"
3. check if you got chcked in properties of calcifires_portrait_pack_DIRECTORS_CUT.mod (only read). Do same thing for descriptor.MOD in mod folder

 

guide to director cut but work with any mod :)

  • 2 weeks later...
Posted (edited)
On 5/2/2022 at 4:13 PM, Calcifire said:

 

Unfortunately I can't recreate this... I did the same thing, fresh start, research_all_technologies, and bam. I haven't got a clue.

  Hide contents

image.jpeg.7ef547970981235f609bc18f2cbbb827.jpeg

 

 

 

Working as intended, but it doesn't cost my anything to change this. I'll have it opened up in the next release.

Found the problem. Species classes for robots and machine are technically different and use separate portraits.

Just go into calcifires_portrait_pack_DIRECTORS_CUT\common\species_classes and open the text file 00_species_classes_0b and go to down to robots portraits and change this

 

            "sd_hum_robot"
            "sd_hum_giant_robot"
            "sd_hum2_robot"
            "sd_mam_robot"
            "sd_rep_robot"
            "sd_avi_robot"
            "sd_art_robot"
            "sd_mol_robot"
            "sd_fun_robot"
            "sd_pla_robot"

to this

            "babe_cyborg"
            "babe_robot"
            "babe_warbot"
            "babe_incubator"
            "babe_sexbot"
            "babe_deathclaw"

 

00_species_classes_0b.txt

Edited by fargothsring
Here is the file.
Posted
14 hours ago, fargothsring said:

Found the problem. Species classes for robots and machine are technically different and use separate portraits.

Just go into calcifires_portrait_pack_DIRECTORS_CUT\common\species_classes and open the text file 00_species_classes_0b and go to down to robots portraits and change this

 

Literally, the version of the mod I've had up for the past 2 weeks already has this fix.

Posted (edited)

Stellari 3.4.0 Overlord Patch is live. Though be warned, I've experienced crashes with LV thus far, and I recommend using the regular pack for now. The Directors Cut is available, but don't expect it to purr. I'm still sifting through the error logs. Anyway, this update includes...

 

Molten Species REDUX:: new assets
Human Species REDUX:: new assets(HEY, I'm happy I got these finished ahead of schedule. y'all welcome)
Toadstool Species REDUX:: new assets(no one asked for it, joke species don't deserve it, wtf?)
-angel species - avian, added males (still support futa)
-snake species - reptilian, added males
-stone dragon speices - lithoid, added males (still support futa)
-dark elf species - intergalactic, added males (still support futa)
-nebula hair species - intergalactic, added males (still support futa)
-purple hair species - intergalactic, added males

 

-fixed missing "vaulter_female_general_4.dds" asset (thx to Savaris2222 for the find)
-fixed some vanilla pre-sapient species assets slipping in
-expanded starting ruler assets list for kitty species - mammalian

 

Spoiler

Does anybody remember this old mod

https://arstechnica.com/gaming/2016/05/paradoxs-removal-of-stellaris-whites-only-mod-draws-controversy/

 

Well, if you do then, for those of you who know what to do with this file...

0b_portraits_human.txt

Have a good laugh

 

Edited by Calcifire
Posted (edited)

Hope everyone is having a banging time with 3.4 so far! Here to report a bug where the Males for the Molten Species contain some of the female assets. The female assets mixed in the male gender are the girls with warpaint and girls with armor plating. Currently the males have 14 phenotypes while the females have 3 phenotypes

edit: this seems to only affect when customizing rulers during empire creation. Tested an empire with the "All Female" trait and it looks like the new assets show up in game with no problems

Edited by Skaven yes-yes
Posted
10 hours ago, Skaven yes-yes said:

edit: this seems to only affect when customizing rulers during empire creation. Tested an empire with the "All Female" trait and it looks like the new assets show up in game with no problems

 

Gotcha. Luckily it's the weekend, so I'll have a fix up soon.

Posted (edited)
13 hours ago, DaveDDaveDDave said:

For whatever reason this mod is now causing the daily blank text box bug. Specifically the directors cut version

 

Make sure you delete the old mod, before installing the new version of it. I suspect there is an event file causing the issue, as I haven't seen the popup windows myself. The other thing is tracking down whether it's my fault of LVs fault. which is hard to determine from just your post, as I haven't seen this bug yet.

 

While ingame, you can open up the console commands and type... debugtooltip ... and it should tell you what event is causing the popup.

Edited by Calcifire
Posted

found and fixed a bug with the city levels. In the current version no matter how many pops live on a planet the highest city level is displayed. This is the most prominent with the sexopolis/ Ecumenopolis where instead of the whole planet being a city the planet menu just shows the regular city image on a black background. The issue is the Planet scope in the 00_portraits_main_0b.txt file. i think at some point paradox changed how the city level was calculated so that broke the file. Since as far as i can tell this mod doesnt change anything about the planet scope in that file i thing you can just copy over the new planet scope from the original file at least that worked for me and i have not had any problems with that yet.

Posted (edited)
On 5/15/2022 at 11:15 AM, Calcifire said:

 

Make sure you delete the old mod, before installing the new version of it. I suspect there is an event file causing the issue, as I haven't seen the popup windows myself. The other thing is tracking down whether it's my fault of LVs fault. which is hard to determine from just your post, as I haven't seen this bug yet.

 

While ingame, you can open up the console commands and type... debugtooltip ... and it should tell you what event is causing the popup.

Its giving me Event ID Utopia.2557. Did a clean install of every mod and this one is still the problem child

Edited by DaveDDaveDDave

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