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[mod] Calcifire's Portrait Pack


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4 hours ago, Calcifire said:

I'm happy to take donations, but I don't think I'd accept any offers for payed work. I know a couple of lewd artists IRL and both of them have gotten sick of drawing furry dick all the time. Really what is was, was that they started producing artwork that made them feel uncomfortable, but they couldn't turn down the money. You can imagine, right? How many times do you betray yourself in exchange for cash before it starts eating away at your soul? I know it would be financial suicide for them to quit, but a part of me wishes they would just get a minimum wage job like myself and learn to enjoy drawing for themselves again. Anyway, that was an odd tangent. Tip jar is open, DMs are open, commissions..... meh, I doubt it.

 

Mate, that's a declaration worthy of straight up respect.  I can understand that.

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6 hours ago, Calcifire said:

 

This is THE only place on the net that I've posted my artwork. No twitter, no nothing. What can I say? I'm a lurker.

 

But anyway, I doubt I'd take up a payed commission, though DMs are always free. I'll just point out that I did all this for fun. Hell, I drew orange Renamon in a hijab for no good reason. I think that says a lot. I will say though, that I'm totally out of ideas for xenos anyways. If people want to ask to have their favorite sci-fi girls added to Stellaris, then feel free to give it a shot. If anything, I'm very open to a public brainstorm to help me with new content.

 

I'm happy to take donations, but I don't think I'd accept any offers for payed work. I know a couple of lewd artists IRL and both of them have gotten sick of drawing furry dick all the time. Really what is was, was that they started producing artwork that made them feel uncomfortable, but they couldn't turn down the money. You can imagine, right? How many times do you betray yourself in exchange for cash before it starts eating away at your soul? I know it would be financial suicide for them to quit, but a part of me wishes they would just get a minimum wage job like myself and learn to enjoy drawing for themselves again. Anyway, that was an odd tangent. Tip jar is open, DMs are open, commissions..... meh, I doubt it.



Completely understand! Twitter is awful, don't give in and start posting on there, all I use my twitter for is porn. lol. 

Anyways, ideas for xenos... I may have a few? I think my biggest thing so far is just wanting a bit more variety with some of the portraits, maybe somehow making use of the whole clothes and hairstyle thing for species. It's been such a long time since I did my own portrait modding that I've forgotten how that works though. I don't wanna clog up the thread with me just asking "pls sir can u mak bi boob furry pls" though so...

You could also try your hand at making your own sorta content pack, new digsites, events, that sorta thing with new species to interact with. I'd be down to help with that, I've been considering getting back into Stellaris modding myself, though I've been fiddling more with HoI4 recently and trying to make my own thing with that. I don't want to end up making a Stellaris mod again and then abandoning it after a month or two.

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21 hours ago, Big Daddy Deer said:

Anyways, ideas for xenos... I may have a few? I think my biggest thing so far is just wanting a bit more variety with some of the portraits, maybe somehow making use of the whole clothes and hairstyle thing for species. It's been such a long time since I did my own portrait modding that I've forgotten how that works though. I don't wanna clog up the thread with me just asking "pls sir can u mak bi boob furry pls" though so...

You could also try your hand at making your own sorta content pack, new digsites, events, that sorta thing with new species to interact with. I'd be down to help with that, I've been considering getting back into Stellaris modding myself, though I've been fiddling more with HoI4 recently and trying to make my own thing with that. I don't want to end up making a Stellaris mod again and then abandoning it after a month or two.

Back in like 2017 both of these ideas were at one point on the table... Before getting cut.

The hair and clothing variety, was just something I couldn't get working. That was a long time ago, so maybe I'll take another swing at it, but I doubt it. The main benefit of doing this actually, is how it would reduce the mod download size and also reduce loading time when launching the game.

I had done some events/civic/initializers work way back in the day, but every time Stellaris has a new major update it broke everything. I know it's something every modder has to put up with, but one time it was so severe it was actually impossible to update my work. I was crushed, and it was a long time ago, so I don't remember the details. It just made me decide that I would rather stay away from that part of the game until after Paradox abandons the game. That way I know my work won't go to waste.

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On 10/3/2021 at 5:28 PM, Abominus said:

Did you also change anything to the clone-mechanic? My clone empire won't produce more clones.

 

 

Until Lustful Void gets an update, I won't know for sure. If you run LV by itself, as of today, you'll find that it also breaks the clone vats assembly. Since the Directors Cut runs on top of that mod, I'm having trouble diagnosing the problem. I some digging around on my end but I came up empty handed. Sorry. We'll just have to wait until LV get's a version that is ready for Stellaris Lem.

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On 10/5/2021 at 6:11 PM, BMLlednar said:

Will the regular version still replace portraits for everything?  I like the idea of changing all the vanilla portraits, but would rather not have the trait changes that come with the director's cut.

OH, just go inside the mod, and delete the traits folders. Shouldn't create any errors if you do.

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2 hours ago, Calcifire said:

 

 

Until Lustful Void gets an update, I won't know for sure. If you run LV by itself, as of today, you'll find that it also breaks the clone vats assembly. Since the Directors Cut runs on top of that mod, I'm having trouble diagnosing the problem. I some digging around on my end but I came up empty handed. Sorry. We'll just have to wait until LV get's a version that is ready for Stellaris Lem.

From my understanding the clone vats problem is because of LV modifying the Start of Game file. Thats the only file that in base game adds the clone army vats. There may be other similar conflicts, however those are the only ones that I know about.

Edited by derpyturtle01
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Hello,

 

I just wanted to try the mod, but either I'm dumb and I missed something or the regular version is impossible to download :image.png.12a51cc037101d97e844cb6dbfc48738.png

 

As there are 2 Trait pack for the same version, maybe there was an error during the upload and the regular pack was removed instead of the previous trait pack?

 

Or I'm just dumb and misunderstood something.

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3 hours ago, hspecialb said:

Hello,

 

I just wanted to try the mod, but either I'm dumb and I missed something or the regular version is impossible to download :image.png.12a51cc037101d97e844cb6dbfc48738.png

 

As there are 2 Trait pack for the same version, maybe there was an error during the upload and the regular pack was removed instead of the previous trait pack?

 

Or I'm just dumb and misunderstood something.

The "Regular Version" is the Directors Cut.

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7 hours ago, hspecialb said:

Hello,

As there are 2 Trait pack for the same version, maybe there was an error during the upload and the regular pack was removed instead of the previous trait pack?

 

Or I'm just dumb and misunderstood something.

Oh yeh I must've miss clicked when I was uploading. shoudl be good now

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Hi. I just tried your mod for the first time. And got somewhat stuck at species creation. So as I understand in traits pack even traits that are hidden behind research in LV are available, doesn't really bother me, since there is a disclaimer about it. But here is a more serious question: traits costs as they are right now is intended or is because LV is not updated yet? What I mean is, that some traits give only negatives and they still cost trait points (inbred as example), some are free, even thou they have heavy penalties (seasonal breeders). 

Or they all supposed to be zero cost? 

Also some traits only have description without any modifiers, gameplay wise are they supposed to be just a flavor traits or there is something more? If they are flavor traits only shouldn't they be free?

Thank you :)  

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4 hours ago, Pushok said:

Hi. I just tried your mod for the first time. And got somewhat stuck at species creation. So as I understand in traits pack even traits that are hidden behind research in LV are available, doesn't really bother me, since there is a disclaimer about it. But here is a more serious question: traits costs as they are right now is intended or is because LV is not updated yet? What I mean is, that some traits give only negatives and they still cost trait points (inbred as example), some are free, even thou they have heavy penalties (seasonal breeders). 

Or they all supposed to be zero cost? 

Also some traits only have description without any modifiers, gameplay wise are they supposed to be just a flavor traits or there is something more? If they are flavor traits only shouldn't they be free?

Thank you :)  

Overall, the trait's costs are currently a stop gap measure. I haven't taken the proper scrutiny to it yet, but I guess it oughta be next on the list now. kek. I'll have a good look at them within a couple days.

Some traits will probably remain zero cost. During creation, under the hood you are limited to 15 traits total, positive or negative, but when in game this limit goes away and you can use science to pick up as many of the zero costs as you want. That's was the idea anyway, but like I said, I haven't actually done a "bug" review of all this.

Traits that don't effect gameplay ought to be free, I agree, but the way empire AI will just grab every last one of them as soon as they get gene tech is kinda annoying. and I'll probably have to assign costs to everything ultimately... TBD. Like I said, I'll make this next on the list, and have something of an update within a week.

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7 hours ago, Calcifire said:

Overall, the trait's costs are currently a stop gap measure. I haven't taken the proper scrutiny to it yet, but I guess it oughta be next on the list now. kek. I'll have a good look at them within a couple days.

Some traits will probably remain zero cost. During creation, under the hood you are limited to 15 traits total, positive or negative, but when in game this limit goes away and you can use science to pick up as many of the zero costs as you want. That's was the idea anyway, but like I said, I haven't actually done a "bug" review of all this.

Traits that don't effect gameplay ought to be free, I agree, but the way empire AI will just grab every last one of them as soon as they get gene tech is kinda annoying. and I'll probably have to assign costs to everything ultimately... TBD. Like I said, I'll make this next on the list, and have something of an update within a week.

Does the limit goes away due to your mod? Since in my previous game I still had trait amount limit. Imho some flavor traits could also be mutually exclusive as some other traits already, so this could limit AI and add some variety.

Also I would suggest while reviewing the traits that are minor variation of others to combine them and for example instead of having 3-4 traits that are in the same category but with minor changes have 2, or hide some of them behind the tech. Overabundance of traits is somewhat off putting so even if you have an idea of what you want  your species to be it can be hard to make a pick. And getting some cool traits from tech later in the game can also provide some fun factor.

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califire I am getting a strange bug where ecumenopolis portraits appear black and the city size in the portraits does not change when the population goes up. when I remove the mod I am not getting this problem. this may be a problem with it interfering with other mods so I'll be looking into it.

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5 hours ago, vyu6742 said:

califire I am getting a strange bug where ecumenopolis portraits appear black and the city size in the portraits does not change when the population goes up. when I remove the mod I am not getting this problem. this may be a problem with it interfering with other mods so I'll be looking into it.

 

Lucky I have a gamesave with an ecumenopolis on it that I can open up... Nope, everything looks fine to me. It's an odd issue you are having. During development, I would only ever see blank portraits whenever there was a problem, I never once got black boxes, so I can't even offer up conjecture on what is happening.

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On 10/12/2021 at 4:03 AM, Pushok said:

Does the limit goes away due to your mod? Since in my previous game I still had trait amount limit. Imho some flavor traits could also be mutually exclusive as some other traits already, so this could limit AI and add some variety.

Also I would suggest while reviewing the traits that are minor variation of others to combine them and for example instead of having 3-4 traits that are in the same category but with minor changes have 2, or hide some of them behind the tech. Overabundance of traits is somewhat off putting so even if you have an idea of what you want  your species to be it can be hard to make a pick. And getting some cool traits from tech later in the game can also provide some fun factor.

 

Well I spent a couple days on it, and I have some sour results. Neither of us can probably ever get what we want with the way the games AI creates new species from gene modification. Though your idea to make the mutual exclusive rules more strict, is a nice idea. So credit to you for that.

Zero cost traits kinda trick the game into not adding them to the trait limit. Back in the day when I first launched this mod like 90% of them were free, however, they all have costs now. RIP. It was fun while it lasted. But the latest version of the mod I uploaded today is some sour grapes for me in this regard.

As far as there being too many traits, while I don't intend to remove any of the current traits, I can also promise I won't be adding any more.

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1 hour ago, Calcifire said:

 

Lucky I have a gamesave with an ecumenopolis on it that I can open up... Nope, everything looks fine to me. It's an odd issue you are having. During development, I would only ever see blank portraits whenever there was a problem, I never once got black boxes, so I can't even offer up conjecture on what is happening.

must be my other mods then. I am using gigastructural engineering, planetary diversity and a few other minor mods so I will troubleshoot and see.

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6 hours ago, Calcifire said:

 

Well I spent a couple days on it, and I have some sour results. Neither of us can probably ever get what we want with the way the games AI creates new species from gene modification. Though your idea to make the mutual exclusive rules more strict, is a nice idea. So credit to you for that.

Zero cost traits kinda trick the game into not adding them to the trait limit. Back in the day when I first launched this mod like 90% of them were free, however, they all have costs now. RIP. It was fun while it lasted. But the latest version of the mod I uploaded today is some sour grapes for me in this regard.

As far as there being too many traits, while I don't intend to remove any of the current traits, I can also promise I won't be adding any more.

I understand that there are limitations and that there must be some compromises. Nevertheless thank you for your mod and time that you spend on it.

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Not sure if I should post this here or on LV's page, probably going to double post. I downloaded the Base Game Portraits Gender Patch from LV in order to get the All Male/Female/Futa traits to show the right genders on the pop screens. All the leaders are the correct gender, but the pops show both. Not sure if this is something that is expected to happen or not. Also, for the Human portraits, the sort of punk looking grey skinned species with leather and combat helmets, there's a blank portrait that appears occasionally. Maybe once or twice in the pops screen and for a leader or two. 

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