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[mod] Calcifire's Portrait Pack


Calcifire

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Posted
14 hours ago, pleasedontbetaken2 said:

 

just got it to load and all my leaders are male, Edit: There is a single female at the bottom of the leader pool, also the genders don't change no matter how many times I use the update leader pool debug command

 

7p.PNG

yeah, it's the portrait mod, I just disabled it and everything worked, such a shame

Posted

Yeah the portrait mod is making all/most leaders male, hopefully this can be fixed since this even overwrites my already played games, ill load into a game and all my leaders are suddenly male

Posted
22 hours ago, Splashwar482 said:

Yeah the portrait mod is making all/most leaders male, hopefully this can be fixed since this even overwrites my already played games, ill load into a game and all my leaders are suddenly male

Ah, just delete the "babe_leader_gender_events.txt" file in the event folder. that wasnt supposed to be there. ive taken it out of the download.

Posted

Ignore the ten thousand uruks, think it has to do with running slaver guilds + full feminization + auto convert slaves.

My question is I have an All Male trait but the default picture is still the female portrait: is this intended? I believe the individual pops are always pictured as male so that's working, at least.

image.png.179fc2b879828efe958f3d2a7b4e2ec3.png

Posted (edited)

I'm gonna be honest, chief - not a fan of PDX sacking individual Pops. While the performance gain is certainly welcome, I, too, have enjoyed looking at my pops with their kinda unique sprites. I hope that they will at least keep the different graphics for the different strata, or the modders will implement some sort of pop portrait display randomizer.

Edited by Kartan1
Posted
3 hours ago, Nazgûl said:

Ignore the ten thousand uruks, think it has to do with running slaver guilds + full feminization + auto convert slaves.

My question is I have an All Male trait but the default picture is still the female portrait: is this intended? I believe the individual pops are always pictured as male so that's working, at least.

image.png.179fc2b879828efe958f3d2a7b4e2ec3.png

Each species has a default portrait that doesn't change. It's a vanilla thing

Posted (edited)
2 hours ago, Kartan1 said:

I'm gonna be honest, chief - not a fan of PDX sacking individual Pops. While the performance gain is certainly welcome, I, too, have enjoyed looking at my pops with their kinda unique sprites. I hope that they will at least keep the different graphics for the different strata, or the modders will implement some sort of pop portrait display randomizer.

The pops still have individual portraits; you just have to expand each job section on the planet view to see them now

 

EDIT: just saw the 4.0 announcement. Hopefully there will still be separate portraits for each class of citizen or something. The little portraits were nice, but I rarely look at them and if it's a huge drain on performance I see why they'd want to change it. Performance is one of Stellaris's big weak points

Edited by singlepurpose
Posted

The way I am circumventing the lag is simply scaling down Pop-related parameters and habitability parameters when starting a new game. The gameplay slows down a little bit, true, since all the empires develop slower, but at the same time I only start experiencing noticeable lag 300+ years into the game, and by that point I am usually done and ready to start a new one. You can scale up stuff like research to counter scaled down Pops, so you will get roughly the same tech progression rate as with default Pop growth ratios.

Posted (edited)

hey i dont know if i missed something but the original game character portraits stayed and yours are only added. Is there a way to get back to how it was with it being a replacer? I originally donwloaded your packs because i didnt like the og portraits.

 

Edited by pfnollSTAR
Posted
1 hour ago, pfnollSTAR said:

hey i dont know if i missed something but the original game character portraits stayed and yours are only added. Is there a way to get back to how it was with it being a replacer? I originally donwloaded your packs because i didnt like the og portraits.

 

nvm im pretty sure i didnt download the directors cut last time oops

 

Posted (edited)

Unless I'm missing some compatch, I found a bug with lv_species_traits_bio_any.txt from the Director's Cut portrait pack ( in the regular traits pack mod too )


lv_leader_traits_any.txt ( from the Lustful Void mod )
applies to monstrous 1, 2 ,and 3

leader_trait_lv_monstrous = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_lv_monstrous"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
...
}


lv_species_traits_bio_any.txt

trait_lv_cute = {
...
triggered_pop_modifier = {
        potential = {
            exists = owner
            owner = {
                ruler = {
                    OR = {
                        has_trait = leader_trait_lv_monstrous
                        has_trait = leader_trait_lv_monstrous_2
                        has_trait = leader_trait_lv_monstrous_3
                    }
                }
            }
        }
...



The cute trait will only trigger for pops if the ruler has the monstrous trait, but because the ruler is always on the council, the 'COUNCIL = no' line will always strip Monstrous from the ruler, thus the cute trait will never trigger.

I don't see anywhere that the Director's Cut modifies Monstrous to allow for Council members to have it. There's also nothing in the Lustful Void code that I can see for why council members can't have it, seems like a mistake?

Anyway, just wanted to bring it up!

EDIT: I realize this isn't a mistake of this mod, it modifies and copies the same file (lv_species_traits_bio_any.txt) from Lustful Void which also has the same mistake.

Edited by Nazgûl
Posted
On 1/20/2025 at 10:29 PM, Nazgûl said:

My question is I have an All Male trait but the default picture is still the female portrait: is this intended? I believe the individual pops are always pictured as male so that's working, at least.

Eh, I just don't draw the nude male assets that could be used for the representing the species + I don't bother with writing the code to support it. It's one of those unfortunate things that are so low on my priority list I would rather be making cool new stuff instead of having dynamic species icons. Soz.

 

17 hours ago, Nazgûl said:

EDIT: I realize this isn't a mistake of this mod, it modifies and copies the same file (lv_species_traits_bio_any.txt) from Lustful Void which also has the same mistake.

Yeh, I just copy LV's homework without thinking. No need for me to do the work twice. I'll just wait until her next update has a fix to do anything about it.

Posted

I dunno if its just me but the mod seems to be working fine, but the human subspecies trait was missing (I'm also using the regular portrait and trait mod). When I was making some custom Empire's im sure I saw the trait when selecting in game. I then came out changed the load file a bit and then when I came back it went missing. I changed the load order back but it seems it didn't work, did a reinstall of the files even, its still missing.

Posted
4 hours ago, BruhliusCheeser said:

I dunno if its just me but the mod seems to be working fine, but the human subspecies trait was missing.

It's deprecated. WHEN i first released the mod yeeeeaaarrs ago, I had always wanted to do something neat, but lacked the coding skillz. So, I made some stuff that was just there for the sake of flavor text. Fast foward to today, and I finally have a plan together on how I could create an interhuman hybridization system, and I found that I didn't need a trait to make it work, so I got rid of it.

Posted
5 minutes ago, Calcifire said:

It's deprecated. WHEN i first released the mod yeeeeaaarrs ago, I had always wanted to do something neat, but lacked the coding skillz. So, I made some stuff that was just there for the sake of flavor text. Fast foward to today, and I finally have a plan together on how I could create an interhuman hybridization system, and I found that I didn't need a trait to make it work, so I got rid of it.

Oooooooh that makes a lot of sense then so it wasn't my noob mismanagement with modding which I feared might of been the case. Wel alright then, thanks for the answer, love your art btw!

Posted

Welp this haaas been talked about before but I just wanna say is there any way to deal with the the fact all the leader portraits are male? even if they appear female. This is an issue on both Directors cut and regular and it ties to the portrait mod as the issues stops persisting when I deactivate it.

Posted
On 2/4/2025 at 6:28 PM, BruhliusCheeser said:

Welp this haaas been talked about before but I just wanna say is there any way to deal with the the fact all the leader portraits are male?

I haven't been able to recreate this on my own. So idk what's up atm.

 

SideNote:: I was doodling today and I thought about what it would be like if the Storm Legion met the Ozmos Dynasty ingame...

Spoiler

image.png.5ed733893dd906f2093e4e9a3afea354.png

Just food for thought.

I know I've said that the Hyphae mold their bodies in the shape of a female Omni, so as to be more appealing to them, but Goatlings literally sample Omni DNA and incorporate it into their own genetics. While they could never become true female Omni, they would still make for pretty dang good substitutes.

When I initially made the Mutagenic and Parthenogenetic Origins, I set it up so they would cancel each other out in the code, JUST BECAUSE it would have been an extra level of headache. However, maybe I'm feeling a bit regretful of that decision. Maybe I could do a little SOMETHING something. IDK, part of me thinks I'm only posting this so you guys can put the wind in my sails by demanding that I go through with it. lolol.

I'm just thinking out loud here, but it would be kinda funny. Wait, hold my beer. Despite how sexually aggressive mutagenic species are written, they are actually a pretty symbiotic with other species in an evolutionary sense. Parthenogenetic species, however, are completely reproductively parasitic, despite how submissively they are written. It's an asexual process, and will never result in a male offspring. When I think about how it would play out realistically, the Goatlings would totally win on an evolutionary timescale, but at what cost? Unlike normal species, you'd think parthenogenetic types would get pumped full of mutagenic traits. With no limits. Ending up in a completely unrecoverable state. But hey, winning is winning.

Posted (edited)

I've created 29 custom empires to fill up my game with the portraits I like in particular, and then forcing empire spawn. However, 10 of the 29 use the Hybrid and Event Species portraits. I've tried everything to get them to show up in the Forced Spawn AI list when you click Select on an Empire to set up Game Details, but those three

Hybrids - "HYB",
Eventoids - "EVE",

will never show up in the Game Details AI Empire list. Is there some flag you know of that I can change to allow for those? It's definitely not a matter of having too many Empire Spawning Forced flags, as I've disabled all of them but those 10 and none of them show up.

Thanks for your time! Love the mod and your art!

EDIT: I ended up just adding Eventoids and Hybrids to the humanoid class utilizing the same portraits and that allowed my forced empire spawning for them.

Edited by Nazgûl
Posted (edited)
On 2/6/2025 at 8:02 PM, Calcifire said:

I haven't been able to recreate this on my own. So idk what's up atm.

 

SideNote:: I was doodling today and I thought about what it would be like if the Storm Legion met the Ozmos Dynasty ingame...

  Reveal hidden contents

image.png.5ed733893dd906f2093e4e9a3afea354.png

Just food for thought.

I know I've said that the Hyphae mold their bodies in the shape of a female Omni, so as to be more appealing to them, but Goatlings literally sample Omni DNA and incorporate it into their own genetics. While they could never become true female Omni, they would still make for pretty dang good substitutes.

When I initially made the Mutagenic and Parthenogenetic Origins, I set it up so they would cancel each other out in the code, JUST BECAUSE it would have been an extra level of headache. However, maybe I'm feeling a bit regretful of that decision. Maybe I could do a little SOMETHING something. IDK, part of me thinks I'm only posting this so you guys can put the wind in my sails by demanding that I go through with it. lolol.

I'm just thinking out loud here, but it would be kinda funny. Wait, hold my beer. Despite how sexually aggressive mutagenic species are written, they are actually a pretty symbiotic with other species in an evolutionary sense. Parthenogenetic species, however, are completely reproductively parasitic, despite how submissively they are written. It's an asexual process, and will never result in a male offspring. When I think about how it would play out realistically, the Goatlings would totally win on an evolutionary timescale, but at what cost? Unlike normal species, you'd think parthenogenetic types would get pumped full of mutagenic traits. With no limits. Ending up in a completely unrecoverable state. But hey, winning is winning.


Ngl thats quite interesting I mean I suppose you could make an argument that the Omni even if the offspring is a male and thus am Omni maybe they gain more "genetic diversity" as a resault of the Omni interbreeding with the species of other females making them fitter? Just a thought

Three things actually the first is I managed to get it to work mostly by putting the portrait mod just above lustful void so all in all the problem is mostly solved except for the occasional leader classified as a male using a female portrait but its like whatever.

The second part is actually a question about the lore because I'm interested concerning the Storm Legion and the Omni's. So they have no females, they interbreed with females of other species who give birth to Omni and continue the Omni race (if im correct?) and they modify the species through natural evolutionary adaptations that they're essentially fucking like with the Succubi and having them eliminate the equivalent of the Y chromosome trait to get rid of the males and prevent any future male births. Though I'm guessing female births continued as normal with the Succubi relying on Omni's instead of their men originally? If this is the case that would be quite the weird but funny family dynamic depending on which route you went through (I.E enslaving the Succubi instead of residency/limited autonomy).

A third thing I'd love to ask is would you ever consider importing the director's cut name lists into the regular mod?

Edited by BruhliusCheeser
Posted
1 hour ago, BruhliusCheeser said:

The second part is actually a question about the lore because I'm interested concerning the Storm Legion and the Omni's. So they have no females, they interbreed with females of other species who give birth to Omni and continue the Omni race (if im correct?) and they modify the species through natural evolutionary adaptations that they're essentially fucking like with the Succubi and having them eliminate the equivalent of the Y chromosome trait to get rid of the males and prevent any future male births. Though I'm guessing female births continued as normal with the Succubi relying on Omni's instead of their men originally? If this is the case that would be quite the weird but funny family dynamic depending on which route you went through (I.E enslaving the Succubi instead of residency/limited autonomy).

OH BOY, I love being given license to spit out a bunch of lewd scifi mumbo jumbo. XD. I need to make a fanwiki just for myself at some point. lol. ANYWAY...

Spoiler

So, now, Mutagenic Invader sperm are kind of like a mix between a gamete and a bacteria cell. They both fertilize eggs and inject bits of their DNA into the cells of novel organisms. Which is why mutagenic exposure first causes infertility rather quickly and is later followed by interspecies viability. The exposed individual needs to achieve a certain level of "saturation" before they can be of use. Like how a car needs a series in key components, and if x1 is missing, then the whole machine stops running properly. Once the stage is set, then babies can start being born. But what does that look like? I'll try and color code things so it's easier to follow.
A novel Succubus(X X) has been exposed to enough mutagenic seed and produced her first double (XX XX) ovum. Ready to be fertilized with an Omni's (XY YY) sperm.
Their Daughter is (XX XY),
And the Son is (XX YY).
The the Omni green genes are obviously dominating the boy's genetic expression. The Omni(YY) is not only instructing his maleness, but also his entire speciesness? Omniness? Where as a weak(XY) pair is asking the proteins to ignore me and just to read the mother's DNA. Then let's say the Daughter(XX XY) mates with another Omni(XX YY) who is also a chimera like her brother was.
Their Grandson is (XX YY),
And the Grandaughter is (XX XY).
As you can kinda see... The two species are still sexually reproducing, it's just happening across two generations instead of one.

 

It's a blink and you'll miss it bit of info inside the Storm Legions custom start screen message, but... Their fleet accidentally warped into the wrong galaxy during a hyperlight jump. Their warfleet only carried inert species with them as comfort women, instead of valuable and breedable women. The Vampyric Livestock are necrophages, and the Gothic Livestock reproduce through budding. Which begs the question of whether they were at war with another faction of Omni or is their home galaxy teeming with Mutagenic Invader Origin empires? This implies a... Which came first, the chicken or the egg? style assumption that female Omni have to exist or HAD to have existed in their home galaxy. Damn, this is getting long.

 

That being said, parthenogenesis is an asexual process. The Ozmos Dynasty produce only haploid individuals. Their whole species is just one big (X). There are no chromosonal pairs in haploid organisms. So I don't exactly believe that mutagenic sperm would be able to successfully fertilize an egg, but it would likely have no trouble altering the DNA of the body. Just remember that Reverse Domestication Origin species are more like Mosaics than Hybrids or Chimeras. Say that a Goatling has a bit of dog cum in her womb during her pregnancy. Her daughter's cells might have become contaminated and incorporated some genes, but not her whole body. Maybe, like, 1% of the cells in her body has some dog RNA in it. Effectively meaningless, but say she comes from a long line of dog fuckers. Well, now the poor girl is born with like 36% of her cells have dog genes, but also 3% are from when great-great-great-grandma fucked a cow. So she's 61% pure, 35% dog, 1% dog/cow, and 2% cow. Then you have to go one step further and ask "well, what percept of the full genome inside of the dog effected cells are dog?". So, like, 0.00001% or 0.00003% dog DNA??? The fundamentals here are different, but it makes sense to me that you could have a Daughter(X) who is 100% Omni saturated, with a solid 0.00005% of her genome going to her father... So she's still a Goatling, who makes Goatling babies, they just kinda look like Omni and are super into getting fucked by Omni.

That took so long to type that I'll answer your other questions tomorrow. I wanna go to bed. kek

Posted
On 2/8/2025 at 7:19 AM, BruhliusCheeser said:

Three things actually the first is I managed to get it to work mostly by putting the portrait mod just above lustful void so all in all the problem is mostly solved except for the occasional leader classified as a male using a female portrait but its like whatever.

Unfortunately I can't shoot in the dark. It's exhibiting a behavior I can't even speculate as to what is happening. I have a few sorta debugger events in my mod but they don't grow legs and start firing off on their own. So even if they were at fault, they would only do things like... kill all men, or something. I have to use one during the parthenogenetic origin event chain to keep everything kosher, but theres no reason any of my code would create genderbending. so idk whats up.

 

On 2/8/2025 at 7:19 AM, BruhliusCheeser said:

A third thing I'd love to ask is would you ever consider importing the director's cut name lists into the regular mod?

Meh, you know. Sure. Why not.

Posted

It seems this mod breaks random machine empires (at least on Linux and without Machine age dlc), making them all generate with no name, ethics or authority with "despicable neutrals" AI (which based on description should not appear in normal game). Changing MACHINE in 00_species_classes.txt to what is in vanilla file fixed it for me

Posted

If I am to bet anything, I bet that there's an upercase/lowercase error in some path definition somewhere. Windows paths are case insensitive, but linux paths are case sensitive.

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