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[mod] Calcifire's Portrait Pack


Calcifire

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Posted

Just take your time calcifire and work on the mod when you feel like it. You dont owe us updates, just work on it when you have spare time and feel like it.

Posted
On 9/27/2025 at 5:14 PM, Calcifire said:

KK, sorry it took me so long, but the regular basic portrait pack version of the mod is ready for 4.1.0 Stellaris. NO the Directors Cut isn't ready. idk when. BUT at least y'all can play with the pretty pictures.

 

That being said... Does anyone remember a couple years ago when I had a job working 60+ hours a week and it killed mod development? well it's happening again. But just like I promised then, I'm promising now. Mod maintenance will continue. Bug hunting and the like. Fresh new content is on hiatus. idk for how long, BUT thank you everyone for the kind words and support for the mod. Hopefully this season of my life won't last forever.

Life comes first king, hoping for the best for you. Love the portraits, they add a certain charm to my games.

Posted (edited)

I can confirm that some species especially "Hybrid" prevent custom Empire to automatically spawn as AI, even in Force mode. Hope it will be fixed, there is some best portrait ever. Also, mammalian white "cat's" with masks, don't have a specie portraid (bug) in ongoing game Species menu (initialy may show but after some time it's just empty portrait. All gender are chosen.

P.s. And put white toxoid specie portrait initially a girl. It's odd when with "All Female" trait you steel see male portrait in same "Specie" menu

Edited by LeroyNyankins
  • 3 weeks later...
Posted

The DC verson has been updated, btw. Calcifire said he'd make an announcement, but in case someone wanted to play, you can now.

Posted (edited)
On 9/30/2025 at 4:44 PM, annndfdfs said:

I cant make stable celeste spawn as an Ai empire, even when i save it as custom empire and set it to always spawn.

This has to do with how things like event species should never spawn randomly. Enabling Celeste spawn would effect more than just her. The best way to do it would be to change the art for her pet species to something more vanilla. Small price to pay imo if you want to see her randomly

 

On 10/6/2025 at 6:34 PM, LeroyNyankins said:

I can confirm that some species especially "Hybrid" prevent custom Empire to automatically spawn as AI, even in Force mode.

Not really a bug, it's how the game works intentionally.

 

On 10/6/2025 at 6:34 PM, LeroyNyankins said:

P.s. And put white toxoid specie portrait initially a girl. It's odd when with "All Female" trait you steel see male portrait in same "Specie" menu

Oh, it's just a legacy thing, they used to be a male only species set. It didn't add the grills until after popular demand, but I still think of them as all male

 

On 10/27/2025 at 9:45 AM, Katz said:

The DC verson has been updated, btw. Calcifire said he'd make an announcement, but in case someone wanted to play, you can now.

XD yesh, it's just because it's soo fucking RAW this time, I feel guilty how untested it is rn

Edited by Calcifire
  • 3 weeks later...
Posted

Hey there,
Love this mod and your artwork, really brings to life a lewd playthrough 😃

Is there a way, however, to turn off your custom preset empires from spawning?
Each game I start up, I have a strange issue where they take up slots I am trying to use to force-spawn my own empires that I made.

Posted
23 hours ago, Mister_Wake said:

Is there a way, however, to turn off your custom preset empires from spawning?

Yeh, just open up the "0b_prescripted_countries.txt" file and change anywhere it says "spawn_enabled=always" or "spawn_enabled=yes" and change it to say "spawn_enabled=no"

Posted
On 3/1/2024 at 1:42 PM, Calcifire said:

If you want the portrait pack on offer to also be a replacer, then all you gotta do it replace the "species_classes" folder with the one that comes from the D-Cut version. Now, this won't cover the event species or crisis stuff, but it's a good enough band aid.

 

 

Tryna get the portrait pack to replace vanilla empires but don't think this method work anymore? Would appreciate suggestions for a fix.

Posted
10 hours ago, Katz said:

There are the equine futa horse girls...you mean those?

Yeah, them, for some reason I don't have em anymore. Only thing I changed was update the mod to the new version.

Posted
On 11/27/2025 at 2:40 AM, HarryisHoudini said:

Am I crazy? I faintly remember there being an anthro horse species in this pack, only reason I noticed is because I used them for an empire and now they are gone.

Well technically it's Lithia's Lustful Void futa horses. I just replace the artwork

Posted

  

::ANNOUNCEMENT::

::Infernals Update::

is here..

 

image.thumb.jpeg.3adc9468dd5918b4752144757e281260.jpeg

::AS ALWAYS Y'ALL:: make sure you delete the old version of the mod before installing the new one. Thank You!

 

From Left -to- Right
- New Nuclear species
- New Fire species
- New Onoskelis species
- Lysater Syng Reskin

- Xondar Reskin

- and couple other things too

 

This update includes...

- Added Hive Minded Fallen empire species
- Added Mindwardens enclave species
- Added unique Storm Legion x Ozmos Dynasty hybridization event chain

- Added Lysater Syng paragon reskin
- Added Xondar paragon reskin
- Added Ruuk Qabruuk paragon reskin


Mutagenic Invaders now start with a custom fleet that should be able to take on gamestart stations


- Added #SECRET# event chain
- Added "Calcifire" species
- Added Silver Surferesque species
- Added Agony Bitches species
- Added female assets for lv_equine_futanari
- Added Mutaling hybrid species
- Added Albino Molten event species

 

- Added "Camazotz" unique Molten Born leader portrait
- Added "Zulzi" unique Molten Born leader portrait
- Added "Netzol" unique Molten Born leader portrait
- Added "Eztim" unique Albino Molten leader portrait

 

What's on the horizon...

I'm still working on the big Harem Update, for the Citizenship Rights mod. no ETA

Posted (edited)

Getting an bug here with babe_paragon_event.31 on universe gen

 

Apparently it has an event scope of country and it's executing on an unsupported scope?

 

Quote

Country Type: default
Ethics: ethic_fanatic_xenophile ethic_materialist
Species Class: MACHINE
Ship Categories: default_ship space_amoeba tiyanki voidworm cutholoid crystalline_entity
[12:13:14][government.cpp:567]: No valid authority to randomize a new ruler!
[12:13:14][event.cpp:935]: Script Error, attempted to execute an event on an unsupported scope!
Event: babe_paragon_event.31
Event Scope: country
Executing Scope: type=planet
id=25
opener_id=4294967295
random={ 0 2363683819 }
random_allowed=yes
from=
{
    type=country
    id=1
    opener_id=4294967295
    random={ 0 1356608120 }
    random_allowed=yes
    from=
    {
        type=country
        id=4294967295
        opener_id=4294967295
        random={ 0 380077677 }
        random_allowed=yes
    }
}

 

Here's what I'm seeing in the "babe_paragon_events.txt" file where I eventually traced back to that event ID:
 

Quote

country_event = { #lost territorial control
    id = babe_paragon_event.31
    hide_window = yes
    is_triggered_only = yes
    fire_only_once = yes

    trigger = {
        THIS = { has_planet_flag = babe_cal_star }
    }

    immediate = {
        FROMFROM = { country_event = { id = babe_paragon_event.32 days = 5 } }
    }
}

 

I applied this correction, it didn't bomb-out, and hopefully it does what you intended:

Quote

country_event = { #lost territorial control
    id = babe_paragon_event.31
    hide_window = yes
    is_triggered_only = yes
    fire_only_once = yes

    immediate = {
        if = {
            limit = {
                any_owned_planet = {
                    has_planet_flag = babe_cal_star
                }
            }
            country_event = { id = babe_paragon_event.32 days = 5 }
        }
    }
}

 

CORRECTION: I thought I fixed the issue; however, it still threw a scope error after a second worldgen attempt.

Edited by Dragen_Heir
Adding a correction
Posted
15 hours ago, Dragen_Heir said:

Getting an bug here with babe_paragon_event.31 on universe gen

 

Apparently it has an event scope of country and it's executing on an unsupported scope?


Had the same problem, did some digging.
Surprisingly for me all problems was caused by "Robophilia" mod - https://www.loverslab.com/files/file/40789-robophilia-machine-age-compatible/. After disabling it I regenerated 10 galaxies in a row with 1000 stars and max amount of species - no crashes occured.
 

Posted

Is this event supposed to trigger like this?

I did some digging in the files and I assume the mixed Mutagenic and Parthenogenetic event chain is unfinished?

It just gives a constant -10 happiness and triggers over and over

 

image.png.d9a335c19ebb8e2b8bf5ea3a660a3f7c.png

Posted
4 hours ago, Sadist12345 said:

Is this event supposed to trigger like this?

I did some digging in the files and I assume the mixed Mutagenic and Parthenogenetic event chain is unfinished?

It just gives a constant -10 happiness and triggers over and over

Uh.... that's not good. I'll look into it.

Posted
On 12/8/2025 at 4:00 AM, Calcifire said:

Uh.... that's not good. I'll look into it.

Speaking of, I've noticed that multiple Paragons have broken sprites

Some of the Fallen Empires have missing sprites too (Xenophilic in my last game)

image.png.494451122ffe20739dee318c7b54f984.png

Posted
On 12/9/2025 at 9:20 AM, Sadist12345 said:

Speaking of, I've noticed that multiple Paragons have broken sprites

Some of the Fallen Empires have missing sprites too (Xenophilic in my last game)

ok I have the Paragons and the other thing you mentioned earlier fixed, but I can't recreate the Fallen Empires missing portraits.

  • 2 weeks later...

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