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[mod] Calcifire's Portrait Pack


Calcifire

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Posted
15 hours ago, DeltaZone said:

Well shit, so I fucked up somehow.
Updated the Directors Cut pack, not changing the load order, to the most recent version and the game refuses to use the portraits anymore. Tried testing it with only UI dynamic Overhaul, Lustful Void, and finally the D cut in that order and it still won't work.

Other than that. How's everyone day/night going so far.

I can't recreat this.

Have you tried to start fresh? delete the DCut and then try installing it again?

Posted

I had an issue when updating yesterday where the launcher didn't understand what mods I had installed, instead of showing the new versions I added it showed the old versions with a "file location not found" type error. That miiight be what DeltaZone is experiencing? To fix it I had to delete the mods while the launcher was open, refresh the mod list, close the launcher and then update the new versions.

Posted
7 hours ago, Calcifire said:

I can't recreat this.

Have you tried to start fresh? delete the DCut and then try installing it again?

Yes, but just in case. I'll download it again and install that.

Posted (edited)
19 hours ago, SohCahToa said:

A couple of the modifiers were not quite right.lv_species_traits.txt

 

I've been real hesitant on fixing the traits because they aren't mine, you know? I just copy and paste whatever Lithia puts into LV. But seeing as you have provided, them to me, I may as well put 'em in. I have a small update coming soon that will include this. Nothing major, but I have already found 2x missing texture bugs... But they are very rare, so I doubt anyone will ever notice. (for the curious, if you colonize a world that had the giants turtle event on it, then the turtle species doesn't actually render. And also if you are terraforming a world that has the radiotrophic plant species already living there, they aren't rendering either.)

 

In other news, I found a little workaround to get you guys more species diversity for the Common Ground Origin. I never wanted the starter friendly empires to be fully random, and now I've found a way for the game to select from a specific pool of about 6 of the unplayable species. So that'll be nice and add some RNG for those who like that origin in their empire build. (for those curious, I made a hidden class key that isn't visible during the empire creation screen, but can still be called upon and used by AI empires when selecting what species to generate when you spawn into the galaxy)

Edited by Calcifire
Posted
3 hours ago, Calcifire said:

 

I've been real hesitant on fixing the traits because they aren't mine, you know? I just copy and paste whatever Lithia puts into LV. But seeing as you have provided, them to me, I may as well put 'em in. I have a small update coming soon that will include this. Nothing major, but I have already found 2x missing texture bugs... But they are very rare, so I doubt anyone will ever notice. (for the curious, if you colonize a world that had the giants turtle event on it, then the turtle species doesn't actually render. And also if you are terraforming a world that has the radiotrophic plant species already living there, they aren't rendering either.)

 

In other news, I found a little workaround to get you guys more species diversity for the Common Ground Origin. I never wanted the starter friendly empires to be fully random, and now I've found a way for the game to select from a specific pool of about 6 of the unplayable species. So that'll be nice and add some RNG for those who like that origin in their empire build. (for those curious, I made a hidden class key that isn't visible during the empire creation screen, but can still be called upon and used by AI empires when selecting what species to generate when you spawn into the galaxy)

Oh I didn't realize that had come from Lithia's file. I'd better pass that along to them then. Thanks for your hard work.

Posted

Stellaris 3.2 Bugfixes are live. missing radiotroph species art assets added. missing nemma event species fixed. minor trait edits...

 

Now, uh, while I should say that Update 3 is still a long ways off... Since I'm around, how about a early bird teaser? So, I know no one asked for bearded women, but I think the dwarf girls are coming along okay... Eh, alright I confess. It's hard to make a shortstack not look cute, even if she has facial hair.

Spoiler

Update3_Teaser.jpg.4c9909ca0a97f4b184be8333b42ddd45.jpg

Posted
1 hour ago, Calcifire said:

Stellaris 3.2 Bugfixes are live. missing radiotroph species art assets added. missing nemma event species fixed. minor trait edits...

 

Now, uh, while I should say that Update 3 is still a long ways off... Since I'm around, how about a early bird teaser? So, I know no one asked for bearded women, but I think the dwarf girls are coming along okay... Eh, alright I confess. It's hard to make a shortstack not look cute, even if she has facial hair.

  Hide contents

Update3_Teaser.jpg.4c9909ca0a97f4b184be8333b42ddd45.jpg

It's hard to make a shortstack not look cute.

-Some wise man

 

Posted

It looks more like a scarf than a beard, though. That might be the effect of b/w filter exaggerating tone difference between hair and beard, but I think that's because it starts on the chin, a bit far from mouth, with clean left cheek and no mustache making it appear separate part from face.

 

About portrait back, could you make it add portraits to main lists instead of separate, seemingly placeholder archetypes? Generally, for the purpose of having an option of gene-modding any existing archetypes to have portraits from your pack, without outright removing all of them with Director's Cut.

 

I assume that was made to avoid compatibility issues, but, at least, as an optional patch?

Posted (edited)
4 hours ago, MstrN said:

It looks more like a scarf than a beard, though. That might be the effect of b/w filter exaggerating tone difference between hair and beard, but I think that's because it starts on the chin, a bit far from mouth, with clean left cheek and no mustache making it appear separate part from face.

 

About portrait back, could you make it add portraits to main lists instead of separate, seemingly placeholder archetypes? Generally, for the purpose of having an option of gene-modding any existing archetypes to have portraits from your pack, without outright removing all of them with Director's Cut.

 

I assume that was made to avoid compatibility issues, but, at least, as an optional patch?

 

Compatibility reasons as well as avoiding having to add Dependencies reasons. The plain pack needs to be lite and versatile so that it's accessible to anyone, no matter their situation.

You can only have up to 18 species in an archetype. So since the vanilla ones are already full, I had to split all 70 species across 5 archetypes.

 

(Though I will says, I you wish to wield with the power to tune your own experience... Read this:: TUTORIAL by StarchildKiss. and then go get the UI Overhaul mod, which will remove the 18 species limit, and you're golden.)

Edited by Calcifire
Posted

Well, fair enough. Copying portraits from director's cut species_classes and base_species_classes into corresponding lists of vanilla files seems to be working. Had to mingle around with Irony a bit to iron out a few conflicts, though.

 

Funny that I didn't even know about 18 portraits per group limitation, since first thing I did was load on QoL mods. Guess Paradox will need to edit their interface going on, heh.

 

Also, deathclaw files don't check for trait_lv_sex_bots for portraits with added milking capacity.

Posted
3 hours ago, MstrN said:

Also, deathclaw files don't check for trait_lv_sex_bots for portraits with added milking capacity.

 

That's a good point, I'll push out an update for it. I never play robots, so I hadn't even thought of that.

Posted
On 12/24/2021 at 11:15 PM, Calcifire said:

 

That's a good point, I'll push out an update for it. I never play robots, so I hadn't even thought of that.

any up to date guide on how to make my own portrait mod anywhere?

Posted (edited)
On 12/27/2021 at 2:34 AM, Wobobo123 said:

Finally I manage to make tech(cyborg) version of my favorites giant girls. :D

 

+100 bits!!!

I really dig this look. Cyborg Giants as a mix between the fully organic or fully synthetic variants I had made for 'em. Ah shit, I might have to support this in some official capacity. I think I'll make it so that if you play as the giants and pick up the "cybernetic trait" through gameplay, then they'll start to use these tech giant variants... Now I would also like to see them switch to using the synth variants when you take up the "mechanical trait", but that part will be tricky to do, if I can do it at all. But I know I can at least do the cybernetic part, that's for sure.

 

Big props btw, Wobobo. If I was allowed to have a mod like this on the steam workshop, I would totally throw your account up as a contributor for this post. I already added a bug hunters hall of fame section to my description recently, I'll have to add a section in for welcome contributions like this as well.

Edited by Calcifire
Posted (edited)

Thanks to Wobobo123 for the great idea. (shit, now I guess I gotta do a set for psionic transcendence. quick someone pick a species!)

 

CYBER GIANTS added::

   -cybernetic giant assets will appear after taking the cybernetic trait during Synthetic Dawn gameplay, when playing as giants

   -synth giant assets will now also appear after taking the Synthetic Evolution ascension perk during Synthetic Dawn gameplay, when playing as giants

   -synth giants will still appear in the Limbo event, as they had previously

 

(warning: I only bug tested all this through the use of console commands. if the synth giants aren't triggering through regular gameplay, then let me know. consider this a BETA until I have the time to sit down for a 6 hours plays sess' to check. )

 

Spoiler

Update 2 kinda set the ground work for content like this. Seeing as the deathclaw's appearances react to which lewd traits you give 'em. Even the zombie girls only turn into decaying husks if you take the necrophage origin. So, now that I've gone and done this for a species with the cybernetic trait... I'm getting more ideas. Update 3 was already planned to have a new Plantoid species, but now I'm sitting here thinking... Wouldn't it be cool if they looked like fallout 4 bandits for taking the radiotrophic trait?... OMFG if anyone asks for "gaseous byproducts" farts for the next Lithoid species, they will be soundly ignored!!!... As referenced above, one lucky species outta get a psionic makeover. It would only be fair, but I'm not sure who should get it... HEH, what about the brain slug event? Yeh that'll make for a good easter egg. Worm sticking out of her ear. ahegao face, of course. So many possibilities.

Edited by Calcifire
Posted

I tested new version and I love it so much, work neraly perfect. I made assimilators synth and cyborgs work nice but sometimes leaders spawn as normal spieces. After this I try tech ruch "flesh is weak" and so far so good spieces and synths (robots) works but sadly no cybernetic look leaders.

2.png

1.png

Posted
11 hours ago, Calcifire said:

Thanks to Wobobo123 for the great idea. (shit, now I guess I gotta do a set for psionic transcendence. quick someone pick a species!)

 

CYBER GIANTS added::

   -cybernetic giant assets will appear after taking the cybernetic trait during Synthetic Dawn gameplay, when playing as giants

   -synth giant assets will now also appear after taking the Synthetic Evolution ascension perk during Synthetic Dawn gameplay, when playing as giants

   -synth giants will still appear in the Limbo event, as they had previously

 

(warning: I only bug tested all this through the use of console commands. if the synth giants aren't triggering through regular gameplay, then let me know. consider this a BETA until I have the time to sit down for a 6 hours plays sess' to check. )

 

  Hide contents

Update 2 kinda set the ground work for content like this. Seeing as the deathclaw's appearances react to which lewd traits you give 'em. Even the zombie girls only turn into decaying husks if you take the necrophage origin. So, now that I've gone and done this for a species with the cybernetic trait... I'm getting more ideas. Update 3 was already planned to have a new Plantoid species, but now I'm sitting here thinking... Wouldn't it be cool if they looked like fallout 4 bandits for taking the radiotrophic trait?... OMFG if anyone asks for "gaseous byproducts" farts for the next Lithoid species, they will be soundly ignored!!!... As referenced above, one lucky species outta get a psionic makeover. It would only be fair, but I'm not sure who should get it... HEH, what about the brain slug event? Yeh that'll make for a good easter egg. Worm sticking out of her ear. ahegao face, of course. So many possibilities.

 

For fallout 4 theme meybe better to do something with post-apo Origin like Zombie girls with necrophage one.

Posted

Love the art!

I went through your files and art with a fine toothed comb, good job!


Normally I wouldn't throw work at an artist, but I compared  alabaster_female_ruler_3 & 4 and it didn't look too time consuming to make 1 outfit and custom overlay it to a lot of the portrait models as an alt. Sort of like what you did with the kitty males.

Looking at what you did to simplify kitty males, then comparing that to the elf files was a little odd. It looks like you manually applied assets to models instead of writing a file to make the game do it.

 

Have you thought about clothes, armor, pallet swaps, or trait triggers?

It's weird to have orcs with corkscrews when you have the horse trait, or people wearing clothes when you have naked traits. Generals wearing scientist outfits, etc etc.

 

(more) Primitive and advanced triggers for clothing would be nice. Like the pre_kitty_female. I can always play the orcs off as wearing "traditional clothing" but tribal wear in space is weird.

Posted (edited)
12 hours ago, Wobobo123 said:

I tested new version and I love it so much, work neraly perfect. I made assimilators synth and cyborgs work nice but sometimes leaders spawn as normal spieces. After this I try tech ruch "flesh is weak" and so far so good spieces and synths (robots) works but sadly no cybernetic look leaders.

 

 

Kk. Fixed.

 

I say this casually, but the reality is I'm mentally exhausted as resolving this took a lot of work. To keep it brief, there are about 7 new on_action events chilling down in the code. To be specific. in the vanilla game, leader portraits don't check the traits of the species they are rooted from.... but they will check if their species root has a "species_flag". So basically these new events just ask if the species traits meet certain conditions and flags them. Then newly spawned leader then get asked if their species has the flag or not when deciding which art assets to use.

 

Consequently, this means this bug was also present for the zombies and deathclaws and I have enacted the labor of fixing those as well... missing male_synth_3.dds has also been implemented.

Edited by Calcifire
Posted
9 hours ago, infinitefreebeer said:

Have you thought about clothes, armor, pallet swaps, or trait triggers?

It's weird to have orcs with corkscrews when you have the horse trait, or people wearing clothes when you have naked traits. Generals wearing scientist outfits, etc etc.

 

(more) Primitive and advanced triggers for clothing would be nice. Like the pre_kitty_female. I can always play the orcs off as wearing "traditional clothing" but tribal wear in space is weird.

 

Without having access to autodesk maya(which is $215 a month), I've never been able to figure out how assets selectors work. I've also never seen anyone else whos uploaded a "non" animated 2D portraits to the steam workshop that was using assets selectors. So I can't steal code either... Yeh, sorry. I tried to in the past but I've since given up.

 

As far as the other point goes. The degree to which I give a species a lot of love and polish depends on whether or not I enjoy drawing them. There is some pretty steep disparity when it comes to variety between certain species, which get's even worse when you compare them between the genders. Out of 75 species I provide what? 3 futas? What can I say, it's a free mod that I make on my free time for fun. Drawing cute girls is hella fun, but my energy for drawing the "sexy men" runs out after the first image is made. Soz

Posted (edited)

Calcifire you have my big respect for fact you can create stellaris mod. Portraits are fantastic and programing level is higher than a lot of mods on steam. So every update of your directors cut is smile on my face. Pelase keep going and dont rush so much with updates/fixes, take your time, as you said " it's a free mod that I make on my free time for fun." and a lot of ppl included me have nice time thanks to your mod:D

 

Edited by Wobobo123

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