Wobobo123 Posted December 31, 2021 Posted December 31, 2021 7 hours ago, Calcifire said: Drawing cute girls is hella fun, but my energy for drawing the "sexy men" runs out after the first image is made. You can start something like "Booba Galaxy" mod branch where directors cut will have only female/futa portraits. I personaly will love idea without men portraits, where girls (man_portraits.dds) will have something like normal futa, dicklike parasite/tentacle or just starpon. I kinda like idea of amazone/lesbian galaxy without mens with breeding bonus on tentacle worlds. (ᇴ‿ฺᇴ)
Isangrad Posted December 31, 2021 Posted December 31, 2021 (edited) I'm not sure it has been mentioned yet but many of the Traits in this mod have improper quotation usage. Fist noticed it in trait_lv_all_female. The trait named above seems to be the only trait that has the quotation mark issue. Edited December 31, 2021 by Isangrad Additional Information
SohCahToa Posted January 1, 2022 Posted January 1, 2022 (edited) Is this reptilian portrait supposed to look like this? Judging by the screenshots it looks like it is. Edited January 1, 2022 by SohCahToa 1
Calcifire Posted January 1, 2022 Author Posted January 1, 2022 2 hours ago, SohCahToa said: Is this reptilian portrait supposed to look like this? Judging by the screenshots it looks like it is. Supposed to look like that. She's really tall, it's just a joke. I mean, if you like getting stepped on, then the camera is in the perfect location. 1
Isangrad Posted January 1, 2022 Posted January 1, 2022 59 minutes ago, Calcifire said: Supposed to look like that. She's really tall, it's just a joke. I mean, if you like getting stepped on, then the camera is in the perfect location. I got a Godzilla vibe from that one. 2
aweebfag Posted January 1, 2022 Posted January 1, 2022 Hope more slave portrait variants gets added! Really love the slave portraits for humans but sort of disappointed when I found out that it was limited to humans. 1
SohCahToa Posted January 2, 2022 Posted January 2, 2022 (edited) The Dwarf portrait is showing up blank. I don't see any of the assets in the files yet. I think you might have added it to the species classes by accident. Edited January 2, 2022 by SohCahToa 1
Calcifire Posted January 3, 2022 Author Posted January 3, 2022 On 1/1/2022 at 3:54 AM, aweebfag said: Hope more slave portrait variants gets added! Really love the slave portraits for humans but sort of disappointed when I found out that it was limited to humans. It would probably save me some time on designing clothes when I coulda just put em in chain this whole. But in all seriousness, all the species usually play up some sort of kink, so maybe instead of making slave humans an easter egg, I should make a species dedicated to it... Idk, something I'll think about. 1
infinitefreebeer Posted January 3, 2022 Posted January 3, 2022 I like the idea, but it just breaks so many mods. I spent 4 hours just separating down the traits into individual files so I could see where triggers for other mods might be broken. I can send you those if you want them. It's 21 separate smaller text files from the one original. I only made a couple of edits for trait text that labeled a .4 as "15%" which I changed to "40%." That and whole lot of automated white space removal via notepad++. I saw the 21 event files replaces from the base game and I walked away. That is "play this by itself" territory. I'm not sure why you would change the game's base event files instead of adding overwrites for the individual events or the .dds files. calc_traits.zip
MstrN Posted January 3, 2022 Posted January 3, 2022 Look ma, I did a thing! ...That was a loong morning. T's a rough job, but it's more of a proof of concept. Long story short, Blender import-export add-on https://github.com/ross-g/io_pdx_mesh/releases works. I can't really recommend importing stuffs to look at them, in my opinion it gets a bit too wack once exported. For asset selector code sauses, game itself has same folders mods do, with all vanilla assets and code non-packed. For game to treat parts of a mesh as hair and outfit, shapes should have PdxMeshPortraitHair and PdxMeshPortraitClothes in their material custom properties, instead of PdxMeshPortrait. I might've already forgot a step or two I did, but stuff is pretty simple to put together. Attached a roughly shaved part of portrait pack, blend file inside. bandicam 2022-01-03 11-07-26-023.mp4 calcifires_portrait_pack.zip 2
Wobobo123 Posted January 3, 2022 Posted January 3, 2022 1 hour ago, MstrN said: Look ma, I did a thing! ...That was a loong morning. T's a rough job, but it's more of a proof of concept. Long story short, Blender import-export add-on https://github.com/ross-g/io_pdx_mesh/releases works. I can't really recommend importing stuffs to look at them, in my opinion it gets a bit too wack once exported. For asset selector code sauses, game itself has same folders mods do, with all vanilla assets and code non-packed. For game to treat parts of a mesh as hair and outfit, shapes should have PdxMeshPortraitHair and PdxMeshPortraitClothes in their material custom properties, instead of PdxMeshPortrait. I might've already forgot a step or two I did, but stuff is pretty simple to put together. Attached a roughly shaved part of portrait pack, blend file inside. bandicam 2022-01-03 11-07-26-023.mp4 3.12 MB · 0 downloads calcifires_portrait_pack.zip 1.41 MB · 0 downloads Wow looks stiffly, but it can give some neat options. Have you got some good blender tutorial/guide how its work ? 1
MstrN Posted January 3, 2022 Posted January 3, 2022 (edited) 45 minutes ago, Wobobo123 said: Wow looks stiffly, but it can give some neat options. Have you got some good blender tutorial/guide how its work ? Well, that's stiffy because it was done by a lazy person in half a day with purpose mostly being finding out how to use Blender to animate protraits and add asset selector parts, and then share findings. A person with skills and parience would've done a much better job. Speaking of that, it, uh, this is very simple work that hardly requires more than being familiar with Blender interface. You throw skeleton together, make a few polygons, slap textures on them, weight them to bones, add keyframes and then hit export. Or bake action and then hit export, I don't know if that's important. It probably is. Speaking of action baking, this document may prove useful, although I've only looked at animating and exporting part, and later one only got me confused. Could be a bit dated, probably predating functioning Blender plugin. https://docs.google.com/document/d/17knnrF_RzaVFo_s66360m7rCypSH6yMTymA8B0jpTog/edit#heading=h.41xetbv2xbu Edited January 3, 2022 by MstrN 1
captainsniffls Posted January 4, 2022 Posted January 4, 2022 Gotta problem with the Martain Portraits, for some reason the scientists, pops, generals, and captains keep spawning nude no matter what I do. Is that supposed to be intentional? Cause only leaders have outfits on. 1
Wobobo123 Posted January 4, 2022 Posted January 4, 2022 Thanks MstrN for guide. Making animations in blender is realy fun. Sadly I dont know how to make it work in stellaris. ;-; 1
captainsniffls Posted January 4, 2022 Posted January 4, 2022 Managed to fix it somewhat, workers still show up nude tho (don't know why). But for those that want big green boobs and thicc thighs in spandex, here. 0b_portraits_martian.txt 2
Calcifire Posted January 5, 2022 Author Posted January 5, 2022 14 hours ago, captainsniffls said: Managed to fix it somewhat, workers still show up nude tho (don't know why). But for those that want big green boobs and thicc thighs in spandex, here. Ah yes, I seemed to have forgot to include the "add = {" before the "trigger"s. Other than that I unfortunately can't recreate the issue with the nude pops. 1
Deviljho-san Posted January 5, 2022 Posted January 5, 2022 I know this is minor but i figured out that the "Vanilla Framework" mod is weirdly incompatible with this mod. For some reason VF will overwrite your portraits with the ones in it. It took me a while to figure it out since i was getting only some of your humanoid and interstellar species. The rest was gone in creating the empire. Either that or theirs a limit on how many custom species/portraits that can be allowed in the game. 1
MstrN Posted January 5, 2022 Posted January 5, 2022 3 hours ago, Deviljho-san said: I know this is minor but i figured out that the "Vanilla Framework" mod is weirdly incompatible with this mod. For some reason VF will overwrite your portraits with the ones in it. It took me a while to figure it out since i was getting only some of your humanoid and interstellar species. The rest was gone in creating the empire. Either that or theirs a limit on how many custom species/portraits that can be allowed in the game. Nothing weird with that, actually. They both add portraits, so they need to edit same files, so they conflict. You may try to create a patch with edited files from "common/species_classes" so classes like "ANT" - anthropods or "FUN" - fungoids have links to both portrait packs. 23 hours ago, Wobobo123 said: Making animations in blender is realy fun. Sadly I dont know how to make it work in stellaris. ;-; What specifically doesn't work? Is there an export error, or nothing shows in-game?
Wobobo123 Posted January 5, 2022 Posted January 5, 2022 1 hour ago, MstrN said: What specifically doesn't work? Is there an export error, or nothing shows in-game? I just dont know how to preapre this/write code for it to work. My stellaris moding experience end on swaping portraits.
Calcifire Posted January 6, 2022 Author Posted January 6, 2022 (edited) 19 hours ago, Deviljho-san said: I know this is minor but i figured out that the "Vanilla Framework" mod is weirdly incompatible with this mod. For some reason VF will overwrite your portraits with the ones in it. It took me a while to figure it out since i was getting only some of your humanoid and interstellar species. The rest was gone in creating the empire. Either that or theirs a limit on how many custom species/portraits that can be allowed in the game. Vanilla Framework essentially just does what my Directors Cut does, so you basically have to choose between mine or his. Despite what the name of the mod suggests, VF does not provide a platform from which other modders and artists can build on top of. I would be happy to make a version of the Calcifires Portrait Pack that is meant to work alongside Mugginato's Portraits, but VF as of right now is not feature complete for me to bother with that. My Directors Cut nukes all vanilla species, whole sale. Not a sneak thief anywhere. But Vanilla Framework still has vanilla species slipping in through the cracks such as... Events, random Pre-Sapient specie generation, Origins (such as mechanist and common ground), and converting Organic pops to Mechanical pops... Where as my Directors Cut makes sure to take care of allllll of that. If you ever see a disgusting vanilla alien while using my mod, please let me know and I'll have a bug like that sorted out ASAP. Overall, I wish there was an actual "framework" mod out there for portrait packs that we could all hook into and would allow users to pick and choose which species they wanted to play with. I would feel kinda goofy going out there and making a mod called "Portrait Framework" when one called Vanilla Framework already exists. I don't want to steal Mugginato's thunder. Someday I would be happy to make a patch for Calcifires Portrait Pack that is meant to work alongside Mugginato's Portraits, but I'm not keen on doing it just yet. Not until VF is feature complete. In all honesty, I oughta reach out to Mugginato sometime and maybe work something out. First I would need to work on a proof of concept "Portrait Framework" to show him privately and get his input on. Edited January 6, 2022 by Calcifire 2
hexacron Posted January 6, 2022 Posted January 6, 2022 (edited) 40 minutes ago, Calcifire said: Vanilla Framework essentially just does what my Directors Cut does, so you basically have to choose between mine or his. Despite what the name of the mod suggests, VF is not provide a platform from which other modders and artists can build on top of. I would be happy to make a version of the Calcifires Portrait Pack that is meant to work alongside Mugginato's Portraits, but VF as of right now is not feature complete for me to bother with that. My Directors Cut nukes all vanilla species, whole sale. Not a sneak thief anywhere. But Vanilla Framework still has vanilla species slipping in through the cracks such as... Events, random Pre-Sapient specie generation, Origins (such as mechanist and common ground), and converting Organic pops to Mechanical pops... Where as my Directors Cut makes sure to take care of allllll of that. If you ever see a disgusting vanilla alien while using my mod, please let me know and I'll have a bug like that sorted out ASAP. Overall, I wish there was an actual "framework" mod out there for portrait packs that we could all hook into and would allow users to pick and choose which species they wanted to play with. I would feel kinda goofy going out there and making a mod called "Portrait Framework" when one called Vanilla Framework already exists. I don't want to steal Mugginato's thunder. Someday I would be happy to make a patch for Calcifires Portrait Pack that is meant to work alongside Mugginato's Portraits, but I'm not keen on doing it just yet. Not until VF is feature complete. In all honesty, I oughta reach out to Mugginato sometime and maybe work something out. First I would need to work on a proof of concept "Portrait Framework" to show him privately and get his input on. Since I got you here, I Was wondering, if there is a way, possibly. To make the Ketlings playable again like they were playable for ah, basegame? Just wondering if there is a way to have them re-added to the mammals list. I ask because I am currently collapsing my empire trying to switch from the main race to the ketlings I found lul Edited January 6, 2022 by hexacron 1
Deviljho-san Posted January 6, 2022 Posted January 6, 2022 44 minutes ago, Calcifire said: I would be happy to make a version of the Calcifires Portrait Pack that is meant to work alongside Mugginato's Portraits, but VF as of right now is not feature complete for me to bother with that. My Directors Cut nukes all vanilla species, whole sale. Not a sneak thief anywhere. But Vanilla Framework still has vanilla species slipping in through the cracks such as... Events, random Pre-Sapient specie generation, Origins (such as mechanist and common ground), and converting Organic pops to Mechanical pops... Where as my Directors Cut makes sure to take care of allllll of that. If you ever see a disgusting vanilla alien while using my mod, please let me know and I'll have a bug like that sorted out ASAP. The only vanillia thing i see if the mechanoids but those aren't that ugly (well to me) . I think they look cool compare to the living species vanilla.
MstrN Posted January 6, 2022 Posted January 6, 2022 20 hours ago, Wobobo123 said: I just dont know how to preapre this/write code for it to work. My stellaris moding experience end on swaping portraits. Look around the "*_anim.asset", "*_entity.gfx" and "*_mesh.gfx" files in vanilla paradox portrait folders, or, if they are too overwhelming, in the archive I've threw together. It's fairly simple, give names to animations in _anim.asset, give names to meshes and reference related animations in _mesh.gfx, and then create an _entity.asset that will be referenced by portrait file. For clothes/hair selectors, create selector that will list parts and their circumstances, and then reference it in portrait file. I haven't looked into context specific animations, though, if there an existing naming convention or files that control them. 1
Kay2515 Posted January 7, 2022 Posted January 7, 2022 I seem to be having an issue, for whatever reason my robot pops are not assembling. I currently have only 4 mods active on my mod list in the following order 1- lustful void 2-calcifires_portrait_pack_DIRECTORS_CUT 3-UI overhaul Dynamic 4-cheat buildings So I started a new game with only those mods and when I got the tech to be able to start making robots they just wont assemble. using the "intel" console command I am able to see that robot empires can assemble their pops with no issue, if I start as a machine empire or with the mechanist civic(witch gives you 10 robot pops at the stat) I am able to continue assembling them, but if I start like any other empire and get the tech to do it, it never generates the initial template for the robots. Is anyone else having this issue? Am I missing something else? BTW Yes I have the robot worker policy allowed. Yes I attempted to start a game without this mod and the issue does not happen. I think it stated happening after the last update of this mod.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now