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On 7/14/2023 at 7:13 PM, RAIC said:

My best guess is, it's something the game does, I simply don't know about yet and therefore couldn't test for.

Good question.  There might be.

 

I can see in the mod's coding that it *might* require the Humanoids DLC.  The file 00_StableLewds_classes includes the line "graphical_culture = humanoid_01".

 

I don't know definitively if this is calling to something from the Humanoids DLC or not, but that line *is* in the base game in the species_classes entry for the humanoids DLC.

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On 7/16/2023 at 2:35 AM, schroecat said:

Good question.  There might be.

 

I can see in the mod's coding that it *might* require the Humanoids DLC.  The file 00_StableLewds_classes includes the line "graphical_culture = humanoid_01".

 

I don't know definitively if this is calling to something from the Humanoids DLC or not, but that line *is* in the base game in the species_classes entry for the humanoids DLC.

That would also explain, why only mods that add new species classes seem to work so far.
I guess it's worth a try.

Edited by RAIC
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  • 5 months later...

Went MIA for a while as I got bored with Stellaris again, but back playing again and spent some time on vacation working on the mod.  Cleaned up the original mod and converted it to Vanilla Framework formatting for species definition and added a silly trait that will punish your CPU.  Released a sequel mod with far more portraits but not unique portraits for each leader class.  It needs some pruning/filtering still, but it's functional as-is.  Some of the portraits will likely just be sub-par.

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12 hours ago, XavierMace said:

Went MIA for a while as I got bored with Stellaris again, but back playing again and spent some time on vacation working on the mod.  Cleaned up the original mod and converted it to Vanilla Framework formatting for species definition and added a silly trait that will punish your CPU.  Released a sequel mod with far more portraits but not unique portraits for each leader class.  It needs some pruning/filtering still, but it's functional as-is.  Some of the portraits will likely just be sub-par.


I dont know if its only for me, but i have a massive problem with the "joke" trait. It seems if you begin to use it, that pops will then no longer automatically go fill out specialist job types
Apperently the problem seems to stem from the Job production penalty making them just not want to do anything but fill worker slots.

I tested to be sure this was the case with changing the penalty from 90% to 10% and then they began populating Specialist jobs as they should

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Interesting.  They're not working any specialist jobs at all?  If so, I can't say I've had that problem personally and I've been using the trait for the better part of a year.  So, I feel like there's got to be another factor in why you're seeing that behavior and I'm not.  I play with a truckload of mods, so not dismissing the possibility that one of the other mods I use somehow "fixed" that behavior.  Maybe I've got enough other buffs to output on my species to negate the effect, I'd have to play around with it more.

 

But, off hand, I'm not sure why a output penalty would cause pops not to fill specialist jobs, especially when the penalty isn't specific to specialist jobs.  I'm not aware of there being an output threshold for pops not working, but if that was the case, I'd think they would end up not working any jobs.  Do you have ruler jobs and are they working those with the original penalty?

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I started doing some filtering/fixing last night and I realized I must have neglected to toss out some really garbage ones.  I'm about 1/3rd of the way through, but probably won't finish until the weekend.  There might be a couple of additional sets, but it will primarily just be a QoL update.  Finally getting a handle on ControlNet inpainting, so consistency/quality should be a sizable improvement on future updates.

 

On 12/30/2023 at 11:59 AM, kpsychopath said:


I dont know if its only for me, but i have a massive problem with the "joke" trait. It seems if you begin to use it, that pops will then no longer automatically go fill out specialist job types
Apperently the problem seems to stem from the Job production penalty making them just not want to do anything but fill worker slots.

I tested to be sure this was the case with changing the penalty from 90% to 10% and then they began populating Specialist jobs as they should

 

I started another new game last night and still can't replicate that behavior.  Unfortunate without anybody else chiming in with their results, I'm not sure on next steps as I can't find any logic/mention of a high penalty preventing jobs from being taken.

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On 1/1/2024 at 7:38 PM, XavierMace said:

I started doing some filtering/fixing last night and I realized I must have neglected to toss out some really garbage ones.  I'm about 1/3rd of the way through, but probably won't finish until the weekend.  There might be a couple of additional sets, but it will primarily just be a QoL update.  Finally getting a handle on ControlNet inpainting, so consistency/quality should be a sizable improvement on future updates.

 

 

I started another new game last night and still can't replicate that behavior.  Unfortunate without anybody else chiming in with their results, I'm not sure on next steps as I can't find any logic/mention of a high penalty preventing jobs from being taken.


Must be mod complications at work with that specfic trait then, weird

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Filtering/fixing pass is done, and updated version uploaded.  I'm not going to call it a work of art, but I think all the garbage is cleaned out now.  Several sets have their image count reduced substantially since there was minimal variation in the pictures anyways, but a couple new sets were added as well.  Overall though, 0.3 has about 1,200 images less than 0.2 did.  I believe I got all the images with missing and/or partially transparent limbs this time.  

 

45 minutes ago, kpsychopath said:


Must be mod complications at work with that specfic trait then, weird

 

I'll play around with it some more but, yeah, right now it feels like it's got to be some sort of weird conflict with another mod you're running.

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Is the Klingon set in 2.03 supposed to be only have male portraits? I checked and the female folder is empty for some reason.

 

Also I was sad to see the Jafaa set go, I know you only generated portraits with the Aves/Horus helmets but there were so many other variations you could've used. Here's a link to the stargate wiki article regarding the helmets: https://stargate.fandom.com/wiki/Jaffa_helmet

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Posted (edited)
2 hours ago, Railgunner2160 said:

Is the Klingon set in 2.03 supposed to be only have male portraits? I checked and the female folder is empty for some reason.

 

Also I was sad to see the Jafaa set go, I know you only generated portraits with the Aves/Horus helmets but there were so many other variations you could've used. Here's a link to the stargate wiki article regarding the helmets: https://stargate.fandom.com/wiki/Jaffa_helmet

 

No, not sure how I missed copying them back over.  That was one of the sets that I regenerated completely due to too many limbs missing/partially transparent.  I'll upload their files separately a bit later.

 

In regards to the Jaffa set, I haven't 100% given up but I spent more time this week trying to get reliable results on that than the rest of the sets combined.  When I did my cleanup pass and looked at them closer I realized they (like the Klingon portraits) had tons of missing or partially missing limbs.  The Klingons I was able to fix that problem relatively easy.  Not so much with the Jaffa.  I'm rewatching SG-1 while generating images, which is what prompted me to try the Jaffa.  There's a few factors making them more complicated, at least for somebody at my skill level/involvement with Stable Diffusion.

 

1) Mostly low-res source material and general limited quantity in general in regards to ones with the helmet.
2) Not really any canon examples of female Jaffa in full gear.

3) I really wanted a staff weapon in the picture, but the staff doesn't place well at all both for the generation in general and for my batch background removal process.

 

To give an idea, generating 250 each of male and female Jaffa portraits this week, I'd say only a dozen or two at most of each turned out decent after background removal.  For most of the other generation I've done this week with my updated processes, I'd say most sets are closer to 80%-90% acceptable rate after background removal.

 

Losing the staff weapon helps a lot as SD just can't reliably figure out a staff to save it's life.  But with most of the source material for Horus and Jackal guards, the combination of low res and "noisy" backgrounds result in them missing most/all of their limbs after batch background removal.  Claws as they had in the OG movie is a bit more reliable but given the small size of portraits, you can't really see the claws anyways.  I was leaning towards just dropping the helmet and just going with the "cap" they ended up using in most of SG-1 for males and seeing if could get get a Hak'tyl look for females.  I'm open to ideas/suggestions on that though.

 

Edit:  Fix attached, extract into the mods directory.

StableLewds2_0_3_KlingonFix.zip

Edited by XavierMace
Added fix
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Posted (edited)
2 hours ago, Railgunner2160 said:

Also I was sad to see the Jafaa set go, I know you only generated portraits with the Aves/Horus helmets but there were so many other variations you could've used. Here's a link to the stargate wiki article regarding the helmets: https://stargate.fandom.com/wiki/Jaffa_helmet

 

Here's a couple more sample attempts, making less use of source material.

 

#1:image.png.f2131a1f222fad681aa2ada28be2e86b.png

 

#2

 

image.png.777edea87198ea8a785403a48c6ec8d7.png

 

Those have some promise, so I'll probably play around with them some more.  It's really a question of lean more towards "accuracy" or more towards lewd.  I've been trying to get some decent Star Trek Orion's, but they've been even more troublesome.

Edited by XavierMace
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4 hours ago, XavierMace said:

 

Here's a couple more sample attempts, making less use of source material.

 

#1:image.png.f2131a1f222fad681aa2ada28be2e86b.png

 

#2

 

image.png.777edea87198ea8a785403a48c6ec8d7.png

 

Those have some promise, so I'll probably play around with them some more.  It's really a question of lean more towards "accuracy" or more towards lewd.  I've been trying to get some decent Star Trek Orion's, but they've been even more troublesome.

Nice, and in my opinion for the purposes of this mod lewd and good looking can take precedent over 'accuracy'. These look quite nice!

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On 1/5/2024 at 12:21 AM, Railgunner2160 said:

Nice, and in my opinion for the purposes of this mod lewd and good looking can take precedent over 'accuracy'. These look quite nice!

 

I'll be uploading another update at some point over the weekend.  I went ahead and did a M/F Jaffa set based on those previous images.  Also did a small-ish M/F SG-1 based set.  It's probably a sign that I should go to bed, but got a few weirder ones I'm working on too.  IE a small Zombie set and this majestic new Aquatic monstrosity....

 

00032-2714027409.thumb.png.0042181425bd8ab434ba28be2e45327b.png

Don't ask why.  Still needs some work though.  

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Posted (edited)
7 hours ago, george41 said:

The Stellaris launcher is saying that for StableLewds2 that the path for the mod's descriptor file is invalid or does not exist. But they both say "path="/mod/StableLewds2""

 

Yeah, I missed that first slash.  Delete that, and you should be fine.  Either that or download the updated mod I just uploaded.  One of Stellaris's annoying habits is that it keeps resetting the path in the descriptor file to the absolute path.  So modders have to change it every single time they're ready to re-upload a mod.  People like me often either forget entirely to do it, or make a mistake like this.

Edited by XavierMace
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On 1/6/2024 at 3:36 AM, Railgunner2160 said:

ohh a Scylla!

 

Updated mod is uploaded with two versions of those included as aquatics, and the Jaffa recreated/readded.

 

I'm mostly switching from SD1.5 to SDXL and doing the initial generation at 4x the resolution I was before.  It still has to be resized down to Stellaris's expected sizes at the end but this still results in much finer details.  The two primary downsides (as the creator) is much slower generation time, and SDXL doesn't do the more explicit/hardcore stuff as well yet.  

 

Because of that and because I'm sure people don't like redownloading all the time, I'm probably going to aim for doing updates no more than every two weeks or so, until I get bored again.

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10 hours ago, XavierMace said:

 

Yeah, I missed that first slash.  Delete that, and you should be fine.  Either that or download the updated mod I just uploaded.  One of Stellaris's annoying habits is that it keeps resetting the path in the descriptor file to the absolute path.  So modders have to change it every single time they're ready to re-upload a mod.  People like me often either forget entirely to do it, or make a mistake like this.

 

Thanks! Though I did figure out a work around, I just put the Stable Lewds 2 inside the Stable Lewds 1 folder, and it worked perfectly fine!

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11 hours ago, george41 said:

 

Thanks! Though I did figure out a work around, I just put the Stable Lewds 2 inside the Stable Lewds 1 folder, and it worked perfectly fine!

 

Just keep in mind if you ever download one of the newer versions of Stable Lewds 2, it would end up conflicting at that point.

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  • 3 weeks later...

New version is up with a handful of new sets.  Probably going to stop here for a while unless some other inspiration hits me.    I've thrown out a ridiculous amount of failed attempts at some more unique sets and at some point more more "human but with different clothes or a different pose" becomes pretty redundant.  Tried to do a Wolverine/X-23 set, but can't get remotely consistent results on the claws without sacrificing pretty much all variety between pictures.  The new Hulk-ish set was the most consistent results I've gotten on non-normal skin colors without looking completely cartoon/animated which isn't what I'm looking for.

 

If anybody has a wishlist, feel free to post it up and I'll take a look at it.  No promises though, lol.

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  • 4 weeks later...

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