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[mod] Vanilla Framework Continued


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Posted

So silly question, but I've been having issues with my mod descriptor just.. vanishing. Like i put it in my load order for irony, load it, get into stellaris.. and its gone. I can give a modlist if anyone wants to help me figure out what could be causing the issue, but im really confused as hell.

Posted

@merlin1234 I have been unable to reproduce your issue with base game portraits appearing, my testing showed no base game portraits being used. My guess is that another mod is adding the base game species back in through the Species Class files (*mod*\common\species_classes). This mod is designed to work with Lustful Void, and while I'm happy to help in resolving compatibility issues no other mods are explicitly supported for use with VF Continued.

Posted
17 hours ago, Nightengale__ said:

So silly question, but I've been having issues with my mod descriptor just.. vanishing. Like i put it in my load order for irony, load it, get into stellaris.. and its gone. I can give a modlist if anyone wants to help me figure out what could be causing the issue, but im really confused as hell.

How are you installing your mods (extracting a zip file into the Stellaris/mod directory the standard procedure)? Are you sure the descriptor file was there in the first place?

Posted
On 3/4/2024 at 8:03 PM, ModderWhoModsThings said:

@Salias The base game robots are actually intentionally left in, Vanilla Framework has never removed any robot portraits, only the biological/lithoid ones. From the looks of it, the mod is working perfectly fine. Removing the base game robots could cause some issues that I do not currently know how to account for, such as setting new default robots for each species class.

Ahh, fair enough! Thanks for the insight!

Posted (edited)

Is it possible to make the mod add new portraits instead of replacing vanilla ones?

Edited by b721
Posted
23 hours ago, b721 said:

Is it possible to make the mod add new portraits instead of replacing vanilla ones?

I will look into publishing a patch to re-add the base game portraits in the future, but for now if you want to add them back into you can simply go to "Stellaris\mod\Vanilla Framework\common\species_classes", open the files in a text editor, and there will be sections called portraits or custom_portraits that contain the species that are to be added to the species class. You will find species with names like '#    "avi1"' or '#    "mam5"', and if you delete the hashtag that species will appear in the game again. Inversely, you can also add a hashtag before any species you don't like to remove them from the game (do not remove anything mid-playthrough). Remember to save any changes to the file before running Stellaris.

Posted
21 hours ago, aceasulter said:

Do you plan on adding new portraits from the old "To-Do" List? I would love to see a Lopunny addition.

I do not know where/how to procure images to use for this mod, so I will not personally be gathering new portraits. However, if someone else were to send some images to me I would consider adding them to the mod. Additionally, I can crop and convert the images to the correct size and file type for stellaris if they are given to me as jpegs or pngs.

  • 2 weeks later...
Posted
On 3/12/2024 at 9:22 PM, ModderWhoModsThings said:

I do not know where/how to procure images to use for this mod, so I will not personally be gathering new portraits. However, if someone else were to send some images to me I would consider adding them to the mod. Additionally, I can crop and convert the images to the correct size and file type for stellaris if they are given to me as jpegs or pngs.

What do the images need to be like? I can already tell they should be cropped so that the character is the only thing in it but what should the dimensions and filetype be? I can't code but I would be more than willing to collect images for this mod as it is the one portrait mod that has lots of different Images and replaces existing portraits without also changing gameplay aspects.

Posted
On 3/23/2024 at 2:50 PM, MalikiIsHere said:

What do the images need to be like? I can already tell they should be cropped so that the character is the only thing in it but what should the dimensions and filetype be? I can't code but I would be more than willing to collect images for this mod as it is the one portrait mod that has lots of different Images and replaces existing portraits without also changing gameplay aspects.

Stellaris uses 500x320 image files for portraits, you can find the portrait files for VF at Stellaris\mod\Vanilla Framework\gfx\models\ for references. Obviously, the leader does not need to fill in the entire image, and it is fairly easy for me to crop and resize them into a proper size. For newly added portraits, I will have to make quality control judgements myself, and I will try to keep things in similar style to the portraits currently in the mod (2d drawings, basically). All I really need from you is an image file with a blank (something very easy to select and delete) or transparent background, I can do the resizing/converting on my end. If you'd like to contribute this way, we can communicate further through direct messaging. You can start by telling me which species you are interested in expanding and we can work from there.

Posted

I'm not sure if this is a problem with the current patch or if I personally have messed something up, but when I extract to the mods folder it appears as 2.3b and doesn't appear in the stellaris mods.

On 1/3/2024 at 4:25 PM, ModderWhoModsThings said:

Make sure there is a folder named "Vanilla Framework" and a file called "Vanilla Framework.mod"

I checked and there is a folder inside named Vanilla Framework, and some sort of video file alongside it called Vanilla Framework as well. I'm not too tech savvy so I might've just borked it. But I figure I'd ask if anyone has had a similar issue or knows what I'm doing wrong. 

Posted (edited)
3 hours ago, FemLexxie said:

I'm not sure if this is a problem with the current patch or if I personally have messed something up, but when I extract to the mods folder it appears as 2.3b and doesn't appear in the stellaris mods.

I checked and there is a folder inside named Vanilla Framework, and some sort of video file alongside it called Vanilla Framework as well. I'm not too tech savvy so I might've just borked it. But I figure I'd ask if anyone has had a similar issue or knows what I'm doing wrong. 

For alot of people the .mod file is for some reason associated as a video file. It's really just a text file. IIRC .mod used to be a form of video ages ago but it isn't in this case, it's used to tell the launcher a mod exists and where to find the mod's files. So yeah it sounds like you accidently nested the folders, take the folder and the video file/.mod file and put them both in the root mod folder and you should have fixed the issue.

Edited by Railgunner2160
Posted

Hey, if any of you have already noticed the updated mod I was the one who added the three new packs and I plan to do more. I plan to try to make 2-4 new species packs a month, I also will take suggestions but have it known that I choose what I want to do on a whim so if you suggest something I may not do it imminently and Modder gets the final say if they say no to a pack idea I won’t do it. All that being said, I already ran these ideas past Modder and they gave the ok so this is my current “To Do” List.

 

To Do:
Humanoid-
     Feudal Japanese
     Grineer
     Corpus
Mammalian-
     None
Reptilian-
     Turtles
Arthropod-
     Warframes
Avain-
     None
Molluscoid-
     None
Aquatic-
     Frogs
Necriod-
     Shadow People
     Eldritch Beings
     Symbiotes (Venom, Carnage, etc.)
Lithoid-
     Lava/Fire Elementals
     Ice Elementals
Plantiod-
     Ents
Fungoid-
     None

Toxoid-
     None
Machine-
     Vocaloid characters
Kimononini-
     None

 

    The next three packs I’ll probably do are Feudal Japanese, Vocaloid characters, and Ice Elementals. I really wanna flesh out the Lithoid category because I don’t know if other people feel this way but I am kind tired of having three lithoid species in the universe so for the first couple of bunches of packs I'll be having a lithoid in each of them.
 

  • 4 weeks later...
Posted

Question: If the new dynamic portrait system that is coming in the 'Machine Age' works with static portraits in addition to the 'paper dolls' will you be possibly considering making a dynamic portrait set using images from existing sets as either a addition to the mod or as a sub-mod?

Posted
10 hours ago, Railgunner2160 said:

Question: If the new dynamic portrait system that is coming in the 'Machine Age' works with static portraits in addition to the 'paper dolls' will you be possibly considering making a dynamic portrait set using images from existing sets as either a addition to the mod or as a sub-mod?

I don't see much potential for dynamic portraits in Vanilla Framework because we can't get enough quality art to make the system work. Our portraits are pretty much just found online, so we don't have much in the way of consistency or control for the art we work with. There are two issues preventing us from implementing dynamic portraits: the first is that many of our species are too obscure to find enough art for, so while we can get portraits for humans and common things like dogs, we probably won't be able to find enough cyborg futa giraffe porn to implement it. The other problem is consistency with the existing leaders when they change. Even for the species that enough artwork can be found for, the images in the cyborg set will be completely different from the regular set, so your existing leaders will be completely different people after modification rather than just getting a robot arm. For these reasons I will not be implementing dynamic portraits into the main VF mod, however if someone supplies me with cyborg artwork I can make a submod implementing them.

Posted (edited)

Just a heads up: the 3.12 update came with a new file structure for portraits und thus, this (and any other race mod) is currently shot.

You can either wait for mod-author to release an update or implement the new file structure yourself.

It is not difficult, just tedious.

 

Also with this mod in perticular, i have no idea how to remove the vanilla portraits.

Edited by Vulvina
Grammar / Correction
Posted

The new version of VF Continued is being worked on, and will be released within a couple days. I already have the species portraits working, but I need to do some testing and experimentation to make sure that special portraits such as events, crisis, and paragons are in order as well. Don't worry everyone, the fat futa cocks will return soon!

Posted

It looks like everything is working, so I'll be publishing the new update right now. I was worried that the new portrait system would disrupt things with the events/crisis/paragon portraits, but there doesn't seem to be any problems.

Posted

experiencing issues with the download. fresh installing the mod and launching stand alone is not showing the portraits in the list. i am no modder but i'd like to help if i can!

i suppose a picture is required? i dont really do this often.

Posted (edited)
27 minutes ago, hatease said:

experiencing issues with the download. fresh installing the mod and launching stand alone is not showing the portraits in the list. i am no modder but i'd like to help if i can!

i suppose a picture is required? i dont really do this often.

Looks like the page got updated to include the information regarding 2.4 but the download is still 2.31. The latest patch broke the older 2.31 version along with all pre-3.12.1 portrait mods.

 

Edit: wow, less than a minute from this post going up the mod is now updated!

Edited by Railgunner2160
Posted
5 minutes ago, Railgunner2160 said:

Looks like the page got updated to include the information regarding 2.4 but the download is still 2.31. The latest patch broke the older 2.31 version along with all pre-3.12.1 portrait mods.

 

Edit: wow, less than a minute from this post going up the mod is now updated!

fantastic! thank you for the clarification. praise be OP for swift action and wonderful work :D

Posted (edited)

a new issue has surfaced. the portraits, with the exclusion of kemonomimi and Machine sets, are simply not showing up with teh 2.4 version. picture attached

 

addendum: avian, arthropoid, moluscoid, fungoid, lithoid, necroid, aquatic, and toxoid all appear to work as well. 

currently non working portraits are in the categories: humanoid, mammalian, reptilian

 

 

framework 2.4.png

Edited by hatease
addendum
Posted
6 minutes ago, hatease said:

a new issue has surfaced. the portraits, with the exclusion of kemonomimi and Machine sets, are simply not showing up with teh 2.4 version. picture attached

 

addendum: avian, arthropoid, moluscoid, fungoid, lithoid, necroid, aquatic, and toxoid all appear to work as well. 

currently non working portraits are in the categories: humanoid, mammalian, reptilian

The humanoid, mammalian, and reptilian images are now stored in the VF Portraits submod as Vanilla Framework has gotten too large to be uploaded as one file. Simply install and activate VF Portraits and the images will be working again.

 

Sorry for the confusion in the past hour, I update the mod description before uploading new versions, and right when I had the new version tested, compressed, and ready to upload Loverslab tells me that the file size is too large, so I had to scramble for a solution (which ended up being the VF Portraits submod).

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