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[mod] Vanilla Framework Continued


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Posted
2 hours ago, MoriMochi said:

Is there a version of this mod for 4.2? Whenever I try to use the current version of the mod, it just brings up a bunch of popups condensed onto one point when I unpause the game and thus prevents me from playing.
(The first image is how the error looks like normally, and the second image is all the popups after I had spread them across the screen)

Screenshot 2026-08-21 171013.png

Screenshot 2026-08-21 171306.png

 

I can confirm that this exact error happened to me too and was related to this mod. No idea what causes it but removing it fixed it.

Posted
On 8/20/2026 at 8:22 AM, jim29293 said:

I was thinking, would it be possible to make portraits for modded species, like those in gigastructural engineering

It is perfectly possible to replace portraits for other mods, and I'm always willing to help those who want to make their own mods, but I don't have time to maintain replacements for other peoples' mods. 

Posted
10 hours ago, MoriMochi said:

Is there a version of this mod for 4.2? Whenever I try to use the current version of the mod, it just brings up a bunch of popups condensed onto one point when I unpause the game and thus prevents me from playing.

This problem happens when you are using a version of VF incompatible with your version of Stellaris. I have to run a script to update all of the event replacements whenever Stellaris updates, what you're seeing are just broken events. 

VF 3.3 works with Stellaris 4.2, and the latest version of VF Portraits will work with all previous versions of VF. This is the link to the old VF versions:

https://mega.nz/folder/bi5U3YYJ#Sy1GvQ6a2TVMu0zFNmQXBQ

Posted
8 hours ago, ANiceDayOutside said:

I can confirm that this exact error happened to me too and was related to this mod. No idea what causes it but removing it fixed it.

VF needs to replace any events that include portraits, these broken popups occur when there is a mismatch between VF's event overwrites and the event code that Stellaris expects. Basically it's a version mismatch between VF and Stellaris. I just did a quick check to make sure that the current VF works for the current Stellaris, which versions of Stellaris and VF are you using? 

Posted
7 hours ago, ModderWhoModsThings said:

This problem happens when you are using a version of VF incompatible with your version of Stellaris. I have to run a script to update all of the event replacements whenever Stellaris updates, what you're seeing are just broken events. 

VF 3.3 works with Stellaris 4.2, and the latest version of VF Portraits will work with all previous versions of VF. This is the link to the old VF versions:

https://mega.nz/folder/bi5U3YYJ#Sy1GvQ6a2TVMu0zFNmQXBQ


The mod works for me now, thank you!

Posted (edited)
19 hours ago, ModderWhoModsThings said:

VF needs to replace any events that include portraits, these broken popups occur when there is a mismatch between VF's event overwrites and the event code that Stellaris expects. Basically it's a version mismatch between VF and Stellaris. I just did a quick check to make sure that the current VF works for the current Stellaris, which versions of Stellaris and VF are you using? 

 

It was the latest non-beta release. Not sure if it was somehow something on my end. Looking at steam's beta branches, the last update was July 9th on the main branch

Edited by ANiceDayOutside
Posted
1 hour ago, ANiceDayOutside said:

It was the latest non-beta release. Not sure if it was somehow something on my end. Looking at steam's beta branches, the last update was July 9th on the main branch

The current VF version should still be working, have you tried a clean reinstall (delete current VF version, install latest version)?

Posted
7 hours ago, sillylittleburner said:

How do you get this to work with Calcifire's portrait pack? I find that when I use both it causes a bunch of "blank" portraits as well as the vanilla portraits to appear for some reason.

Last time I checked both Calcufire's and VF have a "replacer" version that overwrites everything from the base game, and a "non-replacer" version that simply adds new species to the game. Since both replacer versions touch the same things, you can only install either VF's or Calcifire's replacer version, then install the other mod's non-replacer. 

Posted
39 minutes ago, ModderWhoModsThings said:

The current VF version should still be working, have you tried a clean reinstall (delete current VF version, install latest version)?

 

Looks like a clean reinstall fixed it!

Posted (edited)
9 hours ago, Nebula Swirl said:

Can we get a version without AI generated "content" in it?

There is only one set for infernals atm, and iiuc it is ai

Edited by NativeEngoyer
Posted
17 hours ago, Nebula Swirl said:

Can we get a version without AI generated "content" in it?

Maintaining additional versions of the mod is a hassle, so there will be no AI-free releases supported. 

Posted (edited)

I'm not sure if this is an issue with Vanilla Framework or if it's an issue with Lustful Void but whenever I start a game with one of the All-Female/Male traits or Futanari trait I still wind up with some leaders using portraits from the other genders that should be disabled on game start. Now I'm not sure if it's LV or VF as I pretty much don't use LV without also using VF, I'm leaning towards LV being the cause as I haven't tried the VF gender traits yet because I'm not sure if they work with the new origin/trait events that the recent LV update includes.

 

Anyone else seeing this?

 

Edit: as an example When I start with the All-Female trait I'll sometimes still have some random male leaders already recruited and potentially in the recruitment pool. But only the starting leaders and envoys and the initial leader recruitment pool as the leader recruitment pool respects it after it refreshes. So maybe the script that is supposed to refresh those isn't firing?

Edited by Railgunner2160
Posted
20 hours ago, ModderWhoModsThings said:

Maintaining additional versions of the mod is a hassle, so there will be no AI-free releases supported. 

  

While I usually don't really like AI style with how unnaturaly shiny with uncanny faces they usually end up, I think the latex wolfs and infernals look good. They have consistent styles and have quite a number of variants, i'd like if they have more different poses and for the infernals to have more bestial looking members. Are you going to add more for each species like Fungoid, Plantoid, Avian, etc?

Posted
11 hours ago, AquaJet said:

While I usually don't really like AI style with how unnaturaly shiny with uncanny faces they usually end up, I think the latex wolfs and infernals look good. They have consistent styles and have quite a number of variants, i'd like if they have more different poses and for the infernals to have more bestial looking members. Are you going to add more for each species like Fungoid, Plantoid, Avian, etc?

Mod development has been very slow this year due to personal circumstances. Right now we have a batch AI hellhound infernals waiting for quality review, but I don't know when I'll get around to them. 

Posted
On 8/23/2026 at 1:34 PM, Railgunner2160 said:

I'm not sure if this is an issue with Vanilla Framework or if it's an issue with Lustful Void but whenever I start a game with one of the All-Female/Male traits or Futanari trait I still wind up with some leaders using portraits from the other genders that should be disabled on game start. Now I'm not sure if it's LV or VF as I pretty much don't use LV without also using VF, I'm leaning towards LV being the cause as I haven't tried the VF gender traits yet because I'm not sure if they work with the new origin/trait events that the recent LV update includes.

I haven't tried the new LV update yet, I'll investigate when I get a chance

Posted
On 8/23/2026 at 1:34 PM, Railgunner2160 said:

I'm not sure if this is an issue with Vanilla Framework or if it's an issue with Lustful Void but whenever I start a game with one of the All-Female/Male traits or Futanari trait I still wind up with some leaders using portraits from the other genders that should be disabled on game start. Now I'm not sure if it's LV or VF as I pretty much don't use LV without also using VF, I'm leaning towards LV being the cause as I haven't tried the VF gender traits yet because I'm not sure if they work with the new origin/trait events that the recent LV update includes.

The problem is the gender that is assigned to the leaders, which is controlled by LV scripting. I might patch this in the portrait scripting in a future update so that all leaders of the species use the single gender of the trait regardless of the leader's assigned gender. 

Posted
2 hours ago, ModderWhoModsThings said:

The problem is the gender that is assigned to the leaders, which is controlled by LV scripting. I might patch this in the portrait scripting in a future update so that all leaders of the species use the single gender of the trait regardless of the leader's assigned gender. 

Ah, so it's more of a leader generation issue on LV's side of things then where it's generating leaders of genders it shouldn't on the start of a new game. Good to know! guess Vanilla Framework just made the issue more obvious.

Posted (edited)

Hello, I'm new to this site and may be posting in the wrong place. I'm having trouble with your mod. The humanoid and mammalian models are missing from their pages with portraits of other species. I didn't find this error, and I tried editing the "100_VF_Crisis.txt" file, but nothing happened. I'm asking for your help with this situation.

Since I noticed that this is not an isolated case at all and I apologize for the unnecessary concern, I would like to know if it is possible to get a small bug fix somewhere to solve this problem.

error.log
 

Edited by michiry.key
Posted (edited)
13 minutes ago, michiry.key said:

Hello, I'm new to this site and may be posting in the wrong place. I'm having trouble with your mod. The humanoid and mammalian models are missing from their pages with portraits of other species. I didn't find this error, and I tried editing the "100_VF_Crisis.txt" file, but nothing happened. I'm asking for your help with this situation.

error.log

Sound like you forgot the "VF Portraits 2.9" file, due to upload size limits on LoversLab the mod had to be split. The Humanoids, Mammalians, and Reptillian portraits are housed in the VF Portraits 2.9 file, add it to your load order alongside Vanilla Framework and the issue will resolve. 

 

Edit: the VF Portaits file really needs a "REQUIRED" as a prefix in the file name itself to make it clearer.

Edited by Railgunner2160
Posted
1 hour ago, Railgunner2160 said:

Sound like you forgot the "VF Portraits 2.9" file, due to upload size limits on LoversLab the mod had to be split. The Humanoids, Mammalians, and Reptillian portraits are housed in the VF Portraits 2.9 file, add it to your load order alongside Vanilla Framework and the issue will resolve. 

 

Edit: the VF Portaits file really needs a "REQUIRED" as a prefix in the file name itself to make it clearer.

thank you for your help

Posted
23 hours ago, Railgunner2160 said:

Sound like you forgot the "VF Portraits 2.9" file, due to upload size limits on LoversLab the mod had to be split. The Humanoids, Mammalians, and Reptillian portraits are housed in the VF Portraits 2.9 file, add it to your load order alongside Vanilla Framework and the issue will resolve. 

 

Edit: the VF Portaits file really needs a "REQUIRED" as a prefix in the file name itself to make it clearer.

Thanks for helping out, and I'll be sure to rename the VF Portraits zip next update

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