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[mod] Vanilla Framework Continued


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Posted

Hello, I need some help with a mod issue. I've deleted the old versions and reinstalled the mod, ensuring that both the "Vanilla Framework" folder and "Vanilla Framework.mod" file, as well as the "VF Portraits" folder and "VF Portraits.mod" file, are correctly placed. Despite this, I can't load the game and keep getting an error saying the mod descriptor file is invalid or missing.


Do you have any recommendations on how to resolve this issue? 


Also a huge shoutout to ModderWhoModsThings—you're awesome! I absolutely love this mod and really appreciate all the effort you put into maintaining it. Thanks for everything!


 

 
Posted
6 hours ago, ModderWhoModsThings said:

The base game portraits are only present for machine species, right? Because if you are seeing base game mammalians and such something is definitely off. Could you try testing virtual pop modification without any mods installed? You can use console commands to give you unity for traditions and the technologies required.

 The weird thing is that I'm not even given the option to change my virtual species portraits, nothing happens when I click on the portrait, as if I'm missing the tech required for modding, yet everything, including VF and 'nilla options show up just fine when I try to mod a mechanical species in my galaxy, at this point I'm thinking it's a DLC bug maybe.

Posted
2 hours ago, Bertolli said:

Hello, I need some help with a mod issue. I've deleted the old versions and reinstalled the mod, ensuring that both the "Vanilla Framework" folder and "Vanilla Framework.mod" file, as well as the "VF Portraits" folder and "VF Portraits.mod" file, are correctly placed. Despite this, I can't load the game and keep getting an error saying the mod descriptor file is invalid or missing.


Do you have any recommendations on how to resolve this issue? 


Also a huge shoutout to ModderWhoModsThings—you're awesome! I absolutely love this mod and really appreciate all the effort you put into maintaining it. Thanks for everything!


 

 

 

I was having this problem too, I eventually settled on clearing my mod folders and reinstalling them over again. Try doing this and "back up" your workshop mods in a collection to easily resub to every thing again.

Posted
1 hour ago, Roonai said:

The weird thing is that I'm not even given the option to change my virtual species portraits, nothing happens when I click on the portrait, as if I'm missing the tech required for modding, yet everything, including VF and 'nilla options show up just fine when I try to mod a mechanical species in my galaxy, at this point I'm thinking it's a DLC bug maybe.

Since you can't access portrait modification at all it's probably not an issue with this mod. Your issue is that you cannot access portrait modification for virtual species, and like you said it's probably a DLC bug. Try asking about it in a steam discussion and see if anyone can help you figure it out there, as you can reach a wider audience and knowledge-base than this forum.

Posted

So I think that some wires got crossed? I have a species using the Lithoid Statue Pack but is under the Kemonomimi.

In this game I was Geneticly ascended so I went to try to change the portrait to see what would happened and I found that ALL the Lithoid Species Packs where in the Kemonomimi category but when backed out and looked into the Empire creator the lithoid and Kemonomimi were separate.

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Posted
1 hour ago, MalikiIsHere said:

So I think that some wires got crossed? I have a species using the Lithoid Statue Pack but is under the Kemonomimi.

In this game I was Geneticly ascended so I went to try to change the portrait to see what would happened and I found that ALL the Lithoid Species Packs where in the Kemonomimi category but when backed out and looked into the Empire creator the lithoid and Kemonomimi were separate.

This is a known bug of VF 2.4, I accidentally set the lithoid portraits to the kemonomimi class (my bad, there was a lot of copying and pasting when making the new update and I missed a variable). In the new stellaris update portraits are no longer organized by class in the empire creator, they are organized by portrait category. This means that the portrait groups you see in the empire creator are no longer required to all be part of the same class. For example you could create a portrait category called "favorite portraits", and add the mammalian, arthropoid, and machine portrait sets to it even though those portrait sets are all of different species classes. The lithoid bug is fixed in the VF 2.41 update.

Posted
32 minutes ago, brgont said:

Seems incompatible with more events mod  

These mods might actually work okay together. See my reply to MalikilsHere and the 2.41 update notes for some context on how the new portraits system works. The base game has a "humans" and a "humanoids" species set which are both put into the "humanoid" species category. VF replaces the base game "humans" portrait set with VF portraits, which is why you see it next to the grey aliens (More Events Mod must make use of the "humans" portrait set). For most cases, VF prevents the base game portrait sets from being added in while adding VF portraits into the game as separate portrait sets. The portraits added by More Events Mod shouldn't interfere with the ones added by VF.

 

Basically, the new portrait system will tend to make things look a bit wonky in the empire creator from now on because every mod will either need to add it's own portrait categories (portrait categories being the groupings of portraits that you view in the empire creator) or overwrite another portrait category. VF overwrites some base game events and stuff to make them use VF portraits, so some weirdness may happen if More Events Mod makes use of or overwrites those particular events. It will probably be fine if you just load More Events Mod below VF in the mod order, though I take no responsibility for issues that arise out of mod conflicts.

Posted

When I use VF and if I choose a machine portrait I have to use the machine intelligence government type. I tested it only with VF as the only mod and it still does that. Cant use a normal government type.

Posted
43 minutes ago, Rinu_Revolution said:

When I use VF and if I choose a machine portrait I have to use the machine intelligence government type. I tested it only with VF as the only mod and it still does that. Cant use a normal government type.

Do you have the Machine Age DLC installed? The Machine Age is required to start the game as individualistic machines, so if you don't have it that's the problem.

Posted
43 minutes ago, ModderWhoModsThings said:

Do you have the Machine Age DLC installed? The Machine Age is required to start the game as individualistic machines, so if you don't have it that's the problem.

I'm sorry I took the time out to do a clean install and it worked fine. The issue likely steamed from me overwriting the old install and not deleting. Thanks for the quick reply though I appreciate it alot.

Posted
20 minutes ago, Rinu_Revolution said:

I'm sorry I took the time out to do a clean install and it worked fine. The issue likely steamed from me overwriting the old install and not deleting. Thanks for the quick reply though I appreciate it alot.

No problem, you should always do a clean install when updating a mod because if an older version contains files that are no longer present in the newer version, then those files will still be around after overwriting the older version with the newer version. Previous versions of LV overwrite the species class files while newer versions no longer need to, so if you still had those old species class overwrites present in the mod that could have caused the issue.

Posted

Do you still have the version for 3.11 without the new portrait changes in 3.12? I'm playing on 3.11 till megastructures gets updated, but the mod version 3.12 does not work due to the portrait changes

Posted
4 hours ago, user94158 said:

Do you still have the version for 3.11 without the new portrait changes in 3.12? I'm playing on 3.11 till megastructures gets updated, but the mod version 3.12 does not work due to the portrait changes

While I do not provide support for old versions of stellaris, I do keep copies of the last few VF versions on hand. I'll have the option to download VF 2.31 (for stellaris 3.11) up for a while for those aren't updating.

Posted

Male portrait 10 of the plantoids portrait set 1 (gfx/models/Plantoid/Pla01/01PlaM10.dds) appears to be bugged - there only appears to be 9 male plantoid portraits in that set but 10 are listed in the portrait file.

Posted
9 hours ago, Anotu said:

Male portrait 10 of the plantoids portrait set 1 (gfx/models/Plantoid/Pla01/01PlaM10.dds) appears to be bugged - there only appears to be 9 male plantoid portraits in that set but 10 are listed in the portrait file.

Thank you, it seems that I made a mistake with that species. I will release a patched version of VF shortly.

Posted
16 hours ago, ModderWhoModsThings said:

While I do not provide support for old versions of stellaris, I do keep copies of the last few VF versions on hand. I'll have the option to download VF 2.31 (for stellaris 3.11) up for a while for those aren't updating.

Thank you, much appreciated :)!

Posted
1 hour ago, sillyyiffybilly said:

Mammalian reptillian and Human species classes are blank not sure if this is a known issue or not.

As Railgunner said, those portraits are now stored in the VF Portraits submod due to size limits. Simply install VF Portraits (the VF Portraits file is found at the same place as the Vanilla Framework files) and put it above Vanilla Framework in the load order.

Posted

I ran into a Molluscoid species that looks like humans with tanlines but don't see it as an option in empire creation or in gene modding image.png.b59adf64a3321fc0efcbaad6c68d11fc.png

Posted

Great mod, I have a problem tho, it seems this mod overwrite base game portraits and other mods portraits. I tried to switch the load order bunch of times and it didn't work. Does anyone have the same issue, or is this intended. I am using the 2.41b version. 

Posted
12 hours ago, wurmsrus said:

I ran into a Molluscoid species that looks like humans with tanlines but don't see it as an option in empire creation or in gene modding

I do not recognize the portrait in your screenshot, I don't think it was added by VF. It looks like you are using other mods in the screenshot, so it may be a compatibility issue. If you can track down which mod that portrait is from I may be able to help you find a solution, but I don't think this is caused by a problem with VF's code. I code species using an automated program that minimizes risk of typos and bugs, and I don't see anything out of place in my species files. You can find species portraits in *mod folder*/gfx/models if you want to look and see which mod that portrait is from.

Posted
5 hours ago, Katkilktel said:

Great mod, I have a problem tho, it seems this mod overwrite base game portraits and other mods portraits. I tried to switch the load order bunch of times and it didn't work. Does anyone have the same issue, or is this intended. I am using the 2.41b version. 

This mod is a total replacer for all base game portraits. You should not see any base game portraits other than machines with this mod installed. The bulk of the portraits are added in without overwriting any base game files, however it is necessary to overwrite some base game files such as crisis, events, and machines. This mod removes base game portraits by overwriting common/portrait_sets/00_portrait_sets.txt and common/portrait_sets/00_portrait_sets.txt and common/portrait_categories/00_portrait_categories.txt with blank files, deleting these two files from the VF mod should restore base game portraits. The purpose of this mod is pretty much to remove ALL base game portraits and replace them with pornographic versions. Base game machines will still be included for the forseeable future because we don't have the images needed to replace all machine types, so until we get a bunch more weirdly specific robot porn we're stuck with base game robots being included.

Posted
1 hour ago, ModderWhoModsThings said:

I do not recognize the portrait in your screenshot, I don't think it was added by VF. It looks like you are using other mods in the screenshot, so it may be a compatibility issue. If you can track down which mod that portrait is from I may be able to help you find a solution, but I don't think this is caused by a problem with VF's code. I code species using an automated program that minimizes risk of typos and bugs, and I don't see anything out of place in my species files. You can find species portraits in *mod folder*/gfx/models if you want to look and see which mod that portrait is from.

Did some digging and I found it under event/solar

image.png.70f98d2b2f3bc04fc51f423b89d5fa83.png

 

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