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Quick and dirty guide to fixing portrait mods for 3.12


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Posted (edited)

I've uploaded a fix for my mod and played a few games with it, so I'm pretty confident this works.  That doesn't necessarily mean there isn't a better way of doing it or some other scenario I've overlooked.  So, this is quick run down of what I did to fix my mod in case anyone else on here has mods/tools that need to be updated for 3.12 and haven't been yet.  As my mod is 2D portraits (not 3D animated), no guarantee those don't need more work.  Short rundown is species_classes files have been shrunk/split up and two new files have been added.

 

Example pre-3.12 common\species_classes\yourclassnamefile.txt

HUM = {
    archetype = BIOLOGICAL

    possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } }

    portraits = {	
			"SL2_Andorian01"
			"SL2_Bondage2"
			"SL2_Bondage3"
			"SL2_Christmas1"
			"SL2_Christmas2"
			"SL2_Emo01"
			"SL2_FuckedInBed1"
			"SL2_Jaffa1"
			"SL2_Klingon1"
			"SL2_Leather1"
			"SL2_Lesbians01"
			"SL2_Lesbians02"
			"SL2_Mystique1"
			"SL2_OnAllFours1"
			"SL2_Pregnant1"
			"SL2_Pregnant2"
			"SL2_Princess1"
			"SL2_Princess2"
			"SL2_Stargate1"
			"SL2_Tentacles1"
			"SL2_TWOK1"
			"SL2_Virgin01"
			"SL2_Wildlings01"
			"SL2_Zombie1"

}

    custom_portraits = {#event stuff
        playable = { always = no }
        randomized = { always = no }
        portraits = {
            "VFmanifestation"
            "VFreth"
            "VFscientist"
            "VFCryonic"
            "VFFallout"
            "VFSolar"
        }
    }
    graphical_culture = humanoid_01
    move_pop_sound_effect = "moving_pop_confirmation"
}

 

Same file, updated for 3.12:

HUM = {
    archetype = BIOLOGICAL

    possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } }

    graphical_culture = humanoid_01
    move_pop_sound_effect = "moving_pop_confirmation"
}

 

As you can see all the portrait definitions have been removed from the classes file.  HOWEVER, this file and folder is ONLY needed if you're not using the official species classes.  In the above example, we're using the official Human species (since portrait sets can now be appended) in which case the species_classes file and folder is 100% unneeded and should actually be removed from the mod to prevent other issues from an incorrect/outdated species_classes file.

 

We have two new folders now with corresponding files.  I combined all my species into single file for each, which is why you're going to see more species/portraits than in the original example file above.  I don't know if there's a downside to that or not, but it seems to be working fine for me and seems easier to manage to me.  This example is appending vanilla categories which requires 3.12.3+ specifically.

 

Example:  \common\portrait_categories\yourcategoryfile.txt

humanoids = {
	sets = {
		sl2_humanoids
	}
}

aquatics = {
	sets = {
		sl2_aquatics
	}
}

plantoids = {
	sets = {
		sl2_plantoids
	}
}

machines = {
	sets = {
		sl2_machines
	}
}

 

Example:  \common\portrait_sets\yourportraitsets.txt

sl2_humanoids = {
	species_class = HUM

    	portraits = {	
			"SL2_Andorian01"
			"SL2_Bondage2"
			"SL2_Bondage3"
			"SL2_Bondage4"
			"SL2_Business1"
			"SL2_Christmas1"
			"SL2_Christmas2"
			"SL2_Emo01"
			"SL2_FuckedInBed1"
			"SL2_Hulk"
			"SL2_Jaffa1"
			"SL2_Klingon1"
			"SL2_Leather1"
			"SL2_Lesbians01"
			"SL2_Lesbians02"
			"SL2_Mystique1"
			"SL2_Natives1"
			"SL2_OnAllFours1"
			"SL2_Pregnant1"
			"SL2_Pregnant2"
			"SL2_Princess1"
			"SL2_Princess2"
			"SL2_SexTraffic"
			"SL2_Stargate1"
			"SL2_Tentacles1"
			"SL2_TWOK1"
			"SL2_Urchins1"
			"SL2_Virgin01"
			"SL2_Wildlings01"
			"SL2_WorkingGirls1"
			"SL2_Zombie1"

	}
	
	#portraits added here will not be used in randomized empires. 
	non_randomized_portraits = {
	
	}
	
}

sl2_aquatics = {
	species_class = AQUATIC

	portraits = {
        		"SL2_Avatar1"
			"SL2_Octopussy1"
			"SL2_Octopussy2"

        }
	
	#portraits added here will not be used in randomized empires. 
	non_randomized_portraits = {
	
	}
	
}

sl2_plantoids = {
	species_class = PLANT

        portraits = {
			"SL2_Forestfolk"
        }
	
	#portraits added here will not be used in randomized empires. 
	non_randomized_portraits = {
	
	}
	
}

sl2_machines = {
	species_class = MACHINE

        portraits = {
            "default_robot"
			"SL2_Sexbots2"
			"SL2_Sexbots3"
			"SL2_Sexbots4"
			"SL2_Sexbots5"
			"SL2_Sexbots6"

        }
	
	#portraits added here will not be used in randomized empires. 
	non_randomized_portraits = {
	
	}
	
}

 

The first new file defines the category your portraits will appear under in the empire builder.  As far as I can tell, you no longer have the ability to put your custom species in vanilla categories unless you want to completely overwrite vanilla.  The second basically has all the portrait definitions that used to be in the species_classes.txt file 

 

Again, this was basically me winging it.  If a more experienced modder has alternate instructions/recommendations/etc, feel free to reply.

Edited by XavierMace
Adding corrections for when vanilla species classes are used
Posted
13 hours ago, XavierMace said:

As far as I can tell, you no longer have the ability to put your custom species in vanilla categories unless you want to completely overwrite vanilla.

 

You can append to vanilla categories as of 3.12.3. :)

Posted
2 hours ago, Arcess said:

 

You can append to vanilla categories as of 3.12.3. :)

 

Good to know, do you use vanilla class names, or just specify the vanilla category in the portrait_categories file?

Posted

Anyone else having problems where now their portraits are all separate from each other, instead of available as variants for the same portrait type?

Posted

Updated original post in case anybody is still using it as a reference for fixing older portrait sets.  Short version, if the mod is using the official species provided by Paradox, the entire species_classes folder should be deleted.  If it's still present, it likely does not have the necessary code to account for individualists machines we can now create with the Machine Age DLC and will prevent you from creating a custom empire of that type.

  • 1 month later...
Posted

I managed to fix an old mod that added portraits, but I encountered the fact that my portraits removed vanilla portraits, although I did not want this, have you encountered something similar?

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