Screws Posted January 13 Posted January 13 1 hour ago, Daleftenant said: hence ver 0.9 Mangos will be a requirement once ive finished programming the custom empire, i plan to use all negative clauses, which to oversimplify means that they wont break the game if you dont have mangos, just that they wont work. Ahhh okay, thanks
Daleftenant Posted January 13 Author Posted January 13 On 1/11/2026 at 4:21 PM, Railgunner2160 said: One minor issue I noticed for some reason the entries for some of the futa portraits have an error and thus show up blank. The issue is that about half the entries are listed as Hide contents lp_nun1_i_gold_portrait_d_1 lp_nun1_i_gold_portrait_d_2 lp_nun1_i_gold_portrait_d_3 lp_nun1_i_gold_portrait_d_4 lp_nun1_i_gold_portrait_d_5 lp_nun1_i_gold_portrait_d_6 lp_nun1_i_gold_portrait_d_7 They should be listed as Hide contents lp_nun1_i_gold_portrait_b_1 lp_nun1_i_gold_portrait_b_2 lp_nun1_i_gold_portrait_b_3 lp_nun1_i_gold_portrait_b_4 lp_nun1_i_gold_portrait_b_5 lp_nun1_i_gold_portrait_b_6 lp_nun1_i_gold_portrait_b_7 instead. So basically you used the letter D instead of the letter B. I discovered this while making a personal use patch to allow the VF gender traits compatible and thought to inform you! Also if you are interested would you like my patched file to include as an optional file? EDIT: Looks like the issue extends to the file names for the Futa portraits as well, D instead of B. The actual image file names not just in the portrait file EDIT2: ugh, looking even further into this I'm not even sure if the issue is what I relayed previously. It looks like halfway through you switched from either b to d or d to b. and this issue only appears with the gold futa portraits. It isn't solely my patch being an issue, as the errors are present in the original portraits file from the mod. The Gold Futas may need a second look to sort out the issues. Also the Gold Futas A1 through 5 work flawlessly so something went wrong with rest. the d typing is for a different pose that requires a different pose, there are 4 poses that have 4 unique meshes that each are rigged in their own way for animation. they should still work correctly, are you saying the d type portraits arent showing up in-game?
Railgunner2160 Posted January 13 Posted January 13 (edited) 38 minutes ago, Daleftenant said: the d typing is for a different pose that requires a different pose, there are 4 poses that have 4 unique meshes that each are rigged in their own way for animation. they should still work correctly, are you saying the d type portraits arent showing up in-game? Correct, looking at the section at the top you have entries for the gold futa portraits a_1, a_2, a_3, a_4, a_5, b_1, b_2, b_3, b_4, b_5, b_6, b_7 with the b_* series referencing .dds file with the b designation Spoiler lp_nun1_i_gold_portrait_a_1 = { entity = "lp_nun1_i_gold_a_01_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_1.dds" } } lp_nun1_i_gold_portrait_a_2 = { entity = "lp_nun1_i_gold_a_02_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_2.dds" } } lp_nun1_i_gold_portrait_a_3 = { entity = "lp_nun1_i_gold_a_03_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_3.dds" } } lp_nun1_i_gold_portrait_a_4 = { entity = "lp_nun1_i_gold_a_04_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_4.dds" } } lp_nun1_i_gold_portrait_a_5 = { entity = "lp_nun1_i_gold_a_05_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_5.dds" } } lp_nun1_i_gold_portrait_b_1 = { entity = "lp_nun1_i_gold_b_01_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_1.dds" } } lp_nun1_i_gold_portrait_b_2 = { entity = "lp_nun1_i_gold_b_02_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_2.dds" } } lp_nun1_i_gold_portrait_b_3 = { entity = "lp_nun1_i_gold_b_03_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_3.dds" } } lp_nun1_i_gold_portrait_b_4 = { entity = "lp_nun1_i_gold_b_04_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_4.dds" } } lp_nun1_i_gold_portrait_b_5 = { entity = "lp_nun1_i_gold_b_05_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_5.dds" } } lp_nun1_i_gold_portrait_b_6 = { entity = "lp_nun1_i_gold_b_06_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_6.dds" } } lp_nun1_i_gold_portrait_b_7 = { entity = "lp_nun1_i_gold_b_07_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_7.dds" } } however later on you when entering the portraits into the actual portrait_groups you reference d_1, d_2, d_3, d_4, d_5, d_6, d_7 instead. This causes blank portraits as there are no such entries specified for the d_ series. Here's aexample: Spoiler portraits = { lp_nun1_i_gold_portrait_a_1 lp_nun1_i_gold_portrait_a_2 lp_nun1_i_gold_portrait_a_3 lp_nun1_i_gold_portrait_a_4 lp_nun1_i_gold_portrait_a_5 lp_nun1_i_gold_portrait_d_1 lp_nun1_i_gold_portrait_d_2 lp_nun1_i_gold_portrait_d_3 lp_nun1_i_gold_portrait_d_4 lp_nun1_i_gold_portrait_d_5 lp_nun1_i_gold_portrait_d_6 lp_nun1_i_gold_portrait_d_7 lp_nun1_i_green_portrait_a_1 lp_nun1_i_green_portrait_a_2 lp_nun1_i_green_portrait_b_1 lp_nun1_i_green_portrait_b_2 lp_nun1_i_green_portrait_b_3 lp_nun1_i_green_portrait_b_4 lp_nun1_i_green_portrait_c_1 lp_nun1_i_red_portrait_a_1 lp_nun1_i_red_portrait_a_2 lp_nun1_i_red_portrait_a_3 lp_nun1_i_red_portrait_a_4 lp_nun1_i_red_portrait_c_1 lp_nun1_i_red_portrait_c_2 lp_nun1_i_red_portrait_c_3 lp_nun1_i_red_portrait_c_4 lp_nun1_i_red_portrait_c_5 lp_nun1_i_red_portrait_c_6 even when the portrait group entries are corrected to reference the b portrait entries since no such b series .dds exist again in causes a blank image Edited January 13 by Railgunner2160
Daleftenant Posted January 13 Author Posted January 13 4 minutes ago, Railgunner2160 said: Correct, looking at the section at the top you have entries for the futa portraits a_1, a_2, a_3, a_4, a_5, b_1, b_2, b_3, b_4, b_5, b_6, b_7 with the b_x series referencing .dds file with the b designation Reveal hidden contents lp_nun1_i_gold_portrait_a_1 = { entity = "lp_nun1_i_gold_a_01_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_1.dds" } } lp_nun1_i_gold_portrait_a_2 = { entity = "lp_nun1_i_gold_a_02_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_2.dds" } } lp_nun1_i_gold_portrait_a_3 = { entity = "lp_nun1_i_gold_a_03_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_3.dds" } } lp_nun1_i_gold_portrait_a_4 = { entity = "lp_nun1_i_gold_a_04_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_4.dds" } } lp_nun1_i_gold_portrait_a_5 = { entity = "lp_nun1_i_gold_a_05_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_a_portrait_5.dds" } } lp_nun1_i_gold_portrait_b_1 = { entity = "lp_nun1_i_gold_b_01_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_1.dds" } } lp_nun1_i_gold_portrait_b_2 = { entity = "lp_nun1_i_gold_b_02_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_2.dds" } } lp_nun1_i_gold_portrait_b_3 = { entity = "lp_nun1_i_gold_b_03_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_3.dds" } } lp_nun1_i_gold_portrait_b_4 = { entity = "lp_nun1_i_gold_b_04_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_4.dds" } } lp_nun1_i_gold_portrait_b_5 = { entity = "lp_nun1_i_gold_b_05_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_5.dds" } } lp_nun1_i_gold_portrait_b_6 = { entity = "lp_nun1_i_gold_b_06_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_6.dds" } } lp_nun1_i_gold_portrait_b_7 = { entity = "lp_nun1_i_gold_b_07_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_b_portrait_7.dds" } } however later on you when entering the portraits into the actual portrait_groups you reference d_1, d_2, d_3, d_4, d_5, d_6, d_7 instead. This causes blank portraits as there are no such entries specified for the d_ series gotcha, for now if you want to fix it replace lines 221 - 240 of the portrait file with the following: lp_nun1_i_gold_portrait_d_1 = { entity = "lp_nun1_i_gold_d_01_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_1.dds" } } lp_nun1_i_gold_portrait_d_2 = { entity = "lp_nun1_i_gold_d_02_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_2.dds" } } lp_nun1_i_gold_portrait_d_3 = { entity = "lp_nun1_i_gold_d_03_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_3.dds" } } lp_nun1_i_gold_portrait_d_4 = { entity = "lp_nun1_i_gold_d_04_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_4.dds" } } lp_nun1_i_gold_portrait_d_5 = { entity = "lp_nun1_i_gold_d_05_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_5.dds" } } lp_nun1_i_gold_portrait_d_6 = { entity = "lp_nun1_i_gold_d_06_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_6.dds" } } lp_nun1_i_gold_portrait_d_7 = { entity = "lp_nun1_i_gold_d_07_entity" clothes_selector = "no_texture" attachment_selector = "no_texture" greeting_sound = "aqu_portrait_01" character_textures = { "gfx/models/portraits/lp_nun1/futa/lp_nun1_i_gold_d_portrait_7.dds" } } ive fixed it on my end, and itll go out with the next patch.
Railgunner2160 Posted January 13 Posted January 13 (edited) Hmm, I swapped those lines out for the ones you provided and I'm still having the blank portrait issue. Though oddly enough the affected futa gold d series portraits are appearing and disappearing sporadically when I'm scrolling the leaders list now but remain missing when selected. Again it's oddly only the futa gold d series, The Futa Gold A series and all of the Futa Red & Green ones work just fine. I did notice that only the gold Futas even use the d series, perhaps that is a clue in and of itself? I've never touched animations but could there be an error in the d series animation causing the issue? Edited January 13 by Railgunner2160
Daleftenant Posted January 15 Author Posted January 15 On 1/13/2026 at 10:11 AM, Railgunner2160 said: Hmm, I swapped those lines out for the ones you provided and I'm still having the blank portrait issue. Though oddly enough the affected futa gold d series portraits are appearing and disappearing sporadically when I'm scrolling the leaders list now but remain missing when selected. Again it's oddly only the futa gold d series, The Futa Gold A series and all of the Futa Red & Green ones work just fine. I did notice that only the gold Futas even use the d series, perhaps that is a clue in and of itself? I've never touched animations but could there be an error in the d series animation causing the issue? So the 'animation' i did is not tru animation. to do it right, you take one REALLY GOOD asset, slice it up into pieces, then map those peices to an 'armature' (imagine the little posable wooden dolls for drawing) and then use that in the software to make different poses. in this case, i made the assets themselves, then mapped the frames to them, when the AI was asked to make the futa portraits, it insisted on making many of them in a pose that it didnt use for the other portraits, hence D pose. For now, i would just delete those lines, i discovered the same issue, but after i fixed it i found a new issue where the game now wont recognize the need for futa leaders in-game, so im going to push an update once i can solve that part,
Bloodly Posted February 23 Posted February 23 The Cult of Haydee? Should it be available to robots, then?
Levisex Posted May 25 Posted May 25 It looks really good. Which AI model are you using? I'd like to make things like that for myself too.
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