Kashyr Posted September 3, 2023 Posted September 3, 2023 Honestly all I want is version of the portraits without the furrys and fixing the issue where the AI only picks from the SSX portraits with the empire creator. I might be able to get rid of the furrys as I slowly learn this notepad magic but I have no idea how to stop the AI from picking exclusively custom portraits
Kashyr Posted September 3, 2023 Posted September 3, 2023 Followup, Yes I was able to purge the Furries. Still cant fix the AI issue tho
SeloFox Posted September 3, 2023 Posted September 3, 2023 13 hours ago, Kashyr said: Followup, Yes I was able to purge the Furries. Still cant fix the AI issue tho I'd look up how other mods, like Calcifer's I think does this, removes other portraits entirely. Basically just completely remove other portraits from the options entirely.
Kashyr Posted September 4, 2023 Posted September 4, 2023 (edited) 15 hours ago, SeloFox said: I'd look up how other mods, like Calcifer's I think does this, removes other portraits entirely. Basically just completely remove other portraits from the options entirely. thats the opposite of what I want tho lol. Sorry if I was unclear, wanted to fix the issue where the AI picks ONLY the mod portraits and doesnt use the base game ones anymore. I like some random slutty races but the majority should be the original races Edited September 4, 2023 by Kashyr 1
SeloFox Posted September 10, 2023 Posted September 10, 2023 (edited) On 9/3/2023 at 11:03 PM, Kashyr said: thats the opposite of what I want tho lol. Sorry if I was unclear, wanted to fix the issue where the AI picks ONLY the mod portraits and doesnt use the base game ones anymore. I like some random slutty races but the majority should be the original races What I was meaning was to remove the options of the furries, not to download Calcifer's mod or anything. Essentially using mods like them for their code in removing portrait options and removing the ones you absolutely don't wanna see. Only other option I can see if making races without the portraits and setting them as always spawn for your game but that removes the intrigue of finding an unknown race as well as being a TON of work. Edited September 10, 2023 by SeloFox Fixing my response
Calcifire Posted September 11, 2023 Posted September 11, 2023 On 9/2/2023 at 7:28 PM, Kashyr said: Honestly all I want is version of the portraits without the furrys and fixing the issue where the AI only picks from the SSX portraits with the empire creator. I might be able to get rid of the furrys as I slowly learn this notepad magic but I have no idea how to stop the AI from picking exclusively custom portraits K so, afaik, there isn't any way to "weight" the rng for portrait selection when the game creates a random gen empire. All you can do is remove a portrait from the rng list entirely. You just have to edit the species_class.txt files inside the species_classes folder. #SPECIES_CLASS_KEY_HERE = { portraits = { #this list of species will be available to the rng gods "portrait_01" "portrait_02" "portrait_03" } non_randomized_portraits = { #this list of species will NOT be available for random generation "portrait_04" "portrait_05" "portrait_06" } } 1
SeloFox Posted September 14, 2023 Posted September 14, 2023 Excellent, thanks for the info! Was actually trying to look into how to do this so I could take out some stuff. Can you remove a species from RNG entirely, though? Or any idea how to fix the blank species names cause I have a game where they use some species that don't generate random names so this empire is just %ADJECTIVE_% or something and it's really .... off putting, lol
Calcifire Posted September 14, 2023 Posted September 14, 2023 5 hours ago, SeloFox said: any idea how to fix the blank species names cause I have a game where they use some species that don't generate random names so this empire is just %ADJECTIVE_% or something and it's really .... off putting, lol That usually happens when a modder creates a new archetype to sort their new species into, without then setting up a set of random species names for said new archetype.
eos0729 Posted October 31, 2023 Posted October 31, 2023 (edited) I want to apply Sun_trait to all leaders in Stellaris 3.8 or later, but I have edited events, on_action, and leader traits to look at other leader trait mods. When I start the game and look anywhere on the leader screen, there is no Sun_trait relationship at all... I don't know how to edit it. snu.txt ssx_ruler_traits.txt ssx_snu_leader_traits.txt ssxt_civic_events.txt Edited October 31, 2023 by eos0729
HellStorming Posted November 5, 2023 Posted November 5, 2023 Hello, ssx no longer works with the new version of the game for me. Do you know of a way to patch this, or do you know if the creator of the mod plans to make a new compatible version or not yet ?
Galm2 Posted January 10, 2024 Posted January 10, 2024 On 11/5/2023 at 3:35 AM, HellStorming said: Hello, ssx no longer works with the new version of the game for me. Do you know of a way to patch this, or do you know if the creator of the mod plans to make a new compatible version or not yet ? Are you using Irony? It won't even show up on Irony for me. I don't know why.
Goddess_moka Posted January 25, 2024 Posted January 25, 2024 So is it just me or does anyone have the problem of traits and more making the game crash every single time you try to boot up a new game. like it gets to i think backgrounds on the loading bar before crashing. am I just being dumb or does it not work in the most recent version of the game.
Railgunner2160 Posted January 25, 2024 Posted January 25, 2024 uhh, wow. Given how completely outdated the traits file is I'm surprised it even got that far! Consider only the potraits being usable at this point without any further updates to the mod. The Traits file has been outdated and broken for quite a few updates to the game. At this point someone would have to go in and redo the traits almost from scratch to bring them up to date.
rallyelgen Posted January 29, 2024 Posted January 29, 2024 On 1/25/2024 at 7:16 AM, Railgunner2160 said: uhh, wow. Given how completely outdated the traits file is I'm surprised it even got that far! Consider only the potraits being usable at this point without any further updates to the mod. The Traits file has been outdated and broken for quite a few updates to the game. At this point someone would have to go in and redo the traits almost from scratch to bring them up to date. Wasn't this integrated into the Lustful Void mod a long time ago?
Nicharveechu Posted February 3, 2024 Posted February 3, 2024 On 1/29/2024 at 7:51 AM, rallyelgen said: Wasn't this integrated into the Lustful Void mod a long time ago? No. SSX's traits are not integrated with LV.
karokaron Posted March 4, 2024 Posted March 4, 2024 (edited) I will upload a file that makes SSX Traits compatible with Eridanus update. (for 3.11.x) Please back up SSX and then overwrite the contents of the compressed file. The selection of councilor traits and effects is based on my own feelings, so if you don't like it, feel free to fix it yourself. I do not support integrated with LV. I don't use LV. SSX_Traits_Eridanus_revA.zip Edited March 4, 2024 by karokaron
Apex01 Posted May 11, 2024 Posted May 11, 2024 Any chance this mod will be updated for the Machine Age update?
IronPyrite2112 Posted May 14, 2024 Posted May 14, 2024 I'm trying to use the Portraits only with LV , but it doesnt seem to populate or give me the options to select SSX species when creating a new game. Is there something new with Machine Age that I should be aware of ... or am I just screwing things up ? Should SSX be above or below LV in the load order if I"m only using portraits ?
Fakenet Posted May 14, 2024 Posted May 14, 2024 (edited) 55 minutes ago, IronPyrite2112 said: I'm trying to use the Portraits only with LV , but it doesnt seem to populate or give me the options to select SSX species when creating a new game. Is there something new with Machine Age that I should be aware of ... or am I just screwing things up ? Should SSX be above or below LV in the load order if I"m only using portraits ? That happened with the last update, it worked just fine before. Damnit, I really like the pictures. The Author has stopped updating the mod 3 years ago. Edited May 14, 2024 by Fakenet
Fakenet Posted May 14, 2024 Posted May 14, 2024 (edited) On 2/3/2024 at 3:15 PM, Nicharveechu said: No. SSX's traits are not integrated with LV. Better go ask Lithia to do just that. I need a working portrait mod first if I am to ever learn that. Looks to me they really did change the name of the references. Edited May 14, 2024 by Fakenet
ToastyVos Posted May 16, 2024 Posted May 16, 2024 (edited) @Luklukas@Fakenet Ask and you will receive. Portraits patched, didn't touch traits at all, and didn't test it much, but it hopefully should work. Edited May 17, 2024 by ToastyVos Code correction, Removed file download because theres a better one below. 2
Fakenet Posted May 17, 2024 Posted May 17, 2024 (edited) 18 hours ago, ToastyVos said: @Luklukas@Fakenet Ask and you will receive. Portraits patched, didn't touch traits at all, and didn't test it much, but it hopefully should work. sexyxenos.7z 197.61 MB · 1 download So it needs entirely new files? portrait_sets and portrait_category. I don't think it works, there is no SSX category at all. And do you really have to type it all out yourself or is there any way to have th program do it? Edited May 17, 2024 by Fakenet
ToastyVos Posted May 17, 2024 Posted May 17, 2024 (edited) On 5/17/2024 at 9:31 AM, Fakenet said: So it needs entirely new files? portrait_sets and portrait_category. I don't think it works, there is no SSX category at all. And do you really have to type it all out yourself or is there any way to have th program do it? I had removed the SSX Category, as it was just a personal patch for myself and I wanted to combine it with humanoids. That said, I went and revised it so there's now a SSX and SSM categories, along with the overlap of SSM onto machines, synthetics, and cybernetics. This version is SSX like it ran on 3.11 just updated to the 3.12 format. I ran a quick test, and all seemed well. I didn't type a whole lot myself besides copy and paste formats and making sure it followed the file structure, while using other mods as a reference to see how they worked. But there was a few parts where I had to change things around and type things, I used this as a starting guide https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-343-the-machine-age-and-stellaris-3-12-1-andromeda-preliminary-release-notes.1673718/ under the section "Portrait Sets, Categories and Species Classes". Heres the revised file, hopefully it works. SSX3-12Rev1.7z Edited May 18, 2024 by ToastyVos Reupload with code change to make SSM portraits work for Robots and Synths 6
Fakenet Posted May 18, 2024 Posted May 18, 2024 (edited) 18 hours ago, ToastyVos said: I had removed the SSX Category, as it was just a personal patch for myself and I wanted to combine it with humanoids. That said, I went and revised it so there's now a SSX and SSM categories, along with the overlap of SSM onto machines, synthetics, and cybernetics. This version is SSX like it ran on 3.11 just updated to the 3.12 format. I ran a quick test, and all seemed well. I didn't type a whole lot myself besides copy and paste formats and making sure it followed the file structure, while using other mods as a reference to see how they worked. But there was a few parts where I had to change things around and type things, I used this as a starting guide https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-343-the-machine-age-and-stellaris-3-12-1-andromeda-preliminary-release-notes.1673718/ under the section "Portrait Sets, Categories and Species Classes". Heres the revised file, hopefully it works. SSX3-12.7z 197.96 MB · 1 download Thank you, I am trying to update Lewd Xenos but trying to figure out what the right variables are is a pain. Edit: It might not have worked for me because the goddamn mod manager did not add the mod despite me telling it to add everything. Anyway it does work now. Edit2: I don't think my brain works like that, I need an explanation for idiots. Like put this there. I can't do with this is what it was, this is how it has to be now. FOr example it looks like the old class file is the same a s the new set file but noone ever says so. Edit3: Partial success, Got the biological portrait to work, not yet the machines though. Edit4: I think I managed to make the machines ofthat mod work but he machines I use are of a different mod. Edited May 18, 2024 by Fakenet 1
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