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[mod] Stellaris Sexy Xenos and more (SSX) 1.11.8


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Posted (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 by Fakenet
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Posted (edited)
7 hours ago, Fakenet said:

Edit4: I think I managed to make the machines ofthat mod work but he machines I use are of a different mod.

 

Machines/Synths are tricky, I just noticed that I missed something in my own upload because it took me getting to synthetic evo to find it. Robots and Machines are classed differently in the portrait sets file, I ended up having to add this to make it work with robots/Synthetic evo.

 

*make sure to remove the catsynth, chromesynth and synthkoi if you copy/paste, and add the portraits from Lewd Xenos

Spoiler


robots = {
    species_class = ROBOT

    conditional_portraits = {
        randomizable = {
            has_synthetic_dawn = yes
        }
        playable = {
            has_synthetic_dawn = yes
        }
        portraits = {
            "sd_hum_robot"
            "sd_mam_robot"
            "sd_rep_robot"
            "sd_avi_robot"
            "sd_art_robot"
            "sd_mol_robot"
            "sd_fun_robot"
            "catsynth"
            "chromesynth"
            "synthkoi"
        }
    }

    conditional_portraits = {
        randomizable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        playable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        portraits = {
            "sd_pla_robot"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_lithoids = yes
        }
        playable = {
            has_lithoids = yes
        }
        portraits = {
            "lith_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_necroids = yes
        }
        playable = {
            has_necroids = yes
        }
        portraits = {
            "nec_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_aquatics = yes
        }
        playable = {
            has_aquatics = yes
        }
        portraits = {
            "aqu_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_toxoids = yes
        }
        playable = {
            has_toxoids = yes
        }
        portraits = {
            "tox_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_machine_age_dlc = yes
        }
        playable = {
            has_machine_age_dlc = yes
        }
        portraits = {
            "synth_machine_01"
            "synth_machine_02"
            "synth_machine_03"
            "synth_machine_04"
            "synth_machine_05"
            "synth_machine_06"
            "synth_machine_07"
            "synth_machine_08"
            "synth_machine_09"
        }
    }

    conditional_portraits = {
        randomizable = { has_rick_the_cube_dlc = yes }
        playable = { has_rick_the_cube_dlc = yes }
        portraits = {
            "cyb_machine"
        }
    }

    # Conditional portraits without actual conditions are used here to keep portrait list on UI in particular order
    conditional_portraits = {
        portraits = {
            "default_robot"
        }
    }
}

Edited by ToastyVos
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On 5/17/2024 at 10:37 AM, 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.

 

SSX3-12Rev1.7z 197.96 MB · 2 downloads

Oh wow. This works just great, thank you for making my favourite species mode portraits work again. I really do appreciate the space opera of the galaxy being a little... Lewder. ;)

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On 5/17/2024 at 6:37 PM, 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.

 

SSX3-12Rev1.7z 197.96 MB · 2 downloads

Thanks for the fix, I cant imagine playing without this mod.

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Posted (edited)
On 5/18/2024 at 7:09 PM, ToastyVos said:

 

Machines/Synths are tricky, I just noticed that I missed something in my own upload because it took me getting to synthetic evo to find it. Robots and Machines are classed differently in the portrait sets file, I ended up having to add this to make it work with robots/Synthetic evo.

 

*make sure to remove the catsynth, chromesynth and synthkoi if you copy/paste, and add the portraits from Lewd Xenos

  Hide contents


robots = {
    species_class = ROBOT

    conditional_portraits = {
        randomizable = {
            has_synthetic_dawn = yes
        }
        playable = {
            has_synthetic_dawn = yes
        }
        portraits = {
            "sd_hum_robot"
            "sd_mam_robot"
            "sd_rep_robot"
            "sd_avi_robot"
            "sd_art_robot"
            "sd_mol_robot"
            "sd_fun_robot"
            "catsynth"
            "chromesynth"
            "synthkoi"
        }
    }

    conditional_portraits = {
        randomizable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        playable = {
            OR = {
                has_synthetic_dawn = yes
                has_plantoids = yes
            }
        }
        portraits = {
            "sd_pla_robot"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_lithoids = yes
        }
        playable = {
            has_lithoids = yes
        }
        portraits = {
            "lith_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_necroids = yes
        }
        playable = {
            has_necroids = yes
        }
        portraits = {
            "nec_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_aquatics = yes
        }
        playable = {
            has_aquatics = yes
        }
        portraits = {
            "aqu_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_toxoids = yes
        }
        playable = {
            has_toxoids = yes
        }
        portraits = {
            "tox_machine"
        }
    }

    conditional_portraits = {
        randomizable = {
            has_machine_age_dlc = yes
        }
        playable = {
            has_machine_age_dlc = yes
        }
        portraits = {
            "synth_machine_01"
            "synth_machine_02"
            "synth_machine_03"
            "synth_machine_04"
            "synth_machine_05"
            "synth_machine_06"
            "synth_machine_07"
            "synth_machine_08"
            "synth_machine_09"
        }
    }

    conditional_portraits = {
        randomizable = { has_rick_the_cube_dlc = yes }
        playable = { has_rick_the_cube_dlc = yes }
        portraits = {
            "cyb_machine"
        }
    }

    # Conditional portraits without actual conditions are used here to keep portrait list on UI in particular order
    conditional_portraits = {
        portraits = {
            "default_robot"
        }
    }
}

I imagine this could go on undiscovered for quite some time if you don't play that route ever. Thank you.

 

My issue with the machines was from Vanilla Framework I think, the portraits simply weren't at the same place my empire presets expected.

Edited by Fakenet
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  • 3 weeks later...
On 6/12/2024 at 5:27 PM, Fakenet said:

What trait actually doesn't work? The ones I checked still show up.

I have no answer to your question but I am sure I can find out if anything doesn't work.

well i did manage to get some of the traits that were on the pictures to show up but i cant use them otherwise it just crashes my game whenever i try to start a game with an empire with those traits

Link to comment
On 5/17/2024 at 9:37 AM, 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.

 

SSX3-12Rev1.7z 197.96 MB · 25 downloads

Can you upload that file via mega or any other platform that you can download files from? I can't download it through the LL forum. 

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