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Glad to be of help. This mod is always my favorite portrait when playing machine intelligence empires.
Besides, I have changed the category file to fit the new code structure of portrait mod since v3.6 Paradox updated the portrait structure. By using this new code structure, modders can add portraits into vanilla species category (such as HUM and MACHINE) without overwrite the vanilla code, thus become fully compatible with other portrait mods. Here is the modified files, you may check it for details (I have put both human ANGEL & holographic ANGEL into the MACHINE and ROBOT category, while put human ANGEL alone into the HUM category):
https://drive.google.com/file/d/1cZUdK3eGBu34wSktf1eGdUxgkOrspXXO/view?usp=sharing
https://drive.google.com/file/d/1QHPyKvPN0CgM0Q3_kbi4n-rsPljU-46P/view?usp=sharing
I shall post the modified file here, but be warned: I am not very familiar with Stellaris shader code, thus I cannot promise there wouldn't be other problems on this modified "pdxmesh.shader" file, so use it at your own risk. And by using Project ANGEL, certain portrait of the Gigacolle Portrait mod will become blank (precisely, only some of the crisis portrait, thus there will be almost no conflict if you are together using the vanilla crisis patch of Gigacolle)
I've encountered the same crash as tolaburke when using Ringworlds origin.
I've tried to analysis this crash, and found the following details:
AI generated empires using ANGEL portrait and Ringworlds origin won't crash, the crash only happens when player ourselves try to control such an empire or load a savefile which plays such an empire.
Also enabling ANGEL mod will cause any other empire to crash when using Ringworlds origin, even when this empire is not using ANGEL portrait, which is indeed weird.
No matter what your decision might be in the future, I still want to thank you for making such a great portrait mod and maintained it for so many times. Thank you.