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报告翻译问题
Anywho, is there some way to have Mutalisitc Hives with the Horn option? Since the 'No Caps' file just straight up removes horns as an option, even for my ruler.
The first two words of the description are "Removes baldness".
I am unsure how that could be any clearer...
You only have this disabled for humanoid 05 and are missing the submod to disable for the other portraits.
Did some further testing (limited as it may be), and it seems to be an issue only with the last portrait. I haven't tried all of the others, but after jumping into the game with a few of them, I haven't found any issues. So it seems to be only the last portrait, which is a shame, since it's most of the reason I use these mods :(
Additionally, it's not only just that one hair that seems to break, any hair seems to break if you use the problematic portrait.
Otherwise the mod works as intended. I use SE - Restyled, SE - Restyled - Everything, SE - Restyled - Extra Bodies, and SE - Restyled - No Caps No Horns, in case that helps. Of course, also the Asset Repackage and Portrait Trigger Pack - Core.
Specifically the issue is with the hair that adds the Fox-ears looking like horns. I haven't tested others yet.
I have no idea what was done to update Human 2. I can only say the original Human 2 greatly resembled original SE in terms of code, with all the issues that led to rewriting it all. The extras for cybernetic/psionic also predated the current cybernetic portrait code, and never worked quite right.
The presence of humanoid portraits was the deciding factor in basing this mod on orignal SE rather than Human 2.
If i'm wrong please let me know what the difference in the mods, or better yet if they're compatible. I assumed not, but i know a lot of your focus with this mod has been maintaining maximum compatibility
That's a vanilla bug already fixed in many portrait mods, including this one.
All pops in any given planet pop selection display are clones of each other. All mods are disabled.
Otherwise I would have to know your exact setup in order to reproduce this.
I won't stop anyone from making such a patch, I'll even add it to the load order discussion page once I've verified it works. :)
The only caveat is that versions should also be made to cover the other chest size submods, as those replace the same thing.
Thank you for figuring out!
This and other updated portrait mods have already been updated with the fix.
Did you ever get a response as to whether pop groups only using uniform, default portraits was intended or a bug? I've been wondering the same since I became aware of the behavior. IMO, it would be a weird decision if it were intended.
run.sh, unsurprisingly, runs the whole thing.
The build scripts are the ones that do a mass find/replace on the templates with lists of textures. This is where you would change clothing. Just add/remove/alter the textures listed in the blocks.
You could alter the templates too, but you do have to know what you're doing.
As of 4.0, many of the blocks in the clothing selector scripts are now unused, since the job checking trigger has been removed from the game.
Defaults are specified in generate_clothes.sh. They also include a comment block explaining how the codes for the textures are set up.
Where do I find the portrait dds files? My "gfx/models/portraits" directory doesn't have the folders for soft or plus. Perhaps this is something to do with the way mods are installed on Steam that I'm not understanding? The clothes appear ingame. I think I need to know the appropriate filenames to know what modifications to make to the scripts.
Would I run the "build_female_clothes_sb_master.sh" script or the main directory's "run.sh" script? I'm not sure what the next step would be either, but perhaps that would become more clear after running the script..
I'm mainly hoping to just choose different clothes as the defaults. Also, would it be within the script selector that I could delete outfits?
If the info is available somewhere else, I apologize. I would be appreciative of any help in this matter, though, if you are willing. Thanks!!
1. SE Asset Repackage
2. Portrait Trigger Package
3. SE Restyled
Thanks for your efforts Droid!
This is designed to be configurable, so everyone can use the settings they want. Yes, that means not accidentally nuking other mods. As a portrait mod (and nothing but) at worst you'll get the wrong hair and clothing if set up wrong.
If you want nipslips you'll have to set it up that way since not everyone likes them.
I just want as many options/everything without fear that I've hosed my game,.
The removal of job checking in the game means having to redesign the checks.
Rulers now generally dress per politician job swaps, specialists dress per ethics, fallen empires and primitives are less granular.
There is a known issue with Ethics & Civics: Bug Branch causing pop groups phenotypes to be set to defaults, but not hair or clothing, they will have appropriate clothing and hair for their phenotype. This is strange since the checking is the same...
Pop groups only show defaults in planet view, regardless of choices in empire creation (even in vanilla, seeking clarification if bug or intended behaviour).
Trigger used for job checking has been removed so even if code for pops is usable again it might only be possible to check for other things like government and stratum. Will investigate once the issue with default pops is resolved.
Please report any issues with rulers/leaders in 4.0.
https://pastebin.com/UVTNkeCv
Still running the same mod list as previous post
If you use the vanilla portraits, this will not occur. In that case only the UNE and COM will spawn with the UNE as parent empire.
If you use the COM with these portraits, a third random human nation will spawn besides the UNE.
Portrait Trigger Pack - Core
SE - Asset Repackage
SE - Restyled
SE - Restyled - Everything
and they are the only mods running. I have also reinstalled the mods but only the default portraits appear. Love the mod so I hope im just missing something
I took one look at the hundred or so files in the original I would have to update by hand every time and went "nope", so here we are.
1. Only way I know of is by editing the save, which can be quite painful
2. You would have to edit the hair and clothing selectors to use everything instead of checking stuff like jobs and governments. Grab the selector scripts linked in the description and gut the template to just use a copy of the block with everything at the start of the clothing selector template, for example.
Pack the results into a patch mod, feel free to upload and share with others who would also like clothes to behave that way.
The first thing is, is there a mod anywhere that allows me to change the portrait of a character during a game.
If not then is there a way to randomize all of the outfits so I can enjoy unique looking characters. At the moment they only use a handful of the vast amount of options you have implemented.
Thanks again!