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ReMeDy

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Posts posted by ReMeDy


  1. ReMeDy - I'm going to use this with the Dark World mod so I can assign some custom images to certain characters.

     

    If I understand your post correctly - this is acceptable as long as I give you a shout out (which I'll do both in the mod readme.txt and on the mod download page). Is my understanding correct? I don't want to rip your work in error.

     

    Go ahead. I think it would work great for specifically named characters, like Harley. If you're curious, I did test my mod with yours, and it works great. I ran my mod separately from yours though, but integrating it shouldn't be an issue either.

    Let me know if you have any questions.

     

    0

  2. This is cool, also,I'm curious, no Katarina?

     

    Actually, I have two portraits on her in the # p11 property slot, 7th and 8th from the left. I chose her, Garen, Darius, etc. because they're at least somewhat lore-friendly, as opposed to, say, Caitlyn who carries a gun. Okay, technically, Lucian carries guns but at least he's not wearing a funky top hat :D.

    If you prefer a different Katarina portrait, you can swap one of mine out for whatever. No need to change the trait's name, since the name of the trait will already match up with the character's name.

    0

  3. I wanted to bump this topic and mention I released a traits approach to adding custom portraits.

    http://www.loverslab.com/topic/52211-ck2-static-custom-portrait-replacer-ver-098-244-horse-lords-compatible/?p=1310789

    It's different from Charlie's anime link. That mod uses a cultural method for assigning portraits. My mod assigns specific images to specific characters, so if that's your cup of tea instead, give it a try. The downside is my mod is capped at 84 portraits, whereas the cultural approach offers unlimited portraits, but the cultural approach has the downside of all the faces looking too similar.

    0

  4. Many thanks for this sharing of knowledge.

     

    Heya Dew, love your mod. I created this mostly as a resource for other modders, so admittedly it might scare away a few people, and I know it's not for everyone, but I feel this type of info was badly needed to be shared. I've read way too many misconceptions on the Paradox forums over doing static portraits, so I hope this lays a few of them to rest. Several people talk about how they've done static portraits, but they rarely share their files, or go into detail on them, so I hope this knowledge helps.

    0

  5. gkCNdfg.png

     

    ------------------------------------------------------------------
    ReMeDy's Static Custom Portrait Replacer
    ------------------------------------------------------------------

     

    REQUIREMENTS:

    • Crusader Kings II (CKII) with any version released after Horse Lords
    • All the CKII DLC portrait packs. If you don't have them all, you'll see missing portrait heads. There's a partial work-around here if you don't use portrait DLC.
    • Incompatible with the Early Western Clothing Pack and Eastern Clothing pack DLC. Also incompatible with other mods using any of the four property slots: red dots, boils, blinded eyes, and the multiplayer purple vignette

     

     

    DEMO VIDEO:
     


    This mod can swap out CKII's generated DNA in-game portraits for static images using the in-game console. You can either use one of the supplied portraits I've created, or create your own with the assistance of my files. This mod serves as a template for static portrait designers. If you like one of the portraits I've provided, then all you'll need is knowledge of using the in-game CKII console, otherwise, read on to learn how to add your own images!

    So why did I decide to make this mod? Mainly, out of frustration! Very few mods utilize static images. The ones that do are embedded deep within overhaul mods, such as Birthright2. Every other mod I saw offered a cultural approach, which is NOT what I wanted, because all the characters looked too similar, like in this anime mod. No one on Paradox was very helpful; offering only snippets of conflicting info. What I wanted was a mod allowing me to ONLY customize static images as EASY as possible while still experiencing the vanilla CKII experience. From there, I could apply other user mods to exclusively personalize the gameplay, while my portrait mod allowed me an outlet into personalizing my characters for role-playing purposes.

    There are a variety of methods to adding portraits. The approach I'm using is by assigning custom traits through the in-game console. The traits approach has many advantages, and a few disadvantages, but I'm convinced it's the best approach. It's easy to use, and guarantees the AI will not accidentally use the portraits, since the AI can't obtain unique traits unless YOU assign them, either through the console or a modded in-game event. The disadvantage is I'm capped at 84 portraits. I find this to be more than enough, but I apologize if it's not enough for you. Furthermore, I had to disable the blinded_eyes, red dots, boils, and the multiplayer purple vignette GFX so I could take advantage of their property slots. The traits are NOT disabled -- only the gfx, so while your character can still be blinded, he will no longer look like this:
    http://i.imgur.com/TvVmb7b.jpg

    These unique traits are purely cosmetic and are strictly for assigning portraits. The way they work is the custom traits reference a huge gfx file, and within that file are a ton of frames. Each frame represents a specific static portrait, so what you're doing is assigning a trait via the in-game console, and that trait points to a portrait/frame in a gfx file.

     

     

    ---------------------------------------------
    TEMPLATE PACK (ver 0.98):

    http://www.mediafire.com/download/f107k81t7mw01n7/ReMeDy_Portrait_Replacer_TemplatePack+ver+0.98.zip

     

    up5LajM.jpg

     

    I recommend this pack for adding your own portraits. Add your own 152 x 152 portraits inside one or more of these circles, then add the corresponding trait via the in-game console. For example, if you add an image to portrait 1, in your console, type:
    add_trait portrait1

    It's as simple as that! If you need assistance on saving out .dds files, getting Photoshop to work, etc. then that's an entirely different beast. Read further down the page for details on that. For your convenience, I've provided a Photoshop template file inside the download where you can easily add photos. All you have to do is save them out in .dds format.

     

    ---------------------------------------------
    ANIME PACK (ver 0.98):

    http://www.mediafire.com/download/pbu22grl78fmnkj/ReMeDy_Portrait_Replacer_AnimePack+ver+0.98.zip

     

    haalrKn.jpg

    This anime pack is an example of what the template pack is capable of. It also demonstrates custom trait names, trait graphics, and descriptions for the traits. Naming my portraits gives me the advantage of quickly adding portraits via the in-game console without having to reference a portrait chart. As long as I know the name of the character I want to add, I add that name to the console to assign the portrait! It's much easier than remembering nondescript names, like portrait23, or portrait76! If that sounds like something you want to try, consider using this as your template, study my files, and rename things to fit your liking. To rename the traits, you'll need to edit four files:

    portrait_descriptions.csv
    portrait_properties.txt
    remedy_portrait_traits.gfx
    remedy_portrait_traits.txt
     

     

    ---------------------------------------------
    REAL PEOPLE PACK (ver 0.98):

    http://www.mediafire.com/download/tlkcvj0o6x3k1i4/ReMeDy_Portrait_Replacer_RealPeoplePack+ver+0.98.zip

     

    SgdGNGF.jpg

    This pack currently has only 42 portraits, but I did this for a reason. It demonstrates just because you're using my traits approach, doesn't mean all four property slots (red dots, boils, blinded eyes, and the multiplayer purple vignette) have to be disabled! Because this pack uses 42 portraits, it only needs to use two property slots, so I've re-enabled blinded_eyes (# p10) and purple vignette (# p11). After all, if you're not using all 84 portraits, you shouldn't be punished with disabled property slots for portraits you don't plan on using!

    Each of the four property slots houses 21 portraits, so if you plan on using 21 portraits or less, you can safely enable three of the four property slots. Likewise, if you only need up to 42 portraits, you can re-enable two property slots, and so on. It's up to you what property slots you prefer, but for compatibility reasons with other mods, I recommend re-enabling blinded_eyes, as I know CKIIPlus and Game of Thrones take advantage of this slot. The multiplayer purple vignette could also be useful, if you play multiplayer.

     

    It's easy to re-enable property slots. To turn on a property slot, you must do two things: First, consult the original CKII portrait_properties.txt file and copy the section of code for the property slot you want to use over my portrait_properties.txt in my mod. For example, if you want to re-enable blinded_eyes, copy everything from # p10 blinded near the bottom of the txt file, and replace everything that's # p10 blinded in my portrait_properties.txt file. You also must delete the gfx file in the gfx folder corresponding to the property slot you want to re-enable:

    # p8 = remedy_portrait_swapping (red dots)
    # p9 = remedy_portrait_swapping2 (boils)
    # p10 = remedy_portrait_swapping3 (blinded eyes)
    # p11 = remedy_portrait_swapping4 (multiplayer purple vignette)
     

     

    ---------------------------------------------
    INSTALLATION:

    1.) Download any of the template packs. You can install multiple packs, but you can only have ONE enabled in the CKII launcher! Extract the .zip file. Inside are two files you'll need: they are the .mod file (which sometimes looks like a movie file), and a folder.

    2.) Take these two files and put them in your Crusader Kings II mod directory:
    Documents/Paradox Interactive/Crusader Kings II/mod

    3.) Start CKII. In the launcher that shows before the game loads, go to the "Mod" tab next to the "DLC" tab. Ensure your mod of choice is displayed and checked. Again, only choose one!

    4.) Click play, and you're done. The mod is now loaded into your game.

    5.) To take advantage of the mod's features, you must use the ruler designer or the in-game console. Read the next section on applying static portraits to characters!


    ---------------------------------------------
    HOW TO APPLY A STATIC PORTRAIT:

    If you want to use one of my anime or real people portraits, all this requires is knowledge of the in-game console. It's very easy. Again, here's the video on it.

    Here are the steps as detailed in the video:

    1.) With the mod enabled, first, pick the character you will play. Feel free to use the Ruler Designer to select a starting custom portrait. If you do this, keep in mind the portrait swap doesn't take effect until you load onto the world map. The Ruler Resigner is limited, since you can only edit your own character. To edit future characters and AI characters, you'll need to use the console.

    2.) Start the game, then hit the ~ key in the top-left of your keyboard to bring up the console where you can type things.

    3.) You'll need to type in one of the below command lines to switch your portrait, or the portrait of a computer controlled player. To switch your portrait, depending on the portrait you want, use:
    add_trait InsertNameOfPortraitHere

    To switch the portrait of a computer controlled player, you must know their character ID. For that, type "charinfo" then hover your mouse cursor over their portrait. New information about that character will be displayed called the debug info. Look for their ID number. With that ID number, type:
    add_trait InsertNameOfPortraitHere InsertCharInfoIDHere

    (Note: When assigning portraits, the portrait swap sometimes doesn't happen instantly, depending on what window you're viewing the portrait from. You need to refresh the portrait change by closing the portrait view of the character you edited, then opening the portrait view back up.)

    4.) DONE! If you ever need to remove a portrait, type:
    remove_trait InsertNameOfPortraitHere

    To remove a portrait from an AI character, type:
    remove_trait InsertNameOfPortraitHere InsertCharInfoIDHere


    ---------------------------------------------
    ABOUT ART SOFTWARE:

    If you're adding your own portraits, you need basic knowledge of an art program. I recommend either Adobe Photoshop (w/ a .dds plugin), GIMP (w/ a .dds plugin), or Paint.Net. I do not have experience with GIMP or Paint.net, but I heard Paint.net is great because it's free and includes support for .dds files without having to install a plugin. You can install it for free here:
    http://paint-net.en.softonic.com/

    If you use Photoshop (what I use and recommend), you'll need to download a separate .dds plugin to create .dds files:
    https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

     

    I'm not here to teach you how to use your art program, especially because your experience will vary based on your program of choice, your OS, and whether you're on PC or Mac. I will, however, provide some guidelines:

     

    1.) All portraits must be 152 x 152 pixels.

     

    2.) The mod reads the graphics from my remedy_portrait_swapping.dds files, so just find a way to get the images inside those files, and you'll be good.

     

    3.) When saving .dds files, your art program may ask you for certain settings. Try to match it as best as you can to the following: DXT5, ARGB, 8 bpp, interpolated alpha, 2D texture, with no mipmaps. Make sure when you save the file, you keep the file name and .dds file extension the same, otherwise my mod can't find the files!

     

    4.) I highly recommend having your images as circles, otherwise, the edges of your pictures will bleed outside the borders of unlanded characters who use the thin grey border circles. Look at these two links to learn why this is important:
    http://i.imgur.com/RbnmBCu.jpg
    http://i.imgur.com/Rvhzaw6.jpg

     

    If you can't open my Photoshop template file, instead, open one of my .dds files and download the following image for the portrait circles. Overlap it on top of your portraits. Make sure it overlaps perfectly.
    http://www.mediafire.com/download/tf95p4zb879ep5n/ckII_darkCircles%28apply+these+over+your+portraits%29.png

     

    To be safe, test your portrait in-game before adding more. Use the console to add the trait name corresponding to the portrait you replaced, so if you added a portrait over portrait 1, type in:
    add_trait portrait1

    If you're successful, your player character's portrait will instantly swap to your portrait. Done! If you're ambitious, optionally, you can edit the name of the trait, the small graphic of the trait icon, and even the description of the trait when hovering the mouse cursor over it. Reference my anime pack to see how I did this. It involves editing multiple files you otherwise wouldn't have to touch, including portrait_descriptions.csv, portrait_properties.txt, remedy_portrait_traits.gfx, and remedy_portrait_traits.txt. It's just a matter of swapping out names, and should be self-explanatory. Fun fun fun!


    ---------------------------------------------
    KNOWN MOD ISSUES & RESTRICTIONS:

    1.) You can't swap out the portraits of children (characters age 0-15). You can, however, still give the child the portrait trait, so when they hit age 16, the game will immediately use the portrait associated with that trait when they come of age.

     

    2.) I noticed this very rare issue with certain Viking portraits having a blackened out background. I'll look into it, but it's rare enough that I don't consider it major. Hell, it might not even be related to my mod, as I haven't isolated the issue yet.
    http://i.imgur.com/KiEup7Q.jpg

     

    3.) Blinded_eyes, red dots, boils, and the multiplayer purple venette GFX have been REMOVED. This is a side-effect to getting my mod to work. This does NOT mean those traits have been removed; only that I removed the gfx associated with them! Stat deductions, opinion modifiers, etc. still work; you just won't see the visual gfx on the portraits. Besides, I didn't like the look of them and they're rare enough to ignore.

    4.) Do not use this mod with other mods sharing portrait_properties.txt, or that edit the blinded_eyes or other portrait gfx's. Examples include Game of Thrones and CKII Plus. I do plan on releasing compatibility files in the future to make my mod work for Game of Thrones, but I'm waiting on Game of Thrones to be updated to take advantage of the new p11 purple vignette property slot.

    5.) Do not use custom culture mods. My mod compares your character's culture with a matching file in the interface folder in order to attach the portrait. If it can't find your culture, CKII doesn't know what to do.


    ---------------------------------------------
    FAQ:

     

    Q. What is the point to this mod, other than to add portraits?
    A. This mod accomplishes a number of things. Beyond simply for role-playing purposes, you can use it to assign portraits to "characters of special interest," to help them stand out. This has helped me organize high priority characters, and create more memorable CKII experiences. It can also be used on existing mods featuring pre-generated starting characters. For example, I can use this in conjunction with the Game of Thrones mod, to assign portraits to all the characters in the mod files, so as soon as a new game starts, all the characters automatically acquire portraits from the TV show. I'm also hoping this mod can be used in conjunction with sex mods to add more role-playing to certain scenarios.

    Q. So, if I give myself a blinded_eyes portrait, does that mean my character is blind, or?...
    A. No, not at all. What I've done is modified the code's behavior, so instead of using a single-frame blinded_eyes image, the trait you selected will point to one of 21 frames unrelated to blindness. Your character will not receive any negative (or positive) effects from these portrait traits, although it's worth noting if you want to add modifiers to these traits, you may certainly do so, but that's beyond the scope of this mod. Keep in mind the blinded trait still exists and can still be acquired, along with its negative trait modifiers, but you will no longer see the gfx associated with that trait on characters.

    Q. Is this Ironman mode compatible?
    A. Only for your first Ruler Designer character. This mod requires the in-game console to assign traits. To prevent cheating, Paradox doesn't take any chances and disables console in Ironman mode. You might be able to assign custom traits outside of your game, but I haven't tested this yet.

    Q. Can I obtain achievements using this?
    A. No, because this mod alters the checksum, due to the integration of custom traits. Even though my traits don't add any stats and are purely cosmetic, CKII has no way of distinguishing this. CKII doesn't discriminate when it comes to custom traits!

    Q. Is it really necessary for me to create my custom portraits as circles? It's annoying making circle images!
    A. Yes and no. You can do a square format, but you'll notice parts of your image protruding from portraits using the thin grey circle borders (ie. unlanded characters w/ no titles). The circle format removes this protrusion. Reference the below links for the importance on circles, and whether you feel it justifies the effort. The top link is a .png file you can overlap over your portraits to make the circle process easy:
    http://www.mediafire.com/download/tf95p4zb879ep5n/ckII_darkCircles%28apply+these+over+your+portraits%29.png
    http://i.imgur.com/RbnmBCu.jpg
    http://i.imgur.com/Rvhzaw6.jpg

    Q. How do I rename characters after they're born? I gave a character a portrait of Adolf Hitler, but I want his name to match!
    A. There's an awkard solution: Quit your game and edit a text file. First, learn the character's in-game ID with the charinfo console command, search for that ID in your save file outside of your game, then search for that character's name via the ID. I haven't tried it yet, so you're on your own, but it sounds simple enough.
    http://www.reddit.com/r/paradoxplaza/comments/21lrn9/renaming_a_character_in_ckii/

    Q. I'm mid-way into a save using your mod, and decided I want to change some portraits, but I don't want to restart a new save file! Will my save file be compatible if I make portrait changes?
    A. Yes, but you must be careful, because characters will still reference the gfx assigned to them based on their portrait trait. For example, if portrait 11 was originally a picture of Bill Gates, and portrait 18 was a picture of Oprah Winfrey, if you were to turn portrait 11 into another Oprah Winfrey picture, your save file would automatically update all characters using the portrait 11 trait with that new Oprah Winfrey picture! That would make things awkward if you have a character in your save who was using portrait 11, since I imagine you assigned portrait 11 to a male character, only now he's using a female portrait! This issue gets more complicated when using custom trait names, because now you no longer have non-descript names, like portrait 11, 12, etc. If you have a trait called bill_gates with Bill Gates' portrait, and you update that portrait to Oprah Winfrey, I recommend updating files to remove bill_gates name from that trait, otherwise you're going to get confused. For example, imagine having to remember to add the bill_gates trait to give yourself that second Oprah Winfrey picture. It would be a mess. I suppose that's one advantage to non-descript portrait names, but it also has the disadvantage of having to consult an image chart to know what portraits you want to add!

    Q. Can I use your mod either in my own mod, or to create portrait packs to share with others?
    A. Yes, but credit me, if you could. Many thanks!


    ---------------------------------------------
    FUTURE UPDATES:

    1.) Create a Game of Thrones portrait pack. I currently have 42 portraits made on it.

    2.) I plan on adding the Game of Thrones portraits directly into the Game of Thrones mod, so when you start a new game, the portraits are automatically assigned to all the characters. This saves tons of time, otherwise you'd have to add all the portraits in separately on every new game via the console. First, however, I'm waiting on the mod's developers to update to Horse Lords, so I can take advantage of the p11 property slot introduced from Horse Lords.

    3.) Fine-tune the positioning of any images that may appear off-centered.
     

     

    ---------------------------------------------

    I will be here to help answer questions, because I know there may be things I've overlooked. I know this sounds like a lot, but I hope you agree when I say I tried to make this as easy as possible. I wish I had this resource when I was learning to do this! If you think this is hard for you, imagine what I had to put up with having to load CKII over 200 times, then another 20 times once Horse Lords broke everything! :)

    post-204-0-05067700-1441684676_thumb.jpg

    post-204-0-82696100-1441684714_thumb.jpg

    post-204-0-79320000-1441684731_thumb.jpg

    post-204-0-55348100-1441684761_thumb.jpg

    post-204-0-98715900-1441684767_thumb.jpg

    post-204-0-47358400-1441684777_thumb.jpg

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  6.  

    Also id rather have this Lara back:

     

    100008%20-%203D%20Animated%20Lara_Croft.

    The reboot was fine for a single playthrough.. but few tombs to raid lol

     

    100% disagree with you. That is such a plastic barbie doll to me. As for the game itself, it was more about turning Lara into the treasure hunter we know her to be, and they did that very well. The next game will be about treasure hunting.

     

    The new Lara is still stacked but still realistic. Not trying to fight since this is about personal preference. As a kid I liked the fake boobs, but as a man I appreciate them pandering less and making it more realistic. Of course everyone has different levels of how far is to far.

     

     

     

    55082047.jpg

     

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  7. I think what confuses people is they see the Estrus mod on Nexus and think, "Well that's rape! Why can't these other LL mods be on there!?" That's because tentacles is an entirely different grey area apart from human figures going at it. There is a reason the Japanese censor male genitalia, but not tentacles, and it's what caused the tentacle genre to grow popular in the first place!


     


     




    also the moderators there all act in a own way.


     


    I uploaded a conversation of a catsuit once there ( which was as it seems ported froom another game ) dumb me, should have informed myself about this since they don't allow copyright content.


    what did that guy do? yes, ban me instantly.  he could have just deleted the mod and give me a warning but no.


     


    I saw and still see other people there who upload stuff like the first uploads of the witcher 3 soundtracks which got removed cause of no copyright, then that guy added a screenshot of a mail from projectred with the permission to do so, but he tried to upload these mods like 3 times before he added that mail, and never got banned for that.


    This is what I call unfair and it makes me angry.  oh just noticed this has nothing to do with this topic. :D   


    Sorry, I guess I just had to blow off steam here.   :blush:




     


    Sorry to hear that. Not to rub salt into the wounds, but I released a Berserk soundtrack and only got a warning. I decided to release the mod on Lover's Lab, and low and behold, no one took it down! Funny how that works!


    http://www.loverslab.com/topic/3712-berserk-battle-explore-dungeon-music-overhaul-11/?hl=berserk


     


    Ever since then, I swore never to release mods on the Nexus. Any mods I release for any games will be exclusive to Lover's Lab.


    3

  8. Sorry for the delay in my custom portrait release, but I intentionally am delaying it because I knew Horse Lords might screw things up (which it did), for better or worse.
     

    For worse, because Paradox released an interesting update to the portrait_properties.txt file. It's a new property slot, #p11. This adds a purple vignette around characters controlled by multiplayer humans. This also means any mods with portrait_properties changes will need to be updated. If you never play multiplayer, you may never see this purple vignette, but some players are seeing it anyways if they have mods utilizing old portrait_properties files due to incompatibilities. Here's what it looks like:

    lea6EYQ.jpg

    This is all for the better, because this is a new property slot I can take advantage of for an additional 21 portraits! I, and many others, don't care for multiplayer, so I don't think people will hate me if I take advantage of this slot. By using this slot, plus blinded, red_dots, and boils, that gives me 84 portrait slots, which is probably more than enough for most players. It will disable the gfx effects, but those gfx rarely show up in-game, and when they do, I think most would agree they don't add anything to the game and look ugly as hell:

    http://i.imgur.com/TvVmb7b.jpg

    Right now, Horse Lords and its big accompanying patch fucked up pretty much all the CKII mods, and I'm not exaggerating. Paradox said they did a major code rewrite, and it shows. They also introduced a few issues along the way, but to Paradox's credit, they're quickly addressing them.

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  9. Any dudes who seriously think they're going to find an actual decent-looking REAL female on this needs a reality check. I have yet to meet a woman who enjoys having to learn to play a video game just to see in-game pixels having a go at virtual sex. Woman are going to instead prefer text chat, video, or actually... you know... going on a real date.


     


    Also, is there any actual context to the sex? Women are going to prefer foreplay. They don't want a game where you log in, have sex, then logout.


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  10. Cool. Its looking good. Cant wait to give it a try.

     

    The insane thing is this mod's file-size will only total about 1MB, uncompressed. It only uses one big .dds graphic (for the 20+ frames/portraits), several smaller .tga graphics (for the trait icons), and nothing but coding .txt and .gfx files for pointing to where the graphic file is and linking the traits up to each frame/portrait.

    0

  11. Oh, I got it! I'm now able to play as a Doge (literally and figuratively). The issue was I needed to extract the .gfx files from the DLC packs I downloaded, since I wasn't accounting for all the cultures.


     


    CKII_dogesInItaly.jpg


     


    Once I fill up all the portrait slots and type up a readme full of instructions, I'll share what I have for anyone else who wants to use my portraits, or use their own portraits. Basically, my mod will serve as a template demonstration purely for static portrait modding. Considering that's all my mod will do, it should make it easy for others to dissect the inner-workings of static portraits.


    1

  12. After hundreds of tries, I've accomplished static portrait swapping:

     

    ckII_staticPortraitExample1.jpg

     

    ckII_staticPortraitDogeImprisoned.jpg
    ^ An example of layers, demonstrating the imprisonment status overlapping a static portrait.

     

    The only issue I'm having is this all only works with Europeans, Muslims, and Byzantines. Anyone outside of those three, when I attempt to portrait swap them, the change is ignored and they're instead assigned the red_dots trait. DLC portraits, or anyone outside the European, Muslim, and Byzantine groups won't let me portrait swap.

    0

  13. Adding traits icons are easy.

    ckII_beatriceKushen.jpg

     

    It's adding the damn custom portraits I'm still puzzling over, lol. Hell, I even bought CKII so I could gain access to the exclusive Paradox forum, which I can only gain access to if I have a valid copy of the game (those bastards).

    And yea, I agree you don't have much room to work with. Custom icons must be 24x24 pixels. Graphical depictions of boobs will look awkward fitting them onto a small congruent square.

    0

  14.  

    really hope Bethesda isn't involved.

    they are very much involved...

     

     

    Agreed. This is why Bethesda released the Skyrim patch removing Workshop file restrictions. Bethesda supported this. It seemed weird Bethesda would release a patch for a game they had long since abandoned. Some pondered if it was in the goodness of their heart that they did this. Obviously not!

    http://www.bethblog.com/

    1

  15. All I'll say is I'm glad I'm old enough to be out of college and onto a full-time job so I can at least throw this issue under the bus if I ever do need to spend money on something. Imagine college students (ie. generally the target audience), who are sitting on student loans. Yes, I understand they spend money on Starbucks coffee, but that's besides the point.

    I will refuse to purchase any of these mods because I don't condone this. Unfortunately, when Oblivion released that $3.00 horse armor, I recall it actually doing somewhat well, so I hate to say, but this probably will take-off.

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  16.  

     

    Hey dude, really love it on the screenshots but for some reason the tattoos dont appear in my in-game slavetats menu, any idea why that might be?

     

    Did you read the instructions? Not being smart ass, but I said they replaced

     

    Right_breast_pleasure

    Left_breast_pain

    Back_werewolf

    Belly werewolf

    Breasts horny bitch

    butt_butt_slut_zqzqz

    cow spots

    left leg

    right leg

     

    So when you apply those, you'll get scratches instead :) Or you could just use the MCM version. Either way.

     

    Replaced? You made these into replacers? Why in the hell did you you not just give them their own unique names and let them be ADDED to the lists, it's no more work than making replacers and doesn't do something completely unnecessary (replace perfectly good tats).

     

     

    Must be his troll avatar doin' God's work.

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  17. Grr, I feel I'm so close! First, I have the traits nailed down. I have not one, but two custom traits with their own image and description. My objective is to store separate static portrait images for each custom trait, then using console, I can assign portraits based on traits. For now, I'm starting small with two:

    ckII_beatriceKushen.jpg

     

    In the gfx folder, I have created four frames in the file blinded_eyes.gfx. The idea is to use the blinded trait along with a trait to trigger the portrait. I believe the frames are numbered from right to left, so below, the frames are 3, 2, 1, 0. The file looks like this, at 100% scale:

    ckII_blinded_eyes.jpg
     

    Here's the p10 portion in my portrait_properties.txt file. Correct me if I'm wrong, but the 0, 1, and 2 blocks each represent a frame, correct? And again, the frames work in order from right to left? So if I want to call forth one of the character portraits, block 1 or 2 need to be at 100 factor, which are influenced by the unique trait I set.


    # p10 blinded
    10 = {
        0 = {
            factor = 0
            modifier = {
                factor = 100
                trait = blinded
            }
        }
        
        1 =  {
            factor = 0
            modifier = {
                factor = 100
                trait = beatrice_kushen
                trait = blinded
                }
            }

        }
        2 =  {
            factor = 0
            modifier = {
                factor = 100
                trait = beatrice_kushen2
                trait = blinded
                }
            }

        }



    My sprites_graphics.txt file. As you can see, I've set GFX_character_blinded_eyes to 4 frames to match my blinded_eyes.dds file:


    spriteType = {
        name = "GFX_character_blinded_eyes"
        texturefile = "gfx\\characters\\shared\\blinded_eyes.dds"
        noOfFrames = 4
        norefcount = yes
        can_be_lowres = yes
    }

    spriteType = {
        name = "GFX_trait_blinded"
        texturefile = "gfx/traits/blinded.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
    }

    spriteType = {
        name = "GFX_trait_beatrice_kushen"
        texturefile = "gfx/traits/beatrice_kushen.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
    }

    spriteType = {
        name = "GFX_trait_beatrice_kushen2"
        texturefile = "gfx/traits/beatrice_kushen2.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
    }


     

    Using the above files, I've managed to somewhat pull this all off. I have blinded eyes to the right of any portrait with an assigned "blinded" trait, but it's getting moved to the far right of the portrait, and obviously I don't want a cut-out of a pair of eyes -- I want a full anime circle. For testing purposes, I deleted the far-right image on my blinded_eyes.dds file and rather than a full anime portrait circle showing up, I'm still only seeing it underneath a blinded eyes layer. At least I know the game is reading my gfx.

     

    ckII_beatriceKushenEyes.jpg

    Would someone please give me thorough advice. I've attached a copy of the mod folder I'm working from. For now, I'm using the nada mod as a base. Help me figure out what I'm doing wrong. In particular, look inside the interface folder, as I'm sure it's a programming flaw and not gfx related.

    portraitTesting-pleaseFixMeIfYouCan.zip

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  18.  

    Just make a custom trait, apply it to your character, and make sure it has an added image effect. Done.

    Only issue is you would have to manually add it to each new character. But you could make a mod to add it to a player controlled character.

     

     

    Once I make my custom trait, I could probably use the add_trait console command to quickly assign the portrait to my player character, then once my heir takes over, use add_trait again to re-add the portrait. Heirs are supposed to look like their mothers/fathers anyways, lol.

     

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  19.  

    How exactly do you change your player's portrait to a graphical image? Basically, how do you pull this off?...

    http://imagizer.imageshack.us/a/img35/3989/7bga.png

     

    If your asking about a custom portrait for your character?

    Simply, You cant.

     

    What you can do is setup a cultural group.

     

    Say its an anime culture group,

    You have a list of five images that it randomly selects based on some factors. Plus some add-ons based on traits that are sort of like sub images that get applied to the character windows portrait.

     

     

    From what I'm researching, I can pull it off, but the issue is doing it without propagating duplicate images of my custom portrait. For example, I can edit the gfx/characters/shared/imprisoned.dds file to display an image of my choosing for an imprisoned character, but EVERY character who gets imprisoned will share that image.

    This section on static portraits is the best guide I've seen so far, but it makes a lot of assumptions about the reader's skill. See the Static Portraits section:

    http://www.ckiiwiki.com/Portrait_modding

     

    I don't think I can edit the traits, like blinded_eyes.gfx, because if someone gets, for example, the blinded eyes trait, they'll use my custom image, right?

    I noticed these two Steam Workshop mods also. One adds new custom portraits. The other anime mod edits them. Is this what you're referring to by cultural groups?

    http://steamcommunity.com/sharedfiles/filedetails/?id=333442855&searchtext=portrait

    http://steamcommunity.com/sharedfiles/filedetails/?id=349588299&searchtext=portrait

     

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