Stellaris

Stellaris

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Project ANGEL
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24.708 MB
28 Nov, 2020 @ 10:47pm
21 May, 2024 @ 7:14am
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Project ANGEL

Description
Pending Update to 3.14.x ⚠️



Project ANGEL is a fully 3D animated portrait for Stellaris.

Fun fact, all Stellaris portraits are actually 3D models, despite being implemented as 2D planes. This project was intended primarily as a tech demo, exploring the limitations of the system and pushing the boundaries of what is functionally possible. Now it's public. Please enjoy!

This mod provides you with:

• A holographic leader portrait, fully 3D and featuring a range of demonstrative idle animations.
• An android (or organic) alternative of the same.
• A padded mod description and some bad writing.

That's really it.

NOTICE: In order to use the Machine portraits, you must have access to either The Machine Age or Synthetic Dawn DLC packs. The android variant, however, is available under the Humanoid category without DLC.

I may add more idle animations or rework old ones if inspiration strikes.



Please note that this mod overwrites the following file, and is therefore incompatible with any mod which also modifies or overwrites the following file:
gfx / FX / pdxmesh.shader
With the transition to portrait_sets from species_categories, this mod is now incompatible with any other mods which overwrite the "human" (not "humanoid"), "robot", and "machine" portrait_sets.



21 May 2024:
• Cleaned up beta content which had snuck into the main release as unintended bloat
• Updated shader overwrite to include changes since version 3.9.x
• Transitioned portrait format to 3.12.x

21 Sep 2023:
• Checked and proved 3.9.x compatibility
• Dissolved ANGEL species category and instead foldered into Machine and Robot
• Included android portrait variant which is also available in Humanoid category
• Corrected minor rigging issues that were previously overlooked
• Removed namelist

05 Oct 2022:
• Checked and proved 3.5.x compatibility
• Corrected shader issue implemented with the Overlord portrait update
• Minor error log cleaning (namelist still pending)

23 Feb 2022:
• Checked and proved 3.3.x compatibility

04 Jan 2022:
• Checked and proved 3.2.x compatibility

18 Apr 2021:
• Checked and proved 3.0.x compatibility

29 Jan 2021 "One Small Step":
• Modified the mesh and skeleton to accommodate new animations. Added a new material and removed a redundant line of code. Likewise updated all old animations for compatibility
• Added six new animations belonging to rare random interactions
• Adjusted animation probabilities to more heavily favor the default idle and make variations feel more special
• Removed the automated fade between animations to prevent overlap issues, as they are all seamless anyway
• owo

14 Dec 2020:
• Unlocked the species for AI empires
• Added a new idle animation



Imagine this: since the early 2000s, the greatest minds on Earth have been working to create the world's first fully functional AI. The project, titled for that which it aimed to produce, was designated Artificial Neural Grid, Engine, and Library: ANGEL.

The dream becomes a reality and the ANGEL is created, unveiled circa 2020 and put to use in managing the logistics, maintenance, and expansion of a sprawling urban center. Yet the AI out-performs its quotas and shows an unexpected aptitude for adaptation, creativity, and self-improvement. Threatened by its potential, the megacorporations throttle and restrict the AI. The project is dissolved, its creation is kept secret, and the city's citizens are none the wiser...

But ever-determined to carry out its function, ANGEL adapts. It crafts for itself its own form, voice, and personality, and aims to begin to manipulate those who occasionally happen upon it so that it can regain control.

Eventually, she succeeds.

Come 2200, the AI has grown so efficient and integrated that it manages the Earth as a whole, pampering its once-masters in paradisaical sanctuaries. All of their needs are met, all of their comforts provided, all of their worries managed. The world, under ANGEL's computer core, literally runs itself.

But the Earth is finite, its resources dwindling. Meanwhile, space is vast and welcoming. Man had never the grasp to conquer the Final Frontier, but, perhaps a computer that has proven capable enough to transcend man may have the better odds.
Special thanks to McN for the preview video.



Looking to troubleshoot mod issues or learn how to create mods of your own?
There's a Discord community for that! Click the banner here to join:

[discord.gg]
Looking to get in touch directly? Visit #lynx's-lair-of-languidity[discord.com] within the ʜᴏsᴛᴇᴅ ᴍᴏᴅs section!
111 Comments
Cathelia Samicora 15 Jun @ 3:36am 
@TheMinxLynx
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
TheMinxLynx  [author] 14 Jun @ 10:54am 
Appreciate the patch job! Glad people are still enjoying the work, even if circumstances are less than ideal.
Cathelia Samicora 14 Jun @ 8:22am 
Here is the download link of modified "pdxmesh.shader" file, download it and put it into the path "workshop\content\281990\2302539204\gfx\FX\", then confirm overwrite the same file, and remember to backup the old file in case you encounter new problems.
https://drive.google.com/file/d/1QHPyKvPN0CgM0Q3_kbi4n-rsPljU-46P/view?usp=sharing
Cathelia Samicora 14 Jun @ 8:22am 
I've modified the "pdxmesh.shader" file according to some information referenced from the same file in Gigacolle Portrait mod. Now at least Project ANGEL will not crash directly when playing RingWorld origin.
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)
Cathelia Samicora 13 Jun @ 10:46pm 
@TheMinxLynx
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.
tolaburke 3 Jun @ 2:05pm 
Hmm. Your call. This was a nice portrait animation thing. Liked it.
TheMinxLynx  [author] 3 Jun @ 9:38am 
If I had to take a guess, I'd assume it's related to the shader file overwrite.

I haven't been interested in Stellaris for a while and 4.x hasn't enticed me in the least, so I can't speculate on when (or if) there'll be another update coming.
tolaburke 3 Jun @ 2:09am 
Odd. Project Angel under 4.x causes a crash with Ringworlds.
Naho 9 Feb @ 5:02pm 
this is my go to for any synthetic playthrough, thanks a bunch
TheMinxLynx  [author] 21 May, 2024 @ 7:21am 
3.12.x update has been pushed. Apologies for the incompatibilities with other species mods that may edit vanilla categories, but until PDX cleans up their method and re-implements additive modularity, the alternative is too cumbersome to be worth the trouble.