Stellaris

Stellaris

291 ratings
SE - Restyled
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File Size
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Updated
162.387 MB
11 Nov, 2021 @ 10:52pm
8 Jun @ 4:15pm
44 Change Notes ( view )
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SE - Restyled

In 1 collection by droid.with.googly.eyes
SE - Restyled
20 items
Description
This mod is a rework of SE - Human and SE - Humanoid series by MnCnNn.


Mod Load Order
Mod load order has been moved to discussions due to character limits for the description. https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2652300246/3187988018482619146/


Features
  • Strict reclassification of clothing - no more nipslips with soft setting
  • Soft setting by default - no more "surprises" when forgetting to add submods to playlist
  • Clothing now uniform across portraits - no more clothing exclusive to particular portraits
  • Added support for envoys
  • Removed clothing for females with large flap on shoulder - animations cause visible tearing in the flap
  • Removed spiky shoulders from Humanoid female 04 base textures to avoid either narrowed clothing choices and/or clipping
Technical:
  • Fixes for minor gender imbalances
  • No longer overwrites vanilla to avoid conflicts
  • Reworked code for compatibility and maintainability
  • Creation of submods allowing a custom setup


Tools
SE - Asset Selector Scripts[sourceforge.net] - Templates and scripts used to build the asset selectors for SE - Restyled. Currently builds 110 asset selectors featured in both main mod and submods. Ability to modify and run shell scripts required (video guide for Windows 10: https://www.youtube.com/watch?v=pqn20YFvYWE). Makes extensive use of sed. Modders may alter the scripts to produce (for example):
  • Mods to provide alternative clothing choices for SE - Restyled
  • New portrait mods on a similar scale to SE, relying on Portrait Trigger Pack
[discord.gg]
635 Comments
droid.with.googly.eyes  [author] 18 Jun @ 1:59pm 
I suppose one could simply duplicate the portrait groups (I put them all into one handy file) and rename them to overwrite the vanilla ones. In that case, you would have duplicate portraits, unless you also overwrote the categories file with a blank one.

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.
Minute 🎖 17 Jun @ 9:04am 
Thank you for all your work keeping this mod alive over the years. My only request would be to have a optional separate patch to have it overwrite vanilla files, at the very least for humans. I understand that this was avoided to ensure the mod keeps working through updates but this would help getting this to work with other mods I am running. But even if you have no interest in this, thank you again for your work and have a good day.
Princess Stabbity 15 Jun @ 7:41pm 
AAAAAA I can't believe the fix was so simple and I missed it >.< The vanilla asset selectors being broken too completely threw me off. I thought that if they weren't working, there was just no way to get it to work.

Thank you for figuring out!
droid.with.googly.eyes  [author] 28 May @ 4:55pm 
no response, but someone figured out what needed fixing, just that the vanilla portrait code also needs the same fix.

This and other updated portrait mods have already been updated with the fix.
Starne 28 May @ 3:13pm 
Thanks for all your work on this mod series.

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.
droid.with.googly.eyes  [author] 20 May @ 1:07am 
see generate_clothes.sh
Jun Vahlok 19 May @ 7:38pm 
What does \t[0-5]\ refer to in the build paths?
droid.with.googly.eyes  [author] 17 May @ 7:17pm 
I made these scripts to make alterations/updates easy for myself (updating to 4.0 involved editing 2 templates and running the scripts instead of manually updating 110 selectors). Hopefully, you can figure out that the block labelled SPIRITUALIST_SPECIALIST has a bunch of textures used for spiritualist specialists and do what you need.
droid.with.googly.eyes  [author] 17 May @ 7:17pm 
Textures are found in the (this) main mod or the asset repack.

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.
Jun Vahlok 17 May @ 6:33pm 
Hi :) I love the mod! Would you be able to provide just a little extra context for how to use the script tools? I feel very lost.

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!!