Stellaris

Stellaris

Stellarborn Animated Portraits (Outdated for 3.5 and newer)
27 Comments
Asidian 18 May, 2024 @ 11:33am 
Aaaand It's broken again. Does anyone know how to fix it?:Gifting:
Asidian 28 Nov, 2022 @ 8:20pm 
MaxArtemas Steam>steamapps>workshop>content>281990>2129985179>gfx>portraits>progenitors_portraits>Ctrl+F "hair_selector" and change
MaxArtemas 25 Nov, 2022 @ 2:27am 
JediMindTrix, what is this file and where can i find it?
JediMindTrix 10 Oct, 2022 @ 9:24am 
To get the hair to appear, you need to change 'hair_selector' to 'attachment_selector' in the portrait text file. they'll appear again
Xzenowulf 4 Oct, 2022 @ 11:31am 
As AvE'Andy said, they currently have no hair. still looks good and are usable... just no hair.
Asidian 25 Sep, 2022 @ 4:47am 
now they have no hairs... sad...
我是只青蛙倒地就喊挂 29 Sep, 2021 @ 9:05pm 
有啥用
SG7 28 Feb, 2021 @ 10:41am 
Figured it out.
Changed "randomized = no" to yes as below in file: sofe_species_classes

Stellarborn = {
archetype = BIOLOGICAL
randomized = yes

portraits = {
"progenitors"
}

graphical_culture = pre_original
move_pop_sound_effect = "moving_pop_confirmation"
}
SG7 28 Feb, 2021 @ 8:51am 
Really wanted these guys in my game but no luck.
I can create a custom species with these guys and play no problem(so far).
But that same Stellarborn race is unable to spawn as an AI empire even when force spawn is selected..
Any ideas?
paulo 16 Nov, 2020 @ 3:40am 
I understand. Thanks for the explanation.
Sgt. Redbeard  [author] 15 Nov, 2020 @ 11:05pm 
@paulo This mod is based off an older, larger one, so unfortunately I can't really change anything if it no longer works. I can change the listed compatable version, which will make the error message go away, but that won't change if it will actually work. Unfortunately, I do not have time to change that right now.
paulo 15 Nov, 2020 @ 5:59pm 
Please, update this mod for the 2.8.1.
Noternet 29 Sep, 2020 @ 8:24am 
Thanks for answer ^^
Sgt. Redbeard  [author] 28 Sep, 2020 @ 8:08pm 
@Noternet I don't really have time now, but maybe in the future.
Noternet 28 Sep, 2020 @ 1:36pm 
Man can you made the same mod but without blue and purple people ; because i really want to make a "paladin" species but i have no luck with species ^^ ; thanks for the actual mod too .
찢재명공상당개 20 Sep, 2020 @ 2:27pm 
So chinesy
Gabriel Cooper 21 Jul, 2020 @ 7:42am 
interesting, thank you for the replies!
Sgt. Redbeard  [author] 21 Jul, 2020 @ 12:35am 
@Gabriel Cooper The turrets will look like the new ones and the rest of the ship will look like the avian set. The ship classes from the base game will look normal. This should only happen if you use the shipset, and not mess up any shipset from the base game.
Gabriel Cooper 19 Jul, 2020 @ 9:18pm 
oh so will just the turrets look off is the whole ship going to look off?
Sgt. Redbeard  [author] 19 Jul, 2020 @ 9:02pm 
@Garbiel Cooper I actually tried that. IIRC the normal ship classes work, but the new added ones use the standard avian appearence with this mods turrets.
Gabriel Cooper 19 Jul, 2020 @ 8:04pm 
i assume it isn't compatible with NSC2?
mechpuppe82 28 Jun, 2020 @ 3:27am 
Starman....:steamhappy:
Sgt. Redbeard  [author] 18 Jun, 2020 @ 12:22pm 
@dumbfish If it's the entire city that's not supposed to happen. Some of the buildings are definitely supposed to float though. I'll be adding a picture of what it is supposed to look like soon and then you'll be able to tell if it's working properly.
dumbfish 18 Jun, 2020 @ 11:23am 
you sure? the entire city set is floating and is not in the normal place that cities are supposed to be
Sgt. Redbeard  [author] 18 Jun, 2020 @ 9:58am 
@dumbfish Some of the buildings in the cities are meant to float as part of the look.
dumbfish 17 Jun, 2020 @ 11:42am 
the cities are placed wrong and float, had to use another city set