Stellaris

Stellaris

SE - Restyled
636 Comments
ALO SHI 5 hours ago 
Hi, I have a simple question. Have you noticed that the pops that display in-game and during the portrait selection screen are basically all copies of each other. By that I mean all pops in-game, excluding leaders, use the same phenotype, hair, colour, gender etc. They are all clones of each other. If you are aware of the problem, would you know a of a way to fix for it? Thx
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!!
TwinCrows 11 May @ 2:11pm 
For anybody who may be wondering about how to get this mod working— Just subscribe to this mod and its requirements. In your playlist, make sure they are in this order:

1. SE Asset Repackage
2. Portrait Trigger Package
3. SE Restyled

Thanks for your efforts Droid!
droid.with.googly.eyes  [author] 10 May @ 5:27pm 
See discussion page for a list of mods that go with this.

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.
Ulthar 10 May @ 12:18pm 
btw- for those of who are not experts/bright and are hesitant to use pre-reqs - is there a sort of "All in one/everything"? where it's a one and done mod?

I just want as many options/everything without fear that I've hosed my game,.
Ulthar 10 May @ 12:12pm 
why is nipslip a bad thing? I love this idea but am curious why other races may have modesty/reepression - I feel like many should have a unclothed version
droid.with.googly.eyes  [author] 9 May @ 5:45pm 
Updated for 4.0

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...
Starsdepth 7 May @ 2:50am 
never mind i forgot the pre-mod:LIS_poker_face:
Starsdepth 7 May @ 2:00am 
Male and female img is not separated,when only a single gender is selected the other gender will still be displayed
droid.with.googly.eyes  [author] 5 May @ 10:50am 
A quick check shows ruler/leader code still works in 4.0.

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.
droid.with.googly.eyes  [author] 22 Mar @ 8:43am 
The log appears fine. Have you tried verifying your files?
citrazon 21 Mar @ 7:02pm 
been 4 months but here
https://pastebin.com/UVTNkeCv
Still running the same mod list as previous post
Dlinktp 1 Jan @ 1:59am 
Thanks a lot for fixing the mod.
droid.with.googly.eyes  [author] 28 Dec, 2024 @ 5:28am 
What happens if you change to a different vanilla portrait instead?
RubenP96 28 Dec, 2024 @ 1:24am 
What I meant is: If you give both the UNE and COM the portraits from this mod, and COM keeps the Lost Colony origin from vanilla, the UNE is suddenly no longer the parent empire and a third Human empire spawns.

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.
droid.with.googly.eyes  [author] 27 Dec, 2024 @ 12:26pm 
No idea what you mean by that. This mod doesn't touch pregenerated empires nor origins.
RubenP96 27 Dec, 2024 @ 2:40am 
@droid.with.googly.eyes I was wondering if there is away to avoid the UNE - COM lost colony origin to be broken by this mod. Or would that only work if the portraits were a replacement instead of an addition?

If you use the COM with these portraits, a third random human nation will spawn besides the UNE.
droid.with.googly.eyes  [author] 26 Dec, 2024 @ 9:50am 
Unable to reproduce. What does your error.log look like?
citrazon 25 Dec, 2024 @ 9:47pm 
unable to get this working on 3.14. Is it meant to work on 3.14? i see the asset mods say made for 3.4 in the launcher. I am using the load order recommended in the comments
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
MeteorJunk 18 Nov, 2024 @ 4:37pm 
THANK YOU OH MY GOD. I liked the concept of the original mod but it was an outdated mess loaded with bugs and conflicting aesthetics, as well as unnecessary lewdness. This is SE Humans but good!
Skulled Mortal 26 Jul, 2024 @ 1:11pm 
Yeah I have started with another game actually a more simple project for a beginner like me, thanks for the encouragement and thanks for maintaining this mod.
droid.with.googly.eyes  [author] 25 Jul, 2024 @ 2:06pm 
I would recommend screwing around with other portrait mods before tackling this one, given it's complicated enough for me to create tools to generate selectors...

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.
Skulled Mortal 25 Jul, 2024 @ 11:48am 
@droid.with.googly.eyes Cheers Droid, maybe i'll try to figure it out sometime, never done a mod before but thought about it so yeah. would you say that it would difficult to do for someone new?
droid.with.googly.eyes  [author] 25 Jul, 2024 @ 9:51am 
@Skulled Mortal

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.
Skulled Mortal 24 Jul, 2024 @ 4:40pm 
Hi Droid, thanks for bringing this mod back but i've been scrawling the internet to try to figure out two things I hope you can help me with.
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!
droid.with.googly.eyes  [author] 15 Jun, 2024 @ 7:29am 
Requires renaming and deleting a whole bunch of things. See also previous comment about achievement friendliness.
Strängelöve 14 Jun, 2024 @ 10:46pm 
A version of the mod that replaces instead of adds.
droid.with.googly.eyes  [author] 14 Jun, 2024 @ 4:44am 
No. Restyled is designed to be much easier to keep updated than original SE, and one of the design decisions (using scripted triggers instead of copy/pasting the same checks everywhere) means it's not achievement friendly.

I suppose someone (not me :P) could go in the reverse direction and make one, but keeping it updated would be a nightmare. Maybe write a bunch of scripts that recreates templates but replaces the scripted triggers with inline code pulled from all the various trigger pack mods.
Aurovo 12 Jun, 2024 @ 3:36pm 
@droid.with.googly.eyes
Thanks for all your work.

I've tried to find an answer to this but to no avail ... Is there an Achievement friendly versioni of Restyled ?
droid.with.googly.eyes  [author] 11 Jun, 2024 @ 5:17am 
Replacement patch?
Strängelöve 3 Jun, 2024 @ 5:23pm 
Could you make a replacement patch?
droid.with.googly.eyes  [author] 1 Jun, 2024 @ 1:07pm 
Good catch. Fixed.
NorwegianGopher 1 Jun, 2024 @ 12:10pm 
Something is bugged with humanoid 05. The male 01 is still the old vanilla elves.
droid.with.googly.eyes  [author] 30 May, 2024 @ 11:53am 
Appending to categories was enabled in 3.12.3 and I updated the mod to stick the portraits back into the vanilla category.
Pury 30 May, 2024 @ 11:21am 
The new patch fixed the issue with portraits than?
droid.with.googly.eyes  [author] 28 May, 2024 @ 6:07am 
The checking has become more complicated. Things like traits can override the gender choice.
Canderous 27 May, 2024 @ 8:02am 
Is there a reason why the gender choice does not affect the portraits? Seems like you can only use phenotype to give your leader an male or female portrait
Pury 18 May, 2024 @ 6:29pm 
Amazing job man, thank you so much.
Spider 8 May, 2024 @ 11:57am 
Okay, thanks.
droid.with.googly.eyes  [author] 8 May, 2024 @ 11:54am 
Description is yet to be updated, but requires the asset repackage instead of being able to use original SE as an option.
Spider 8 May, 2024 @ 11:51am 
So to clarify, with the latest update, is this now standalone? Or do we still need the requirements?