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what changes in 3.12.x make this mod incompatible?
I plan to reserve some time in the coming weeks to get all my mods back on track, receiving comments on all my mods from people demanding updates, I guess I should do it.
It should still be compatible, I plan to update all my mods in the next coming weeks.
Your example is right, but this was the fault of the mod developer.
Sadly Paradox does not allow to extend existing species classes (fun fact, it was possible a long time ago), so if you add a portrait to a species class, you literally have to redefine all portraits of that class and if you miss some from DLCs, they won't be there for people having that DLC.
But I took care to include every available portraits. Indeed, as soon as Paradox would ever decide to add more Humans to the human species class, I should update this mod and include them.
But at the moment I do not break anything.
With the latest update I also decided to fix the too tiny portraits, looks way better now and not out of scope.
I'll give an example. There is a "Pikmin" series Mod in the Workshop that adds the three default Pikmin to the Plantoids Species Class. The problem? It was made before the Baols were added. With the Mod enabled, the Baol is removed and replaced with the Pikmin.
If you want the Children of the Corn to be counted as men, it is extremely easy to make them be considered a subspecies of humans. Concerning the update of the graphics, as far as I know, there is no code needed for that. You simply have to make the DDS slightly bigger.
> It breaks compatibility with everything if you don't.
Do you have examples for this? tbh I don't like to have a new species class for every race coming from a mod, because mostly they fit in the existing species classes. I did not see breaking anything with it.
Considering the sizes: I don't really plan to invest more time updating or changing the graphics, so while I agree, I don't think, I will do this.
Also, I'd suggest making the Children one-half the size of adults instead of one-fourth. Right now, they are insanely tiny.
Do it.
The mod is old, but this new patch throws a completely new light on this mod... Oh, my goodness.
Yeah... ehm. Well... enjoy the slave market.
@Idan: I think you're right. They got smaller. I'll take a look at the dds generation script and consider an update.
As you said, everyone has their own perception and that's good. :)
Basically, sometimes people have more than one perception. I'm just kind of laughing at myself now, cause like damn, I was being PISSY as HELL. That's not normal for me at all.
After all, this was the most obvious idea to make a mod using the tool, which is at the end not completely pointless.
So no, what you think was definitely not the intention.
(2/2)
Since you made a reasonable point I want to write about the background of this mod:
I'm not a designer or model creator, I just had the tool DAZ Studio.
This tool has very few alien models (see my mod Squidder ) but it is specialized on human models.
(1/2)
I tried to contact you over steam. It's important for me to make it work for you as soon as possible.
Indeed something went wrong when updating the last version. My local mod was working while the version in Steam Workshop had the problems you mentioned.
It's fixed now and works as expected.
This mod replaces the "Humanoid" species classes by adding the portrait. As trait points are part of the species classes, a mod altering the number of trait points also overwrites every species class. There we have the conflict and it seems this mod "wins" for the "Humanoid" species class.
If I would create an own species class we wouldn't have a conflict here (but the trait points mod won't do anything with my species class) but I would have to overwrite species trait definitions resulting in many more conflicts.
Sorry for that, but I don't see a way to fix this.
However i have noticed that there is a conflict with mods that alter the number of trait points you start with, it stops the desired effect and you end up with vannilla settings for point picks
Thanks for your words. I just updated this mod for 1.8 Čapek.
I want to take a deeper look when I'm back from my vacation in Spain (I literally updated this mod while sitting next to the pool) but for now it works as expected with the new update. :)