Stellaris

Stellaris

Animated Ascellian Portraits (2.1 Niven and prior)
84 Comments
HunkSpunkMan 21 May, 2022 @ 3:15pm 
11911
TheMinxLynx  [author] 14 Dec, 2018 @ 10:42am 
I'm (far from) pleased to announce that a version of this mod compatible with 2.2 Le Guin has been released. It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1590768077 Much of the mod's content and functionality has been lost in the transition, but i will try my absolute best to slowly reinstate content as I find work-arounds.
TheMinxLynx  [author] 11 Dec, 2018 @ 7:02am 
@Gandhi A separate version will be released at some point coming to accomodate for the changes with the new update, as I want to leave this one behind for the stubborn folk who prefer the old Stellaris. I have yet to survey the full scope of the damage the economy rework has wrought, but it is on the radar as something i need to do. I don't foresee it being a massive obstacle, though. I'll try to have a release by this coming weekend.
Gandhi 10 Dec, 2018 @ 3:05pm 
@Wɪʟsᴏɴ Is an update on it's way?
TheMinxLynx  [author] 25 May, 2018 @ 2:02pm 
@Verker After a brief search, I've deduced that Stellaris uses a checksum system to determine if a mod should disable iron man / achievements. Replacement cosmetics do not, but any external additives do. This mod is, unfortunately, additive--because it's creating a new species. This can't be worked around, sorry.
Der Schneehase 25 May, 2018 @ 1:52pm 
it seems this mod is not iron man / achievement compatible? why is that, its just graphics and still alters the checksum? any chance to make this achievement compatible? thanks
Zero Sugar 4 Apr, 2018 @ 8:00am 
This has become one of my favorite species modes. Thank you for your work
TheMinxLynx  [author] 27 Feb, 2018 @ 1:42am 
Sad story right now, I got a new computer and all of my mod files have yet to be transferred over. I know there are some 2.0 buildings that I need to add.

Update will be coming in the next few days.

In the meantime, if any issues or inconsistencies arise, please feel free to drop a comment let me know so I have a direction to look.
mnidjm 26 Feb, 2018 @ 5:39pm 
Any update for 2.0.0?
TheMinxLynx  [author] 28 Nov, 2017 @ 8:39am 
@Otto Abnormalverbraucher,

Thought about it. Really have, long and hard. Obstacles to that choice include 1.) potential (and highly likely) incompatibility with other race mods that incorporate themselves into the Humanoid category (i.e. The Pallid) and 2.) loss of race-specific dialogue options (other empires referring to all Ascellian offspring as "daughters," friends calling them "goddesses," etc.)

Honestly I'm torn. If compatibility with other mods wasn't an issue, I'd probably have already bitten the bullet and made the switch over. I've also considered a side release, but it seems wasteful and unnecessary granted the small difference.

When I get time I'll explore the compatibility issues on my own side and, if I can get things to behave, I'll go in. There might be workarounds to prevent losing the Ascellian-specific dialogue.
Otto Abnormalverbraucher 27 Nov, 2017 @ 2:24pm 
Those are beautiful. I wonder why they're in their own archetype, though. Is it possible to sort them into the humanoids category?
CaptainFrolic 15 Nov, 2017 @ 10:08am 
Thank you @Wɪʟsᴏɴ for updating. The Ascellian Race is indeed working for AI selection now.
TheMinxLynx  [author] 14 Nov, 2017 @ 6:19am 
@Never, I think I've fixed the issue. Give it a whir and let me know if it works on your end as well. Cheers!

@Everyone, I hope to implement (in the coming future) climate-based outfit variations. This will likely not affect the science uniforms, but everything else will be adapted at least in some degree to fit non-arid climates. At the very least, there'll be some cool furs and stuff for the arctic-dwelling Ascellians out there.
TheMinxLynx  [author] 9 Nov, 2017 @ 5:29am 
@Never, I'll try to look into it this weekend. I didn't change anything on my end, so if they used to work and don't anymore it's probably something that got broken in one of the later Stellaris updates.

Thanks for letting me know. Hopefully I can get it fixed for you.
CaptainFrolic 9 Nov, 2017 @ 4:26am 
For some reason I can't get Ascellians to force spawn as an AI empire. They work fine when I'm playing as them but they never show up as an AI. It's frustrating because I've been subbed to this mod for a long time and they used to work fine as an AI. Unsubscribing didn't work and I'm thinking of deleting the mod folder in case something is getting updated or old data is sticking around. Am I missing something?
TheMinxLynx  [author] 3 Nov, 2017 @ 12:11pm 
@ El Chupacabra, Hello back! I am honored that you'd want to include my mod. By all means, you may. I only ask that you also credit the original artist, Evgeny Tumanis, and species modder Silfae as well.

Best of luck with your continued development!
El Chupacabra 3 Nov, 2017 @ 11:19am 
Hi Wɪʟsᴏɴ!
I have to say, I really love this mod. The Ascellians are really a interesting race :)

I have a own species mod with several new portraits, traits, system etc - I would really like to add your species to the V-Mods universe. It would greatly match with my custom matrarchy species class. Can I may integrate this mod into "V-Mods Species"? you can check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=812896318

Of course I will add your name to the credits & as coauthor, if you agree.

Would be very kind :Hire:!

Deathwhisper 5 Oct, 2017 @ 7:56am 
Your Welcome ! Thx for the mod and i like it with the no gender choice. (And i see it is as intended much better in Creation of the Race XD)
TheMinxLynx  [author] 5 Oct, 2017 @ 6:11am 
@Snow, Thanks so much for going out of your way to test the mod for me! I'm glad to hear that it works.

Removing the gender was an intended choice, so that it would prevent the system from misgendering the members as male when they are, indeed, technically all female. Now they are just referred to as "they" and "them" in events, which is fine.

Glad that the 1.8.1 fix supports Hive Mind and other fun details like that.

Thanks again, and enjoy!
Deathwhisper 5 Oct, 2017 @ 5:11am 
As far as i can see after severeal runs with different choises there occour no problems at all. I noticed the Change of Gender is no more aviable and ask if this was intended ?It did not disturb me since i thought they where nearly all Female XD . Hive Mind plays well and Everythign is showing up in my case , cannot talk for others but did not encountert a Problem so far. Thx for that work realy ! :3
Deathwhisper 1 Oct, 2017 @ 4:12am 
Thx a lot , i give it a try later this day ! Thank you ! If anything occours i let you know of course.
TheMinxLynx  [author] 1 Oct, 2017 @ 12:33am 
I've patched for 1.8.1. If you've opted into the 1.8.1 beta, please let me know if any issues pop up with this build especially. I added some framework to make this mod seamlessly compatible with the Race Trait and Starting System optional package, but--... it might not be so seamless. I'm hoping it will be harmless and maybe only add an empty name list here or there, at worst. If it's still not happy with Hive Minds, though, I'll need to dive back in.
Deathwhisper 29 Sep, 2017 @ 1:26pm 
I know :D cant wait and am happy that you looked into it :3 thx a lot
TheMinxLynx  [author] 29 Sep, 2017 @ 1:05pm 
Traits will not work until the 1.8.1 release. Please don't panic.
Deathwhisper 27 Sep, 2017 @ 11:42am 
Glad to hear ^-^
TheMinxLynx  [author] 27 Sep, 2017 @ 9:32am 
Hey, thanks both of you. Looks like 1.8.1 has a workaround with modders in mind. I'll hotfix my mod to meet the new parameters this weekend and hopefully we're good for the long haul.

Thanks a bunch for troubleshooting in my stead, @Azi_Dahaka12th!
Azi_Dahaka12th 27 Sep, 2017 @ 12:17am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1140011311
this mod lets you use them as a hive mind, litterly just tested it
Azi_Dahaka12th 26 Sep, 2017 @ 11:53pm 
it seems that the no hive mind, and no points seems to be comeing from the new update and not this mod,if you just remake the race, or go thru and select something else then re select what you had before it will work(did for me), and the no hive mind problem seems to come from how the new update limited traits to the vanilla races(i think theres a mod to fix that)
Deathwhisper 25 Sep, 2017 @ 10:34pm 
Thank you very much ! I love youe your Race! Maybe this helps . the System Said , can not use because non of the Primary Races (Vanilla) are choosen.
TheMinxLynx  [author] 25 Sep, 2017 @ 6:16pm 
@Snow, I'll be sure to look into it, thanks for the troubleshooting help.

I am also aware of an issue with genetic modification research not awarding points to the Ascellian species. I will look into this as well. Hopefully both of these changes along with a small outfit fix (level 3 temples) can be dropped in a single release this coming weekend.

Thanks to everyone for their continued patience and support.
Deathwhisper 25 Sep, 2017 @ 2:35pm 
Maybe sound Weyrd but , it is not Possible to Create a Ascellian Based Hive Mind =/ Can you look up to it ?
TheMinxLynx  [author] 22 Sep, 2017 @ 3:48pm 
Sorry for the double post, but @Azi_Dahaka12th (and any others who were interested), I have released my latest build of the race trait and starting system. It may be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=911379074

The link is also now included in the base mod description.

Enjoy!
TheMinxLynx  [author] 22 Sep, 2017 @ 3:43pm 
Hi everybody, just wanted to let you all know (thanks @Sunkawakan) that I have fixed the issues brought up by 1.8.x!

In a nutshell, species are now assigned a set number of race traits and points on an individual basis (to accomodate different machines, etc.) As part of an additional work-around, this mod will now also overwrite the default trait list to add Ascellian compatibility. This means that it will need to be updated every time the trait list is updated by Paradox. ...Just goes as another reason to motivate me to clump the Ascellian race in with the Humanoid section. We'll see.

In the meantime, hope everything works out for you guys as you wanted! Please let me know if any more issues arise and I'll tackle them when I'm able.
TheMinxLynx  [author] 22 Sep, 2017 @ 5:55am 
@Sunkawakan, okay, thanks for letting me know. I'll strip my game down to vanilla and try to take a look at it in the coming days.
Sunkawakan 22 Sep, 2017 @ 1:07am 
There seems to be a problem with this mod the traits screen with the new update. For some reason, when selecting the Ascellians you loose any trait points you can spend during creation. Additionally, this effects any premade ones, and you can't play them until you resolve the issue, which revolves around the trait points again. Just thought I'd let you know. I've always really like this mod and I'm looking forward to the update. Keep up the good work! :)
Azi_Dahaka12th 28 Aug, 2017 @ 5:20pm 
and here i was hoping for a trait to make my hive even more broken XD
and like i said the way they are done(looks) and there uniqueness stops them from feeling like a cheesy sci rip off(other games or shows) and more like they fit in with the other vanilla races
TheMinxLynx  [author] 28 Aug, 2017 @ 1:55pm 
@Azi_Dahaka12th, Thanks, that's pretty high praise, I'm glad you enjoy them! The trait is basically a mash-up of my usual picks from the Extended Traits mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=681816257 ) with some adjustments. Off the top of my head, it gives some pop growth, energy, mineral, and happiness bonuses balanced out with penalties to terraforming, tile clearing, and some other things. The way I play them, they're a semi-primitive live-off-the-land tight-knit community group, so the trait is tailored towards that.
Azi_Dahaka12th 28 Aug, 2017 @ 12:22pm 
ohh a trait? can you give any details ? also i use them as my hivemind :P
and a little side note, iv been trhu about 35 race mods and this is my number 1, they fit in very well they could have been vanilla
TheMinxLynx  [author] 28 Aug, 2017 @ 9:35am 
@Azi_Dhahaka12th, Something that is supposed to be a baby, yes. As far as the original work goes, I don't have the artist's name or information, nor any knowledge of the image itself other than it was just a nice illustration. As for the race itself as a concept goes, it's just been from my own head for how it all fits together.

Name list is done, and packaged in a separate addon, which is more or less good to go but not yet released. I can push that out sometime in the coming future, but all it currently includes is an expansion on one of the preset namelists, a starting system based on Sol, and a trait.

I can also do a small-scale lore dump with the release of the secondary addon. Maybe will. I've just lost focus on this project, but I'll revisit my work come this weekend and see what's up.
Azi_Dahaka12th 27 Aug, 2017 @ 7:21am 
ok its driveing me nuts....what the *&^% are they holding? a baby? also you say you made them from someones work but who are they? where did they come from? or is the idea original? also any change at a name list?
Grunt4life 5 Aug, 2017 @ 7:04pm 
Am i the only one that jerked off to the ascellian leader portraits with the big tits showing
Bora 30 May, 2017 @ 8:21am 
Thank you!
TheMinxLynx  [author] 13 May, 2017 @ 10:35am 
@Bora yes. All of the updates thus far (excluding the game's 1.5.x leap) haven't messed up any of my ongoing test savegames. What you might want to do, though, is check your empire file before starting a new game, to ensure the hair and outfits didn't get shuffled by accident.
Bora 13 May, 2017 @ 5:08am 
Cool does the update work with existing saves?
TheMinxLynx  [author] 12 May, 2017 @ 7:06pm 
Update dropped. Pictures to follow later. Full changes added to the description's changelog.
TheMinxLynx  [author] 12 May, 2017 @ 1:01pm 
@PROMETHEUS, all that determines compatibility in Stellaris is a little text file containing the mod description and the supposed version it's compatible with. So while Stellaris says the mod is not compatible, there is no harm is still playing with it enabled -- I just tested it myself today, and it didn't do anything abnormal.

I'd go ahead and go in and just change the number to put you at ease, but my current copy of the mod is a jumbled half-developed update that's almost-but-not-quite ready for public release.

The update I have been planning is due to drop either late this evening or tomorrow. It's in the final stages of development and will contain all of the details mentioned a couple comments ago, with minor edits to accomodate 1.6.x.

Cheers.
PROMETHEUS 12 May, 2017 @ 2:49am 
No its not compatible yet !
TheMinxLynx  [author] 11 May, 2017 @ 7:17am 
@PROMETHEUS, the current version should still be 1.6.x compatible. If any issues arise, please let me know. I am currently in the process of implementing the changes noted in my April 28th comment, which should be arriving in the next few days, at which point I will also update the mod's check file to claim 1.6.x compatibility (and correct any issues if it is not).
PROMETHEUS 11 May, 2017 @ 6:33am 
Any 1.6 Update?
TheMinxLynx  [author] 28 Apr, 2017 @ 5:17pm 
I've set aside releasing a basic humanoid category version for the timebeing to finish up a little more expansion instead. At the time of this writing, implementation is about 30-40% complete. The hair options will be raised from 12 to 20, admirals will be receiving their own uniforms, and priestess robes will be incorporated for all temples, monuments, and symbols. I've also re-worked outfit-building assignments to accomodate the 1.5.x buildings and some others from 1.4.x that I previously left out.

All of the above, excepting the hairstyles, is done. I am hoping this will be the final update before I release the humanoid version. After, I'm planning a release of a custom trait and starting system. Those are already done, being entirely scriptwork, but currently withheld for tweaking.