Crusader Kings III

Crusader Kings III

Total Animation - All Portraits Are Animated
Morven  [developer] 10 Mar, 2022 @ 2:02pm
Code
The problem is the game in v1.5.1 can no longer render two portraits at the same time, with one animated (the main character portrait) and the other unanimated (the map pin small portrait). The fix is to make the map pin small portrait animated as well.

From \gui\map_icon_layer.gui
#Line 1280 Vanilla portrait_button = { parentanchor = bottom|hcenter size = { 80 100 } using = portrait_base portrait_texture = "[Character.GetPortrait('environment_head', 'camera_head', 'idle', PdxGetWidgetScreenSize(PdxGuiWidget.Self))]" mask = "gfx/portraits/portrait_mask_map.dds" effectname = "NoHighlight" using = Portrait_Background_Glows } #Line 1280 Modded portrait_button = { parentanchor = bottom|hcenter size = { 80 100 } using = portrait_base portrait_texture = "[Character.GetAnimatedPortrait('environment_head', 'camera_head', 'idle', PdxGetWidgetScreenSize(PdxGuiWidget.Self))]" mask = "gfx/portraits/portrait_mask_map.dds" effectname = "NoHighlight" using = Portrait_Background_Glows }
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Showing 1-2 of 2 comments
Hybernian 17 Mar, 2022 @ 7:49am 
Can you make a mod that reverts the portrait lighting/shading back to pre 1.5.x version?
Morven  [developer] 17 Mar, 2022 @ 4:23pm 
Part of that issue is the lighting settings for the small portrait also replaces the lighting setting for the main large portrait when the small secondary portrait appears on the screen at the same time as the main large portrait.

I don't think it's worth looking into until Paradox solve the bug and restore pre-v1.5.1 functioning of portraits. The small secondary portraits appear next to a variety of different main portraits with different lighting conditions, and then overwrite those main portraits lighting, but you can't give the small portraits the same lighting as the main portraits because the small portraits are shared and used next to many different types of main portrait lighting states.
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