Stellaris

Stellaris

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Animated Octee-lan Portraits: Revisited
   
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1.821 MB
Aug 25, 2021 @ 8:55am
May 19, 2023 @ 12:27am
16 Change Notes ( view )

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Animated Octee-lan Portraits: Revisited

In 1 collection by corsairmarks
Silfae's Portraits: Revisited
30 items
Description
Overview
Have you experienced the sleek, tentacled allure of Silfae's "Animated Octee-lan Portraits" mod? Do you wish that the gameplay elements were up-to-date so that you can play the Kuri-octa-Xibi and rebel against the Beep-Boops? Then this mod is for you!

There are other mods which contain the same portraits, so why should you choose this one? This mod fixes the old code so that the special starting system (containing your former machine overlords) is playable and ensures all the assets are usable by players. Please enjoy my adaptation of Silfae's custom empire into modern Stellaris.

Changes
All gameplay features from the original mod are upgraded to be fully compatible with Stellaris 3.8 "Gemini," the latest version when this was written. Updates include:
  • Remove duplication in room selector
  • Remove alternate (blank) city graphics - mostly they were to try and get a static diplomacy backdrop but only worked for colonies with city size 4; set the graphical_culture to not define a cityset
  • Add a static room that looks identical to the original room plus backdrop image - this room is used by the predefined empire by default
  • Original room (with see-through viewport) also remains available for use with custom empires
  • Update the namelist to account for all built-in army types, remove obsolete entries
  • Fix definitions for Octee-lan custom greeting sound
  • Machine species (Beep-Boop) now uses the default robot sounds instead of (non-robotic) mammalian sounds
  • Add gestalt version of the Alien Zoo (building, technology, and job) which is available to non-genocidal gestalt empires
  • Update pre-scripted empire (Kuri-octa-Xibi):
    • Octee-lan species
      • Female mono-gender species (since Stellaris 3.2)
      • Swap Rapid Breeders to Aquatic (requires the Aquatic Species Pack) to fit the role-play better
      • Remove Communal because Charismatic is now 2 trait points now
    • Uses Origin: Syncretic Evolution (the Quoi-chi are the secondary species; requires Utopia)
    • Uses Aquatic cities and ships (requires the Aquatic Species Pack)
    • Can randomly spawn
  • Update custom starting initializer (Tsukimi Pool):
    • Now supports a variety of civics and origin starts (all the built-in ones)
    • Muubul species: add Natural Engineers because they had an extra trait point
    • Yuibitt species: add Aquatic and Slow Learners to use all available trait points
    • Xueench species: add Quick Learners because they had an extra trait point
    • Your former overlords, the Beep Boops, will spawn if the Synthetic Dawn DLC is active
    • Beep-Boop species: removed High Maintenance, add Efficient Processors so that all points are spent
    • Beep-Boop empire: now a regular empire, with a special exception allowing them to have a colony in the same system (in order to fight you)
    • The Beep-Boops begin with a starbase above their planet, or an orbital ring if the Overlord DLC is active
    • You cannot close your borders to the Beep-Boops, nor can they close theirs to you
    • Beep-Boops will hate you for rejecting them
  • The Octee-lan are part of the Aquatic species class (with the Aquatics Species Pack) or Molluscoid species class (without) (since Stellaris 3.8)
  • The Beep-Boop portrait (there is only one) is part of the Machine and Robot species classes, meaning you can use it for your own amchine empire or as alternate robot portraits (since Stellaris 3.8)
  • You can use the Octee-lan portraits for your own empires without any DLC requirements as well as the robotic Beep-Boops (the machine version requires Synthetic Dawn)
Compatibility
This mod overrides two diplomatic actions (Close Borders and Declare Rivalry) in order to prevent players beginning in Tsukimi Pool from closing their borders to the Beep-Boops (which would otherwise cause their fleets to be stuck permanently MIA). That means this mod is not compatible with others that make changes to the same diplomatic actions (but does not conflict with mods that add extra diplomatic message text). Otherwise compatible with any other mod that does not add the same portraits, species class, or art assets.

The Launcher will tell you that some mods are outdated - that is because the dependency is out of date with the game's version number. This mod overwrites and replaces all incompatible code so that the portrait mod will function as originally designed. You can safely ignore the out-of-date warning for the dependency mod.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

Event Preemption
In order to allow the Beep-Boops to have a planet in the same system as the player, this mod replaces the event action.85 that is responsible for (on a monthly basis) transferring control of any colonies not owned by the system's starbase's owner to the starbase owner. The Beep-Boops have a special exception, otherwise this event continues to function as normal.

Dependencies
In order for this mod to function, you must install the following mod and load it before this one:

Animated Octee-lan Portraits by Silfae

When to Install
This mod should be added before the game has started. If you remove it from a game in progress, your game may have graphical problems if any species was using the custom portraits.

Known Issues
This mod preempts one event and overrides two diplomatic actions, which generates three lines in the error log like this:
[00:23:32][game_singleobjectdatabase.h:153]: Object with key: action_make_rival already exists, using the one at file: common/diplomatic_actions/10_octeelan_revisited_diplomatic_action_overrides.txt line: 2 [00:23:32][game_singleobjectdatabase.h:153]: Object with key: action_close_borders already exists, using the one at file: common/diplomatic_actions/10_octeelan_revisited_diplomatic_action_overrides.txt line: 117 [00:23:36][eventmanager.cpp:369]: an event with id [action.85] already exists! file: events/on_action_events_1.txt line: 6590
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

Special Thanks
I was inspired to extend the original mod when I saw Endugu's expansion of Silfae's Animated Xirmian Portraits. Modular mods that require downloading the original mod(s) help give credit where credit is due.

An extra special thanks to Silfae for creating and sharing so many detailed, animated portraits for the community.

[discord.gg]
16 Comments
G_S_Palmer Mar 30, 2024 @ 5:18pm 
I've been running into a bug with this mod where you can't select your leader portraits, so I've made a fork that should fix the issue until corsairmarks updates this: https://steamcommunity.com/sharedfiles/filedetails/?id=3207109077
corsairmarks  [author] Dec 28, 2021 @ 9:24pm 
CaptainClown No worries - questions help me understand the mod through fresh eyes.
HeavyMetalClown Dec 28, 2021 @ 4:02am 
Fair enough. Thanks for taking the time to even respond to my none-too-bright questions :)
corsairmarks  [author] Dec 27, 2021 @ 9:23pm 
@ClownofWisdom The added gameplay from this mod is optional; it's the updated version of gameplay by the original author from the original mod. With this mod, the customized gameplay applies only to empires using the special starting system "Tsukimi Pool." The prescripted Octee-lan empire uses this system. You can make your own empire that uses the portraits but doesn't use the scripted homeworld system, or make a copy of the prescripted empire which doesn't.
HeavyMetalClown Dec 27, 2021 @ 1:30pm 
Turns out that one works just fine. Thanks for your time, anyhow!
HeavyMetalClown Dec 27, 2021 @ 1:08pm 
I'd REALLY love a version of this without any added or changed gameplay. If you're willing and able, of course. If not I might have to try and update the old version, just for personal use.

Fat chance though, I've tried creating the Lumas as seeen in Mario galaxy as a species/portrait but I can't even get a custom portrait to work. :(
corsairmarks  [author] Dec 26, 2021 @ 7:19pm 
@Proxicute if I did that, this mod would literally not be compatible with that one. It's just how overrides work.

I could overwrite the entire 01_base_species_classes.txt file (how the C6 mod does it; that file defines most built-in species classes), or I could overwrite just the AQUATIC species class - but either way it would make this mod incompatible with that one. Instead, by having the Octee-lan in their own species group, you can use the C6 mod and this one together.
Proxicute Dec 25, 2021 @ 10:41pm 
You could try to look at this mod made by a paradox staff member and implement it in a similar way? https://steamcommunity.com/sharedfiles/filedetails/?id=2689020223
corsairmarks  [author] Dec 25, 2021 @ 2:01pm 
@Proxicite in a perfect world yes. However it requires overwriting the Aquatic species class in order to add their portraits. Which would mean it wouldn't work with other mods that want to do the same thing. That's why most species mods add new species classes as opposed adding to existing ones.
Proxicute Dec 24, 2021 @ 6:09pm 
Shouldn't the portraits be under aquatics collection now?