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at WorldNames.Kernel_Names.onTurnStart (Assets.Code.Map map) [0x00001] in <4190aa0bd7ee4922a94fd8014279cab0>:0
at Assets.Code.Map.turnTick () [0x00382] in <067a2752cc9d4478875d589c5ec71a6c>:0
at Assets.Code.World.startup (Assets.Code.GameOptions opts) [0x00749] in <067a2752cc9d4478875d589c5ec71a6c>:0
at Assets.Code.PopupXBoxGodSelectMsg.onClick () [0x00093] in <067a2752cc9d4478875d589c5ec71a6c>:0
at Assets.Code.PopupXScroll.bCancel () [0x00012] in <067a2752cc9d4478875d589c5ec71a6c>:0
Null pointer was thrown during tutorial (1st tutorial). Did not appear during main game normal start up.
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <6073cf49ed704e958b8a66d540dea948>:0
at WorldNames.Kernel_Names.onTurnStart (Assets.Code.Map map) [0x0002b] in <4c8d8747c3f14b0dbf85404f72a17785>:0
at Assets.Code.Map.turnTick () [0x00382] in <9a5a99be31474a10ab5a4f72ac2f88ac>:0
at Assets.Code.World.startup (Assets.Code.GameOptions opts) [0x003c4] in <9a5a99be31474a10ab5a4f72ac2f88ac>:0
at Assets.Code.PopupGameOptions.startGame () [0x0001f] in <9a5a99be31474a10ab5a4f72ac2f88ac>:0
at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
...
Person.getPortrait works by checking the person's society, checking if it has a unique portrait list, pulling something from it if so, and pulling something from the species' portrait list if not. Basing it on the original portrait actually solves a lot of the problems now that you mention it, but a Person doesn't actually have an "original society" property to store it in. I suppose the cleanest method would be to store a list of each person's starting cultures in the mod's core, then using a special overriding library to change Person.getPortrait to something else entirely, which is actually totally feasible.
I'm still not doing it for this mod, though, for reasons I hope will become clear in the coming months.
I might be just saying nonsense, no idea how this works behind the scenes. But if such thing is possible, it would be pretty good at having each society look more distinct.
Even once that's overcome (which I might be doing anyway for an unrelated mod), there's a risk of messing things up if the heroes change societies. I think I'd need to either make society changes impossible (which poses compatibility risks with other mods) or give each of them their own portrait list of the same length with portraits in the same spot for each society having the same skin/hair/eye colours (which would also conflict with any base game portrait mods).