Stellaris

Stellaris

*Remastered Human Portraits
Speedweed May 12, 2022 @ 9:18pm
Strange bug with this mod and Gigastructural Engineering or Real Space
I'm encountering a very strange bug after the update if I have this mod + Gigastructural Engineering, or this mod + Real Space (and of course if I have both activated with the mod the same bug will show up and be caused by both) then any portraits that are making use of these human textures will have the textures missing (but the 6th human texture onwards, up to the 35th are fine):

human_female_body_01.dds
human_female_body_02.dds
human_female_body_03.dds
human_female_body_04.dds
human_female_body_05.dds

human_male_body_01.dds
human_male_body_02.dds
human_male_body_03.dds
human_male_body_04.dds
human_male_body_05.dds

On the other hand in certain mods I was able to fix some of them if I just set the character_texture field explicitly to these files, but not all of them, and trying to do with with the 07_portraits_human.txt file doesn't fix the base human portraits either sadly.

I don't know what changes both mods are doing that cause this bug, I just know how to reproduce this same bug is to have both this mod (and perhaps any other mod that replaces the first 5 human portraits) and either Gigastructural Engineering, or this mod and Real Space activated (and again, if you have both activated with this mod, then of course the bug will show up, I'm just emphasizing that even Remastered Human Portraits in isolation with either mod results in the bug). I've mentioned this bug to both mod's workshop pages also.
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Showing 1-11 of 11 comments
Speedweed May 12, 2022 @ 10:11pm 
UPDATE: I seemed to have found a fix. I did the following changes to your mod:
(UPDATE 2: I also forgot to add that I also had to change the name of the texture files themselves, so there's three changes rather than 2 in case you read this 40 min ago)
UPDATE 3: Actually, UPDATE 2 does not seem to be true, it seems you don't have to change the name of the texture files after all.

1. Changed the name of the file from 07_portraits_human.txt to something else, basically making it so that it's no longer replacing the base game's file.

2. Renamed the first 5 male and female human character textures.

3. Explicitly set the character_textures parameter in human_female_01 through 05 (and likewise for human_male_01 through 05) to the renamed textures..

At first the only change I made was 3. which did not fix it, I had to also change the name of the text file itself to something else and change the name of the texture files themselves. I came to this idea because I tested another portrait mod, SE: Human 2, that replaces those 5 vanilla human portraits yet avoided the bug even when used with either gigastuctural engineering or real space.


The bad news for other mods: now every mod that adds portraits intending to use those 5 human textures will now have to set the character_textures parameter explicitly.
Last edited by Speedweed; May 13, 2022 @ 1:39am
Deadrick  [developer] May 13, 2022 @ 12:24am 
Great work on finding the solution. At work right now but I’ll update it when I get home. Thanks for the help. :cozybethesda:
Speedweed May 13, 2022 @ 1:38am 
No worries! Also, it's actually good that you haven't immediately gotten to work yet, because actually I have to retract my edit: I triple checked and actually you don't seem to have to rename the texture files themselves. I reverted #2 and the textures are no longer missing.

Feel free of course to double check this on your end as well. This is the strangest bug I've ever run into and I'm not sure what Paradox did to the portrait system to make this so difficult. I assumed they only changed the textures and entities in 07_human_portraits.txt but I'm feeling that's not the case...
Deadrick  [developer] May 13, 2022 @ 7:46am 
After setting the character texture parameters for characters 1-5 on both male and female it seems to work for me with both real space and gigastructures. If you still have problems with the version I uploaded now please let me know. And move the local mod from the mod directory before testing the steam version as it might cause issues even when not active... if you hadn't noticed. And again thanks for the help :cozybethesda:
Speedweed May 13, 2022 @ 11:15am 
Hm, I deleted my version of your mod, and downloaded your updated version, and yes it seems to check out :steamthumbsup: . Renaming the file must've been some superstition on my part as I know in general Stellaris doesn't seem to care what you name your text files that select assets, portraits, scripts, system initializers, etc...

I do have quite a big mod collection of 146 so I probably missed something somewhere, such as certain mods later in the load order setting what "human_female_01" through 05 (and same for the males) are to be.
Deadrick  [developer] May 13, 2022 @ 11:35am 
If you had both a local mod and where subscribed to the mod on steam even though it wasn't active it could cause issues. I have had strange things happen when I forgot to either remove the mod from the folder or unsubscribe when updating my mods. Seems it gets confused as to where to look for the files if the mods have the same name. Once again thanks for helping out. Greatly appreciated. :cozybethesda:
Speedweed May 13, 2022 @ 11:54am 
Originally posted by Deadrick:
If you had both a local mod and where subscribed to the mod on steam even though it wasn't active it could cause issues. I have had strange things happen when I forgot to either remove the mod from the folder or unsubscribe when updating my mods. Seems it gets confused as to where to look for the files if the mods have the same name. Once again thanks for helping out. Greatly appreciated. :cozybethesda:

Absolutely, I actually forgot that when I unsubbed and resubbed to get your update and I noticed my renamed version was still there so I made sure to delete it. No worries either! I figure if you're gonna provide us with these really nice textures (and not just replacing the first 5, but 35 of them, or the expanded version too which I haven't checked out yet), then the least we can do is save you guys from the annoying brunt work of figuring out what the updates broke (although thankfully I guess not every update has portrait-breaking changes like this most of the time).
Speedweed May 13, 2022 @ 12:07pm 
Ah, one more thing. I also make use of your remastered elves mod as well :steamthumbsup: and I discovered a similar problem with both humanoid_05_female_01 and humanoid_05_male_01 (whereas the next 6 portraits of both the male and female elves are fine since their character_textures args are set explicitly).
Deadrick  [developer] May 13, 2022 @ 12:12pm 
Thanks. Will fix them as well then. :cozybethesda:
Speedweed May 14, 2022 @ 1:22pm 
Glad I could help! Also fwiw if you're interested, I know the author of the UNSC portraits mod, force728, found an alternative fix yesterday by way of doing something with the entities, adding the old ones back according to his post? If you end up preferring that way of doing things.
Deadrick  [developer] May 14, 2022 @ 1:53pm 
I think I rather do it this way then messing with the entities but thanks for the info. :cozybethesda:
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