Stellaris

Stellaris

Animated Synthetics Portraits - Expanded
Fix for Version 2.0 Cherryh
I posted this in the comments, but people don't seem to be seeing it, so let's start a discussion thread...

Here's an attempt at a fixed version for 2.0 Cherryh. I have played an extensive game using it and it seems to work without problems. I can't guarantee I'll keep this up to date after 2.0 though.

https://drive.google.com/open?id=1vjSyvwT3Hx88yWEclJFfaDBimrNKugTM
Last edited by GearheadLydia; May 2, 2018 @ 7:14pm
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Showing 1-15 of 15 comments
Mister Roboto May 2, 2018 @ 5:17pm 
HOLY CRAP. Thank you!
♥♥♥♥♥♥♥♥♥.Thank you!
Illmad May 5, 2018 @ 3:05am 
Seems I might be buying the newest expansion after all. Thank you!
Mister Roboto May 6, 2018 @ 10:58am 
Hi, I ran into a bug: When I do a sythn ascension it leaves everyone as the stock robots with no trait points available. I went into the gamedata I had to manually change tclass to EXTSYNTH and portraits to Hunmansynth and all of the leaders as well to Humansynth, and that worked. I had to copy and paste my in game pre-ascension synths traits to my base ascended synths. So I got it to work, but had to manually edit. There was no pop up asking portrait etc. like in the pre 2.0 mod.
GearheadLydia May 8, 2018 @ 2:16am 
Weird. Okay. I guess that event isn't firing right.

This was a relatively quick fix I slapped together so that the game would start with the mod enabled. I'm not quite sure I'm qualified to figure out how to fix this.
Last edited by GearheadLydia; May 8, 2018 @ 2:16am
Phant0m5 May 9, 2018 @ 10:00pm 
How do I apply the patch?

I found the original mod in my Workshop folders, but the files don't look similar enough for a direct replace unless I have instruction to do so (plus I think Steam may try to auto-update the mod if I did that and revert it to pre-overwrite state).

There isn't a "mod" folder in my Stellaris folder that I can conveniently drop the patch into, and I'm dubious weather adding such a folder would actually do anything. There IS a mod folder in my Stellaris Documents folder, but the contents of that folder are too different from the patch contents to make me think I should drop it there either.
GearheadLydia May 10, 2018 @ 12:57pm 
Originally posted by Phant0m5:
There IS a mod folder in my Stellaris Documents folder, but the contents of that folder are too different from the patch contents to make me think I should drop it there either.
This is, in fact, where you put it. This version exists instead of - rather than upgrading - the existing version of ASPE.
Last edited by GearheadLydia; May 12, 2018 @ 1:01pm
Mister Roboto May 10, 2018 @ 4:51pm 
I think I screwed up, I hade both ASEP and your mod installed, instead of soley your mod. I'll test it and try again.
Cyber Warlord May 13, 2018 @ 1:15pm 
Could you to a video on how to apply the patch?
GearheadLydia May 15, 2018 @ 1:15am 
Video, no - I don't have a reasonable way of doing that. I can, however, explain it again.

1) Go to Documents -> Paradox Interactive -> mod.
2) Download the .RAR file.
3) If you do not already have WinRAR or 7Zip, get one of those two programs.
4) Extract the .mod file from the .rar file linked above.
5) Start the game launcher. Disable the old version, enable the new one.

And then you're done.
Last edited by GearheadLydia; May 15, 2018 @ 1:15am
Mister Roboto May 16, 2018 @ 4:37pm 
Sadly I can confirm that the patched version isn't working like the original one. I coul dhave a mod conflict, but I don't think so.
Memento Mari Jun 6, 2018 @ 9:26am 
Any word on another patch?
Sabaithal Jun 9, 2018 @ 8:12am 
Okay, can I please get specific instructions on how to apply the patch? Replacing the old file results in it not showing in the launcher, and most of the instructions provided seem to be missing crucial details. Where do I extract the .mod file to? The old archive? Do I replace the old .mod file? Do I rename it to replace it? What do I do with all the other files contained within the patch? Is this supposed to be placed within the same folder as the old archive? Is it supposed to overwrite it? Do I do that for all the other files in the new archive? Or is the whole thing supposed to be unpacked? Where are the files supposed to go?
GearheadLydia Jun 9, 2018 @ 3:12pm 
Originally posted by Sabaithal:
Okay, can I please get specific instructions on how to apply the patch?
Let me see what I can do; but I've been having the problem of not understanding what you and other posters haven't been getting, so I must thank you for posting specific questions.
Originally posted by Sabaithal:
Replacing the old file results in it not showing in the launcher, and most of the instructions provided seem to be missing crucial details.
This is a completely separate version that doesn't go anywhere near where the original one was supposed to. The mod file goes in Documents\Paradox Interactive\mod, completely independently of the standard version by silfae.
Originally posted by Sabaithal:
Where do I extract the .mod file to? The old archive? Do I replace the old .mod file? Do I rename it to replace it?
No on all counts. The .rar file contains a .mod file, which goes directly into the folder Documents\Paradox Interactive\mod. At no point should you have to go into your Steam install directory to make this work.
Originally posted by Sabaithal:
What do I do with all the other files contained within the patch? Is this supposed to be placed within the same folder as the old archive? Is it supposed to overwrite it? Do I do that for all the other files in the new archive? Or is the whole thing supposed to be unpacked? Where are the files supposed to go?
Okay, now I'm seeing where problems are probably all coming from.

The inclusion of those files was a mistake. The .mod file is all you need. I think the contents of the .mod file got dumped directly into the archive separately, when they should not have been.

...

Seeing as this is causing a lot of people problems, I am going to try and get this fixed for 2.1 and/or fix some of the lingering issues, then post it as a separate Workshop item to get rid of some of this confusion. I had wanted to avoid that, because this was meant to be a stop-gap solution until silfae came back; but because Silfae isn't likely returning any time soon, seems I will have to take up the cause of supporting this mod on a more regular basis.
Last edited by GearheadLydia; Jun 9, 2018 @ 3:13pm
Sabaithal Jun 10, 2018 @ 3:56pm 
Thank you for posting a reply.

Ended up trying something odd that may help some people. Before seeing the reply i took all the files except the .mod file from the patch archive and overwrote the original extended synths archive with those files (other nonidentical files were untouched).

It seemed to have the desired effect. I started a new game and I can now switch to all the portrait options included in extended synths via the species modification screen at will, and they all seem to function perfectly. (for those of you who don't know, click on the portrait while you are on the species modifcation window to change the portrait to something else). I don't know if this was the desired result, but it seems to work with the 2.0 architecture.
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