Stellaris

Stellaris

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SE - Restyled
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162.459 MB
11. lis. 2021 v 22.52
9. kvě. v 16.24
Poznámky ke změnám (43) – zobrazit
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SE - Restyled

V 1 kolekci od uživatele droid.with.googly.eyes
SE - Restyled
20 položek
Popis
This mod is a rework of SE - Human and SE - Humanoid series by MnCnNn.


Mod Load Order
Mod load order has been moved to discussions due to character limits for the description. https://sp.zhabite.com/workshop/filedetails/discussion/2652300246/3187988018482619146/


Features
  • Strict reclassification of clothing - no more nipslips with soft setting
  • Soft setting by default - no more "surprises" when forgetting to add submods to playlist
  • Clothing now uniform across portraits - no more clothing exclusive to particular portraits
  • Added support for envoys
  • Removed clothing for females with large flap on shoulder - animations cause visible tearing in the flap
  • Removed spiky shoulders from Humanoid female 04 base textures to avoid either narrowed clothing choices and/or clipping
Technical:
  • Fixes for minor gender imbalances
  • No longer overwrites vanilla to avoid conflicts
  • Reworked code for compatibility and maintainability
  • Creation of submods allowing a custom setup


Tools
SE - Asset Selector Scripts[sourceforge.net] - Templates and scripts used to build the asset selectors for SE - Restyled. Currently builds 110 asset selectors featured in both main mod and submods. Ability to modify and run shell scripts required (video guide for Windows 10: https://www.youtube.com/watch?v=pqn20YFvYWE). Makes extensive use of sed. Modders may alter the scripts to produce (for example):
  • Mods to provide alternative clothing choices for SE - Restyled
  • New portrait mods on a similar scale to SE, relying on Portrait Trigger Pack
[discord.gg]
Počet komentářů: 632
droid.with.googly.eyes  [autor] 28. kvě. v 16.55 
no response, but someone figured out what needed fixing, just that the vanilla portrait code also needs the same fix.

This and other updated portrait mods have already been updated with the fix.
Starne 28. kvě. v 15.13 
Thanks for all your work on this mod series.

Did you ever get a response as to whether pop groups only using uniform, default portraits was intended or a bug? I've been wondering the same since I became aware of the behavior. IMO, it would be a weird decision if it were intended.
droid.with.googly.eyes  [autor] 20. kvě. v 1.07 
see generate_clothes.sh
Jun Vahlok 19. kvě. v 19.38 
What does \t[0-5]\ refer to in the build paths?
droid.with.googly.eyes  [autor] 17. kvě. v 19.17 
I made these scripts to make alterations/updates easy for myself (updating to 4.0 involved editing 2 templates and running the scripts instead of manually updating 110 selectors). Hopefully, you can figure out that the block labelled SPIRITUALIST_SPECIALIST has a bunch of textures used for spiritualist specialists and do what you need.
droid.with.googly.eyes  [autor] 17. kvě. v 19.17 
Textures are found in the (this) main mod or the asset repack.

run.sh, unsurprisingly, runs the whole thing.

The build scripts are the ones that do a mass find/replace on the templates with lists of textures. This is where you would change clothing. Just add/remove/alter the textures listed in the blocks.

You could alter the templates too, but you do have to know what you're doing.

As of 4.0, many of the blocks in the clothing selector scripts are now unused, since the job checking trigger has been removed from the game.

Defaults are specified in generate_clothes.sh. They also include a comment block explaining how the codes for the textures are set up.
Jun Vahlok 17. kvě. v 18.33 
Hi :) I love the mod! Would you be able to provide just a little extra context for how to use the script tools? I feel very lost.

Where do I find the portrait dds files? My "gfx/models/portraits" directory doesn't have the folders for soft or plus. Perhaps this is something to do with the way mods are installed on Steam that I'm not understanding? The clothes appear ingame. I think I need to know the appropriate filenames to know what modifications to make to the scripts.

Would I run the "build_female_clothes_sb_master.sh" script or the main directory's "run.sh" script? I'm not sure what the next step would be either, but perhaps that would become more clear after running the script..

I'm mainly hoping to just choose different clothes as the defaults. Also, would it be within the script selector that I could delete outfits?

If the info is available somewhere else, I apologize. I would be appreciative of any help in this matter, though, if you are willing. Thanks!!
TwinCrows 11. kvě. v 14.11 
For anybody who may be wondering about how to get this mod working— Just subscribe to this mod and its requirements. In your playlist, make sure they are in this order:

1. SE Asset Repackage
2. Portrait Trigger Package
3. SE Restyled

Thanks for your efforts Droid!
droid.with.googly.eyes  [autor] 10. kvě. v 17.27 
See discussion page for a list of mods that go with this.

This is designed to be configurable, so everyone can use the settings they want. Yes, that means not accidentally nuking other mods. As a portrait mod (and nothing but) at worst you'll get the wrong hair and clothing if set up wrong.

If you want nipslips you'll have to set it up that way since not everyone likes them.
Ulthar 10. kvě. v 12.18 
btw- for those of who are not experts/bright and are hesitant to use pre-reqs - is there a sort of "All in one/everything"? where it's a one and done mod?

I just want as many options/everything without fear that I've hosed my game,.