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https://sp.zhabite.com/sharedfiles/filedetails/?id=2796778215
@Canon Mechanics from SD Dlc have a drawback, I think you cannot use archetypes or so if the users don't have it. It means that everyone that doesn't have SD Dlc, cannot play with this mod if adapted with SD Dlc mechanics. It's my theory regarding my limited knowledge of Stellaris modding.
I have mentioned before that synthetic portrait mods don't work very well since Synthetic dawn so I don't use them, even if I would love to use the portraits for diversity. Synthetic Dawn really did a number on the modding community regarding Synthetics and I've never had a Synthetic Portrait mod work without problems.
I think one of the problems may be that people who make these mods often try to do so much more than just make a simple machine portrait which ends up causing all manner of compications. For example, instead of just robot portraits, they add "organic robot" species and other things.
From my own testing, forcing machines to have the "machine integration" setting and preventing them from getting ethos solves half of the problem. For the other half, it looks like it comes from how the portraits are setup, but i didn't find a fix yet.
1. Machine Pops could not be modified.
2. Machine Pops coult enter template mode but had no Traits to select
3. Machine Pops have a single Trait Point which cannot be increased in any way, even with trait increasing research.
It's left a really bad taste in my mouth and now I'm wary of Synthetic portrait mods because whatever is going wrong with that mod could go wrong with other Synth portrait mods. I just really want to have human-like looks for my Androids. T_T