Stellaris

Stellaris

Custom Machines Animated Portaits
48 Kommentare
SpeisCheese  [Autor] 30. Apr. 2022 um 12:18 
@Mythez Yeah sure, I don't plan to update it anymore, so you can use the assets.
Mythez 27. Apr. 2022 um 12:00 
Wonderful work - I have included parts of your mod in mine but then got banned for not asking for permissions. Do you have any objections to your work being included in mine? I have already added you to the credits list.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2796778215
Doctor Proteus 18. Feb. 2019 um 3:37 
Will there be a version where the portraits are simply Synthetic portraits and not their own unique species?
True Guesser, Wand Bearer, etc. 6. Feb. 2019 um 6:48 
Was excited when I saw this, but unfortunately it doesn't work with Machine Intelligence civ :(
paulo 18. Juli 2018 um 15:54 
Please, updatethis mod for the 2.1.1 and beyond.
mechpuppe82 5. Juni 2018 um 12:29 
okay
SpeisCheese  [Autor] 5. Juni 2018 um 11:43 
@mechpuppe82 Well you will have to wait for an update anyway, I have exams soon, and updating a game I rarely play isn't really on my priority. I will still talk with him after my exams.
mechpuppe82 5. Juni 2018 um 11:03 
El Chupacapra can now fix it for synth.
SpeisCheese  [Autor] 5. Juni 2018 um 10:30 
@mechpuppe82 I think I discussed it with him, and he presented a script or so, but I quickly abondonned because it would create new dependencies, which I dislike on games like Stellaris (where updates mess up eveything in this game)

@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.
Canon 5. Juni 2018 um 9:37 
What's stopping modders from making synth dawn compatable ones?
mechpuppe82 5. Juni 2018 um 9:09 
Ask El Chupacapra: He was helping me with my DEXON Mod (an Android too)
SpeisCheese  [Autor] 30. Mai 2018 um 9:02 
Well that's still the main problem with the archetypes. You can only use them as your main species, not as an android.
Maboy 30. Mai 2018 um 8:32 
I can't use these for my androids, because they are not in the "machines" category.
SpeisCheese  [Autor] 22. Mai 2018 um 10:30 
It still should work
Canon 22. Mai 2018 um 9:38 
This still work in the latest patch?
Doctor Proteus 8. März 2018 um 6:21 
Well I don't know if other mods may be causing it, but i'm not using any mods that affect things like races or synthetics. I don't actually use Synthetic Portrait mods because of past troubles, but I decided to flip this mod on just to see if it worked and it didn't. It's nothing to trouble yourself over though.

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.
SpeisCheese  [Autor] 8. März 2018 um 6:17 
That's surprising. Donnt tell me even that is broken. It doesn't make sense. Are you sure there aren't other mods causing trouble?
Doctor Proteus 8. März 2018 um 5:53 
Btw your portraits are not showing up in my game, dispite your mod being flagged as up to date.
SpeisCheese  [Autor] 1. März 2018 um 9:05 
That's true. As a beginner, I do take some time to update things, and looking for new changes is not easy.
Doctor Proteus 1. März 2018 um 6:45 
I've seen people say how mod friendly Stellaris is, but it couldn't be further from the truth. I think I read an article/post on this mispreconception recently. It's really sad that actual imaginative and talented modders cannot properly impliment their ideas or have their work sabotaged by a game's hectic and un predictible coding and updating methods.
SpeisCheese  [Autor] 1. März 2018 um 6:43 
And not only the Synthetic Dawn update. Other updates change everything, may it be how edicts work, or archetypes. It gets more and more complicated to update sth...that's why I had to come with simple solutions. On the other hand, I'm also a fan of half-mechanical, half-organic beings, so there is that reason too.
Doctor Proteus 1. März 2018 um 4:48 
Custom robot mods post Synthetic Dawn have always had issues for some reason. As much as I want to use them, they always come with 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.
Darth Modus - God of Richards 31. Dez. 2017 um 6:56 
@SpeisCheese - Ah OK. Would be nice if you could build them though; just a thought. ;)
SpeisCheese  [Autor] 31. Dez. 2017 um 6:49 
No, esince they are considered as an independent organic species by the game.
Darth Modus - God of Richards 30. Dez. 2017 um 16:57 
Just a quick question. If I play as the human race, can I then build the human androids? I mean, can I create them as a worker force just like the vanilla robots?
Cattan 26. Okt. 2017 um 1:33 
Actually, I just did some more testing and there is a possible fix. If you look at the "Robot Unicorn" mod - of all things - it uses a custom event that fires as you launch the game to correct it. If you plagi... I mean take inspiration from it, it should work.
SpeisCheese  [Autor] 26. Okt. 2017 um 1:10 
I guess I will have tonreplace the archetype from MACHINE to BIOLOGICAL, the DLC really did some messed up stuff. I'll fix it thus evening
Cattan 26. Okt. 2017 um 0:45 
I'm affraid Knighsoulsword is right: Machine pops won't grow. It's not only on your mod though, I'm helping someone else with the same issue. It seems Paradox did something recently that prevented custom species from being recognized as machines.
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.
isofluff 23. Okt. 2017 um 16:17 
Endorsed!!!
SpeisCheese  [Autor] 21. Okt. 2017 um 4:05 
That might be an issue, but I'm not realy sure.
Charles 21. Okt. 2017 um 0:26 
waiiiit im not ment to use this with the mechina hivemind?
SpeisCheese  [Autor] 20. Okt. 2017 um 15:56 
@KNIGHTSOULSWORD Are you sure you aren't missing food, have a lot of migration because of bad living conditions in your empire? I cannot fix it until Monday, but I'm not even sure how this is possible, and haven't gotten any reclamation from others yet, so, you'll have to wait sadly. Still, you should look if it is a problem with your edicts or traits, or food supply
Charles 20. Okt. 2017 um 11:54 
and its only when i use your race's
Charles 20. Okt. 2017 um 11:54 
so i cant build or get pops
Charles 20. Okt. 2017 um 11:53 
it also says i have 0 pop growth

Charles 20. Okt. 2017 um 11:53 
i mean it wont let me build pops if i try to build them they show up and then disappear after a month

SpeisCheese  [Autor] 20. Okt. 2017 um 1:38 
@KNIGHTSOULSWORD That's not good. But what do you mean by 'it won't let me build pops'. Do pps not grow naturally? Or do you mean you can't use factories to build them?
Charles 19. Okt. 2017 um 18:40 
hey it wont let me build pops

Doctor Proteus 19. Okt. 2017 um 12:28 
I'll try it out at some point, but I can't diactivate silfae's mod because it ruins the game further by setting all robot trait points and trait picks to 0.
SpeisCheese  [Autor] 19. Okt. 2017 um 11:57 
silfae did only change the description.txt I think, which was a mistake. 1.8 changed a lot of things for the modding part, and I guess that a new fix is required. My mod should be alright, because I began developping it after 1.8, and fixed it for 1.8.2 with the new archetype system.
Doctor Proteus 19. Okt. 2017 um 8:19 
The silfae one, it is notorious for having all manner of errors and incompatibilities regarding Trait Points and Trait Picks. I've tried using it 3 times and I got the following problems.

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
SpeisCheese  [Autor] 19. Okt. 2017 um 8:10 
You mean the one from silfae, or my other one which is actually a Static Portraits mod? I tested it and the traits should work with this one. Like I always say, testing won't hurt, and if you experience any kind of bugs, you can still unsubscribe. I hope though, that you won't experience any bugs with my mod
Doctor Proteus 19. Okt. 2017 um 6:04 
The other Animated Synthetic Portraits mod has a problem with modification points. Is this one working fine? I'm really cautious and skeptical about synthetic portrait mods after a lot of bad experiences with the previously mentioned mod.
SpeisCheese  [Autor] 18. Okt. 2017 um 14:25 
I'll have to ask El Chupacabra if it is alright for him, since he is doing the animation. I personnally like the idea. Should the eyes still remain red though?
Eisvisage 18. Okt. 2017 um 9:10 
I have a suggestion: What about another android, but using the space elves portrait as the base this time around?
Krylia Viru 17. Okt. 2017 um 16:44 
Ah. Well, if and when the Evarion gets animated, I'll be a happy customer.
SpeisCheese  [Autor] 17. Okt. 2017 um 11:14 
Sadly, El Chupacabra couldn't animate the other ones, because of their size or too complicated build. I might try it out myself, but I have to gather experience first.
Krylia Viru 17. Okt. 2017 um 8:49 
Ok, so, if I'm understanding right, then not all of the static portraits got recreated into animated?