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https://sp.zhabite.com/sharedfiles/filedetails/?id=2796778215
Compatibility patch for remastered human portraits is being worked on. Stay tuned.
I'll do it in a couple of weeks. Plantoids and DLC humanoids will have special Visible Psionics editions.
Seriously, though, being chosen one has it's benefits and bending others will (assuming direct control) is one of them.
Well, you actually can get both cybernetic and psionic traits on your pops and leaders. And until PDX fix it, I'm going to support psionic-cyborgs with special visual representation. But the main reason for a compatibility patch is that both mods edit the same portrait groups and I believe that players may be interested in seeing animated effects for psionics even if they are taking cybernetic ascension path and vice versa.
I don't think that bio ascension requires visual representation as much as cyber or psi ones. Also while working on the compatibility patch for Visible Cyborgs and Visible Psionics I've already had to write several thousands lines of code for humans portrait triggers alone, minding all the edge cases like psionic cyborgs. Adding even more conditions will be just over the top, really.
However, there still are lots of things which can be done with the ascensions making them more immersive and interesting. Who knows, maybe when I finish with graphical representation I'll add some gameplay stuff as well...
I was pleasantly surprised as well when I discovered the possibility.
@Veiden
Depends. The activation of animated effects is triggered when the leader or pop receives psionic/chosen one trait. It shouldn't matter whether the trait is added via default ascension mechanics or events/scripted triggers of any other mod. However, if Ethernal Leader is a different trait, it won't add the animated effect.