Stellaris

Stellaris

SE: Human 2 - Indeterminable (Broken in 3.12)
38 Comments
lilililili 4 Oct, 2022 @ 11:42am 
I love it
Jedrek Brimstar 22 Sep, 2022 @ 2:58am 
I'm idiot, its only after reading the comments under SE: Human (2) Machines mod. That I figured out you can use SE Restyle and SE Human 2 at the same time together.

I put the SE Restyle mods first in load order. And included the SE - Restyled - Humanoids Only And then SE: Human 2, SE: Human 2 Indeterminable, SE Human(2) Machines.

Everything works great.
droid.with.googly.eyes  [author] 22 Sep, 2022 @ 1:43am 
If Humanoid 2 existed and had a similar selection of clothing to the original, Restyled would have been based on it.

I consider Restyled the fix for the original (when it's done). Feel free to make patch mods for Restyled that do what you want, I'll put a collection together if enough of them exist.
Jedrek Brimstar 21 Sep, 2022 @ 5:45am 
Thanks for your continued support to keep SE Human 2 working.

Your SE Restyled has kind of gone in different direction then what I prefer with SE Human 2. Also SE Human 2 added some nice features. Like zoomed out look to see more of the character. And the changing look as character levels up.

Sad that we didn't get a SE Humanoid 2.

As others have asked. Can you please do a mod to fix SE Humanoid. Kind of stuck with it if want keep using SE Human 2.
essi2 20 Sep, 2022 @ 9:02pm 
You should probably just switch to using SE - Restyled instead of Se and SE2
Lykos 20 Sep, 2022 @ 8:37pm 
Thank you for this mod! Can you make another one that fix the Humanoids? They are still bald thanks to the latest patch.
droid.with.googly.eyes  [author] 16 Jun, 2022 @ 11:22pm 
The difference is the use of scripted triggers for maintainability, no actual mechanics have changed. You are, of course, free to take the content of those triggers and manually copy the code into all the places those triggers are used to create your own patch. It's a fair amount of work, and possibly error-prone, but that will solve your issue.
pluto9 16 Jun, 2022 @ 11:33am 
Thanks for the work. This mod seems to disable Steam achievements while the original SE Human 2 mod does not. I thought a fix for the portrait mod would not change the core gameplay mechanics.
droid.with.googly.eyes  [author] 16 May, 2022 @ 10:28pm 
I won't, as I'm busy working with original SE as a base.

However, if somebody else would like to rename the portrait group and phenotypes in gfx\portraits\portraits\90_portraits_human.txt, then add the new name to the humanoid species class, I won't stop them.
too much goalie 16 May, 2022 @ 9:03pm 
I believe they were asking if you could do a version of this mod that doesn't replace the human portrait mod, rather just adds another humanoid option with these portraits separate from vanilla.
droid.with.googly.eyes  [author] 5 May, 2022 @ 10:11pm 
As long as the human portrait group has the same name, it will continue to be replaced.

I didn't do any separation for SE: Human (2) Machines. It simply also uses the Human 2 portraits in the machine species class.
우린할수있을거야 5 May, 2022 @ 9:24pm 
I've heard update news that the original human portrait will be improved, and since "SE:Human2" mode is a replacement for the original human portrait, I'd like to ask you if you could separate the "SE:Human2" portrait from the original human portrait as you did the mod(SE:Human2 machines). [I'm sorry if the sentence is awkward because I'm using a translator.]
droid.with.googly.eyes  [author] 5 May, 2022 @ 12:59pm 
Not sure what you mean. This is a small patch to the original.
우린할수있을거야 5 May, 2022 @ 8:53am 
Could you make standalone version of "SE:Human2" ? I'm sorry.
droid.with.googly.eyes  [author] 28 Apr, 2022 @ 8:03am 
After a bit of examination, it looks like you can get away with just cropping the textures. However, I've already mentioned that I'm not particularly inclined to do anything specific to prescripted empires.

I won't stop anyone who wants to make their own patches, though.
droid.with.googly.eyes  [author] 23 Apr, 2022 @ 11:17am 
My design philosophy is to have features easily accessible, not just applying to a single prescripted empire. It'd be too much work to set up something that only applies in very narrow conditions.

If it could be adapted to, say, apply something a bit more generic to all militarist governments no matter the portrait/flag/emblem, then that is something i'd consider doing, given conditions in my previous comment.

However, if you can come up with your own scripted trigger to detect the prescripted empire, it won't be that hard to make your own version of the asset selectors to do what you want assuming you already have the textures already done (which is the bulk of the work for a non-artist like me).
Panteradactyl 23 Apr, 2022 @ 9:03am 
In SE Human 2, the Commonwealth of Man gets slightly edited versions, or even outright new, versions of certain clothes, and a military leaders of a corporate government gets a similar treatment. I've just gotten used to seeing it.

It basically adds minor details to clothes, like the Commonwealth of Man flag on a collar, or adding the Commonwealth symbol to the arm and I just realized what some of them look like while describing them.

Nevermind, I can live without it.
droid.with.googly.eyes  [author] 23 Apr, 2022 @ 3:37am 
The trouble is the scaling is different. I have not tried converting textures myself since most of the clothing already have versions and I was planning to deal with those first.

If you can figure out set of repeatable steps to convert the textures (zooming, cropping, sharpening, etc.) without too much loss of quality for use in Restyled, do let me know, as I can most certainly throw those in at some point.

Tools for making asset selectors are not yet formally documented, so you might have to look for me in Discord to explain how to use them.

Alas, it's been a while since I last cracked open original asset selectors to try to figure out exactly what they did (I rewrote and automated building them for a reason, just not that much incentive to read/edit multiple 3k line files every time, y'know?).

What do you mean by corporate and commonwealth stuff? There's a change for Restyled giving militarist rulers military clothing that is not yet live.
Panteradactyl 23 Apr, 2022 @ 2:31am 
A better question would have been "What is the difference between SE - Restyled and SE: Human 2 w/ patch." But I suppose the answer would be much the same.

Also, technically the wrong place to ask this, but would it be possible to get some of the art assets from SE Human 2 into SE - Restyled, or is that something I'd have to patch in myself? The corporate and Commonwealth of Man stuff is something I've just gotten used to seeing.
droid.with.googly.eyes  [author] 22 Apr, 2022 @ 10:47pm 
SE: Human 2 - Indeterminable is a small patch to SE: Human 2 that only makes changes per the description.

SE - Restyled takes the original SE series (Human and Humanoid) and:

* Rewrites the code
* Eliminates texture duplication
* Is kept updated (both vanilla and modded job support)
* Allows greater user customisation - including a submod that allows use of SE: Human 2
* Can be easily patched by third parties to support jobs etc. from other mods
* Is undergoing active development (at the time of this comment)
* Contains both new (read: edited) and fixed up clothing textures - about 100mb at the time of this comment, with more being added
* Has tools available to let you create your own asset selectors to put in a patch mod if you don't like my clothing/hair choices
Panteradactyl 22 Apr, 2022 @ 8:16pm 
What's the difference between this and SE - Restyled?
droid.with.googly.eyes  [author] 24 Mar, 2022 @ 7:43pm 
Yes. You just have to figure out where to change...

https://stellaris.paradoxwikis.com/Save-game_editing
Nelstromo 24 Mar, 2022 @ 7:10pm 
Is it possible to change portraits midgame?
droid.with.googly.eyes  [author] 17 Mar, 2022 @ 9:51pm 
Nothing. This all this patch does is change the human portrait group to fix the things listed in the description for Human 2.
Tachyon 17 Mar, 2022 @ 8:05pm 
What other SE mods should this be used with?
Mayor 6 Mar, 2022 @ 5:11pm 
SE Human 2 can be used on ironman just fine, only this patch apparently cannot. Tbh I was surprised SEH2 was ironman compatible in the first place to begin with.
droid.with.googly.eyes  [author] 3 Mar, 2022 @ 8:35pm 
Yes, but hard to maintain by not using scripted triggers.
Panteradactyl 3 Mar, 2022 @ 4:45pm 
Is the original even ironman friendly?
droid.with.googly.eyes  [author] 5 Jan, 2022 @ 8:10pm 
Sadly, it isn't. If you can live with the things in the description not being fixed, you can still play without this patch.
Mayor 5 Jan, 2022 @ 7:50pm 
Thanks for fixing and updating the mod! Hopefully it is still ironman compatible since I really cannot go back to vanilla humans. XD
dumbledaz 29 Dec, 2021 @ 8:07pm 
you sir, are very pogchamp
netjam99 1 Dec, 2021 @ 11:24pm 
Works perfectly, thanks so much.
droid.with.googly.eyes  [author] 28 Nov, 2021 @ 10:22pm 
Funnily enough, I'm also not a fan of removing choices. It'll have to happen in a rework, though.

That said, if a rework is made this mod will probably still be up for those who like how it works (not removing choices and all that).
Dekent 28 Nov, 2021 @ 9:37pm 
That's exactly what I meant! I actually like the humanoid robot over the big boobed gimp suit robots.
Fumeknight79 28 Nov, 2021 @ 9:33pm 
I think he meant that he doesn't like how the Se Humans mod overwrites the regular human robot and replaces it with that smooth one, and would rather the smooth one as a separate option. I would concur, if that's the case. Removing options is a bad choice, if you ask me, and I do rather like the default human robot a bit as well.
droid.with.googly.eyes  [author] 28 Nov, 2021 @ 7:28pm 
That is outside the scope of this mod. This is intended to be a quick and dirty fix for 3.2, the other things listed were by-products (fix things properly while i'm in there, y'know?).

However, if I were to rework the original mod (which will be easier after I finish reworking the earlier SE mods) I can certainly consider it, though you'd have to clarify the idea a bit.
Dekent 28 Nov, 2021 @ 3:01pm 
Thanks for patching that awesome yet seemingly dead mod!
I have a request if it's something you'd consider, would it be possible to put the normal humanoid robot as the standard one and have the gel/robot moved to a portrait option instead? It's the only thing I never liked about the SE Human mod, it looks TOO futurist for the game start.
The Guy with Lag 28 Nov, 2021 @ 7:00am 
Thank you!