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Silfae

Colonel
31 Badges
Nov 4, 2013
1.199
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  • Crusader Kings II
  • Tyranny: Archon Edition
  • Hearts of Iron IV: La Resistance
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Crusader Kings II: Holy Fury
  • BATTLETECH: Flashpoint
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • PDXCon 2017 Awards Winner
  • BATTLETECH
  • Crusader Kings Complete
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Stellaris - Path to Destruction bundle
I was sick, so I made a custom portrait set for Stellaris, here you go:

8826DA5D490AA6092846831E2DF38C5A803889EF


Space Egyptian Snakefolk. I imagine somebody will enjoy it.
The mod can be found on Steam on the link below, it contains the portrait set, a flag symbol, a custom Empire, a custom racial trait, and a custom starting solar system.

Link: http://steamcommunity.com/workshop/filedetails/?id=861800679
Extensive Table of Contents:

Animated Portrait set
Contains an entirely new, entirely animated set of Space Egyptian Snakefolks.
They blink and breathe and twitch, just like the vanilla species, they have alternative skin colors, alternative hairstyles, different clothing, and sexual dimorphism.
You can easily use this portrait set to create new Custom Empires, just like you do for the vanilla sets, but mind you, if you do that, you won't be able to use the racial trait that has been assigned to them in my original custom Emipre.

Custom flag symbol
The Egyptian Eye, used for the new starting Empire.

Custom trait
Just like in my other portrait mods, I've added a new racial trait to better represent the new species, rather than having to mix and match with the vanilla ones.
The trait will only be used by the custom Empire and cannot be selected, either by the player or by the AI for other random species. It provides several small buffs and debuffs, making the serpentoids a lazy but brilliant kind of species.

Custom namelist
The Serpentoid name list retains some reptilian features (ships, worlds, etc.) and only affects character names, adding a bunch of real life Ancient Egyptian names, both for males and females.
The list can, of course, freely used for any other species you wish to create.

Custom Starting Solar System
The Kheshem system can be a slightly rough start, as your capital planet, while very big, is overflown with decaying infrastructure. To make things worse, there are several primitive neighbors in your own system, which may be a lot tougher and closer to FTL technology than you might think...

Custom Empire
The Ancient Technosethi: a Divine Mandate, collectivist/fanatic spiritualist Empire with attached background, using all of the mod's features (flag, namelist, portraits, trait, etc.), ready for use.
It is set as forbidden for AI use by default, but you can easily change this setting in game by following the instructions below.

Enabling for the AI:
I'm adding this, since people are asking about it, both here and in the Steam page.

If you want to have the She'sesi be used by the AI as well, there's a very simple way to do that directly in game.

1) Go to the Empire selection screen (New Game).
2) Select the serpentoid custom Empire (Ancient Technosethi).
3) Click Edit.
4) Click Save.
5) Click Back.
6) Scroll up to the new "Ancient Technosethi" you've just duplicated.
7) Click on the little eagle flag on the side of the Empire selection tab until it tells you "Empire Spawning Allowed".
8) That's all.
 
Last edited:
Thank you both, I appreciate it.
 
That's some great work you've done there, it almost feels like it could fit in with vanilla's portraits.
 
All hail! but what happened to fox and cats with dimorphism? Or are you just not linking them?
What do you mean? They are still on Steam.

That's some great work you've done there, it almost feels like it could fit in with vanilla's portraits.
Thanks.

Awesome! Are they humanoids or reptilians? (They'd probably fit humanoids more.)
They have their own category; I imagine they'd fit more as humanoids, but, I prefer to add species in separated groups to avoid incompatibility with other mods, allow them to have their own buildings and insults/compliments, and prevent the mod from becoming outdated too quickly.
 
What do you mean? They are still on Steam.

I think it's just that they're not linked in your signature.

(Are you ever going to make more of those? They add a lot of life to those portrait groups.)

They have their own category; I imagine they'd fit more as humanoids, but, I prefer to add species in separated groups to avoid incompatibility with other mods, allow them to have their own buildings and insults/compliments, and prevent the mod from becoming outdated too quickly.

Ah. So they won't spawn as AI empire, then?
 
Yeah, but they aren't linked from your sig, which is why I was wondering.
I think it's just that they're not linked in your signature.

(Are you ever going to make more of those? They add a lot of life to those portrait groups.)
Ah, I see. No, I think it is more because they are not really "sets" as much as slight tweakings of the vanilla portraits, so I wouldn't really want to take credit for the parts of them which belong to the vanilla artist.

Ah. So they won't spawn as AI empire, then?
No, I'd rather have these sorts of mods having the default being "non-intrusive". You can easily switch that setting by duplicating the Empire in game on the selection screen anyway.

As for making more of them, it depends on whether I'm inspired and have time to do so. A dimorphism pack doesn't take much time to do, but I'd also need to have an interesting variant in mind, I don't want to just paint the females of a different color, resize them slightly and put the mod on Steam, I'd like to provide meaningful differences.

Also, I have a question: Do you/do you have any interest in doing other graphical modding stuff, like UI elements (icons, etc,) or textures (planets)?
I don't know, it depends on what the inspiration of the moment is, although I would say I am generally not interested in UI elements. I remember that there were a few times when I tried forcing myself to do some of those for the Geheimnisnacht mod, but, besides some trait icon, I always found the result incomplete and unsatisfying.
 
Awh, drat. I'm trying to rope together a comprehensive planetary inhabitation overhaul mod, and the real bottleneck at present is art assets. I was trying to get hold of the guy behind More Planet Types to see if I could get him aboard as a collaborator to incorporate his mod, or at least secure permission to use his assets, but he hasn't responded. I was hoping if I could find an artist, we could just move forward without it.

Art assets are always the bottleneck for modders, I think.
 
Yes, I understand.

Unfortunately, even if I were capable in that area of graphics, I don't think I'll have time available to collaborate for a long-term project right now, sorry.
 
Minor Update

-I've redrawn the flag symbol; now it's an Egyptian eye with a snake pupil.
-I've added some tailored planet modifiers for the worlds of the custom solar system.
-I've cleaned up some minor errors in the code.
-I've drawn actual custom buildings for the serpentoids, rather than have them use the Fallen Empire ones.

20170213173746_1.jpg
 
Minor Update:

-Minor fixes.
-Added custom start message.
-Added custom building.

20170218192644_1.jpg


Similar to the Mausoleum, it can only be used if you start with my Custom Empire (it uses a special flag).
 
Thanks, glad you like them.