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Kinkyfulcrum

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Having the generic portraits for Colovians feels quite out of place when compared to all of their neighbours. Since they are meant to be a halfway point between Nords and Heartlanders, wouldn't it make sense for them to have German or Norman portraits?
 

Miklu

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Go to the culture files and under Colovians replace
Code:
graphical_cultures = { saxongfx westerngfx occitangfx }

with

graphical_cultures = { normangfx }

or

graphical_cultures = { germangfx }
 

Tyler537

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If you do that remember to fix the racial traits under common\scripted_effects\birthsign_racialtrait_assignment.txt like this
Code:
assign_racial_trait = {
    #First remove any existing racial trait
    remove_trait = imperial
    remove_trait = colovian
    remove_trait = nibenean
    remove_trait = nord
    remove_trait = breton
    remove_trait = reachman
    remove_trait = redguard
    remove_trait = argonian
    remove_trait = khajiit
    remove_trait = quey
    remove_trait = kamal
    remove_trait = potun
    remove_trait = akaviri
    remove_trait = tangmo
    remove_trait = undead
        #Mer/Tsaesci removals are handled elsewhere.
    remove_trait = dremora
    remove_trait = sload
    
    #Then add correct trait for graphical culture.
    if = {
        limit = {
            OR = {
                graphical_culture = southerngfx
                graphical_culture = italiangfx
            }
        }
        add_trait = imperial
    }
    if = {
        limit = {
            OR = {
                graphical_culture = germangfx  ------add w,e graphical culture you want instead tho
                graphical_culture = saxongfx
                graphical_culture = occitangfx
            }
        }
        add_trait = colovian
    }
    if = {
        limit = {
            graphical_culture = byzantinegfx
        }
        add_trait = nibenean
    }
    if = {
        limit = {
            OR = {
                graphical_culture = norsegfx
                graphical_culture = germangfx
            }
        }
        add_trait = nord
    }
    if = {
        limit = {
            OR = {
                graphical_culture = celticgfx
                graphical_culture = frankishgfx
            }
        }
        add_trait = breton
    }
    if = {
        limit = {
            OR = {
                graphical_culture = easternslavicgfx
                graphical_culture = westernslavicgfx
            }
        }
        add_trait = reachman
    }
    if = {
        limit = {
            OR = {
                graphical_culture = westafricangfx
                graphical_culture = africangfx
                graphical_culture = muslimgfx
            }
        }
        add_trait = redguard
    }
    if = {
        limit = {
            graphical_culture = bosmergfx
        }
        add_bosmer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = ayleidgfx
        }
        add_ayleid_trait = yes
    }
    if = {
        limit = {
            graphical_culture = altmergfx
        }
        add_altmer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = chimergfx
        }
        add_chimer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = altmergfx
            OR = {
                father_even_if_dead = { NOT = { culture = altmer } }
                father_even_if_dead = { trait = impure_altmer }
                mother_even_if_dead = { NOT = { culture = altmer } }
                mother_even_if_dead = { trait = impure_altmer }
                father_even_if_dead = { always = no } #Hatchetjob to check for a father existing in the first place.
                mother_even_if_dead = { always = no } #Hatchetjob to check for a mother existing in the first place.
            }
        }
        remove_trait = pure_altmer
        add_trait = impure_altmer
    }
    if = {
        limit = {
            graphical_culture = altmergfx
            mother_even_if_dead = { culture = altmer }
            father_even_if_dead = { culture = altmer }
            NOT = { mother_even_if_dead = { trait = impure_altmer } }
            NOT = { father_even_if_dead = { trait = impure_altmer } }
        }
        remove_trait = impure_altmer
        add_trait = pure_altmer
    }
    if = {
        limit = {
            graphical_culture = maormergfx
        }
        add_maormer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = falmergfx
        }
        add_falmer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = dwemergfx
        }
        add_dwemer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = dunmergfx
        }
        add_dunmer_trait = yes
    }
    if = {
        limit = {
            graphical_culture = orsimergfx
        }
        add_trait = orsimer
    }
    if = {
        limit = {
            graphical_culture = argoniangfx
        }
        add_trait = argonian
    }
    if = {
        limit = {
            OR = {
                graphical_culture = pellitinegfx
                graphical_culture = anequinagfx
            }
        }
        add_trait = khajiit
        random = {
            chance = 25
            add_trait = raht
        }
    }
    if = {
        limit = {
            OR = {
                graphical_culture = draugrgfx
                graphical_culture = skeletongfx
            }
        }
        add_trait = undead
    }
    if = {
        limit = {
            graphical_culture = tsaescigfx
        }
        add_tsaesci_trait = yes
    }
    if = {
        limit = {
            graphical_culture = kamalgfx
        }
        add_trait = kamal
    }
    if = {
        limit = {
            graphical_culture = tangmogfx
        }
        add_trait = tangmo
    }
    if = {
        limit = {
            graphical_culture = kapotungfx
        }
        add_trait = potun
    }
    if = {
        limit = {
            OR = {
                graphical_culture = chinesegfx
                graphical_culture = mongolgfx
                graphical_culture = turkishgfx
            }
        }
        add_trait = akaviri
    }
    if = {
        limit = {
            OR = {
                graphical_culture = indiangfx
                graphical_culture = arabicgfx
            }
        }
        add_trait = quey
    }
    if = {
        limit = {
            graphical_culture = sloadgfx
        }
        add_trait = sload
    }
    if = {
        limit = {
            graphical_culture = dremoragfx
        }
        add_trait = dremora
    }

    if = {
        limit = {
            graphical_culture = draugrgfx
        }
        add_trait = undead
    }
    if = {
        limit = {
            graphical_culture = skeletongfx
        }
        add_trait = undead
    }
}