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Caekdaemon

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Alright, time for an update: I've done some tweaking, and still haven't been able to fix the problem, and at this point I've got absolutely no clue what could be wrong and am on the brink of just giving up on trying to mod portraits entirely. I've tried everything that comes to mind, even ripping bits of code from the base game to see if I could jury rig something together, but that didn't work and neither did looking at other people's mods for information either. I just can't seem to figure out what it could be.

Here's the entirety of my new portraits file. Every other portrait in the game appears, and there's an empty box where these portraits should go, but they don't appear, and I can't find any information other than the tutorial about how this works, and even the sticked 2D tutorial doesn't work for me - it doesn't even create a box under the portraits section.
Code:
portraits = {
    elf_female = {  texturefile = "gfx/portraits/elf_female.dds"}
    elf_male = {  texturefile = "gfx/portraits/elf_male.dds"}
}

portrait_groups = {
    elf = {
        default = elf_female
        game_setup = { #will run with a limited country scope. species and government is set but the country does not actually exist
            add = {
                trigger = {
                    ruler = { gender = male }
                }
                portraits = {
                    elf_male
                }
            }
            add = {
                trigger = {
                    ruler = { gender = female }
                }
                portraits = {
                    elf_female
                }
            }
            #set = {
            #    trigger = { ... }
            #    portraits = { ... }
            #    #using "set =" instead of "add" will first clear any portraits already added
            #}
        }       
       
        #species scope
        species = { #generic portrait for a species
            add = {
                portraits = {
                    elf_female
                    elf_male
                }
            }
        }       
       
        #pop scope
        pop = { #for a specific pop
            add = {
                portraits = {
                    elf_female
                    elf_male
                }
            }
        }
       
        #leader scope
        leader = { #scientists, generals, admirals, governor
            add = {
                trigger = {
                    gender = female
                }
                portraits = {
                    elf_female
                    elf_male
                }
            }
            add = {
                trigger = {
                    gender = male
                }
                portraits = {
                    elf_female
                    elf_male
                }
            }
        }

           
        #leader scope 
        ruler = {
            add = {
                trigger = {
                    gender = female
                }
                portraits = {
                    elf_female
                    elf_male
                }
            }
            add = {
                trigger = {
                    gender = male
                }
                portraits = {
                    elf_female
                    elf_male
                }
            }
        }
    }
}
And here is my species classes file - this seems to work, since it's what caused the box to appear on the selectables list...
Code:
MAM = {
    portraits = {
        "elf"
    }
}
...which makes me believe that the problem is in the portraits file somewhere. Looking at the base game, it mentions stuff like entities, but I can't find any information on what they are, or what they are for, and looking at the Alien Suns mod doesn't help either since they're just defined as being the exact same thing as the texture file, and trying that still doesn't make the images appear in game. I thought it might be my images after that, that the game can't read the file for some reason, but I tried using the test image from the 2D tutorial in the place of my images and it still didn't load, so I'm almost certain its a problem with the coding.

So I completely overhauled the entire portraits group section, and it still didn't work. Then I tried like four different variations of the portraits part at the top of the file and it still didn't work :( I'd call it impossible if I didn't know that other people had done it, but the tutorial on the wiki for static images is useless and doesn't have any real, useful information for me to use to try and figure this out.

So...I'm completely stumped, now. Does anyone here have any experience with portrait modding?
 

Moonglow87

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Has anyone managed to add a new event picture? I can't seem to figure out what's going wrong. Not sure if it's my code or my image format.

My image is originally a jpg. I convert it into a 450x150 pixel dds file in GraphicConverter 10. I put the new image file in /gfx/event_pictures, with the name "lightning_storm.dds". Then, in the event code, I use the line:

Code:
  picture = GFX_evt_lightning_storm

Anyone know what I'm doing wrong?

i think you need a insertyourname.gfx in interface and use this to use custom made event pictures
Code:
spriteTypes = {   


    spriteType = {
        name = "GFX_evt_name"                                                                         #name to call the picture
        texturefile = "gfx/event_pictures/eventpicturedds"                              #location of your picture
        masking_texture = "gfx/interface/situation_log/event_mask.dds"      #is set i guess
        allwaystransparent = yes       
    }
}
 
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Zednosius

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Is there any way to merge two fleets via events? I've gotten them to move around, but i haven't found a way to merge two fleets.

Also, do modifiers have any scopes for their localisation?
Like if you could put a modifier on a planet which says "This planet was declared holy by X", with X being whatever could be reached.
I found two occurances but that was for a pop modifier, and doesn't seem to work for planet modifiers.
 

EliteTK

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How can I create pops or changing existing ones into robots/droids/synthetics? If I create a new species and use it, will the game consider it the same as the ones I build?
 

Pennpenn

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When creating custom name lists is it possible to get the game to parse names without spaces? For instances, say you had "Red" "Sky" and "Swing" in first names and "wing" "shot" and "wheel" in second names, is there a way to get the game to generate the names as "Redwing" "Swingwing" "Skyshot" "Redwheel" etc?
 

Das Blah

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What exactly does one need to do to create a basic strategic resource? As in, a resource similar to that of energy or minerals. I'm seeing a lot of defines and categories, though I'm not sure where they are created and what else may need to be done to make them compatible with the AI.
 

Moonglow87

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How can I create pops or changing existing ones into robots/droids/synthetics? If I create a new species and use it, will the game consider it the same as the ones I build?

Only thing i have found in 00_robot_pops.txt is the following line:
pops_auto_upgrade_to = buildable_robot_pop_3

Maybe i am going to enable this for my own aswell ;p :
pops_can_reproduce = no

So synthetics can reproduce :p

What exactly does one need to do to create a basic strategic resource? As in, a resource similar to that of energy or minerals. I'm seeing a lot of defines and categories, though I'm not sure where they are created and what else may need to be done to make them compatible with the AI.

Personnaly i dont know if its possible but we can try to implement the resource with:

common\strategic_recources\00_new_strategic_recources.txt #add a new recources and use 00_strategic_recources.txt as a reference

Use this if you desire to make it spawn on asteroirds ect:

common\desposits\00_new_deposits.txt #to make it spawn on asteroids and such use 00_deposits.txt as a reference
Made a small tears recources to test it:
tears.png

Now we need to find a way to implent it in the interface aswell and give it an icon..
 
Last edited:

allocater

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That's the sort of stuff I was looking for, as well as base amounts and AI use and such. Are we able to simply add a new Defines thing?

Yep, just make a new file with:

Code:
sr_my_new_resource = {
   AI_category = strategic_resource
   tradable = no
   is_rare = yes
   
   num_ai_wanted = 0
}

Strategic resources work, but I don't know what happens when you add basic resources.
 

Axelius

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Can i start clean tile via event?
Can i start build spaceport or spaceport module via event?

Can't found this comands.
create_spaceport for the spaceport, not sure what you mean with "start clean tile", but I guess you're looking for remove_blocker, remove_building and clear_deposits
 
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allocater

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How do Policies determine which Pop to use as ROOT?

How do pop_events determine which Pop to use as ROOT?

policies always have the country as root (and if a country is compared with species that is automatically the dominant species of that country)
<-- never mind that's the other way around, root is just every pop unit, it goes through each one. owner is the country.

pop_event has always that population unit as root, where the event was triggered.
 
Last edited:

Chrysaetos

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I can't seem to get a completed Special Project to proc an event, is there anything wrong with my syntax?

Code:
special_project = {
    key = "VP_SEADWELLERS_1_PROJECT"
    days_to_research = 180
    tech_department = society_technology
    picture = GFX_evt_animal_wildlife
   
    event_scope = planet_event
   
    on_success = {
        country_event = {id = vp_colony.2}
    }
}
 

allocater

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I can't seem to get a completed Special Project to proc an event, is there anything wrong with my syntax?

Code:
special_project = {
    key = "VP_SEADWELLERS_1_PROJECT"
    days_to_research = 180
    tech_department = society_technology
    picture = GFX_evt_animal_wildlife
  
    event_scope = planet_event
  
    on_success = {
        country_event = {id = vp_colony.2}
    }
}

seems on success the project is a planet or ship, try this:

Code:
on_success = {
     owner = { country_event = {id = vp_colony.2}  }
   }