Solution for bald portraits in victoria 3

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Bug fix

Miguel07Alm

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If you have the error that the heir apparent or the own sovereign is bald, there is a way for fixing it. You only need to open the file located in your pc named as "..\SteamLibrary\steamapps\common\Victoria 3\game\gfx\portraits\portrait_modifiers\01_hairstyles.txt" and only quit the "#". Saving the file, afterwards you can play with the portrait's normal hair.
 

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So it's that simple and the dev team didn't care to fix this or to add this in 1.1?

Thanks, Miguel!
 
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So it's that simple and the dev team didn't care to fix this or to add this in 1.1?

Thanks, Miguel!
It's not about that they don't care but making updates to a big game in a big development studio isn't some kind of anarchy, everything needs to be approved and needs time - right now they are focusing on the bigger problems logically.
 
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I know that.

That's still a simple coding mistake fixed by a # and only toying with a graphical issue. It's not like it would have deep consequences on the overall mechanics of the whole game like messing with Markets or whatever.
 
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I first thought these bald heirs were some sort of Caillou inside joke by Pdx and they forgot to remove it from the launch.

 
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I know that.

That's still a simple coding mistake fixed by a # and only toying with a graphical issue. It's not like it would have deep consequences on the overall mechanics of the whole game like messing with Markets or whatever.
It is low risk but not without risk. Mistakes could be putting the wrong character into the file, or putting the # in the wrong place. That sort of error could cause a worse issue that baldness (and there is nothing wrong with male patent baldness!)

Unfortunately, structured software development will insist on multiple people being involved in a change, someone making the change, someone reviewing the code change, someone testing the change to deliver the expected outcome and not any unexpected outcome and of course other people to update the release notes and inform us of the change. It feels really inefficient, but it what you need to do to have a reliable release process. If its anything like my software team, in practice that fixing a bug in PDX probably takes 10x the effort it would take a modder.
 
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It is low risk but not without risk. Mistakes could be putting the wrong character into the file, or putting the # in the wrong place. That sort of error could cause a worse issue that baldness (and there is nothing wrong with male patent baldness!)

Unfortunately, structured software development will insist on multiple people being involved in a change, someone making the change, someone reviewing the code change, someone testing the change to deliver the expected outcome and not any unexpected outcome and of course other people to update the release notes and inform us of the change. It feels really inefficient, but it what you need to do to have a reliable release process. If its anything like my software team, in practice that fixing a bug in PDX probably takes 10x the effort it would take a modder.
That exactly!

I'm not a game developer, but I work with software. A colleague quickly modified a text font and size so that the text would fit better in the design. Since it was an "insignificant change", he didn't put it through the process. It messed the all thing up and it took us a week to find and correct the mistake...
 
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It is low risk but not without risk. Mistakes could be putting the wrong character into the file, or putting the # in the wrong place. That sort of error could cause a worse issue that baldness (and there is nothing wrong with male patent baldness!)

Unfortunately, structured software development will insist on multiple people being involved in a change, someone making the change, someone reviewing the code change, someone testing the change to deliver the expected outcome and not any unexpected outcome and of course other people to update the release notes and inform us of the change. It feels really inefficient, but it what you need to do to have a reliable release process. If its anything like my software team, in practice that fixing a bug in PDX probably takes 10x the effort it would take a modder.
I get that, but it's just frustrating that there are so many easily fixable problems in this game. It even caused a huge commotion when 1.1 came out and the whole game was almost broken due to what were just typos in singular lines of code.

No one here can claim to know for sure what's happening in the game's development process and why vic3 is in the state it's in, but it doesn't exactly scream "reliable."