I have no idea about the AGOT forum, but their method is only advisable if you're going to render your unique guy infertile else his children have a high chance of taking his culture. The method of using a frame from blinded_eyes or another of the "miscellaneous" layers is that they work across cultures (meaning your "nemesis" can be frankish for example, and still have frankish children that work as normal characters). It does require a little more work though.
Basically take blinded_eyes in portraits.gfx, move it to the end of the layer lists for every culture.
Code:
"GFX_character_background:p0"
"GFX_western_male_clothes_behind:p3:c0"
"GFX_western_male_headgear_behind:p5:c1"
"GFX_western_male_hair_behind:p1:h:y"
"GFX_western_male_beard_behind:p4:h:y"
"GFX_western_male_base:p2"
"GFX_western_male_neck:d0"
"GFX_western_male_cheeks:d4"
"GFX_western_male_chin:d1"
"GFX_western_male_mouth:d2:o75x49"
"GFX_western_male_nose:d3:o80x65"
"GFX_western_male_eyes:d6:o47x74"
"GFX_western_male_eyes2:d6:e:o74x92"
"GFX_character_scars:p7:y"
"GFX_character_reddots:p8"
"GFX_character_boils:p9"
[COLOR="#FFFF00"]"GFX_character_blinded_eyes:p10"[/COLOR] <- move this from here.
"GFX_western_male_clothes:p3:c2"
"GFX_western_male_headgear_mid:p5:c3"
"GFX_western_male_ear:d7:o27x54"
"GFX_western_male_beard:p4:h:y"
"GFX_western_male_hair:p1:h:y"
"GFX_western_male_clothes_infront:p3:c4"
"GFX_western_male_headgear:p5:c5"
"GFX_character_imprisoned:p6"
[COLOR="#FFFF00"]"GFX_character_blinded_eyes:p10"[/COLOR] <- to here.
Then inside portrait_sprites.gfx find;
Code:
spriteType = {
name = "GFX_character_blinded_eyes"
texturefile = "gfx\\characters\\shared\\blinded_eyes.dds"
[COLOR="#FFFF00"]noOfFrames = 2[/COLOR] <- change this to 3.
norefcount = yes
can_be_lowres = yes
}
Then in portrait_properties.txt scroll all the way to the bottom and find
Code:
# p10 blinded
10 = {
0 = {
factor = 100
modifier = {
factor = 0
trait = blinded
}
}
1 = {
factor = 100
modifier = {
factor = 0
NOT = {
trait = blinded
}
}
}
[COLOR="#FFFF00"] 2 = {
factor = 100
modifier = {
factor = 0
NOT = {
#Either a character flag or a unique trait.
}
}
}[/COLOR] Add all the yellow, replace the comment with your flag or trait.
}
Then do the following in the same part;
Code:
# p10 blinded
10 = {
0 = {
factor = 100
modifier = {
factor = 0
trait = blinded
}
[COLOR="#FFFF00"] modifier = {
factor = 0
#Either a character flag or a unique trait.
}[/COLOR]
}
1 = {
factor = 100
modifier = {
factor = 0
NOT = {
trait = blinded
}
}
[COLOR="#FFFF00"] modifier = {
factor = 0
#Either a character flag or a unique trait.
}[/COLOR]
}
2 = {
factor = 100
modifier = {
factor = 0
NOT = {
#Either a character flag or a unique trait.
}
}
}
}
After that's all done, open blinded_eyes.dds, expand it to 3 frames and place your custom portrait in there. Save it. Add your custom trait or flag to the character in the history files and then when you start up he should have that custom portrait.