Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Toccs » Tue Sep 05, 2017 01:48

ngppgn wrote:But you could get improved compatibility if instead of adding the greayscale as an extra frame to the boils strip made it into it's own strip (with one empty frame and the one with the grayscale sprite).

That way, you can control the property from a sepatared file instead of having to override the one in the base mod, which would cause conflicts with other submods (loke Congenital Overhaul, I think).


This guy submods :D . You should always try to avoid editing mod files just to add something small when you could instead just make it a new separate file. If none of your files conflict with those in the main mod then theoretically your submod should remain upwards compatible with the main mod updates without needing any extra work on your part.
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Tue Sep 05, 2017 10:16

Thank you! i've zero experience in coding.. what i've made until now its basically hours of try and error :lol:

I've followed the instruction on lancelot. If i use the PortraitBuilder it's fine.. i have the additional layer and it works, but in the game when a character has greyscale doesn't work. I0m looking at the files but i can't find the error :cry:

Greyscale
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by MadaraTargaryen » Tue Sep 05, 2017 10:53

Wow truly awesome work.I hope you figure out how to add Greyscale because that would be even more awesome.And with this kind of talent you have you open a realm of possibilities.My suggestion would be after Greyscale, and I would really appreciate if you could do this,would be Shade of the Evening blue and cracked lips for Warlocks and Euron Greyjoy. :D
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Tue Sep 05, 2017 11:09

MadaraTargaryen wrote:Wow truly awesome work.I hope you figure out how to add Greyscale because that would be even more awesome.And with this kind of talent you have you open a realm of possibilities.My suggestion would be after Greyscale, and I would really appreciate if you could do this,would be Shade of the Evening blue and cracked lips for Warlocks and Euron Greyjoy. :D


Thank you .. the graphical work for something like the blue lips its really easy and fast.
The problem its in how to code in the game this trait (same as greyscale).. and i've never coded anything :(
I have two jobs a basically no time for learn how to code.. if someone can and want to help i would be happy to collaborate. Always post here the graphical file and wait for someone to save the day i fear it would be annoying
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by LancelotLoire » Tue Sep 05, 2017 12:01

Looks like it's working perfectly fine to me.
Spoiler: show
Image
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Tue Sep 05, 2017 13:00

LancelotLoire wrote:Looks like it's working perfectly fine to me.
Spoiler: show
Image



:shock:
ok maybe so its only a problem with my game.. perfect :D
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by LancelotLoire » Tue Sep 05, 2017 13:29

Did you load fully into the game or just check with the customizer?
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Tue Sep 05, 2017 14:36

Loaded the game and gained the trait with the consolle.
i've redownloaded the mod and played only with the greyscale submod... same problem
( i'll look at it tonight with more time and a clear mind)
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Re: Portraits Expanded (White Walkers, Brindlemen)

PostPosted by Fededorian » Tue Sep 05, 2017 18:13

Ok the problem it's the console.. with ruler designer the mod works but if you ad the trait with the console the portrait doesn't update

i need to fix some culture since the greyscale appears on top of every portrait layer (event clothes) and the i'll update
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Exakter » Fri Sep 08, 2017 22:24

Loading this mod with Cong Traits + Strong Seed + various other submods that don't affect portraits seems to bug Naath portraits.
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Fededorian » Fri Sep 08, 2017 23:46

Exakter wrote:Loading this mod with Cong Traits + Strong Seed + various other submods that don't affect portraits seems to bug Naath portraits.


The portraits of white walkers and brindleman should be ok with all submods. The greyscale it's more complicated because
works on files that are modified by the other submods.
I can make them compatible i think but first i need to ask the permission to add those file to my submods
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Specialist » Sat Sep 09, 2017 01:56

Fededorian wrote: The greyscale it's more complicated because
works on files that are modified by the other submods.
I can make them compatible i think but first i need to ask the permission to add those file to my submods

It should be possible (in theory) to add greyscale without affecting other files. Not certain how, but I'll grab the mod and tinker when I get a chance.
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Fededorian » Sat Sep 09, 2017 09:08

Specialist wrote:
Fededorian wrote: The greyscale it's more complicated because
works on files that are modified by the other submods.
I can make them compatible i think but first i need to ask the permission to add those file to my submods

It should be possible (in theory) to add greyscale without affecting other files. Not certain how, but I'll grab the mod and tinker when I get a chance.


The mod adds a custom layer to all the gfx of every culture.. if i i add the gfx used by strong seed ecc and add the layer i think it should work.

For the details on how its coded look back at LancelotLoire post in the previuos page
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by TheCed » Sat Sep 09, 2017 11:09

Does greyscale work with CPR+ for AGOT?
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Aquila » Sat Sep 09, 2017 15:07

Man, you should do some cultural specific armors! It seems like you have the talent for it, the armors in vanilla just seem pretty bland.
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Fededorian » Sat Sep 09, 2017 19:31

TheCed wrote:Does greyscale work with CPR+ for AGOT?

No but soon i'll add some drag and drop patch for the others submod portraits (congenital, cpr, etc..)

Aquila wrote:Man, you should do some cultural specific armors! It seems like you have the talent for it, the armors in vanilla just seem pretty bland.


I've tried ..once.. im not so good with clothes :mrgreen:
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Aquila » Sun Sep 10, 2017 03:24

Fededorian wrote:
I've tried ..once.. im not so good with clothes :mrgreen:

:lol: Judging off that other work I can't believe it was that bad.
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Re: Portraits Expanded (White Walkers, Brindlemen,Greyscale and more)

PostPosted by Fededorian » Mon Sep 18, 2017 11:29

Added patch for the mayor portrait submods
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