• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Does this relate to character templates?
I've been doing them a lot in my own modding and basically it seems that they use color picked from a sort of color map.
I've tested it and it looks like it works based on a coordinate system where the color is defined as X1 Y1 X2 Y2.

The X-axis is the HUE and the Y-axis is the Luminance/Lightness.
X1 defines the start of the range of hues you wanna pick and X2 defines the end of that range.
Likewise Y1 and Y2 tell the game the range of lighter to darker values for the hues.

The smaller the Y-axis value, the lighter the color.

Skin color and Hair color seem to use a different color map/gradient on the X-axis.
Hair color starts at a very dark blue and then goes thru reds and browns and ends up as light yellow at the upper end of the X-axis.
Skin color is a more constrained gradient of pinks, browns and eventually sort of greenishly brown hues on the X-axis.

The 80 = { } means that that's the likelihood that this entry will be picked within this one gene/parameter.
(I think it caps out at 100 (%) but not sure. I haven't tried going over 100 combined value.)
You can have multiple series of ranges within a single gene, like Haircolor, defined like:

Code:
hair_color = {
    80 = { 0.95 0.0 1.0 0.4 }
    10 = { 0.88 0.1 0.94 0.15 }
    10 = { 0.15 0.0 0.33 0.99 }
}

The easiest way to experiment is using the in-game Portrait Editor. To access it, type "pe" without the quotation marks in the console and press enter.
 
Last edited:
Does this relate to character templates?
I've been doing them a lot in my own modding and basically it seems that they use color picked from a sort of color map.
I've tested it and it looks like it works based on a coordinate system where the color is defined as X1 Y1 X2 Y2.

The X-axis is the HUE and the Y-axis is the Luminance/Lightness.
X1 defines the start of the range of hues you wanna pick and X2 defines the end of that range.
Likewise Y1 and Y2 tell the game the range of lighter to darker values for the hues.

The smaller the Y-axis value, the lighter the color.

Skin color and Hair color seem to use a different color map/gradient on the X-axis.
Hair color starts at a very dark blue and then goes thru reds and browns and ends up as light yellow at the upper end of the X-axis.
Skin color is a more constrained gradient of pinks, browns and eventually sort of greenishly brown hues on the X-axis.

The 80 = { } means that that's the likelihood that this entry will be picked within this one gene/parameter.
(I think it caps out at 100 (%) but not sure. I haven't tried going over 100 combined value.)
You can have multiple series of ranges within a single gene, like Haircolor, defined like:

Code:
hair_color = {
    80 = { 0.95 0.0 1.0 0.4 }
    10 = { 0.88 0.1 0.94 0.15 }
    10 = { 0.15 0.0 0.33 0.99 }
}

The easiest way to experiment is using the in-game Portrait Editor. To access it, type "pe" without the quotation marks in the console and press enter.

Wow!
Your kind answer was very helpful. very very thanks!

X,Y values and portrait editor! :)
can customize detail face! thanks again!