Hi mates.
I want to add some new portraits. To not touch the vanilla files (and keep compataibility as good as possible), I have all new portraits in a new species_class. lets call it "test_class".
Now, in game, the new portrait would be of the species "test_class" which a) looks ugly, and b) let them count as alien phenotype to all other species, even if they are humanoid/fungoid (etc) themselfe - which feels wrong, at least from an RP perspective.
My idea was to let them spawn with "test_class", and add the correct species class by event after game start.
I have the event ready, which works. But there is I issue I just can't solve myself.
If the empire of the "test_class" species is xenophobe, and the event changes the "test_class" to e.g. humanoid, all pops become enslaved. Even if "change_dominant_species" is sucessfully executed. This is because the species ID is not the same as before, and due the citizenship rules, the new/changed species can't be full citizen.
If I now add "set_species_identity" to the event, it works, but the new species (e.g. Humanoid) is shown as a subspecies of the "test_class" species. And after all, this is exactly what I don't want - it feels wrong at least from an RP Perspective.
Here is my event so far.
Anyone of you guys have an idea how to achieve my idea? To get custom portrait with vanilla species class; without overwrite vanilla game files?
I want to add some new portraits. To not touch the vanilla files (and keep compataibility as good as possible), I have all new portraits in a new species_class. lets call it "test_class".
Now, in game, the new portrait would be of the species "test_class" which a) looks ugly, and b) let them count as alien phenotype to all other species, even if they are humanoid/fungoid (etc) themselfe - which feels wrong, at least from an RP perspective.
My idea was to let them spawn with "test_class", and add the correct species class by event after game start.
I have the event ready, which works. But there is I issue I just can't solve myself.
If the empire of the "test_class" species is xenophobe, and the event changes the "test_class" to e.g. humanoid, all pops become enslaved. Even if "change_dominant_species" is sucessfully executed. This is because the species ID is not the same as before, and due the citizenship rules, the new/changed species can't be full citizen.
If I now add "set_species_identity" to the event, it works, but the new species (e.g. Humanoid) is shown as a subspecies of the "test_class" species. And after all, this is exactly what I don't want - it feels wrong at least from an RP Perspective.
Here is my event so far.
Code:
country_event = {
id = vspecies.26
hide_window = yes
is_triggered_only = yes
trigger = { is_country_type = default }
immediate = {
random_owned_planet = {
limit = { is_capital = yes }
if = {
limit = {
owner_species = { species_portrait = "seth" }
#any_pop = { species = { is_same_value = owner_species } }
}
random_owned_pop = {
limit = { species = { is_same_value = prev.owner_species } }
create_species = {
name = this
namelist = this
plural = this
class = MOL
portrait = this
traits = this
homeworld = prev #this points to the planet
effect = {
set_species_identity = prev.owner_species
save_event_target_as = vmods_seth }
}
}
every_owned_pop = {
limit = {
species = { species_portrait = "seth" }
#species = { is_same_value = owner_species }
}
change_species = event_target:vmods_seth
}
prev = {
every_owned_leader = { change_species = event_target:vmods_seth }
every_pool_leader = { change_species = event_target:vmods_seth }
change_dominant_species = { species = event_target:vmods_seth change_all = yes }
}
}
}
}
}
Anyone of you guys have an idea how to achieve my idea? To get custom portrait with vanilla species class; without overwrite vanilla game files?