Hello, everyone!
I'll get right to the point. I am the lead developer for the After the End Fan Fork mod, and I am trying to completely redo the portrait system of the mod for our next version. Unfortunately, portrait modding is very much not my forte, and I have no idea what I am supposed to do in order to achieve the effect I want in-game.
I will try to explain what is going on as briefly as possible. My mod has two sets of custom headgear and one set of custom clothing that is exclusively applied to characters who follow particular religions, regardless of their graphical culture. If a character is Americanist, for example, they will exclusively use a custom set of Americanist clothing and Americanist headgear, regardless of what graphical culture they would normally use. Similarly, all Rust Cultist characters use a specific set of custom crowns, which replace the crowns that would ordinarily be assigned to them based on their graphical culture.
Right now, my mod accomplishes this by simply adding the custom headgear and clothing to the end of our clothing .dds files. This custom clothing is then assigned to characters of the appropriate religions using the portrait properties file. This works well enough in most cases, but it leads to an issue with DLC portraits. See, the addition of additional clothing and headgear to my mod's clothing files means that my mod's clothing files contain a different number of frames than most DLC clothing files, which in turn means that no DLC portraits function properly unless I create a custom submod for them.
The problems with this are twofold. First, it means that I am forced create an inordinately large number of portrait submods for my mod in order to ensure that clothing works correctly for DLC portraits. Second, it leaves me unable to use any DLC assets without breaking Paradox's DLC policy, meaning that I am, more often than not, forced to make DLC portraits use vanilla western clothing. This results in characters looking bland in some cases and completely ridiculous in others, which is something I would like to address going forward.
In short, my question is this: Is there any way to dynamically assign different clothing sets to characters based solely on their religion in a way that completely overrides any and all other factors or variables without changing the number of frames used for my mod's clothing files?
The only method I can think of for doing this is by adapting the system used in vanilla for society clothing, which takes a completely separate set of clothing and headgear .dds files and applies it to characters based on society membership and rank. I could theoretically copy this system and try to make it operate using religion instead, although I am still unclear on whether or not this would work.
Please let me know if there is any way for me to accomplish what I have laid out above. If you have any further questions, please ask me. A download link for my mod is contained in my sig, in case you want to take a look at the code for yourself.
Thank you in advance for your time.
I'll get right to the point. I am the lead developer for the After the End Fan Fork mod, and I am trying to completely redo the portrait system of the mod for our next version. Unfortunately, portrait modding is very much not my forte, and I have no idea what I am supposed to do in order to achieve the effect I want in-game.
I will try to explain what is going on as briefly as possible. My mod has two sets of custom headgear and one set of custom clothing that is exclusively applied to characters who follow particular religions, regardless of their graphical culture. If a character is Americanist, for example, they will exclusively use a custom set of Americanist clothing and Americanist headgear, regardless of what graphical culture they would normally use. Similarly, all Rust Cultist characters use a specific set of custom crowns, which replace the crowns that would ordinarily be assigned to them based on their graphical culture.
Right now, my mod accomplishes this by simply adding the custom headgear and clothing to the end of our clothing .dds files. This custom clothing is then assigned to characters of the appropriate religions using the portrait properties file. This works well enough in most cases, but it leads to an issue with DLC portraits. See, the addition of additional clothing and headgear to my mod's clothing files means that my mod's clothing files contain a different number of frames than most DLC clothing files, which in turn means that no DLC portraits function properly unless I create a custom submod for them.
The problems with this are twofold. First, it means that I am forced create an inordinately large number of portrait submods for my mod in order to ensure that clothing works correctly for DLC portraits. Second, it leaves me unable to use any DLC assets without breaking Paradox's DLC policy, meaning that I am, more often than not, forced to make DLC portraits use vanilla western clothing. This results in characters looking bland in some cases and completely ridiculous in others, which is something I would like to address going forward.
In short, my question is this: Is there any way to dynamically assign different clothing sets to characters based solely on their religion in a way that completely overrides any and all other factors or variables without changing the number of frames used for my mod's clothing files?
The only method I can think of for doing this is by adapting the system used in vanilla for society clothing, which takes a completely separate set of clothing and headgear .dds files and applies it to characters based on society membership and rank. I could theoretically copy this system and try to make it operate using religion instead, although I am still unclear on whether or not this would work.
Please let me know if there is any way for me to accomplish what I have laid out above. If you have any further questions, please ask me. A download link for my mod is contained in my sig, in case you want to take a look at the code for yourself.
Thank you in advance for your time.