Animated Synthetics Portraits Expanded: Reborn

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Author: jasonpepe

Last revision: 17 Nov, 2023 at 01:57 UTC (43)

File size: 80.05 MB

On Steam Workshop

Description:
Revive one of the mods Silfae ever made.

For Stellaris version 3.10.

Disclaimer: I DO NOT own "Animated Synthetics Portraits – Expanded".
The original author is Silfae, who created many outstanding portraits for Stellaris.
All that I did is fixing the particular mod that shouldn’t become oblivion.

As the original mod is outdated since 2.0 hits, many of its features are no longer available.
While there are some fix mods for it, but most of them only fix specific issues.
Therefore, I decided to step in and make it alive again, by fixing several bugs from the original mod, and add some small features.

Compatibility

The following files are edited:
Machine species from /species_classes/00_species_classes.txt
Synthetic evolution from /special_projects/00_projects_utopia.txt

namespace = "extsynths"
global_flag = "extended_synths_on"

  • NOT Achievement compatible.
  • NOT Savegame compatible ( For robotic species, your game will break ).
  • This mod IS compatible with all Silfae’s other mods, both Animated portraits, and dimorphism ones.


The Following texts are mostly from the original mod description (Some are edited):

Introduction

This mod – Animated Synthetics Portraits – It solves the issue of non-humanoid species building humanoid synthetics back before 1.8, allows the player to choose the appearance of their ascended Synthetic Species, and gives the possibility of starting a game with a newly Ascended Synthetic Empire.

How to Use
  • Robotic Pops
    It’s all straightforward. There’re no significant gameplay changes. Robots/Droids/Synthetics work exactly like in vanilla, and they will look different depending on your founder species’ class.
  • Synthetic Ascension
    Once again, very simple.

    If you decide to make your Empire pursuing the Synthetic Evolution, when the moment comes to become one of them, rather than being forced into pre-designed vanilla ones, you will be given the option to choose what your species will look like to be.

    While the AI will always be forced to pick the shape associated with its species class ( Such as a Lizard Empire will always pick the mecha-raptor portrait ), the player is free to choose from the entire selection.

    If you’re a human empire and want to become a better Toaster than anyone else, you’re quite welcome to do so.
    You can pick the robot/droid portraits for your Toaster for the less "advanced" look.

    Or, if you don’t think any of the portrait sets would represent it accurately, you can also choose to maintain your species’ look.

  • Synthetic Start
    This is purely a player-only option. The AI will never spawn random empires with synthetic portraits.

    If you want to play as a Synthetic Empire from the start, you only need to pick one of the portraits from the "Synthetic" category, and then build your own Custom Empire, just like you would do for any other.

    When you start the game, you will have all the related robotic technologies, turning your pops and leaders into synths, as if they had just achieved a Synthetic Ascension.

    Be warned that, just like it would happen for a Synthetic Ascension, your species will lose its original traits, and Spiritualist Fallen Empires might get upset.

Contents

Animated Portrait Sets

  • 1 new portrait set for humanoid droids to distinguish them from vanilla robot ( the same used in Silfae’s mod ), which was automatically used by any species belonging to the humanoid, mammalian, reptilian, or avian class.
  • 1 new portrait set for non-humanoid robots, automatically used by any species belonging to the arthropoid, molluscoid, fungoid, or plantoid class.
  • 8 new portrait sets for synthetics, one of each vanilla species class, automatically used for the synthetic pops of each different class.
  • 4 additional synthetic portraits taken from Silfae’s mods and used as options for custom starts or Synthetic Ascension.

All of these new portraits are also available for selection on start by player, who has Synthetic Dawn DLC, to create a Machine Empire.
They are available as options for organic species picking the Synthetic Ascension perk in game.

Custom Empire
Synthetic Dawn DLC users will also have 1 Machine Empire available to choose as the start, the Neo-Cortex Flagellators. Won’t spawn as AI.

Custom Room
High-Tech laboratory room, available for selection on start by any Empire.
The new room can only be selected on start, and an organic empire will NOT switch to it when becoming Synth, so keep that in mind.

Author’s Words of this fix mod

This fixed mod add the following features:

  • Added some recolored portraits for Avian, Arthropoid, Reptilian and Mammalian Synths, to add more diversification.
  • Ascended Synthetics classes are "Synthetic" with their own characteristics trait.
  • When ascending, your organic pops will become your ascended synth as well.
  • Synthetic Empire will have a modifier called "One-Timed Discount Templater", which can be used for speeding up species modification. The modifier will expire once the species/robotic modification is completed.
  • Should your founder species has psionic traits, instead of losing it when going synth, they keep it.


The following major bugs that exist in the original mod has been fixed:

  • Fix Robotic Pop uses Machine Modification Points instead of Robots.
  • Fix Synthetic Empire’s pops unable to have happiness, leaders, factions, and the ability to dismantle themselves.
  • Fix Portraits related bugs from the original mod.
  • Fix one broken avian animation that crash mac user.


For the compatibility, the following features existed in the original mod are removed:

  • Synthetic Start
  • Synth version of CoM
  • Synthetic Shipset

Synthetic Start was removed to avoid shipset overwrite and empty city sets, as well as other compatibility issues with it.

While it’s nice for Synth version of CoM, but consider UNE will treat them as Xeno Toaster (And might cause mod conflict for using Deneb Start). They are gone from this mod.

Machine portraits are specific scripted and simply making a portrait mod for them is impossible. Unlike other portraits, you will have to overwrite every single of them to make them function properly.

Localisation
  • English