Stellaris

Stellaris

294 ratings
SE - Restyled
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File Size
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162.388 MB
11 Nov, 2021 @ 10:52pm
11 Sep @ 4:19pm
45 Change Notes ( view )
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SE - Restyled

In 1 collection by droid.with.googly.eyes
SE - Restyled
20 items
Description
This mod is a rework of SE - Human and SE - Humanoid series by MnCnNn.


Mod Load Order
Mod load order has been moved to discussions due to character limits for the description. https://steamproxy.com/workshop/filedetails/discussion/2652300246/3187988018482619146/


Features
  • Strict reclassification of clothing - no more nipslips with soft setting
  • Soft setting by default - no more "surprises" when forgetting to add submods to playlist
  • Clothing now uniform across portraits - no more clothing exclusive to particular portraits
  • Added support for envoys
  • Removed clothing for females with large flap on shoulder - animations cause visible tearing in the flap
  • Removed spiky shoulders from Humanoid female 04 base textures to avoid either narrowed clothing choices and/or clipping
Technical:
  • Fixes for minor gender imbalances
  • No longer overwrites vanilla to avoid conflicts
  • Reworked code for compatibility and maintainability
  • Creation of submods allowing a custom setup


Tools
SE - Asset Selector Scripts[sourceforge.net] - Templates and scripts used to build the asset selectors for SE - Restyled. Currently builds 110 asset selectors featured in both main mod and submods. Ability to modify and run shell scripts required (video guide for Windows 10: https://www.youtube.com/watch?v=pqn20YFvYWE). Makes extensive use of sed. Modders may alter the scripts to produce (for example):
  • Mods to provide alternative clothing choices for SE - Restyled
  • New portrait mods on a similar scale to SE, relying on Portrait Trigger Pack
[discord.gg]
652 Comments
Arc, Creator of Worlds 7 Oct @ 8:47am 
Yes, but so does the one I have installed. Given how generally you're only supposed to use one mod to modify something, I don't think it's unreasonable to assume the same applies here. Especially since to people who aren't really that deep into modding and just download stuff from the workshop, things like 'humanoid 05' mean nothing. What's 'humanoid 05' mean, what does it do, how does it differ? How does it impact me and my modlist? For those cases I would have loved a slightly longer description, since 'removes boldness' is rather vague with this many mods and portraits available. From the description the 'No Caps No Horns' file sounds, to me, like something you'd get if you wanted to get 'No Caps' and 'No Horns' independantly, to consolidate it into one mod, which I would assume would lighten the load on the game.

Anywho, is there some way to have Mutalisitc Hives with the Horn option? Since the 'No Caps' file just straight up removes horns as an option, even for my ruler.
droid.with.googly.eyes  [author] 6 Oct @ 6:30pm 
https://steamproxy.com/sharedfiles/filedetails/?id=2695615170

The first two words of the description are "Removes baldness".

I am unsure how that could be any clearer...
Arc, Creator of Worlds 6 Oct @ 5:06pm 
Ah. Much is explained, although I'm confused which submod it is that I need. The mod descriptions leave a lot to be desired ^^'
droid.with.googly.eyes  [author] 6 Oct @ 1:27pm 
Working as intended. Mutualistic gestalts by default are bald per original SE behaviour.

You only have this disabled for humanoid 05 and are missing the submod to disable for the other portraits.
Arc, Creator of Worlds 6 Oct @ 12:15pm 
Okay, nevermind, it's completely borked. I just didn't notice, because I used the default choice, and when it breaks, it defaults to one which just happened to look similar enough at a cursoury glance. Something about Mutualistic Behaviour just breaks the hair selection. Maybe because it changes the Government name? From Collective Consciousness to Mutualisitic Cooperators? I dunno. Whatever the reason it's borked, which is very sad.
Arc, Creator of Worlds 6 Oct @ 12:02pm 
Alright, to add to my previous comment:

Did some further testing (limited as it may be), and it seems to be an issue only with the last portrait. I haven't tried all of the others, but after jumping into the game with a few of them, I haven't found any issues. So it seems to be only the last portrait, which is a shame, since it's most of the reason I use these mods :(

Additionally, it's not only just that one hair that seems to break, any hair seems to break if you use the problematic portrait.
Arc, Creator of Worlds 6 Oct @ 11:52am 
I found a minor issue regarding compatibility with Forgotten Queens (or Perhaps Ethics and Civics: Bug Branch, I got both installed). If you play a Hive-Mind and you use the last Portrait (The one with the weird fangs on either side of the head), and the civic "Mutualistic Behaviour" added by Forgotten Queens, all leaders excluding the Ruler end up with no hair. I'm not sure exactly why that is, but my guess would be that it has to do with how the hair is selected, and something about the civic breaks the selection process.

Otherwise the mod works as intended. I use SE - Restyled, SE - Restyled - Everything, SE - Restyled - Extra Bodies, and SE - Restyled - No Caps No Horns, in case that helps. Of course, also the Asset Repackage and Portrait Trigger Pack - Core.
Specifically the issue is with the hair that adds the Fox-ears looking like horns. I haven't tested others yet.
droid.with.googly.eyes  [author] 23 Aug @ 2:30am 
Depending on your choices in empire creation and clothing submod, the list of available choices to randomly pick from may be reduced to 1.
Feanor 22 Aug @ 12:03pm 
I don't know if I'm doing something wrong, but all the leaders of each type wear the same clothes. There are over 100 different outfits to choose at the beginning, but in the game everyone ends up wearing the same clothes. Is this normal?
droid.with.googly.eyes  [author] 21 Aug @ 6:42pm 
See description for differences compared to original SE. This also contains new textures.

I have no idea what was done to update Human 2. I can only say the original Human 2 greatly resembled original SE in terms of code, with all the issues that led to rewriting it all. The extras for cybernetic/psionic also predated the current cybernetic portrait code, and never worked quite right.

The presence of humanoid portraits was the deciding factor in basing this mod on orignal SE rather than Human 2.