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  1. Dragon32
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    Hello. This maybe an error, not sure. In conversation with the NPC Taneka she's using this portrait:
    LocalLow\Owlcat Games\Pathfinder Kingmaker\Portraits - All Additions\Taneka\Medium.png

    Maybe that's a spoiler, in my game she died as a human being and not a cyclops. I don't know if it's possible to engineer the dialogue tree so you fight her.

    This would be better for the conversation I had
    LocalLow\Owlcat Games\Pathfinder Kingmaker\Portraits - All Additions\Taneka\Game Doll Portrait\Medium.png

    Not sure on the logic for when different portraits are used.
    1. edvin76
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      So the logic is, whatever name you see during the conversation, in this case Taneka, that will be the folder name where the mod looks for a portrait.
      In this case the cyclops pic is there.
      But you are free to replace that one with anything.
      The "Game Default Portraits" is for the backup for the cyclops ones, as the girl has no default portrait in the game, even the cyclops has it only because you can fight it, for the initiative tracker's portraits on the top for turn based mode.
      The "Game Doll Portraits" dir is also for a backup that I created from the ingame screenshot. You can just copy the Medium.png from it to a folder higher to overwrite the cyclops one into the Portraits -All additions/Taneka dir and you are done.
      If you see dirs like Alt 01 etc, those are also backups, you can use the Medium.png-s from them or any other png of the right size to place a Medium.png into the top dir (Portraits -All additions/Taneka) which always has the same name as in the dialog (Taneka) and it will work.

      Ok, so far we talked about the fallback (root Taneka) location (Portraits - All additions/Taneka), which means this is the dialog name, the mod will only use this, if you don't have a sub character for this dialog name. (I'll explain that in a minute)
      But first you should know about a folder you can make "Portraits - All additions/Taneka/Taneka", which is the dialog name twice, this is the override folder, if you have this and a Medium.png in it, then nothing else will be used. ,(To further mess with you the mod creates those sometimes, then if there is something in it and the mod only uses that one, then that's why. I'm ironing this out, so the mod won't do that)

      Ok, so the way you can specify sub characters is when you talk with the Taneka when she is cyclops, you open up the mod menu Ctrl+10 and click on the create sub folder button, it will tell you next to it what it will be called, like Tan_Cyclops_act99_whateverunit, i just made this up, the point is it is the programmatic name of that npc unit only of this variety.
      (Hint: if a sub folder name has underscore in it:   _   then the mod almost certainly uses the portraits in it for one or another dialog)
      Then you will copy the cyclops Medium.png into that one and whenever the game uses her cyclops unit for a conversation, then this portrait will be shown.
      In the current version the tactical portrait of the cyclops will be bugged, so wait for the next release if you want it.
      (fixed in 3.22)
      So then you can do the whole process for when you talk with her as a human unit, then it will also give you a dir like "Portraits - All additions/Taneka/Taneka_gobbledygookunit/", then you put your girl pic in it and you are set.
      The drawback of doing this way is some units have dozens of sub units under the same dialog name, one for each map where they show up for a dialog sometimes, so you will have to create a sub dir and copy the right Medium.png into each one.
      So that's why it is good to keep one in the fallback, (Portraits - All additions/Taneka), let's say she talks as human 9 times and cyclops in 1 dialog (i just made that up), then you just make one for the cyclops subdir, it will be used only for that cyclops if it show up in a dialog, and for everything else it will use the fallback one.

      So:
      Portraits - All additions/Taneka/Alt 01/Medium.png                                          (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Alt 02/Medium.png                                          (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Default Portraits/Medium.png              (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Doll Portraits/Medium.png                   (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Medium.png                                                      (Taneka root = fallback location)

      This will always use the last one (fallback), because that's the only valid place, the fallback one. (Because there is no Taneka/Taneka or Taneka/Tan_Cyclops_act99_whateverunit or Taneka/Taneka_gobbledygookunit)

      Or
      Portraits - All additions/Taneka/Alt 01/Medium.png                                          (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Alt 02/Medium.png                                          (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Default Portraits/Medium.png              (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Doll Portraits/Medium.png                   (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Tan_Cyclops_act99_whateverunit/Medium.png        (cyclops sub unit name for dialogs with Taneka)
      Portraits - All additions/Taneka/Medium.png                                                       (Taneka root = fallback location)

      This will use the last one in all Taneka-s in dialogs (fallback), except for the Taneka who is sporting this specifically named cyclops unit (Tan_Cyclops_act99_whateverunit) in game when Tan_Cyclops_act99_whateverunit shows up in your conversations with Taneka.

      Or
      Portraits - All additions/Taneka/Alt 01/Medium.png                                        (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Alt 02/Medium.png                                          (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Default Portraits/Medium.png              (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Doll Portraits/Medium.png                   (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Tan_Cyclops_act99_whateverunit/Medium.png         (cyclops sub unit's name for dialogs with Taneka)
      Portraits - All additions/Taneka/Taneka_gobbledygookunit/Medium.png                 (girl looking sub unit's name for dialogs with Taneka)
      Portraits - All additions/Taneka/Medium.png                                                      (Taneka root = fallback location)

      This will use the last one in all Taneka-s in dialogs (fallback), except for the Taneka who is sporting the specifically named cyclops or taneka units (Tan_Cyclops_act99_whateverunit or Taneka_gobbledygookunit) in game when Tan_Cyclops_act99_whateverunit or Taneka_gobbledygookunit shows up in your conversations with Taneka respectively.

      Or
      Portraits - All additions/Taneka/Alt 01/Medium.png                                        (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Alt 02/Medium.png                                          (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Default Portraits/Medium.png              (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Game Doll Portraits/Medium.png                   (Backup, mod is not looking for portrait here)
      Portraits - All additions/Taneka/Tan_Cyclops_act99_whateverunit/Medium.png         (cyclops sub unit's name for dialogs with Taneka)
      Portraits - All additions/Taneka/Taneka_gobbledygookunit/Medium.png                 (girl looking sub unit's name for dialogs with Taneka)
      Portraits - All additions/Taneka/Taneka/Medium.png    <-- ALWAYS USED!!!!       (Taneka/Taneka override folder)
      Portraits - All additions/Taneka/Medium.png                                                         (Taneka root = fallback location

      This will always use the second to last one at all times, no matter what, as Taneka/Taneka is the override folder, it always overrides everything else.

      Conclusion, it doesn't matter what dirs are present, the mod will only look for a Medium.png to use in dialog in taneka/taneka, or a specifically created sub unit dir from mod menu by you, (or in some cases like Kressle bandits by me), or in root taneka, (in this order). 
      All other dirs can be just used for backups/storage for alts.
  2. saweliew2w
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    Please help me with the folder structure. In what locations (in what dialogs) are they used and what subdirectories do they contain.

    I am interested in: Goblin Eagle Eye, Goblin Horsereaper, Goblin Horseslayer and Goblin Roc Eye.

    Since my game is not in English, my folders are named differently. And I don't understand what names are used in the English version of the game.
  3. Littlemage
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    Hello! I'm trying to use this but Unity Modmanager says "the mod is not supported, make sure it's made for Unity ModManager".. I tried manually copying the archive and also extracted folder in "mods" directory and the manager doesn't seem to "see" the mod.
  4. saweliew2w
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    Hi, thanks for the mod, it's cool. But I found a small problem for non-English speaking users. It's about Valerie. It looks like you programmed 2 different states for Valerie - with and without a scar. But the thing is that for languages ​​other than English the mod always creates only 1 folder -without a scar. In total, 3 folders are created for Valerie:

    CompanionCustomPortrait - Valerie_Portrait
    CompanionCustomPortrait - ValerieScar_Portrait
    and
    CompanionCustomPortrait - Valerie (for my language).

    But the mod always uses only the folder for my language and never uses the other 2 folders. In the dialogue when Valerie first gets a scar, the game uses the default portrait with a scar, and then continues to use the portrait from the folder for my language.

    P.S: while I play I create/update portraits for NPCs, trying to maintain quality. Already added about 50 new ones.
    1. edvin76
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      have you tried valerie(your language)Scar_Portrait ?
      let me know if works, if not, then i will try to fix this, when my computer gets fixed, right now its broken
    2. saweliew2w
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      Hi, I tried to do as you say and it didn't help. The game still tries to use portraits from the folder "...-Valerie" (for my language), if there is no such folder/portraits in it, then it creates placeholders and uses the default portrait. Too bad.
    3. saweliew2w
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      Hi, I've found a small problem with a couple of portraits. In the comments above regarding an earlier version of your mod, NPCs Mytko and Kalina (Varnhold's Lot, Blackstones Ford) were mentioned. Even though the mod manager specifies directories for my language, your mod actually accesses folders with English names. I'm not sure if there's anything to do about this, but I've noted it.
      With difficulty, but I managed to find a folder for these characters after the transformation (Wererat/Weretiger). So for Kalina, inside the "Kalina" folder (English transcription), you need to create 2 folders in the game language: "Kalina" and "Wererat". The same for Mytko. However, when the NPC portrait is in the left part of the dialog box, it always uses a human portrait, I don't know how to get around this.
  5. glacialmind101
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    Nonfunctional. Most recent version of unity installed. Mod placed in mod folder. No portraits showing up in game. Unity mod manager is also borked as it is incapable of recognizing zip files or installing mods. Must install manually. However unity does work as I used it successfully to implement camera rotation. Hence the problem is either in the mod or, more likely, an update to Kingmaker which breaks mod functionality.

    Edit: My mistake. This mod follows a different install path than others due to it being a portrait mod it seems.
  6. froschkoenig4
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    Is there any way to remove the NPC portraits this mod adds? I simply wanted to replace a single party member portrait, I don't like all these low-res pictures.
    1. edvin76
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      I don't remember exactly, how it is, but have you tried just not installing that part? Rename the custom npc-s folder or whatever it's called and if everything works then just delete it. let me know if it worked
    2. froschkoenig4
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      I deleted the Portraits - All additions folder, but when I load my save file it automatically gets created again. Or do you mean a different folder?
    3. edvin76
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      it might recreates the folder, but if there are no pictures in it, then it wont use the ones you complained about, isnt that what you wanted?
    4. froschkoenig4
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      It regenerates the pictures too. Do I really have to delete them all individually?
    5. edvin76
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      Are you talking about the backup pictures that it saves in the default folders or something? I don't remember exactly, but isn't there a setting in the mod menu to turn that off or choose to not use them or something? (Ctrl+F10)

      Also I don't understand the question if you say deleting individually, how would that make any difference if you also say they mod keeps regenerating them?
    6. froschkoenig4
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      I don't think it would help, just thinking of any solution. Also no option for that unfortunately
    7. edvin76
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      All right I'll fire up the game today or tomorrow and check. Sorry, these days I really don't have time for modding 
    8. froschkoenig4
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      Could you find any solution?
  7. reeight
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    I haven't tested yet, but Faceless No More by Espadara adds new images.
    1. Mavgrindstar
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      That mod specifically says it needs this one
  8. pzrshrek
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    crap is broken, dont use.
    1. edvin76
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      do you think you could elaborate? i just tried the game and the mod seems to work with my companions, and i loaded the initial meet with Oleg and all the bandits and Kressle and Oleg had their correct custom portraits
    2. Mavgrindstar
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      The more likely explanation is you don't know what you're doing and are trying to blame your failings on someone else
  9. Gradashy
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    In my game, my own character portrait always returns to the default one (the faceless character) after a loading
    1. edvin76
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      Does it have any weird thing in his name that is not permitted for folder names, like double quotes or other special charecters?
    2. bernish
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      same
    3. Syliar
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      It's when it's trying to pull a base or installed portrait, it doesn't copy it across to the new folder it creates on a reload (when it looks at their name properly for the first time on "launch/load") and populates it with the generic no picture instead. You can see this if you hire an NPC, rename an animal companion/etc.
    4. edvin76
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      What if you put the portraits in the created new folder replacing the generic no picture?
    5. Syliar
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      Works fine if you use the Mod Manager reload after replacing the defaults, it's just oddly not copying things across. Which is a pain to fix if you're using the portraits that come with the game.
  10. maddbadgerr
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    For some reason, this mod replaces the default portraits for companion characters with lower-resolution versions of the same pictures. 

    Another problem is that when this mod is installed, the game forgets what portrait the main character is using, and you have to select it manually with the mod settings, or with Visual Adjustments, but even if you save, the game forgets your picture again and you have to repeat the process.

    Uninstalling the 'Custom Companion and NPC Portraits' mod (ie: this mod) gets rid of this problem, but the low-res companion portraits are still being used by the game. 

    EDIT: You can use the 'Reset Portrait' option in the Respecialization mod (uploaded by newman55) to fix the low-res portraits that are left behind after uninstalling the 'Custom Companion and NPC Portraits' mod. 
    1. edvin76
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      i dont know to be honest, but i'm not maintaining this mod.
      to solve your current problem try visual adjustments mod or arcemi save editor to restore your original portraits
    2. SotiCoto
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      What Reset Portrait option in the Respecialization mod?  
      That mod doesn't seem to have an option pertaining to the portrait...   In fact trying to respec my character at all just crashes the game. 
    3. bernish
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      in portraite folder  find folderCompanionCustomPortrait - MCName and put your portraite
  11. Kornelius707
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    If anybody is having white portrait screen issues that is because this mod has portraits load differently. It has and creates it's own portrait folders in which the game uses. 

    The fix is to put the portraits you want to use in the correctly named folder. Users\user\AppData\LocalLow\Owlcat Games\Pathfinder Kingmaker\Portraits
    The folder names are  CompanionCustomPortrait - Name 
    If you created a merc named Bobby, look for the folder named CompanionCustomPortrait - Bobby  and put the portrait you want to use in that folder. 
    1. qhardwick
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      Just to add to this, AppData might be a hidden folder, so to make it visible you might need to go to LocalDisk (C:) -> Users -> username and then look for the View dropdown button, and click Show -> Hidden items. Then proceed as above.