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Thank you so much for working on this. It has been my top 1 most anticipated feature and you are making it happen! 

Would it be possible to add the scan's selected portrait to the npcs as soon as we enter battle? I think that would be cool.

I want to rename all images from the MGQ pack (and possibly other packs afterwards) to fit your criteria but Im not quite sure how. 
I took a look at info.txt as well as the code in constructor.gd (Im no programmer) and I cant figure out which tags/filters would work for Hair Color. Perhaps "BlondHair" would do? About races, would a HalfkinCat filter work? Does your mod differentiate between Beastkin and Halfkin? Is it even worth to differentiate them?
And also it seems you dont have Eye color scans?

I dont know how well the weighting logic performs, I havent fully tested yet since Im waiting for your reply to rename the images I have. 
Even if its pretty accurate you might want to check my version of what the scan's logic should be(I had thought about this before you started working on this mod)(link here). Its much simpler but it hopefully opens your mind to some kind of improvement over your current logic.

Also just a thought, hypothetically in the future if we have like 2Gb of portraits wouldnt it be much better to scan specific folders? I think that would be easily achievable If all images were organized by this folder structure:"Portraits\Sex\Race\" (example:"Portraits\Female\Harpy\"). That way most images would be excluded from the scans which should result in much faster scanning and might even prevent lag or even crashes on low-end pc's.

For hair color, no qualifier is need, yo can just do Blond, Brown, etc.

Currently the mod considers HalfkinCat and BeastkinCat 2 entirely different things. If you have a portrait you think straddles the two, you can add both HalfkinCat and BeastkinCat to the name. For many though it's  clear distinction, Beastkin are full on furry, Halfkin are human, with elements of the animal so I think it's better to differentiate.

No eye color yet. Nor many of the other attributes with multiple possibilities like height, tail, wings, horns, etc. Now that the weighting is in place though I can add them.  Most likely the basic implementation will be <color>Eyes, <type>Wings, etc.  With additional modifiers if it makes sense. All matches are case insensitive and do not require any specific surrounding characters.

From your rules, you listed off alternative colors. I had been thinking of working something in like that by having a similar list, and if a portrait doesn't have the exact color, giving it partial weight for a neighboring color.  Like if no Auburn,  then give half weight if it had Brown or Red.

>Also just a thought, hypothetically in the future if we have like 2Gb of portraits wouldnt it be much better to scan specific folders?

For this mod, scanning is a function of # of portraits, not their size. With 935 (100mb) portraits it currently takes <1 second most of the time for my, on a low end that might be longer. It only does this if A) the cache is empty (new game run) or expired (older than 5 minutes currently), and B) a new slave is being created. This should scale up to some rather large portrait folders, and I plan to make the cache time configurable so if it's a really large collection and really slow computer, you could disable expiration entirely.

I am thinking of some improvements to the portrait image select dialog. I have a half-working on-demand load which is critical if the collection grows to huge levels.  Additionally was thinking, could display matched attribute data for portraits as a tooltip, so if you ever have a doubt if a portrait is matching correctly, you can check.

The reason I doubted the worth of differentiation between beastkins and halfkins is because there will always be a very limited amount of beastkin images available (I think). Therefore, even though it cuts out realism, it might be worth more to not differentiate them, thus allowing for a much greater variety of images for beastkin. That was my reasoning, though I should have explained it.

About the scans time Im genuinely surprised it acts that fast even though its just loading the files names. Right now Im just using the MGQ pack for testing purposes so I literally felt no lag at all. My concern was due to slow loading times of the portrait menu when you have a large size of portraits but that's normal since its loading all the images entirely. The last feature you mentioned sounds really awesome for curiosity and debug purposes. It would absolutely come in handy when testing out new packs before the completion of this mod and its a niche thing to have at all times anyway so Im all up for it. Thank you again for working on this, Im really looking forward to the future of this mod.