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Messages - bombasticmori

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1
Mods / Re: [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: February 26, 2023, 06:56:55 PM »
Thanks guys! I'm glad you like it!  :)

2
Mods / Re: [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: January 29, 2023, 10:08:00 AM »
Hey!

Re: Sierra, I've definitely thought about generating portraits based on her, but would feel kinda weird about doing it unless I get permission from SotF's creator. 

Re: Ziggurat Captain, I did *not* think about that and it sounds interesting, lol.  I may consider doing it at some point but no promises.

3
Mods / Re: [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: January 25, 2023, 08:20:44 AM »
That's really awesome! Let me know when you finish it, I'm very interested. I'm glad you like the mod  :)

4
Mods / Re: [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: January 15, 2023, 08:56:42 AM »
There was a minor issue with a missing bracket in the Full Remnant Patch. I uploaded a new version in its place.  Thank you Puretide for diagnosing it!

5
Mods / Re: [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: January 14, 2023, 08:57:53 PM »
Thank you! I'm really happy with how they turned out.

6
Mods / [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: January 14, 2023, 03:03:04 PM »
AI Portraits of AI Cores

Hey everyone! This mod is a side project I've been working on while trying to distract myself from bigger projects for other games.
  The central premise for these portraits is "What if an AI core created a human avatar for itself?" but there's nothing restricting anyone from using these with characters that aren't AI.
  All the portraits were generated using Severian Void's Stable Diffusion model for Starsector portraits, using images of each AI core as a base. The images featured at the top are a selection of Alpha Core portraits.

There are currently two versions of this mod:

The lite version is an "Author's Cut", containing a selection of what I thought were the best and most varied portraits. There are 10 male and female portraits for each core, for a total of 80 new portraits.

The full version contains all the "decent" (read: non-cursed) portraits I generated for this project.  It contains 295 new portraits.  This can be a bit overwhelming, which is why I made the lite version.

Currently, both versions only add portraits to the player faction, so you can use them when selecting new characters, and they'll show up for officers in your faction.  However, I'm also posting a patch that also adds the non-Omega based portraits to the vanilla AI portrait list.  This is just an extra file, not a mod in and of itself, and should be merged with the base mod folder (the zip file already has the right folder structure).

Permissions are open, so if you want feel free to use any of these in your own mods.


Downloads

Full Portrait Pack                                      Lite Portrait Pack
   Full Remnant Patch                                   Lite Remnant Patch


Screenshots
Here's a selection of some of the portraits for each core:
Alpha Core (In addition to above):
Spoiler
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Beta Core:
Spoiler
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Gamma Core:
Spoiler
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Omega Core:
Spoiler
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Resources
If you wanted to try your hand at making portraits like this, here's some resources to help!
First, you'll need a working version of Stable Diffusion and Severian Void's Stable Diffusion Model.
I used a 2K upscaled version of each vanilla AI core to generate these portraits, which you can find here.
I used the same prompt and settings for each portrait (excepting a few that worked out nice while I was fine-tuning the prompts).
Female Portraits:
Spoiler
a starsectorportrait of a holographic artificial intelligence, cute young adult woman with circuitry in the background, ai core, ai, artificial intelligence, hologram, glitches, visual artifacts, aura, visual corruption, jpeg artifacts, distortion
Negative prompt: helmet, eyepiece, earpiece, massive eyes, old, bad anatomy, missing fingers, cameo
Steps: 20, CFG scale: 7, Seed: -1, Size: 512x512, Model hash: 35a0bad3, Denoising strength: 0.75, Mask blur: 4
[close]
Male Portraits:
Spoiler
a starsectorportrait of a holographic artificial intelligence, handsome young adult man with circuitry in the background, ai core, ai, artificial intelligence, hologram, glitches, visual artifacts, aura, visual corruption, jpeg artifacts, distortion
Negative prompt: helmet, eyepiece, earpiece, massive eyes, old, bad anatomy, missing fingers, cameo
Steps: 20, CFG scale: 7, Seed: -1, Size: 512x512, Model hash: 35a0bad3, Denoising strength: 0.75, Mask blur: 4
[close]
 


Credits
Severian Void for making the Starsector Portrait SD model in the first place.
The Unofficial Starsector Discord off-topic chat for putting up with my sh*t (I love you guys <3)
The Starsector team for making a great game!

7
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: June 20, 2022, 01:00:57 PM »
Hey sorry, I just edited/updated some stuff so I'm not really the author, but I'm pretty sure Gotcha would be cool with this. I can't fully speak for them however, but I don't see why it would be a problem to post the update, it just wouldn't be added to the front page until they see it.

8
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: May 14, 2021, 03:12:11 PM »
{
   "id":"edshipyard",
   "name":"ED Shipyard",
   "author":"Ed",
   "version":"2.1.2",
   "description":"Adds some fun ships, fair and balanced!",
   "gameVersion":"0.95a-RC15",
   "jars":["jars/EDShipyard.jar"],   
   "modPlugin":"data.scripts.ED_modPlugin",
}
try replace it to 0.95a-RC15 under gameVersion it run well and didn't crash when starting up the game but during the game play on battle it will crash so play at your own risk
The issue is many of the weapons use special OnHit effects that have to be updated to the modern implementation of those methods.  Its super easy to do, but requires you to recompile the mod's jar file.  Otherwise it'll crash whenever you try to use those weapons.

9
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: May 06, 2021, 03:24:54 PM »

You're very welcome of course, especially since you're doing old fans and me a favour. I'm happy this old mod still holds some interest. (My other mod seems to have died though. Ah well. :P)
Unfortunately I can't commit to updating the mod itself, and doubt I will be able to in the future.
If you drop a new update, feel free to PM/email me; I'll also try to check this topic once in a while.

If you or someone else wants to take over this mod, I'm also fine with this person opening a new topic so they can maintain the mod themselves, after which I could ask a mod to close this topic.
Someone else did this at some point though, and then shortly abandoned it afterwards, leaving a duplicate topic floating about. It'd take some dedication.

   While I do really like this mod and don't mind updating it here and there, I really shy away from claiming it outright as I have gone on long absences for other mods I've worked on before. I took me about 2-3 years to eventually come back and finish my big mod for Fallout 4, during which I was extremely anxious about working on it.  My anxiety on these things has gotten better as of late, but I don't want to risk taking over and subsequently abandoning this project and letting everyone down.  As long as you're still OK with it, I may push a few polish updates here and there, but unless the moderators say we need to make a new thread or you decide to leave the forums entirely I'd rather keep things how they have been.

  This all being said I totally get you not coming back to this, as it can be crazy hard to back into modding a game you haven't touched in a while. While part of what kept me away from that Fallout 4 mod I mentioned was anxiety, part of it was...I just forgot how to use all the tools.  You're totally fine, and I appreciate you giving me and others the opportunity to continue it, even if its only small changes.

10
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: May 03, 2021, 07:02:09 PM »
Thanks for updating this and making it compatible!  Been playing with it and love Homeworld.  Works fine with a bunch of others in .95. 

Only issue I have had is that the faction seem weaker right now compared to others when I fight them (slow, low damage).  I need to run some of their ships and take a good look.

Interesting. my game as them I did quite well, but i also wasn't exclusively using Hiigaran weapons. The mod absolutely needs a balance pass.  I can't do anything at the moment because its crunch time with school, but I graduate in a couple weeks so I may look into it, but no promises. Its one of those things thats really daunting to me.

Edit: can definitely say the Sajuuk needs a speed boost because holy crap. It was my flagship for a while and it was painful to maneuver, but it shredded stuff when it got into position. If you see anything that's really noticeable let me know.

Also thank you Gotcha! for updating things! I like this mod so I didn't want to risk seeing it die.

11
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 29, 2021, 10:08:40 AM »
I have no idea what the issue could have been in the first place, but glad its working for you.

12
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 28, 2021, 11:21:28 PM »
Interesting. I haven't had any issues with it but i'll look into it

Edit: Just did a battle with a Tarii wing and it worked fine for me.  If it happens again, could you post your starsector.log file?  Not sure what the problem might be.

13
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 24, 2021, 05:01:43 PM »
EDIT: second combat with a fleet and the game crashes with a CombatAPI error.
Unfortunately they changed how all the OnHit methods work in 0.95a so those files would have to be changed before this could be used on current version.  I'd be willing to look into porting this but I'd need permission from the author first, as he hasn't specified a license.

14
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 24, 2021, 04:56:55 PM »
I've ported a couple mods here for 0.95a, and I just want to say permission/licensing is extremely important.  Mods occupy a legal grey area in terms of intellectual property, but because of that the foundation of modding culture is creator driven and based around a creator or team's design.  I come primarily from the Bethesda modding community, which also struggles with this a lot. "Mod mods" and unofficial patches get thrown around there a lot, so its important to understand what is permissable.  This isn't to try and gang up on Malleator or anything as it seems like an honest mistake, but this is why stated permissions/licensing is super important for these specific situations.  It may seem unnecessary, but the artistic integrity provided to creators is important. Anyway I know this is off topic but just wanted to weigh in.  I really miss this mod and will be patiently awaiting its release.

15
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 23, 2021, 09:14:31 PM »
I've been playing a full game with it and so far no issues at all.  Weapons are actually pretty good but don't seem too OP either.

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