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Swagify Introduces Swag Versions Of All The Vanilla Portraits, Alongside Having Support For Mods In The Form Of Extension Packs

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Swagify

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"…Alviss, his portrait looks like he's, like this 35 year old depressed academic, but his dialogue sounds a lot more like a young graduate who's very fresh-faced and is really optimistic and naive…which is kind of contrasted by it [his portrait]: he looks a lot older and kind of depressed…so maybe we should make the portrait just look less like a 35-year-old jaded academic…"

- Big Brain Energy, Colonizing is Fun, 2:18










Features

  • Swagify Introduces Swag Versions Of All The Vanilla Portraits, Alongside Having Support For Mods In The Form Of Extension Packs

  • The Mod Is Also Fully Configurable And Gives You Complete Freedom Over Who Is Swag Or Not

  • Finally, If You Want Everyone To Be Swag Without Any Catches, Look To The Swagify: The Swagening Submod






Usage

In The Swagify Mod Folder, Open phoni_swagify_config.json And Refer To The Instructions Inside, Excerpt Below:

{
    #Set To true To Stop Mod From Making Any More Changes To What Sprites Are Swag Or Not: Setting This To true Locks In The Status Of All Character Portraits
    "is_sprite_change_permanent": false,

    #                   To Swagify A Individual Character, Put In Their Character ID (Formatted "firstname_lastname", All Lowercase, For Example Alviss Sebestyen Becomes "alviss_sebestyen", )
    #                   This Includes Players From Individual Playthroughs, Officers, Administrators And Important Characters Like Sebestyen Or Kanta
    # "all_characters", Makes All Portraits Swag, Better To Use Swagify: The Swagening Instead
    # "all_players",    Makes All Player Portraits Swag
    # "all_officers",   Makes All Of The Player's Officers Swag
    # "all_admins",     Makes All Of The Player's Administrators Swag
    "swag_characters":
    [
        "all_players",
        "alviss_sebestyen",
    ]
}












Swagify Screenshots






















Compatibility

  • Swagify Cannot Be Removed From An Active Game (Swagify: The Swagening Can Be However)

  • Swagify Can Be Added To An Active Game

  • Swagify Doesn't Support Character Portraits That Change Between Saving And Loading (Could Be From A Mod Animating A Character, Or You Freshly Hiring An Officer)

  • Swagify Should Be Compatible With Almost All Other Mods, Including Total Conversions
























Swagify - Extension Packs

What Is An Extension Pack?

An Extension For The Main Swagify Mod: You Can Easily Add Support For Making Characters In Other Mods Swag Without Editing The Main Mod's Source Code







Where Do I Find Them?

Probably In The Portrait Packs Section On The Mod Index


(Note To Anyone Making An Extension Pack, If Posting It To The Mod Index, Please PM The Mods To Put It In The "Portrait Packs" Section, Or I Will Glare Angrily At You)







How Do I Make One?

You Follow This Tutorial Below:


(Also For Swagify: The Swagening, Just Use The Mod Template In The Same Folder As Referenced Below, But All You Need To Do Is Just Put Your Copied Portraits Folder Straight In The Graphics Folder)






















1. Download The Template:

Go To The res/extension_pack_templates Folder In The Repo, And Download The swagify Folder: 1st Step










2. Assemble The Portraits:

Go To The graphics Folder In The Mod You Are Making An Extension Pack Of (In The Example Ironshell Is Used), And Copy The portraits Folder Into The graphics\phoni\swagify In The Extension Pack Template: Iron Shell Portraits Folder


Iron Shell Portraits In Extension Pack





Next, In The Extension Pack, Delete All The Portraits You Aren't Going To Swagify, Then Get To Editing: Swag Iron Shell Portrait










3. Load The Portraits Into The Game:

Go To The data\world\factions Folder In Your Extension Pack, Then Like In The Provided Example, Put A Path To Your Portraits Into Both The Male And Female Entries of The swag.faction File: Swag Iron Shell Portrait


Iron Shell Portrait Referenced In swag.faction










4. Complete The mod.json File:

Finally, Go To The mod.json File, And Be Sure To Change The id, name, author And description Fields As Approriate, Then Feel Free To Post Your Extension Pack Onto The Mod Index Or Wherever:
Example mod_info.json






















Workspace Setup

This Is Optional, As This Guide Assumes You Already Have VSCode Set Up For Starsector (Refer To This Older Guide Or Newer Guide)

However, This Guide Will Let You Automatically Compile And Test Changes You Make To The Source Code (Including Debugging), Windows Only










1. Download The Repo:

Go To The Top Of This Repo, And Click The <> Code Button, Then Click Download Zip Like Below: 1st Step










2. Set Up Symlink:

This Lets You Put Your Downloaded Repo Anywhere Whilst Still Being Able To Test The Mod, Open CMD And Run The Below Command:

mklink /d "D:\Program Files\Fractal Softworks\Starsector\mods\Swagify" "D:\Users\user\Documents\GitHub\swagify\build\Swagify"

Where You Replace Everything Before \Swagify In "D:\Program Files\Fractal Softworks\Starsector\mods\Swagify" With The Path To Your Starsector\mods Folder, ie: Example Path To Starsector Mods Folder


Example Path To Starsector Mods Folder In Symlink Command





And You Replace Everything Before \build in "D:\Users\user\Documents\GitHub\swagify\build\Swagify" With The Path To Your Clone Of This Repo, ie: Example Path To Github Repo


Example Path To Github Repo In Symlink Command





To Get Something Like This: Symlink Example


Full Symlink Command










3. Set Up The Debug Bat File:

Under Your starsector-core Folder, There Should Be A Bat File Named starsector.bat, Duplicate It And Name It debug-starsector.bat: debug-starsector.bat Example





Then Start Editing This Bat File, And Insert This String Before The -Djava.library.path=native\windows Argument (Replacing The Path In The cd Line With The Path To Your starsector-core Folder):


cd "D:\Program Files\Fractal Softworks\Starsector\starsector-core"
start ..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005 -Dorg.codehaus.janino.source_debugging.enable=true


To Get Something Like This: debug-starsector.bat Internals Example










4. Set Up The Tasks:

Go To The res\workspace_setup Folder In The Repo, And Paste All The Files In There Into Your .vscode Folder (Make It If It Isn't Already There) (Also If You Already Have A settings.json File, The Important Part Is To Paste In The "java.project.exportJar.targetPath": "${workspaceFolder}/build/Swagify/jars/swagify.jar", Line Into There)





Then, Go Into The tasks.json File, And On The Line With The Comment // Replace This , Replace Everything Before The \debug-starsector.bat With The Path To Your starsector-core Folder, Replacing All \ With /: starsector-core Folder Example


tasks.json File Example






















Licensing

All Swag Portraits Fall Under Starsector's License For The Vanilla Portraits


All Code Is Mine, So Falls Under The MIT License




Credits

Thanks To Jaghaimo For Providing Some Of The Steps For The Workspace Setup, Though I Still Had To Figure Some Things Out Myself


Thanks To PAGSM's Makers For Giving Me A Solid Art Direction (I Used Balashi As My Main Reference)


And Most Of All, Thanks To Big Brain Energy For Giving Me The Greatest Idea Of Giving Sebestyen Swag Glasses, You Are The Only Reason I Thought To Make This Mod


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Swagify Introduces Swag Versions Of All The Vanilla Portraits, Alongside Having Support For Mods In The Form Of Extension Packs

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