That's actually a cool feature of this mod that adds a touch of replayability and randomness to the game.
The innkeepers and commoners (and a few other groups) are assigned random portraits. These may repeat if you talk to enough innkeepers you may run into the same face.
Hey there's portraits for over 4k people in this mod they don't all get unique portraits especially if the devs just called them "commoner" or "innkeeper".
If the dude has a name like Lorenzo the innkeeper then he would have a specific portrait.
You can reinstall and select the random option and should get different results with that specific guy.
Yeah I understood that part and so far most of the innkeeper's portraits match their sprite more or less. Some portraits don't really match the sprites however.
I was wondering if you thought about taking a look at this aspect of portraits.
The pool of portraits for innkeepers can be installed on bg1, bg2 and IWDEE and will apply possibly randomly. There are only so many fat white bartender portraits in the world. There are not enough to go around honestly for all the named guys as well as the generic ones.
It felt right to include a couple with a bit of color as well especially because in bg2 these guys can be randomly colored sometimes meaning if you spawn multiple copies via the console you'll get different colors for the same guy.
That particular portrait is from a group for bartenders and innkeepers.
If you played IWDEE, BG1EE, and BG2EE the pool
will repeat a maximum of 3 times
Here's the breakdown from my spreadsheet, this is assuming the Category Portraits are not installed randomly. If you install them randomly, they may end up with different results.
I try to keep repeat ratios low in general. The generic fighter group is huge though, currently there's 76 male portraits and they still end up repeated a few times throughout the saga. I built this with EET in mind but it can be installed on the single games separately.
I recently finished the BGEE + SoD part of my EET run, I found one npc with no portrait, I think she's in the base game too. It's Corriana, she can be found on the southeast of the temple map, she's a stone statue. I think she doesn't come from a mod but i'm not 100% sure tbh.
Only thing I keep noticing is the portraits used for commoners (I think they are from Diablo 3) look out of place compared to the others in the mod. Just my opinion, it keeps jumping out at me though.
I guess Diablo 3 art style has a different feel to it and for me it breaks up the consistency, where most of the other portraits all look like a similar style and quite consistent
Only thing I keep noticing is the portraits used for commoners (I think they are from Diablo 3) look out of place compared to the others in the mod. Just my opinion, it keeps jumping out at me though.
I guess Diablo 3 art style has a different feel to it and for me it breaks up the consistency, where most of the other portraits all look like a similar style and quite consistent
yes, well the idea is that commoners are consistent with each other - if not consistent with the rest of the mod...
bg art style is very epic and commoners are not epic so no bg art style for commoners!
srsly we made an effort to avoid everyone looking like a great hero and some compromises had to be made in the area of aesthetics in order to have some sanity and thematic correctness.
no need to report missing pictures for mod characters since ppe is feature complete and only deals with base game content. if there are any plans to extend support to (specific) mods, they will be declared, but don't get your hopes up.
I'm not sure if I agree with the logic of it tbh but it's your mod and it's already a very good mod.
Some modded characters have names and aren't recognized in categories even though they would easily fit in some category for example.
Besides, having parts of the game where almost every npc has a portrait and others parts where almost no npc has a portrait breaks the immersion and the continuity of how the game feels. I also think it'd be easier to truly mix all portraits in 1 mod rather than add portraits components to every mod that adds npcs. I'd suggest adding modded npcs "passively" ie only when reported to you with a category to be added in (only with the author's agreement maybe?).
This is just suggestion however, i'll keep using and enjoying the mod anyway.
Logic is that I can't account for what other people do with their mods. There are specific races in the EEs but mods not made for the EEs don't follow that standard. There's an example mentioned about a race 1 (human) whose dialogue says he's a half orc. In the EEs half orcs are supposed to be race 7. So that guy pulled a human portrait. What am I supposed to do? Let's say I account for that one specific guy to be half orc then they change it someday. How many odd ball examples are out there? Probably a lot unfortunately.
So like I said I think the best thing would be for other mods makers to see the example set here and set portraits for their own npcs then it would fit it.
Hi ! I love your mod, using it on IWD:EE right now, only the "core" component though
I think I'm gonna report here every little "odd" thing I stumble upon
Everard's face in Easthaven is a little too zoomed out, I modified it myself, I'll show you here so you can decide if it's valid or not PPE - Modified -
Same goes for this one here (used by Vera in the Ice salamanders museum) -
Those look good to me @Sanctifier I'll include those in the next update. Adjusting aspect ratio is something I find myself continually doing in an attempt to get that unified artstyle look.
Tx for chipping in. Keep sending input and criticism and if you have performed edits pls send those on pm so we don't burden the thread with particularities There are two important points as to why we won't be using your two admittedly reasonable fixes:
The resolution isn't very large so subsequent ad hoc edits/resamplings which are lossy is something that doesn't really work for us unless it's absolutely unavoidable. We're trying to save every "healthy" pixel.
Sometimes the faces aren't detailed enough to merit classic BG proportions. Also original portraits have a lot of detail crammed into the picture and reveal a lot of careful choices and tricks (short necks / "shoulder pads") to achieve this rich look. We often decide to have smaller heads and a bigger portion of the figure showing in order to impart more information and avoid drabness. This is the case with hundreds of portraits so these two edits won't make a difference in this regard.
edit: @smeagolheart oops didn't see your post anyway - that's fine, i don't mind (srsly )
Currently playing through SoD with this mod for the first time. It looks amazing so far, as per usual. I did notice that the refugees didn't have portraits, perhaps they should be grouped in with the commoners? Also, Gar Fouleye, one of the dead goblin spirits that M'Khiin finds doesn't have a portrait, whereas the other two goblins spirits do. Like I've said before, this is easily one of the best mods I've used, so cheers. If I find any other characters without portraits I'll let you know!
Just finished up SoD recently. The only other characters I saw with no portraits were "The Voice", when you see Hephernaan and two other mages after breaking into Dragonspear Castle, and the few commoners that speak during your trial of sorts, back in Baldur's Gate. Hope this helps!
Hi just want to say your portraits rock, i'm just uploading the ports that i use a lot for female PC all from the internet and credit goes to those who drew them i just did some touch ups. Feel free to use them if you want.
By valeofox (DeviantART account deactivated over a year ago); image also came up as being made by Valeriya Dryzhak, who appears to be the same person, though the image has been deleted.
Comments
The innkeepers and commoners (and a few other groups) are assigned random portraits. These may repeat if you talk to enough innkeepers you may run into the same face.
Hey there's portraits for over 4k people in this mod they don't all get unique portraits especially if the devs just called them "commoner" or "innkeeper".
If the dude has a name like Lorenzo the innkeeper then he would have a specific portrait.
You can reinstall and select the random option and should get different results with that specific guy.
@GrimLefourbe
I was wondering if you thought about taking a look at this aspect of portraits.
The pool of portraits for innkeepers can be installed on bg1, bg2 and IWDEE and will apply possibly randomly. There are only so many fat white bartender portraits in the world. There are not enough to go around honestly for all the named guys as well as the generic ones.
It felt right to include a couple with a bit of color as well especially because in bg2 these guys can be randomly colored sometimes meaning if you spawn multiple copies via the console you'll get different colors for the same guy.
If you played IWDEE, BG1EE, and BG2EE the pool
will repeat a maximum of 3 times
Here's the breakdown from my spreadsheet, this is assuming the Category Portraits are not installed randomly. If you install them randomly, they may end up with different results.
I try to keep repeat ratios low in general. The generic fighter group is huge though, currently there's 76 male portraits and they still end up repeated a few times throughout the saga. I built this with EET in mind but it can be installed on the single games separately.
Here's the changelog, I'll post some pictures later..
Thanks @bob_veng for the extra love and touch ups on these.
tx for feedback, keep relaying any observations or criticisms you might have, we're still trying to make it as good as possible
Only thing I keep noticing is the portraits used for commoners (I think they are from Diablo 3) look out of place compared to the others in the mod. Just my opinion, it keeps jumping out at me though.
I guess Diablo 3 art style has a different feel to it and for me it breaks up the consistency, where most of the other portraits all look like a similar style and quite consistent
The commoners get repeated the most as well
srsly we made an effort to avoid everyone looking like a great hero and some compromises had to be made in the area of aesthetics in order to have some sanity and thematic correctness.
if there are any plans to extend support to (specific) mods, they will be declared, but don't get your hopes up.
Some modded characters have names and aren't recognized in categories even though they would easily fit in some category for example.
Besides, having parts of the game where almost every npc has a portrait and others parts where almost no npc has a portrait breaks the immersion and the continuity of how the game feels. I also think it'd be easier to truly mix all portraits in 1 mod rather than add portraits components to every mod that adds npcs. I'd suggest adding modded npcs "passively" ie only when reported to you with a category to be added in (only with the author's agreement maybe?).
This is just suggestion however, i'll keep using and enjoying the mod anyway.
So like I said I think the best thing would be for other mods makers to see the example set here and set portraits for their own npcs then it would fit it.
I love your mod, using it on IWD:EE right now, only the "core" component though
I think I'm gonna report here every little "odd" thing I stumble upon
Everard's face in Easthaven is a little too zoomed out, I modified it myself, I'll show you here so you can decide if it's valid or not
PPE - Modified
-
Same goes for this one here (used by Vera in the Ice salamanders museum)
-
There are two important points as to why we won't be using your two admittedly reasonable fixes:- The resolution isn't very large so subsequent ad hoc edits/resamplings which are lossy is something that doesn't really work for us unless it's absolutely unavoidable. We're trying to save every "healthy" pixel.
- Sometimes the faces aren't detailed enough to merit classic BG proportions. Also original portraits have a lot of detail crammed into the picture and reveal a lot of careful choices and tricks (short necks / "shoulder pads") to achieve this rich look. We often decide to have smaller heads and a bigger portion of the figure showing in order to impart more information and avoid drabness. This is the case with hundreds of portraits so these two edits won't make a difference in this regard.
edit:@smeagolheart
oops didn't see your post
anyway - that's fine, i don't mind (srsly )
I'll fix portraits for my game, and I'll PM them to you guys
Then you'll decide what to do with them, no problem
Also, Gar Fouleye, one of the dead goblin spirits that M'Khiin finds doesn't have a portrait, whereas the other two goblins spirits do.
Like I've said before, this is easily one of the best mods I've used, so cheers. If I find any other characters without portraits I'll let you know!
Lachluger at the Red Sheaf Inn in Beregost does not have a portrait associated with him.
http://baldursgate.wikia.com/wiki/Lachluger
By Daniel Vendrell Oduber (Vandrell)
By valeofox (DeviantART account deactivated over a year ago); image also came up as being made by Valeriya Dryzhak, who appears to be the same person, though the image has been deleted.
By Gary George Studio (1998:02:09).
(Can't find this on the internet, apparently (which is odd), no source)
Best source I can find for this is Anthony Guebels.
By Zolaida.
Gnome Wizard by Bomab.
Robes by JordanKerbow.
Study by Ni-nig.
Queen by Guangjian Huang.
"The Jester" by Jim Howle (only link is to eBay for a limited edition)
The Joker by Nakai Wen.
Portrait by NathanParkArt.
The Forbidden Fruit by Tim Löchner.
Green Magic by KateMaxpaint.