RimWorld

RimWorld

109 ratings
Really Custom Portraits
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
523.896 KB
2 Apr, 2023 @ 8:06am
2 Sep @ 1:24am
23 Change Notes ( view )

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Really Custom Portraits

Description
Adds a portrait to the selected pawns and animals.
This mod does not generate images, only displays them.


Portraits can be set in "Health" tab of a pawn.
Images are loaded from "CustomPortraits" folder in RimWorld root directory.
Something like: .../steamapps/common/RimWorld/CustomPortraits
You can use a button in mod settings to find it quickly.
.jpg, .jpeg, .png and .dds (DXT1, DXT5) images are supported.
Nested directories are supported.
No need to restart for every file.
Textures loaded on demand every time you open portrait dropdown.


  • Images of any size.
  • Transparency.
  • Multiple portraits for each pawn.
  • A lot of customization options and increasing.
  • Available for animals on def-basis. (only 1.4 and 1.5 versions)


5 position modes:
  • Next to Inspector - Display above inspector tabs or next to the inspector tab window.
  • Colonist Bar - Display custom portrait instead of colonist render in the bar on top of the screen.
  • Top Right - Just a corner of the screen.
  • Actions - To the right of the inspector, right before pawn commands buttons.
  • Custom - Specify coordinates and alignment yourself.

Multiple modes can be active at once, each with it's own portrait if you want.

Next to Inspector mode places portrait above inspector tabs, but it will be hidden when the tab is opened.
You can toggle portrait display when inspector tab is open and when turned on, you can choose one of 4 places around the window it will occupy.

Colonist Bar mode replaces pawn image in colonist bar on the top of the screen with their portrait.

Top Right mode is pretty useless. It's still there for back-compatibility.

Actions mode places portrait on the right of the inspector panel (the one in bottom left) and can be further adjusted with offset values:
Left offset: amount of pixels away from the inspector.
Bottom offset: amount of pixels away from the bottom menu bar.
By default, portraits of this mode won't change size on mouse hover, but it can be turned on.

Custom mode allows you to put portrait in any part of the screen.
You can specify precise coordinates of an anchor point, and portrait alignment relative to it.
So if you set alignment point to Bottom Right one, portrait will expand up and left from those coordinates.

Default size and size on hover can be adjusted. If you do not want portrait to get bigger on mouse hover, make it equal to default size.

There's no background, and no border. Draw them on the portrait image if you'd like.


You can set portraits for animals using a magnifying glass button next to X in animal info card ( i - button).
The portrait will be assigned to the animal def and will be visible when selecting any individual of the same def.
Implemented only for 1.4 and 1.5 versions of the game.


  • Safe to add to an existing game.
  • Safe to remove from an existing game.

Errors may be produced on load without a mod. Those can be ignored.

Colonist Bar mode is compatible with:
Other mods changing colonist bar may or may not work.
Disabled if [NL] Custom Portraits mod is detected.


HUD: RimHUD
Apparel, Weapon, Pawn race: Kurin, The Three Tailed Fox [Deluxe Edition]
Additionally: [NL] Facial Animation - WIP, Camera+, Graphics Settings+
Portrait images: MidJourney


Normalize presentation of alternatives!


02.09.25

Older updates omitted because of description character limit.
Full list can be found on GitHub: Tea-Cup/RW_CustomPortraits, link in About.xml
125 Comments
Your Resident Fox  [author] 6 hours ago 
Yeah, you can ignore HAR patch error for now. I'll include a fix for it when I release next update.
Daemonjax 29 Sep @ 2:17pm 
Yeah, I'm on 1.4. Ok, whatever. Another minor issue: The mod tries to patch AlienRace.ThingDef_AlienRace, which _seems_ to be part of HAR (which I don't have installed). I know I can probably safely ignore these kinds errors, but figure I'd report it anyways.
Your Resident Fox  [author] 28 Sep @ 1:39pm 
@Daemonjax In 1.6 build there is an option at the bottom of mod options to toggle filenames logging which should be off by default. Are you playing on another version?
Daemonjax 28 Sep @ 12:58pm 
I love the mod, but can we get a way to limit the log spam when it loads? I don't need/want it to log each portrait filename it loads at game launch. How about an option so it just outputs the total count that's loaded to the log (so just 1 log line)?
Your Resident Fox  [author] 13 Sep @ 6:17am 
@ZeFear "illegal characters in path" suggests something wrong with the filepath to the portrait itself. Does it have non-latin characters in the filename?
The only way of setting the portrait other than the usual one through the button is via save-game editing. Specifically, the <portrait> tag with the portrait filename directly in pawn's root.
ZeFear 12 Sep @ 9:17pm 
@YourResidentFox "Exception filling tab to Rimworld.Tab_Pawn_Health:System.ArgumentException: illegal characters in path.
Rimworld is in english, so there can be no other languages. I guess the problem is not the mod itself, but the health tab that is required to set up a portrait. Maybe you've encountered something similar? And is there a "techinical" way yo set up a portrait without a health tab using some sort of command or dev mode maybe? I also deleted all "health tab" mods that make them look nicer and the problem still persists. My guess is that the longer the game goes the more chance that the save file will somehow have bugs and this will happen. I loaded an hour back in progress and the problem disappeared. And the problem resurfaces only after loading, It can not appear in the middle of the session.
Your Resident Fox  [author] 12 Sep @ 4:19am 
@ZeFear That's peculiar. Is there something special about the pawn? It's race, maybe it's from a mod?
ZeFear 12 Sep @ 12:10am 
For some reason this mod doesn't work for one single character. When I press the mod icon to choose a portrait nothing happens. It's working for everyone else. I deleted the folder for portraits for this particular character and it still doesn't work. Dev mod doesn't show any errors or messages
40kTookMyName 11 Sep @ 10:10am 
Just a note that Avatar will work alongside this (for the colonist bar, you'll have to either disable the avatars above the inspector or be happy with them overlaying it) if you place Avatar below this mod in the mod order.

With that setup, Avatar's portraits will be the default until you use this mod to set a custom one. Figured this out after doing some testing to force them to work together.
Your Resident Fox  [author] 4 Sep @ 11:55am 
@40kTookMyName Glad you enjoy it! I'm thinking about triggers, but so far it's not a trivial problem to solve on how to make it look like.

@tomstemarie Can't say I know about any other conflicts and even with Nals' Portraits the mod does work (just not the Colonist Bar mode), so I'd be happy to know and solve other conflicts someone may find.