Texture Expand
(Translated by ChatGPT)
(12/21 update)Added condition “during a pleasant thing”, fixed a bug that caused the display of unrelated characters to collapse when loading the game without restarting, fixed some buffs were not able to determine conditions, updated the display when characters spawn.
(12/13 update) Layer function added, bugs fixed.
(12/5 update) Fixed the behavior when specifying multiple conditions with the same name. Added new conditions: Fur, Faith, Weight, Height, and Age.
The character’s texture changes based on specified conditions.
Modified textures for verification purposes are included but can be removed if not needed.
All texture changes by this MOD are non-intrusive and won’t affect save data. It can be applied to existing save data, disabled later, or have textures added/removed without issues.
This feature allows you to display an image combined with another image.
For more details, please refer to the included documentation and the sample MODs provided below.
https://steamcommunity.com/sharedfiles/filedetails/?id=3383463780
Textures in the "Texture" folder are considered replacement targets based on their naming convention.
The MOD searches other active MOD folders for matching textures.
Textures must begin with objC_.
Specify either the character ID or the original texture tile ID.
For example:
objC_golden_knight#m.png: Targets the "golden_knight" character ID (Golden Knight).
objC_1212#noeq-torso.png: Targets all characters using tile ID=1212.
If multiple conditions are specified, all conditions must be met to trigger the replacement.
Textures change based on gender.
Add #m to target male textures.
Example: objC_golden_knight#m.png targets "Golden Knight (male)."
Add #f to target female textures.
Example: objC_1213#f.png targets "Guardian (female)."
Textures change based on equipped items.
Add #eq-{part}-{equipment ID} to target specific equipment.
Example: objC_1212#eq-head-hat_wizard.png targets "Golden Knight wearing a wizard hat."
Add #noeq-{part} to target characters with nothing equipped on the specified part.
Example: objC_1212#noeq-torso.png targets "Golden Knight with no torso equipment."
Textures change based on character states or conditions.
Add #con-{state} to specify states (e.g., poison, sleep).
Example: objC_1212#con-drunk.png targets "Golden Knight in a drunk state."
Multiple conditions can be combined.
All conditions must be met for the texture to apply.
Example: objC_1212#noeq-torso#con-drunk#floor-97.png targets "Golden Knight with no torso equipment, drunk state, on sandy terrain."
Textures change based on portrait matches.
Add #portrait-{keyword} to target specific portraits.
Example: objC_1003#portrait-_D targets characters with tile ID 1003 and a portrait containing "_D."
Use .textureexpand files (CSV format) for advanced setups.
Format: {image file path}, {keywords}
Useful for referencing other MOD images or assigning multiple conditions to a single texture.
.Other determinations such as maps and weather can also be made.
Please check the included documentation for details.
.Please put the characters with two tiles, such as giants, together in one image.
If they are split, they will not be recognized correctly.