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The tomb world texture is the placeholder I was using since I am still learning how to make 3D entities. I have now swapped the treasure world texture to a relic world instead, since it is a lot more fitting. Hopefully this puts to rest any worries you have about mod conflicts, and improves the look of the game for players that zoom in on planets! Thank you for mentioning it!
One day, I will get texturing/modeling software, and it'll be awesome.....
Fixed! Thank you for bringing this to my attention! Given modding conventions, it seems the last appended species, when adding new species, needs a graphical culture to overwrite. Because of this, every additional species was overwriting the default Mammalian set. To fix this I have created a standardized additional set that all additional species point to called "Standard". Standard uses all default models and graphics, and is essentially just a default set that makes it so additional species leave the vanilla shipsets / cities untouched.
I appreciate the heads up I rarely change shipsets so it would have taken me eons to realize that on my own! If you find a bug, or if you notice something else please let me know I will fix it!
I don't know how to use Autodesk Maya so no, but I would love to try my hand at it in the future! I love learning new things, and it would be a fun project when I get the time to experiment.
I could rip out all the portraits, then put them in a separate mod. It would be a medium amount of work, but in my eyes the Uhoh portraits aren't harming anyone since the AI never uses them, and they can only be selected by players (so willingly having them in-game).
I apologize but Peter Griffin will remain as a playable species. And when your friend clicks on your buff Jimmy Neutron diplomacy contact they will be subjected to the hit-single Neutron Sweep. I have a terrible sense of humor and I am very sorry.
Stop it! You're gonna start a ROCK AND STONE!
DRG Mission Control joke portrait added....