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It is enabled, and that path does exist. I haven't changed anything regarding the pathing of the mod/portrait/body folders.

As for pathing to one of my images: Roaming > Strive > portraits > Human > Female > Adult

And these are the tags from one of the pictures in that path "auburn+brown SkinL TitsS+TitsM AssM+AssB+AssH"

Sometimes people leave mod files in an extra folder as a result of extracting the folder from the zip archive, so I try to check that. The ability to manually assign those images to slaves rules out a lot of problems. 

There appears to be nothing wrong with the tags. If a game is started with an adult human female slave, they should receive that or another similarly tagged image. You didn't post the file extension, though I doubt that is the problem. Anyways, the Godot Engine will only load images with the following extensions: png, jpg, webp.

I just realized the problem. The Bugfix V6 organizes the way races are handled. portrait.gd in this mod uses "globals.allracesarray" which was retired. It just needs to be replaced with "globals.racefile.groups.all".

Yup, that seems to have fixed it lmao. Such a simple solution to such a frustrating problem. I launched a few quick starts and asides from males (I don't really have any male portraits) and the odd adult human female (not sure why) everything seems to be populating as intended.

Thanks so much for helping me.

Sorry to bother you again, but I had a quick question regarding tagging. Are the hair colors/fur colors (for beast/halfkins) listed in the races.gd file the only ones the game will register when assigning a portrait? For example, the beastkin bunny has white and gray listed as it's two fur colors, but if I have a bunny portrait that has purple hair and the photo only has purple hair tagged, not white and/or gray, will that photo still be chosen or will it not be selected in game?

(+1)

The IRP mod tends to use local lists within the mod for colors as the global lists for colors did not exist and the author did not feel like creating code to search for them in races.gd. Therefore if you want to add new colors it will have to be in portrait.gd of the mod. However, the way the mod is coded, I do not believe it ever checks fur color as everyone has a hair color and that overrides fur color. I have not tested it, but it appears that changing in randomportraits.gd:

elif person.furcolor != null && !person.furcolor.empty():

to

if person.furcolor != null && !person.furcolor.empty():

should cause fur color to override hair color if it exists. Unfortunately, with the way that it is setup it would take significant changes to support both.

Ah okay, thanks so much!

And that's alright about the fur issue. I don't play with Beastkins/Furry characters so fur doesn't actually matter to me.