边缘世界 RimWorld

边缘世界 RimWorld

[NL] Facial Animation - WIP
1,642 条留言
NinjaBeest 13 小时以前 
@𐭌𐭄𐭓𐭉𐭅
I have and didn't see a problem
𐭌𐭄𐭓𐭉𐭅 16 小时以前 
Is this mod safe to add mid game?
Suero 11 月 15 日 下午 3:42 
what is going on?
vibius 11 月 15 日 下午 1:16 
現在、アジアの情勢が緊迫しています。まずは他の国に数年間避難する方法を考えることをお勧めします。私は移民エージェントではありませんが、あなたが危険にさらされているのではないかと心配です。
vibius 11 月 15 日 上午 2:06 
The situation in Asia is currently tense. I suggest you first find a way to seek refuge in another country for a few years. I'm not an immigration agent—I'm worried about your safety.
HJZ2333 11 月 10 日 上午 6:24 
The Facial Animation of newly appearing colony characters is not working properly, but refreshing the page fixes it. Why is this happening?
Pholith 11 月 4 日 上午 7:06 
Hi, the mod has a very little incompatibility with mechanoid pawn 2, the option to disable on this xenotype should be set to false by default
Tory 11 月 1 日 下午 2:06 
Its not really a bug. Facial Animations changes the shape of heads, so beards dont match the new head shape. I'm sure there is a mod that changes them to specifically match the FA heads.
tanyfilina 10 月 30 日 上午 11:36 
It is a bug in the vanilla beards being ugly. Try using Vanilla Hairs and Beards Retextured mod.
gorbachevavitolda 10 月 30 日 上午 12:57 
After installing this mod, the beard position has been weird. Is this a bug in the mod itself?
o0Zeke0o 10 月 20 日 上午 10:56 
convert them to DDS
o0Zeke0o 10 月 20 日 上午 10:56 
because tons of x512 textues (?
Dealer Mangan 10 月 19 日 上午 2:00 
Why does it consume 1gb of vram?
Magnus 10 月 12 日 上午 5:09 
I haven't found any mods or workaround for people with a similar problem, but I'm having trouble with human ears drawing over/overlapping with xenotype ears. Is there an easy way to disable the human ear texture without also disabling xenotype ears? I've already looked in the mod settings and it just looks like there's an option to turn of xenotype ears unless i'm blind. Apologies for the weird question, it's really throwing off the vibe for the main xenotype in one of my playthroughs.
Miku, Miku Beam! 10 月 4 日 下午 3:00 
Not working for alpha animal races
神说万岁 9 月 27 日 上午 8:03 
The misalignment of the head is an issue with RJW Animation. Deleting the NL folder inside the mod will restore normal functionality
[Br] Nasid 9 月 26 日 下午 10:57 
This mod breaks the mods for other races.
OgnirRats 9 月 21 日 下午 12:58 
anyone having issues with gene eye color, [BT] EyeGenes2 | Base - [NL] Facial Animation | fixed it for me
OgnirRats 9 月 20 日 上午 10:23 
playing with a modded xenotype from dragonbond mod, issue with solid colored eye being imposed over the eyes, showing even when pawn is sleeping, or misalignment when pawn turns sideways. Xenotype has a gene for red eyes.
Burger Bob 9 月 19 日 下午 9:25 
Thanks for the awesome mod. The vanilla eyes look so dull and ugly, this just make everything better. Except it costs heavily on performance, especially all performance mods are down right now. When there are more than 10-20 pawns it constantly loses many fps and tps, even with human corpses. But it's worth it.
NinjaBeest 9 月 16 日 下午 8:22 
So after a bunch of testing, I am not getting any invisible heads for mine. Mine is fine. Idk what is going on.
SimplyNikki24 9 月 16 日 下午 7:06 
Invisible heads for me seem limited to Square heads on female colonists. When manually switching them to Pointy or Normal, their heads show up normally. Doesn't seem to affect male colonists in my experience.
NinjaBeest 9 月 16 日 下午 4:39 
I want to get this but are the pawns still headless?
Turu D. Sleep 9 月 14 日 下午 7:43 
The new update makes some of my pawns headless
free kill 9 月 13 日 下午 5:53 
wake up
Average_Brody 9 月 13 日 下午 5:02 
I've never seen a steam workshop thumbnail animated before so I saw this and thought I was losing my ♥♥♥♥.
ArticBlazer 9 月 9 日 上午 10:03 
im having a problem where every modded pawn has see-through holes over where their eyes would be
Cretz 9 月 8 日 上午 5:08 
The most recent update made my pawns invisible
DAOWAce 9 月 8 日 上午 3:19 
So, toggling the new option added doesn't fix the compatibility issue certain mods are having from the update?
Шашлычник ;р 9 月 8 日 上午 3:16 
@Nouvi, @↭Alec's ッ↭ I fixed the issue with Revia Biotech
Driguer 9 月 7 日 下午 11:32 
Is it possible to disable the faces for ghouls?
↭Alec's ッ↭ 9 月 7 日 下午 11:28 
As an alternative while waiting for one of the mod developers to fix the issue with the faces, you can delete the "FA_Compat" folder from the Revia Race: Biotech mod.
RiqueGaming 9 月 7 日 下午 9:43 
Seems like I'm not the only one. Playing with BoneReapers ReMarrowed and their heads also turned into regular human heads. For some reason didn't happen with either Beliars nor Yautja though...
Sunshiney Days 9 月 7 日 下午 5:03 
Thanks for the gene update! One thing I've noticed is that if a part has more than one gene (furskin and gaunt, for example), it doesn't automatically pick the part with the most genes and so there can be mismatches. Otherwise, it works great!
NyamiNyamiNyami 9 月 7 日 下午 1:16 
Oh yall already figured it out.
NyamiNyamiNyami 9 月 7 日 下午 1:15 
newest update broke the heads
Nouvi 9 月 7 日 下午 1:03 
@Dragonmaster Cale No problem. You can still use the HAR version though, and that one still supports things like animated tails and ears, unless you for some reason avoid using HAR races. Unfortunately it won't help with ongoing games though.

Props to 'Log after def error' for making it easy to spot the cause of the error in this case.
Dragonmaster Cale 9 月 7 日 下午 12:43 
@Nouvi - Thanks for figuring this out. I was so confused when I loaded up today and no faces. Not sure I can live without my bloodthirsty Revians. Hopefully it's fixed soon.
Nouvi 9 月 7 日 上午 10:59 
@Bits_and_Bytes Yep. It's Revia Race - Biotech. At the moment I can confirm that that mod completely breaks facial animation. No idea who is to be considered at fault, but maybe, hopefully, it can be fixed at some point.
oldnewone 9 月 7 日 上午 10:43 
I also lost heads and faces after newest update:(
Bits_and_Bytes 9 月 7 日 上午 10:40 
@Nouvi
i'm guessing it is something with revia race - biotech as the HAR version does not mess with it
Nouvi 9 月 7 日 上午 10:12 
Ok found something I'll have to test further, it appears that it's now clashing with Revia race. Going to test if it's the animated tail/ears or the race itself.
Bits_and_Bytes 9 月 7 日 上午 10:09 
a temperary workaround (as only on current session not savefile)
is to go into the NLfaceselecttab and select a new facetype and new hair then go back
it gives my pawns their face back again
Nouvi 9 月 7 日 上午 9:13 
So... latest update absolutely wrecked the mod for me, making it spew "Exception setting up dynamic node" everywhere.

EVERY pawn is now headless, and only settings that change anything is the 'disable for male/female' ones. I changed nothing to my mod list.
It would make sense if the update changes would need other mods to update, but even baseliners are headless for me.

I did try to unsub and resub.
ArticBlazer 9 月 6 日 上午 2:30 
when will an compatibility update come for modded xenotypes, all of them have their heads layered under the torso
DocHolliday 9 月 1 日 上午 8:36 
I LOVE the mod either way... Those two issues just cause A LOT of unnecessary incompatibilities...
DocHolliday 9 月 1 日 上午 8:35 
I agree with Mage, also when are eyes colors going to be compatible, they're vanilla frickin genes... Red eyes, or ANY eye color for that matter, just turns the eyes into a solid blotch of that color...
MadMage 8 月 30 日 下午 8:25 
....I love this mod, don't get me wrong. But aren't we overdue for support for variant heads? And why are there ears on the head models? I'm over here wondering why my Fox girls have extra sets of ears only to discover that the ears are part of the head, not an attachment.
henrydoubleu 8 月 28 日 下午 1:24 
is this mod for weebs
Darius Wolfe 8 月 26 日 下午 6:29 
Any help on the reddish skin tone fix? I've tried the slider at max, min, mid, all over the place and there doesn't appear to be any difference. Since several of my pawns have darker skin tones, it looks weird on the face; I've got a mod that removes it from the body already, but doesn't seem to help with the face at all.

Is this a bug that's maybe been re-introduced, or am I doing something wrong?