安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
 
											 
													







My another dream mod is freer charachter creator sliders, so you could go wild with it, and a randomizer for the world generation.
I'm guessing the DNA of some of your characters are landing on these values.
I have the options set for only players to use the new colours, and I have the 'Matched eyebrows and bodyhair' mod too, but other than ATE I shouldn't have anything else in my load order that affects character models.
Any suggestions, have I missed some kind of requirement, or could this mod be conflicting with some of the new options ATE introduces?
Hey, I've done a custom congetinal trait with the same kind of physical changes for Albino (white hair/skin + red eyes), but using features from your mod.
Basically characters carrying my new trait will have dark green hair/eyes + white skin.
So far I've been able to make these physical changes work, but it seems to happen only at character creation. When the trait passes to children it won't automatically trigger the hair/eyes/skin color, despite carrying the trait, which is a bit frustrating.
Since this is my first mod I used the Albino template for physical changes (gfx\portraits\trait_portrait_modifiers) and added a few lines from your mod, such:
morph = {
mode = add
gene = hair_color_hue_mhec
template = hair_color_hue_mhec
range = { 0.0 1.95 }
To be fair I'm not quite sure of what I'm doing with these new lines.
If you have a moment feel free to add me, I could send you my mod (a very light one) for a quick file checking/suggestions.
feature request - this may be off the wall... so hair color gene inheritance seems to be binary - they my wacky hair color or they don't. wish the characters would not only inherit one or the other, but maybe sometimes it's whatever the combination of those colors is (not sure if there is a math for that) - so dad is blue, mom is red, kid is purple. OR maybe even sicker... one color becomes the highlight color of the other color (how the salt and pepper hair works)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2870034316
I also decided to update the mod just to make sure it displays as being compatible for 1.9.