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Good news: looks like you can just add:
<exclusionTags>
<li>SkinColorOverride</li>
</exclusionTags>
To your VSTG abstract GeneDef and it fixes the problem for me, randomized multiple skin genes are back.
Bad news... I deleted the .dll and the <selectionWeight> tag in the same abstract and it seems to be working fine without them?
(I'm just trying to match the GeneDefs in Rimworld/Data/Biotech/Defs/GeneDefs/GeneDefs_Cosmetic.xml > "GeneSkinColorOverride").
When I include 1 or more VSTG genes in a xenotype, germline or not, the visible skin tone is set to the darkest (highest-numbered) VSTG gene present, and *none* of the skin genes in the colonist gene list are grayed out.
As a quick test to reproduce:
Create xenotype with red hair, blue hair, red skin, blue skin. Apply and randomize on character creation for a while, you'll see it switch through the expected combos, you'll see one hair and one skin gene active. This works fine.
Add a VSTG gene to that xenotype, apply and randomize, every pawn will show as that VSTG skin tone visually *and* all three skin genes will look "active" (not grayed out). Same behavior with multiple VSTG genes.
(You'll note that the hair selection works fine the whole time and selects a single gene like you'd want.)
(Thanks for making a great mod!)
It seems like the mod tries to define skin color genes by inheriting from `GeneSkinColorBase`, but this parent node does not exist either in your mod .
Could you please check if the parent definition is missing or if another mod is required as a dependency?
@The_Silver_Nuke @Zombyed @Mododel , Mod has been updated to 1.6 and fixed to use the shader cutout, skins will now look 1:1 vanilla, sorry for the wait.
When creating colonists, I often use this vanilla skin color.
For the new colony I decided to create a special xenotype with this skin color.
For this purpose I installed this mod.
And encountered that the skin color from the mod is more yellow and a little gray. Colonists look sickly with this skin color, if compare with the original color #2.
I've looked through 3 other mods that get around this somehow, yet the code is well above my understanding. Sorry you'll have to settle for this or ask a more proficient modder.
Even something as simple as opening the Body/Skin:ColorA in the Character Editor mod will change the pawn's skin tone... (which is how I gathered the RGB values as stated in my mod's description)
Guess I'll add a bug report over on their mod page, I'll also have to track down the base game RGB values from somewhere else.
...\steamapps\workshop\content\294100\3165888554\Defs\GeneDefs