边缘世界 RimWorld

边缘世界 RimWorld

Genetic Biotech for Facial Animation
18 条留言
Sunshiney Days  [作者] 10 月 10 日 上午 4:45 
@JackyTEC, be sure you have the latest version of the mod! Maybe try unsubscribing and resubscribing. I’m not sure what else could be the problem
JackyTEC 10 月 9 日 下午 5:09 
In your picture it shows the Hussars and Dirtmoles having custom eye colours with unique eyelids, but in my game there is only the default Biotech_Eyes_Red for eyelids. Is there something I'm missing?
turkler 10 月 2 日 下午 12:13 
great mod, thank you
예미넴 9 月 26 日 上午 5:58 
Could you please make a version of the Anomaly Ghoul head as well?
Sunshiney Days  [作者] 9 月 23 日 上午 5:10 
@FRAA, yeah, that was a new problem with the update. I don’t know how to fix it, sorry. You can add EyeGenes2 patches yourself for unsupported xenotypes so they have eye colors, though, or see if anyone else made some
FRAA 9 月 22 日 下午 10:50 
Emmm it seems there are still some issues with EyeGenes2 that make pawns spawned without eye genes provided by EyeGenes2(usually happens on the unsupported xenotypes,and the eye color spawning should follows default rule provided by FA)often have one or two eyes without any color assigned.This issue took place after this mod's update so i am thinking maybe there is something interfering the spawning of eye colors?Anyway thanks for your work!
Sunshiney Days  [作者] 9 月 18 日 上午 11:01 
@FRAA, when I get home from work, I’ll add a patch to disable the eyes if EyeGenes2 is active
FRAA 9 月 18 日 上午 8:58 
The eye colors patch overrided the content of the mod EyeGenes2 even i have already loaded this mod before it,and this will make certain xenotype's eyes look weird if i don't use VTE facial animation.
MadMage 9 月 9 日 上午 11:55 
Okay, so I am lost now. Both of your mods have the same description and I can't tell which one I am supposed to use anymore. If I use just this one, the Fauns don't work and anyone who is bald turns into a furskin head. And genies don't work at all.
Sunshiney Days  [作者] 9 月 9 日 上午 7:52 
@cykonetic, I’ll check it out when I get home from work! It was working yesterday for me. Could you comment with a link to your logs?
cykonetic 9 月 9 日 上午 5:45 
I think facial animations mucked with gaunt heads.
Sunshiney Days  [作者] 7 月 31 日 下午 1:14 
@тетеря, блин, thank you for the logs. There’s a known issue with HAR I need to figure out, sorry about that.

Also need to figure out Character Editor integration. For now, use the in-game Facial Animation menu or the dev mode pawn gizmo to change heads!
тетеря, блин 7 月 31 日 下午 12:44 
spawns kiiro head for humans…

https://gist.github.com/HugsLibRecordKeeper/e7977d8e46a396caef741f41b5ef2211
https://gist.github.com/HugsLibRecordKeeper/7fe96c42bea6da2df9b5d0ae84c07db1

And I can't even change the head in Character Editor. It has a dropdown list of available heads, but I can't switch it.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2988200143
Sunshiney Days  [作者] 7 月 30 日 下午 5:52 
@тетеря, блин, I don’t know of a mod like that, sorry. Maybe check out the rimworld discords.

@Rex705, I haven’t integrated Alpha Genes yet, although it is on the to do list. Be sure to check out the Mod Head Pack for updates!
Rex705 7 月 30 日 下午 4:17 
The Alpha Genes xenos still don't seem to fit like example the rock eater xeno looks ok from the front but the side is a mess.
тетеря, блин 7 月 30 日 上午 5:08 
do you know any mod that allows to create a subgroup of tattoos and create a separate gene that could spawn them with adjusted rates to the gene's owner? or, as an option, making a such a subgroup to be bound to some faction and making those tatoos spawn only for them? or… maybe bounding them to an ideology too, as an option? I mean, this could make looks so less random and more thematic. do you know such mod? or maybe you can make it?
GetUrAssToMars 7 月 24 日 上午 2:23 
Incredible!
FlamingLlama 6 月 23 日 上午 10:58 
This is super impressive. It works much better than Facial Animation Xenotype Compatability! I was worried that with that mod being abandoned, and 1.6 on the horizon, that would be the end of Biotech and Facial Animation integration, but glad to see that I am wrong.