RimWorld

RimWorld

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Genetic Heads Framework for [NL] Facial Animation
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Mod, 1.5, 1.6
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234.754 KB
14 Jun @ 5:24pm
17 Sep @ 7:06pm
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Genetic Heads Framework for [NL] Facial Animation

In 1 collection by Sunshiney Days
Sunny's [NL] Facial Animation Mods
6 items
Description
Genetic Heads Framework for Facial Animation
Support for Facial Animation (FA) genetic head selection!

NOW UN-OBSOLETE FOR 1.6!

What This Mod Does
In 1.6, this mod adds logic to FA to correctly assign multi-gene heads, allow variation in heads like furskin, and adds eye color for vanilla Biotech.

In 1.5, this mod connects genes to Facial Animation parts. If you have the textures with the right code in your mods, this mod will automatically apply the appropriate parts to your pawns.

Requires Head Packs or patch mods to work!

Check out my Biotech Head Pack for vanilla Biotech heads edited to work with Facial Animation. Pairs very nicely with Vanilla Textures Expanded for Facial Animation.

Also check out my Mod Head Pack for some heads from mods, also in vanilla style (VRE, Roo's).

Features
  • Automatic face assignment based on genes
  • Supports multiple required genes per head (furskin and heavy jaw, gaunt and furskin, etc)
  • Fallback system assigns race/gender-appropriate heads if no genetic match
  • Supports multiple head textures for a single gene (like base game Biotech furskin's three textures)
  • Extensible design to easily add your own head packs

Known Issues:
  • Weird behavior with HAR
  • Default (anime) FA right eye color not working. Not something I know how to fix, sorry. Using EyeGenes2 bypasses the problem

Modder-Friendly
Make your own head packs or patch existing Facial Animation heads! Make sure art is FA appropriate (no eyes, same folder system as Facial Animation, etc) and then add Defs with gene logic. In 1.6, use FA's native targetGeneDefs. In 1.5, use:
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Genetic Heads Framework for [NL] Facial Animation</li> </mods> <match Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.HeadTypeDef[defName="def_Name_here"]</xpath> <value> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </value> </match> </Operation> </Patch>

To patch a mod that you've made FA compatible head art for in 1.5:
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Name of Mod to Patch</li> </mods> <match Class="PatchOperationAdd"> <xpath>/Defs</xpath> <value> <FacialAnimation.HeadTypeDef> <defName>FAHeadTypeDefName</defName> <texPath>example/folderpath</texPath> <probability>0</probability> <shader>Map/CutoutSkinOverride</shader> <!--CutoutComplex if using alpha masks --> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </FacialAnimation.HeadTypeDef> </value> </match> </Operation> </Patch>

A Note from Me
I’ve been working on this mod for a long time, even started learning c# so I could make it. If I'm not active in the community and it needs to be updated somehow, feel free to do so. Hosted here on Github.[github.com] When I come back, I'll integrate it into the main mod! I'm happy to update with improvements and credit appropriately.

Tips are in no way expected, but are very appreciated ❤️[ko-fi.com]

Have fun!
55 Comments
Sunshiney Days  [author] 18 Sep @ 6:57pm 
@Bodacious Cowboy, with the way my c# logic works, I'm not sure that's something I can fix, I'm so sorry. Using EyeGenes2 helps solve the problem, and the colors per xenotype are customizable via xml, if you're looking for other solutions.
Sunshiney Days  [author] 18 Sep @ 5:17pm 
@Bodacious Cowboy, that's definitely odd. I'll see if I can fix it!
Bodacious Cowboy 18 Sep @ 4:50pm 
Having this installed is making every pawn generate with a pure white right eye. Every slider in the FA menu for the right eye is at 0.
Deggial 10 Sep @ 7:40pm 
Don't worry, it's OK.

So I will keep subscribed to this mod, but not have it active until you increase its version number again. Don't stress out over it.
Sunshiney Days  [author] 10 Sep @ 2:41pm 
@Deggial, no worries. There’s been problems since FA updated, so for now, assume things are broken. I’m so sorry, and I’ll do my best to fix it soon!
Deggial 10 Sep @ 9:34am 
To be honest, I'm a bit confused. Sorry about that!

You wrote: 'For normal players, this mod doesn’t do anything on its own.'

I am definitely a 'normal player', as I (as many other players) use xenotype mods that utilise newly created biotech genes, which often come with unique head shapes.

So, despite using those mods, this mod isn't needed any more?
MadMage 9 Sep @ 10:26am 
Ah, I see. This one's been rolled into FA itself, that's probably what's causing the issue.

Appreciate your service, sir. o7
MadMage 9 Sep @ 10:16am 
So, I'm having a problem now where all of my colonists' heads are being randomly assigned to xenotype heads despite not having the genes....
Sunshiney Days  [author] 9 Sep @ 7:51am 
@Bearzapt34, should be. It was happening because FA changed some code for 1.6 for genes. I rolled back my version and this mod should now only be used with 1.5!
Bearzapt34 8 Sep @ 8:35pm 
Has the world generation bug been fixed yet?