RimWorld
[NL] Facial Animation - WIP
1.587 Komentar
blueleaf 2 jam yang lalu 
Same issue.
I think it didnt work.maybe.
@Nals
WOO MY FAVOURITE MOD HAS BEEN UPDATED! nals, please keep up the amazing work, all your mods are genuinely amazing and you are a saint for making them :galelove:
Nals  [pembuat] 6 jam yang lalu 
@QUEEN-Elsa-san, @Blue_Goliath-san,
Thanks for your reports. I’ve added a temporary fix. Please try it.
Blue_Goliath 11 jam yang lalu 
Same issue.
Since the August 16th patch, rare item traders no longer bring any items or silver.
Using the developer tools to call them, I can see an error log indicating that the goods cannot be generated.
QUEEN-Elsa 11 jam yang lalu 
更正:稀有品星球轨道贸易商,没有商品和白银
Correction: Rare planet orbit trader, no commodities and silver
QUEEN-Elsa 11 jam yang lalu 
这个mod现在有bug,我排查了两个小时,现版本安装mod后会导致稀有品贸易商没有商品和白银!This mod currently has a bug. I have been troubleshooting it for two hours. Installing the mod in the current version results in rare item traders having no goods or silver!
Zack 15 Agu @ 11:58am 
@Yo Homie Use the retexture which you can find easily using your hands.
Yo Homie 14 Agu @ 10:46am 
is there any normal Facial Animation mods that arent for gooner weirdos
JoeOwnage 13 Agu @ 2:36pm 
Are the colonist bar animations on a different layer than the actual pawn animations? My head is on layer 50 and the animations are working fine on the pawn but they seem to be behind the face in the colonist bar. https://i.imgur.com/NaR0fPS.png
Goku 11 Agu @ 12:14pm 
I love the statue face animations tho gives that extra creepy horror vibe :FarceFace: Its just a mannequin
Realm Imp 11 Agu @ 3:31am 
statue also have facial animation. any plans to remove that? its weird that their face are moving
Turkwise 10 Agu @ 6:45am 
Is there any way to exclude Ghouls and Shamblers from having faces from this mod?
My cannibalistic ghoul killing machines should not have cutesy anime faces
Cinderella 9 Agu @ 8:41pm 
After removing the bionic - eye texture with Simple Texture Tweaks and then using the Transcendent Bionic Eye, the eye color can only be yellow. Could you please add an option to keep the original eye color? Please.
Van Haus 5 Agu @ 12:02pm 
What [NL] means ?
ShifterDrifter31 3 Agu @ 2:35pm 
the new 1.6 statues also have moving eyes now, kinda wierd man lmao
Pych 2 Agu @ 6:13am 
Suddenly, the button on the main bar has reappeared. It is showing, even when deactivated in the options. I tried to fix it with RIMMSqol but didnt work either. I could rearrange and hide any other buttons but that one with RIMMSqol.

Anyone having the same issue? What is the point of that button anyway?
Jet 1 Agu @ 11:31pm 
is this mod the cause for the occasional pawn with a blank face? Like so
https://media.discordapp.net/attachments/644297903476834344/1401089671060263033/image.png?ex=688f01f0&is=688db070&hm=89ce34ad3cddc976fdabfe7ad061a88c7e9bd23d47c4ce2636d792d62e37dbf1&=&format=webp&quality=lossless&width=1068&height=601

im running it, reels animated faces and vanilla textures expanded facial animation
Mega 29 Jul @ 3:23pm 
HI! can you make it so the statues stop having facial animations too?

Ihe 1.6 have new art statues of pawns but seems like they also are getting the facial animations, can you like make it just a still frame on it instead?
GHOSTDRAGON120 29 Jul @ 9:49am 
your mod brakes the race mod = https://steamproxy.com/sharedfiles/filedetails/?id=2455173560
they do not load there bodys right
i am version 1.5
Тухлая Жаба 29 Jul @ 9:20am 
Бля, почему анимешные-дурачки, склонны пихать свою помойку просто во все игры, где это вообще не уместно, от мне просто интересно понять, когда автор пилил эту хуйню, он видел какая рыганина в плане совпадения с сеттингом получается? Или с закрытыми глазами ебашил, поэтому и ни одна текстура волос не совпадает с формой головы как и у бород. То есть помимо того, что первоначально это блевотня анимешная, не подходящая вообще и совсем, так сука ещё и криво сделанояю🤡🤡🤡
J 25 Jul @ 1:29pm 
so I got a joiner event from Anomaly
apparently joiner from this event still has Vanilla grey eye texture stuck on the head
idk how to remove it
Kinoko 24 Jul @ 5:55pm 
During my first Odyssey run, I had one pawn making statues all day every day for like 5 in game years, and that meant HUNDREDS of blinking sculptures of my pawns, which was a little disturbing lol. I imagine that's not an intended interaction, and hopefully can be patched out. Other than that, I absolutely love the mod. It's such a small thing that makes such a big difference in giving pawns more personality
GetUrAssToMars 24 Jul @ 10:52am 
Just wanted to add to Sunshiney Days' incredible work. Been using it for the last few days and its such an elegant solution to getting face animations to play nice with xenotypes. No more bald yytakins and round face toxoids
Предплечье 24 Jul @ 3:37am 
Does anyone know if it works with custom races from VE? Like if this mod should be placed after them or not, if it works
WrongTypeOfHero 23 Jul @ 12:07pm 
so a very scary bug that I have found with the new Odyssey dlc is that Statues of colonists will sometimes BLINK at you. i had accidentally mistaken a statue for one of my colonists and was frightened when i saw it.

very funny but also fucking horrifying!
тетеря, блин 22 Jul @ 2:53pm 
@sunshiney day, awesome, subbed. so, is it possible to combine looks from different retextures simultaneously and bind them to specific genes that (at the same time) could be bound to a faction (maybe with different mod)? I mean, like having this ([NL] Facial Animation - WIP) and these looks simultaneously for different pawns with different genes:

https://steamproxy.com/sharedfiles/filedetails/?id=2682310477

imo, this would be awesome. there are some many cool retextures, it's sad that only one can be used. they could represent something like national looks (we all look a bit different and that's okay).
Sunshiney Days 22 Jul @ 1:09pm 
@тетеря, блин, bit of self promotion here, but check out my mod Genetic Heads Framework for [NL] Facial Animation if you haven't already! Links genes to head types, as long as the xml is set up with gene info! https://steamproxy.com/sharedfiles/filedetails/?id=3498759997
TheSquirrelofHuscurl 22 Jul @ 12:03am 
the correct move for statues is to add it as a mod toggle so people can choose to play with it or without it
тетеря, блин 20 Jul @ 3:32pm 
thanks for updating! is it possible to make a framework that would allow having different types of faces per different factions? Or maybe bound to a gene. It would be super cool to make different factions look differently, something like nations. I mean, there are so many cool retextures waiting to be integrated all together.
Svela 19 Jul @ 7:25pm 
I'd say keep the statue faces. That is both hilarious and terrifying. Maybe make it a mod option so people can disable it at their own discretion or something.
Holarula 18 Jul @ 11:54pm 
WARNING: The statues' eyes are still. They don't move. You should not see blinking or eye movement on any statue.
If you see or think you see eye movement:
1. Look away immediately! No staring.
2. Stay calm. Remind yourself that this is an illusion.
3. Leave the exhibit naturally without looking back.

Absolutely prohibited:
Touching the statue (especially the face).
Staring into the statue's eyes for a long time (>10 seconds).
Using a flashlight near the statue.
Talking to or taunting the statue.

(Written on the back of the brochure):
... Remember, statues don't blink... unless they want you to see...
Smiley Face Killer 17 Jul @ 11:37pm 
The statue thing is hilarious, creeped me right out when I zoomed in to look at our leaders glorious statue to see it blinking back at me. I love it but definitely needs a fix lol
她说我不如她爸 17 Jul @ 7:31pm 
TAT
C0lin2000 17 Jul @ 9:58am 
my statue has now face ?!
m0i XozYa!N 16 Jul @ 10:21am 
It took me a couple of minutes to realize that I wasn't imagining that the statue was blinking xd
Khorne Flakes 15 Jul @ 2:15pm 
Could you please allow us to disable facial animation for custom xenotypes? Maybe through a gene?
RTOmega 15 Jul @ 12:29pm 
Statues blink. XD

Also they change facial expression when reloading (idk if this is caused by this mod)
ƎNA 15 Jul @ 10:32am 
Please, fix statues!
Deggial 14 Jul @ 12:14pm 
LOL!
I came here to report that the new colonist statues are a bit ... creepy.
Is this the new 'terror sculpture'? :D

I thought I would be the first to notice!
But of course not!

A fix would be appreciated.
For peace of mind.
TheTime 14 Jul @ 8:07am 
CameraPlus.Tools:GetMainColor (Verse.Pawn)
CameraPlus.DotTools:GetMarkerColors (Verse.Pawn,UnityEngine.Color&,UnityEngine.Color&)
CameraPlus.DotDrawer:DrawDots (Verse.Map)
CameraPlus.DynamicDrawManager_DrawDynamicThings_Patch:Postfix ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (Verse.DynamicDrawManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
TheTime 14 Jul @ 8:07am 
log is here
Exception setting up dynamic nodes for 西比里: System.InvalidCastException: Specified cast is not valid.
[Ref 3E9A1ADB] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderTree.TrySetupGraphIfNeeded_Patch0 (Verse.PawnRenderTree)
Verse.PawnRenderTree:EnsureInitialized (Verse.PawnRenderFlags)
TheTime 14 Jul @ 8:06am 
It seems to be incompatible with the Vanilla Factions Expanded - Medieval 2 mod. The pawn's head is the original one.
Zerosoka 14 Jul @ 5:46am 
When using this mod the default hair is to big for the head model. Is there a way to adjust this setting? Love this mod!
Wex 13 Jul @ 5:32am 
statue animations are so creepy, hope it gets fixed soon
Sliver 12 Jul @ 9:11pm 
can confirm that the inanimate statue has an animated face, beautiful mod
donny 12 Jul @ 5:24pm 
this mod eats tps rn
Odium 12 Jul @ 11:30am 
Is this Odyssey ready? Im getting mixed results on that answer
D1cjun 12 Jul @ 5:59am 
1-6 1-6 1-6 -16 pls pls pls
GameofGames 11 Jul @ 11:52pm 
It works however I have noticed that with this mod enabled it seems that blueprints don't work correctly unless zoomed in at a certain distance.
Noire 11 Jul @ 6:19pm 
Yes 1.6. I love you