RimWorld
[NL] Facial Animation - WIP
1.396 σχόλια
WJSabey 4 Οκτ, 13:51 
Is it possible to disable this on a per-pawn basis? I love it for most pawns, but some xenotypes shouldn't have normal heads, and this overrides that.
CHRISTIE MONTEIRO 3 Οκτ, 13:06 
some helmets are worn sideways, for example: from the obsidia fashion
tanyfilina 28 Σεπ, 5:15 
Any hope for making this mod compatible with different xenotype heads and corresponding mods, like More Yttakin face by Akke ?
Laff 27 Σεπ, 4:09 
Pawns are closing their eyes whil relaxing socially, even whilst walking to the social relaxation spot, must be a bug.
Daddy Engi 26 Σεπ, 11:18 
The mod is only working on male pawns and not female ones. Is there any change you know what causes this?
Evennacht 25 Σεπ, 23:20 
Faces animate while in bio sculptor pods. They should use sleeping animation instead.
Dlitz 17 Σεπ, 9:37 
Using Vanilla Factions Expanded - Pirates and Facial Animation-WIP together will cause constant errors in the foundry.
Fruchtgummi 14 Σεπ, 7:27 
Just a heads up: The recent update seemingly fixed some problems with eyes being invisible. It does not appear that it fixes my issue with shamblers and other special entities (unnatural corpse. Don't know if there's more) spawning without eyes. Or rather the eyes being drawn below the head layer it seems?
Soloquin 13 Σεπ, 22:54 
Can you bring back the eye makeup for Lidgirly01 and lidgirly02? They made my character look quite good.
Fruchtgummi 13 Σεπ, 12:12 
Hi there! I seem to have a strange problem that I don't really see here in the comments I THINK.

Problem is that some entities spawn with hidden eye textures. More specifically I can't see the Lid and Eye textures. Everything else shows up as intended.

When fiddling around with the head types I can see a "NOT_Head" option which makes the head - and only the head - invisible. All the other textures remain visible and even the missing Lid and Eye textures become visible. This makes me think that those specific textures are drawn BEHIND the pawns head layer.

Now the thing that confuses me the most: This issue does exclusively happen with shamblers (and a unnatural corpse) from the Anomaly DLC. And even then it doesn't always happen. Whenever there are shamblers approaching some of them work perfectly fine and some just...miss their Lid and Eye textures. Aside from that I failed to se a pattern thus far.

https://gist.github.com/HugsLibRecordKeeper/824f99f8ca6739e4cc77aef9353cb7a6
Kaschey 13 Σεπ, 9:13 
Sure, I can try. Just don't call me "san" please
Nals  [Δημιουργός] 13 Σεπ, 8:51 
@Kaschey-san
I was chasing a different glitch and hadn't found a good fix. Your comment helped me find a solution. Thanks. Maybe the issue you pointed out can be fixed as well. Could you try changing 'CutoutSkinOverlay' to 'CutoutSkinOverride' and check if it fixes the issue?
神说万岁 13 Σεπ, 8:11 
The newly added option to disable xenomors may cause bugs in some mods' built-in head genes when disabled, resulting in misalignment between the head and torso,
Kaschey 11 Σεπ, 20:00 
Since the latest update, I've got an issue: Motz from "Outland - Motz Coalition" have their portraits broken. They have their fluff always rendered in front of their faces which completely covers them. If anyone has the same issue, here's the solution I discovered so far:

Go to Steam/steamapps/workshop/content/294100/1635901197/1.5/Defs/FaceTypeDefs/Human/HeadType

Open this file via notebook and delete 3 identical lines: "<shaderColorOverride>Map/CutoutSkinOverlay</shaderColorOverride>"

That fixed it for me.
pyrobladeich 11 Σεπ, 19:09 
Request: Would it be possible to interoperate a facing direction control much like the "lying face" mod? This would allow the player to pick what position a pawn would sleep in their bed.
AJarOfDirt 10 Σεπ, 12:30 
Why do you have a release notes section when there is a dedicated change notes section?
󰀒Ave󰀒 9 Σεπ, 12:35 
Thanks for fixing this issue that quick, everything works like a charm ^^
Mega 8 Σεπ, 16:25 
@Arkalon I'm on the same boat. Strange... I wonder what changed? Hopefully somebody figures out a way to fix this.
󰀒Ave󰀒 8 Σεπ, 13:58 
There is an issue with color of "head skin overlay" - it is always red hue no matter what, and it just doesn't work for unnatural xenotype skin colors like gray, white, purple itp.

It looks really odd when shadow on you waster's head is pink while shadow on its body is gray as it shoud be on whole body ;/

(I know that it is possible to disable this mod for certain races, but that simply is not an option)
Hobo Boi 6 Σεπ, 17:28 
@Ridge - Not sure if you are using the "[NL] Custom Coordinate Offset" mod but I got mine to work by disabling it.
Arkalon 6 Σεπ, 6:36 
completely broke, I don't know what happened, custom xenotypes just don't render body + parts anymore, no tails no horns nothing
SILVERIII 5 Σεπ, 19:24 
Ask question here,why my facial animation mods does not work?It seems some mods will turn off the function.Or place mods wrong order?
Ost Spellman 5 Σεπ, 2:31 
if using the performance optimizer mod and this mod together, go into performance optimizer mod setting and turn off "faster GetComp methods replacements" that solved the invisibility problem for me :)
Kasa 4 Σεπ, 12:02 
You should do what @Ridge did and link to a error log. Saying you have this invisibility error that only some people are experiencing without a log doesn't really help the mod author.
Cado 4 Σεπ, 10:43 
Loaded a save and everyone is invisible + 1 fps
神说万岁 3 Σεπ, 7:18 
Conflict with certain mods can result in disabling dynamic expressions for a certain race, causing the head texture to be placed after the torso texture
Mister Buisness Mann 31 Αυγ, 11:01 
The settings that are supposed to disable facial animations in the modsettings and restore the original vanilla head do not work as they keep redrawing the head behind the body of the pawn, as well as those heads always being completely blank. Should be an easy fix I hope
Ridge 29 Αυγ, 13:44 
Same issue here - pawns are inivisible. Unsure what the conflict is, but here's some logs: https://gist.github.com/HugsLibRecordKeeper/96694db5c160f2319231d6f4a4622947
lap rat 28 Αυγ, 20:01 
(if i make it so this mod doesn't apply to a colonist they become visible again, though, with the vanilla face obv, and the adderman isn't using the facial animations face)
lap rat 28 Αυγ, 19:59 
after like three in game years of using this mod, i loaded up today and everyone is invisible except the new Adderman colonist i got last session (big and small - lamias and other snake-people). they weren't invisible when i saved and stopped playing...
Ost Spellman 26 Αυγ, 2:41 
the thing where pawns are invisible is on my end due to multible mod cacheing the same things. the mods i have that caches are optimization mod. this mod had an option to disable its own cache function to prevent this. the shot version is that this mod is now conflocting with at least some optimization mods :(
Kasa 25 Αυγ, 14:33 
Im pretty sure you are all having a mod conflict because I have 219 mods installed with no error.
Then again I'm also using eyegene2 as well so..
chaospurge7 25 Αυγ, 14:02 
After the update I'm having a repeating error and my pawns are invisible.
AwesomeShite 25 Αυγ, 13:46 
Great mod :) thanks for the updates!
Power of Nature 24 Αυγ, 22:35 
After the newest update, eyes from genes are not drawn anymore and replaced by normal eyes. Other parts like ears and horns are still working fine. Can you check if there's something wrong?
Kasa 24 Αυγ, 8:17 
@plutonium

You can change that in mod settings.
plutonium 24 Αυγ, 8:15 
Eyebrows are rendered ontop of face accesories and it looks pretty ugly
Kasa 22 Αυγ, 15:48 
Could we get a patch to remove the default ears that are on every head? If you play with the genetic ear traits you end up with 4 ears and I'd rather use the gene ears instead of the human ones.
Ivor_Amlug 22 Αυγ, 12:46 
Somehow eyes of mods like bt eyegenes2 get rendered on top of the Facial Animation Faces as their vanilla variant. I have switched back to an Older version of this mod that i luckily had backuped and it seems to work as intended again.
Anrakushi- 14 Αυγ, 12:48 
Besides the popular bug of misaligned beards, it also happens to me along with misaligned eyelids (not aligned or stacked in front of the eyes) and mouth (out of face from side view). Tried readjusting the mods order several times both manually and using RimPy with no result..

I use 300~ mods so I tried to figure out which mod may conflict with this mod by narrowing them down to some mods that work around the same subject. Here are some of the other mods I used that might cause some conflicts:

[NL] Face Animation - WIP
[NL] Face Animation - Experimentals
[BT] EyeGenes2 | Base - [NL] Facial Animation
Vanilla Textures Expanded - [NL] Facial Animation
Humanoid Alien Races
MoeLotl Race
MoeLotl Facial Animation
Vivi Race
Kijin Race
[NL] Chibi Face Male Only and Female Only
Vee face for Facial Animation
No Ghoul Eyes (No Gray Eyes)
Some other face mods e.g Malang Faces, HD Faces (Nonvanilla)

I could really use some info on which mod may be incompatible with which mod. :steamsad:
Tetrako 12 Αυγ, 11:06 
Getting the 'eyes closed while relaxing socially' issue.
P0L0R BEAR 11 Αυγ, 5:03 
For some reason Saurids from vanilla expanded don't show up on the list to disable animations. I tried it a few time with my normal mod list, then a few times with just the mods required for Saurids and this mod.

Also there seems to be a limit to how many xenotypes fit on disable animations list. I'm not sure if its a bug. Disabling xenotypes makes some other ones show up. So I'm guessing there's a limit.

Other than that amazing mod, can't really enjoy rimworld without it.
Marcus 10 Αυγ, 19:58 
Please fix misaligned beards
AJarOfDirt 9 Αυγ, 16:08 
The disable animations gives me blank faces with no features (no eyes). Is there a conflict with something I'm not thinking of? I think I've turned off anything that might cause a conflict...
Obi 9 Αυγ, 14:51 
Still getting invisible pawns
Porcy 9 Αυγ, 12:19 
Hi ! Beards seem to spawn in the wrong place very often in side view.
From what I saw it's a problem with the headtype in general settings and head in animation control that don't match.
(A narrow head type with an animated normal head will place the beard in the wrong place in side view for exemple)
VulpineVandal 8 Αυγ, 13:19 
This does work with xenotypes but there are no properly scaled heads for children. Makes their heads massive for some reason.
Marcus 7 Αυγ, 17:20 
Anyone know if this mod works with xenotypes?
RocketRacoon 7 Αυγ, 1:39 
Looks like the beards side view is messed up again ( I remember this was fixed at some point, might be wrong) This happens with all beards, vanilla or modded
KingsMan_ 4 Αυγ, 20:18 
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