RimWorld
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Vanilla Hair Expanded
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Mod, 1.3, 1.4, 1.5
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7.165 MB
13 ott 2019, ore 10:31
27 mar, ore 14:23
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Vanilla Hair Expanded

In 2 collezioni di Oskar Potocki
Vanilla Expanded
97 elementi
Vanilla Expanded - Empire playthrough
148 elementi
Descrizione
[www.patreon.com]




1.2.0 (17/05/2020): Fixed label length issue.
1.1.1 (29/02/2020): Beards now work perfectly fine! Thanks for your patience.



We have all been there, with a colony of a hundred pawns where everyone looks somewhat the same. Starting colonists with no character to their looks. This mod is our attempt at fixing that.

We have worked hard to create a hundred new hairstyles that fit vanilla RimWorld perfectly! From tribals to space refugees, every possible pawn receives a set of new, fitting styles that add much needed character and soul to them, and with so many new possibilities, it’s unlikely two of your pawns will look the same!

And in case they do, one of our major features is a barber’s table - a workbench available to be built from the very start of the game, that allows you to change the hairstyle, colour and beard style of your pawns. Yes, you heard me right. We’re also adding 15 beards, which have a solid 20% chance to spawn on any male colonist! If, however, beards are not something you’re into, you can disable them in the mod settings!

Several hairstyles are inspired by popular TV series, video games or films, but due to the style they have been drawn in, they will fit the game without you even second guessing that!



Mod authors! If people complain that your hair mod breaks the barber table, check the label names of your hairstyles. Our barber table only allows 16 characters at maximum. It would actually be easier for you to change the label name of their hairstyles as label name for hairstyles is not visible ANYWHERE in the game other than this barber table, hence even using abbreviations won't be much of an issue. It will save us from rewriting our UI code as it will take a lot of time we don't actually have right now.

If your hair is called Long Dreadlock Savage whatever, you can call it "Long Dreadlock S".




Because Facial Stuff defines a custom data type for its beards (compared to our approach of extending one of Vanilla's data types), our beards and the barber's table will not work properly with Facial Stuff - the latter being removed from the game to avoid confusion and overlap with the aforementioned mod's own customisation system.

Similarly to the case of EdB Prepare Carefully, the only fix for this would involve making Facial Stuff a dependency. Considering that Facial Stuff is no longer in development, it is unlikely that we will make a standalone patch for it.

[forms.gle]



Due to how difficult it is to alter the menu of EDB Prepare Carefully, you will not be able to adjust a beard on the character-creation screen. You can still add the beard in-game using our new barber’s table!

If we were to fix this and add the ability to customize the beard before the game starts, we would have to make EDB a dependency, and we don’t want to force people to download it.

If you're experiencing pink squares on your pawns, it's because EDB Prepare Carefully doesn't recognize our beard layer yet (or lack of beard). Just make this character use a barber table and it will adjust itself correctly.

No other issues are currently being tracked.
































Q: Is it Combat Extended compatible?
A: It’s a hair mod, yes.

Q: Where in the mod load order should this mod be?
A: If you have Facial Stuff and/or Vanilla Factions Expanded - Medieval, it should be loaded after them. Otherwise it does not matter.

Q: Can I request a feature?
A: Yes, please use the comment section below to request features or hair styles. No promises though!

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these hairstyles to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Where can I find the barber’s table?
A: It is in the Misc tab of your architect menu.

Q: Are the beards disappearing when wearing a hat?
A: Only if the headgear covers the jaw. Beards in this mod are actually separate from hair, and they therefore get rendered separately too. This means you can wear a simple helmet and the beard will still be visible!

Q: Can I use this hair mod with other hair mods?
A: Absolutely yes! The way our barber table is coded, it detects all the hairstyles from all the mods!

Q: What can I expect to see on the development blog on your patreon?
A: Patrons have been able to see the progress on this and many other mods for quite some time now, advising me every step of the way. I try to post several times a week, which is a perfect opportunity to get to know the development process.



Graphics are created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

XML and C# created by XeoNovaDan.

Hairstyles Braid, Messy, Part, Quaf and Slick contributed by MonteCristo.

BioTech compatibility patch by Aquiles.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to pay the programmers for their precious time, and in return develop new and interesting content for you to enjoy.

[discord.gg]




Discussioni più popolari Visualizza tutte (12)
2
13 lug 2020, ore 22:40
Trouble with manual download (1.1 version doesn't download)
Idiotekque
2
11 ago 2020, ore 9:30
Suggestions
Lovecraft
1
15 lug 2021, ore 6:16
Crash na ultima atualização, alguém mais ?
Mah
911 commenti
tiberius0x1c9 16 giu, ore 19:22 
How can I get this to work with the long-haired and short-haired genes from Biotech? As a test, when randomizing starting colonists, these hairstyles show up on baseliners, but only base game hairstyles show up on highmates. I've reduced my modlist down to This+Harmony+DLCs and I'm still seeing the same effect.

What's weird is that I can peek into the XML files for this mod and see the long and short tags, so the data is definitely there, but for some reason it's not getting properly loaded into the game.
Teamson 16 giu, ore 12:15 
Absolutly! No worries about that. Thanks for your replys though.
Oskar Potocki  [autore] 16 giu, ore 11:30 
Sorry, it's generally denied. We don't allow people to simply reupload our assets in some other mod packs. After all, we want people to subscribe to our mod.
Teamson 16 giu, ore 3:18 
Aah, my bad. I guess i´ve read, what i´ve wanted to read.

So i understand, my request can be seen as "denied" or is there anyway for me to use/modify some hairstyles?

The mod itself is based on VEF.
Oskar Potocki  [autore] 16 giu, ore 2:50 
That point is correct - it means the mod can be uploaded AS IS to other websites, github etc.

If you however change it in any way, or bundle it with other content, that becomes derivative.

NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.
Teamson 16 giu, ore 1:38 
Oh. That i´ve misunderstood the form provided. "You are free to:
Share — copy and redistribute the material in any medium or format"

Is there any proper/official way to showcase you guys my intention and ask for permission?
Oskar Potocki  [autore] 15 giu, ore 14:29 
@Teamson
That is incorrect. You need permission to redistribute the asset.
Eddie Krueger 15 giu, ore 13:36 
Hiya! Sorry if it was brought up before, but would any of the following stuff possible?
1. Switching between showing all / only ideologically approved hair/beard styles?
2. Select a hair/beard randomly from the list shown? Preferably taking the weight set at ideology creation into account?

Thanks! If not possible, still thanks!
Teamson 4 giu, ore 11:55 
Hi there, i am currently working on Medieval-themed Factions and would like to use your assets without adding this mod as a required item (to keep it simple and clean).

Concerning to "(CC BY-NC-ND 4.0)" this would be ok as long as i provide appropriate credit (which i definitly will do of course).

Do i understand this correctly?

Love you guys, great content!
MightNight 15 mag, ore 17:48 
Hello VE Team thank you for the wonderful mods and for taking suggestions. I was wondering if you guys would be able/willing to give this mod's "Barber's Table" more of a gameplay function?
Perhaps requiring colonists to get an hair cut every 5 days or incur a mood penalty of -1 per 5 days without an hair cut and capped at -3 if not having received one in 15+ days? Colonists would receive a +1 to +3 mood boosts depending on the quality of the hair cut received. This would be based off a pawn's Artistic skill. This would have a nice soft gameplay use for the Barber's Table and the Artistic Skill