RimWorld

RimWorld

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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.275 MB
Dec 11, 2023 @ 2:32am
Jun 14 @ 7:04am
45 Change Notes ( view )

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Description
Show a pixel-art style avatar for pawns
Currently covers most vanilla and DLC contents:
  • hair styles
  • tattoos
  • cosmetic genes
  • life stages: newborn, child, adult, corpse
  • gear (clicking on the avatar toggles the visibility of the headgear worn)
Supported mods
Modded hair styles are rendered directly using the hair texture! The style occasionally doesn't match, but I think this is the best solution and requires the least effort on my part ^^ Of course all credits go to the original artists who created the hair textures.

Modded cosmetic genes are also rendered using their textures. This means the majority of horns and ears should show up in the avatars. Though it won't handle genes that significantly change the look of a pawn's head.

Supported mod list
Features and apparels
Genes and races
Mods marked * means the included hair/beard textures are not hand-pixeled.

Partially supported

I'll gradually add support for other mods. Those I personally use will of course come first on the list, namely the Vanilla Expanded ones, but feel free to suggest your favorite ones as well.
Colonist bar support
You now have the choice to replace the portraits in the colonist bar with the avatars from this mod. Compatible with Colonist Bar Adjuster, Color Coded Mood Bar, and Colony Groups. I'd recommend using either Adjuster or Colony Groups to increase the size of the bar (and for other customization).
AI-gen portraits
The mod has some built-in functionalities for AI-gen portraits. Check out the guide here for the setup.
Remarks
Note that the mod is still receiving regular updates, mainly maintenance fixes and new textures for more mod support. So occasionally there will be bugs and issues. Feedbacks are always welcome!

This is a purely cosmetic mod, so it is safe to add or remove at any time. DLC are not required.

Should have no compatibility issues, but if you use other portrait mods they might get drawn on top of each other.

Unsupported gear that covers torso will either show as a t-shirt or a generic light-armor, based on whether the gear has the "armor" tag.

Please visit the mod settings for many customization options.

The facial features are determined by the birth date of the pawn. Just so if you don't like the looks of a pawn and want to customize via a character editor, you can try giving them a different birthday.

Here is a guide[github.com] if you want to add your own patches.

Comparison with Portraits of the Rim:
  • First of all, the art styles are totally different. Pixel-art style requires slightly less work (thankfully), takes up a lot less disk space, but also has room for fewer details, unfortunately.
  • Portraits supports far more mods. And I don't think that will change soon (or ever). Sorry! (And bravo to TwoPennyDoodle for creating 6000 assets!)
  • Portraits uses traits to choose facial features. This mod instead uses only the pawn's birth date.

Github:
bolphen/rimworld-avatar https://github.com/bolphen/rimworld-avatar

License:
CC BY-SA 4.0 deed[creativecommons.org]

Discord:
You can join my server to report bugs, give feedback, or share your images https://discord.gg/3FAVpagmK9

Credits
I studied the source code of Colonist Portraits and Portraits of the Rim when starting the mod so credits to their authors.

Thanks to the legendary Aelanna for teaching me how to write my first transpiler; Tiago for contributing to the static portrait code.
Popular Discussions View All (2)
27
Jun 9 @ 7:04pm
PINNED: Mod suggestions
bolphen
1
Mar 4 @ 7:49am
Bra display problem on men
duderezm
384 Comments
bolphen  [author] Jun 14 @ 7:07am 
@FrankWilco Very stupid mistake on my part... Should be fixed now
FrankWilco Jun 14 @ 1:43am 
Mod seems to break the quest tab's `Accept For X pawn` button on 1.6.
bolphen  [author] Jun 13 @ 2:07pm 
@Cheet4h Thanks for the bug report, sorry for taking so long to get to it. It's fixed now.

@Datboi Probably not; the point of the mod is to add personality to pawns; mechanoids don't really need that.

@Harmonea Yeah I'm actually aware of that issue; the problem is that the vanilla faces and the modded avatars don't have the same proportions, which makes it very hard to pick a right scale for most hair to fit. The best solution is probably to stretch and deform a bit the vanilla texture to fit the face but it's going to be complicated and I'm not sure the result will worth the effort. Maybe I'll try look into it.

@LeoZin13 There's now a slider to adjust that.

@ToadMama69 <3
ToadMama69 Jun 12 @ 6:57am 
My favourite portrait mod, thank you :)
Wendell Jun 2 @ 11:51am 
Does mod have any perfomance impact on game?
LOSSYmooker May 27 @ 12:35pm 
why is my colonist missing his eyes and nose?
LeoZin13 Apr 26 @ 5:16pm 
The "Use vanilla portrait" in the AI-gen prompt doenst show the full portrait - it cuts off the head/ middle of head. Not sure if this is a bug or mod interference, its like the image is translated a little bit too high
Harmonea Apr 13 @ 5:58pm 
Would you consider adding something like a set of layer scale sliders for these portraits? In my setup, the hair is drawing significantly smaller than is displayed in-game. Styles that should be around chin-level are instead drawn just below the eyes. I would love to just like... make the hair and helmet layers 25% bigger, or the head and body 25% smaller, or something.

Not sure if helpful, but I assembled a few comparisons to show what I mean [i.imgur.com]. I know this is probably a stylistic choice that looked good on more vanilla pawns, but my mods make the difference look strange.
Datboi Apr 12 @ 5:33pm 
Hey, is there any avatar for mechanoids? If not, how much will it cost to have continued support for this mod?
Cheet4h Apr 9 @ 8:21pm 
The error in the log is as follows:

Root level exception in OnGUI(): System.ArgumentException: Illegal characters in path.
[Ref 96BA1116]
at System.IO.Path.Combine (System.String[] paths) [...]
at System.IO.Path.Combine (System.String path1, System.String path2, System.String path3) [...]
at Avatar.AvatarManager.TryGetStaticTexture () [...]
at Avatar.AvatarManager.GetAvatar (System.Boolean allowStatic) [...]
[...]

I think the issue might be that the Pawn's full name now includes color codes and escaped markup (e.g. "Chosen of &lt;color=#00FF00FF&gt;the Purple Imperium&lt;/color&gt;" - at least this is how it's stored in the save file), which likely cannot be used to create a path.
Seems like VFER overrides the Pawn.Name.ToStringFull function of titled Pawns, with no way to get just their first and last name.

As a workaround it's possible for the player to just not assign such titles to a pawn.