RimWorld

RimWorld

[NL] Facial Animation - WIP
1,593 Comments
Darius Wolfe 23 hours ago 
Any help on the reddish skin tone fix? I've tried the slider at max, min, mid, all over the place and there doesn't appear to be any difference. Since several of my pawns have darker skin tones, it looks weird on the face; I've got a mod that removes it from the body already, but doesn't seem to help with the face at all.

Is this a bug that's maybe been re-introduced, or am I doing something wrong?
Fibre🌹 Aug 22 @ 3:58pm 
All of the sudden some races gene eye texture overrides this mod. Even the Hussar has a red eye texture when it was fine before. Anyone know how to fix this?
Eclipse Aug 18 @ 9:18am 
Thank you for that musthave mod!
Any chance for compatibility with multiplayer mod?
Lemniscate_Mike Aug 17 @ 2:05pm 
Would you be planning on updating this to support leathery faces and such(I'm asking for each mod, as I dunno who needs to do it)?
seasonsreverse Aug 17 @ 12:32pm 
Reloaded my save and they're open now. My bad.
seasonsreverse Aug 17 @ 12:29pm 
I believe this latest update has my colonists stuck with their eyes closed? Thought it was because they were miserable but they just never open.
QUEEN-Elsa Aug 16 @ 10:10pm 
@Nals
Thank you for your hard work and dedication. I think the patch file is working. But it seems that the refresh rate of rare commodity traders in planetary orbits has increased, I think this should be my illusion
blueleaf Aug 16 @ 9:46am 
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  [author] Aug 16 @ 5:39am 
@QUEEN-Elsa-san, @Blue_Goliath-san,
Thanks for your reports. I’ve added a temporary fix. Please try it.
Blue_Goliath Aug 16 @ 1:26am 
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 Aug 16 @ 12:38am 
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 Aug 16 @ 12:30am 
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 Aug 15 @ 11:58am 
@Yo Homie Use the retexture which you can find easily using your hands.
Hola Amigo Aug 14 @ 10:46am 
is there any normal Facial Animation mods that arent for gooner weirdos
JoeOwnage Aug 13 @ 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 Aug 11 @ 12:14pm 
I love the statue face animations tho gives that extra creepy horror vibe :FarceFace: Its just a mannequin
Realm Imp Aug 11 @ 3:31am 
statue also have facial animation. any plans to remove that? its weird that their face are moving
Turkwise Aug 10 @ 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
Van Haus Aug 5 @ 12:02pm 
What [NL] means ?
ShifterDrifter31 Aug 3 @ 2:35pm 
the new 1.6 statues also have moving eyes now, kinda wierd man lmao
Pych Aug 2 @ 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 Aug 1 @ 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 Jul 29 @ 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 Jul 29 @ 9:49am 
your mod brakes the race mod = https://steamcommunity.com/sharedfiles/filedetails/?id=2455173560
they do not load there bodys right
i am version 1.5
Тухлая Жаба Jul 29 @ 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 Jul 25 @ 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 Jul 24 @ 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 Jul 24 @ 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 Jul 24 @ 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 Jul 23 @ 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 Jul 22 @ 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://steamcommunity.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 Jul 22 @ 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://steamcommunity.com/sharedfiles/filedetails/?id=3498759997
TheSquirrelofHuscurl Jul 22 @ 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 Jul 20 @ 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 Jul 19 @ 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 Jul 18 @ 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 Jul 17 @ 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 Jul 17 @ 7:31pm 
TAT
C0lin2000 Jul 17 @ 9:58am 
my statue has now face ?!
m0i XozYa!N Jul 16 @ 10:21am 
It took me a couple of minutes to realize that I wasn't imagining that the statue was blinking xd
Khorne Flakes Jul 15 @ 2:15pm 
Could you please allow us to disable facial animation for custom xenotypes? Maybe through a gene?
RTOmega Jul 15 @ 12:29pm 
Statues blink. XD

Also they change facial expression when reloading (idk if this is caused by this mod)
ƎNA Jul 15 @ 10:32am 
Please, fix statues!
Deggial Jul 14 @ 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 Jul 14 @ 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 Jul 14 @ 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 Jul 14 @ 8:06am 
It seems to be incompatible with the Vanilla Factions Expanded - Medieval 2 mod. The pawn's head is the original one.
Zerosoka Jul 14 @ 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 Jul 13 @ 5:32am 
statue animations are so creepy, hope it gets fixed soon