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Not inherently. I don't personally use CE whenever I boot this game to play. A patch may exist on the workshop without my knowledge already.
@Two Testes in a Trenchcoat
No clue off the top of my head, but I can double check if a recent update to the framework or game caused it on my end.
@everyone
Apologies for not being omnipresent, things came up in life, like christmas, ill family and more. Officially, I don't play Rimworld anywhere near as much as I used to, but I'll keep on fixing what I can about the mod and growing it.
Good luck and happy surviving, people.
But I am happy is mod exist
is it only on the new mode?
Well the problem is solved! Thanks!
Thank you for assisting in the search for the cause.
https://prnt.sc/yyIyYEvH_Fya
https://prnt.sc/mIwzkTxwTVBc
I really don't know what might be causing incompatibilities if anything. If I have some time I will try and see
Since more than one person is piping up about the same issue, I'll do some digging for it, is there any noteworthy mods that you theorise may affect this situation?
Any possible leads could help me find the culprit faster, if there is indeed an incompatibility somewhere.
My other theory is that the old characters don't have the required data to produce the colours correctly, but that's a whole can of worms to solve (as in, I don't see a real method to fix it if it's simply missing data.)
I had an older version of the mod as a local save and reverted to that, the old version was working correctly, though that version is months old.
I did you the favour of a quick search online, and this might be what you need to fix it up.
Character Editor
https://steamcommunity.com/sharedfiles/filedetails/?id=1874644848
The mod updated recently to add colour masks to the head textures. These worked fine for me on loading an older save, so I am unsure where such an issue would arise.
There was code refactors included, so I apologise if this caused this. I do not know how you could fix this personally.
There may be a mod that allows you to customise a pawn's appearance, or it might be something in the debug controls, but I am uncertain.
I do not have the latest DLC yet.
Officially speaking there's no compatibility with biotech, as I haven't had the time to sit down and work on it.
(College course is bogging me down with a ton of work. The most recent patch I was working on disabled children, if I remember. Sincere apologies.)
But! I can take a look at getting some of the new patch out on the weekend. Exams are next week however.
I'll have to double check with CE, not sure what could be the issue with that personally.
Right now some hard work is underway to get some new spicy things into the mod, bring the bar of quality further up.
I have not seen this specific issue in my own playtime, but it may be more recent. Hopefully a soon to come patch will aid the issue. Be wary of your own mod choices too!
If you go to HAR discord, you can easily find me there, feel free to DM me
I have everything already done for a while, so I could just tell you the steps and send you the mask files
I thank you for going out of your way to tell me all of this information, I honestly didn't even know HAR had a discord (read as : I'm a moron who doesn't look about hard enough.)
I'll gladly consider sitting down and getting back to business on patching up this mod to be the best it can be, as well as hitting you up to see what we can do. (You will be credited for your contributions, if we do anything together.)
I did try to do masking in an earlier version, but it didn't get so far. I'll have to double check the HAR wiki and how it's handled again.
Once again, thank you for the generous sharing of information.
The first one is probably a way to fix the missing heads issues. What seems to be happening is that protogens don't have gene restrictions. Some genes force body type/head type, and if those are not supported by the race, they can cause issues (and break character editor when trying to fix it sometimes)
I have an ever-growing list of gene restrictions in all my races, where I put genes that can break a race, so am sharing it with you.
<blackEndoCategories>
<li>BodyType</li>
<li>Head</li>
<li>HairColor</li>
<li>Jaw</li>
<li>Melanin</li>
</blackEndoCategories>
<blackGeneTags>
<li>BodyType</li>
<li>Head</li>
<li>HairColor</li>
<li>Jaw</li>
<li>Fur</li>
</blackGeneTags>
just put this inside <raceRestriction>
everything there forces a body/head type, except hair color and melanin. Those are there because they override your color channels
I'll level with you chief, I don't know much more myself personally. I'm just doing what I need to make it mostly function.
Further fixes and legacy code base cleanses are ongoing, as long as it doesn't destroy everything in the process (1.4 was a bit rough in transition for the head graphics in general, so i decided to improve it since simply fixing it wasn't what I wanted.)
I believe things convert because, either it's some code in this mod, or it's the Framework doing it. I'll ask my friend about it to make sure before further action is taken.
Also, with EPOE-Forked, it seems that the implants (synthetic liver, surrogate heart.) from it are converted to implants from this mod.
I personally (I do not know how HAR works with implants, so take my opinion with a generous grain of salt) don't think it's necessary to rebuild all of the implants from the base game for this mod.
Nothing shows up in the error log, so unfortunately, that won't be of much help.
This is a known issue, and I am trying to think of how to resolve it properly. I released this early knowing that this bug didn't pop up very often when I was testing it, but it is of high priority to fix.
For now, I think enjoying the new, properly working head variety should be the focus! (Will resolve this issue soon, just testing and fiddling with things.)