RimWorld

RimWorld

Vanilla Hair Expanded
931 Comments
skinnylesgs Jun 6 @ 9:35pm 
no chaplin mustache?
drshahramanvariazar May 2 @ 11:00am 
lol WHO NAMES A HAIR TYPE "Long Dreadlock Savage" like that LOL
Hiroyuki Apr 30 @ 8:04pm 
Is there a way to pick specific hair from appearing in game? I want certain hair mods to be useable by me. sorry for wrong english.
Iirly Apr 29 @ 8:22am 
@nhuhuh I was coming here to literally ask the same thing.
ryhndo Apr 21 @ 9:12am 
does the barbers table count as ideo want look change
big fella Apr 11 @ 6:50am 
Seems like if you're using any mod to allow hair to be displayed in addition to hats, many of the hairstyles included in this display as the back of the pawns head, even if facing forwards.
Nameless1 Mar 23 @ 2:28am 
Just one question, probably obvious but I'll make it anyway: are these linked to generated pawns? For example: I get a tribal assault in my colony and they have hair consistent with tribals.
ZCW Feb 28 @ 4:12pm 
Is there integration to Ideology? since as far as I've seen, the characters end up always cutting their hair converting to base game hairs, and VHE options don't appear on Ideology looks station
Oskar Potocki  [author] Dec 17, 2024 @ 3:13am 
We do not respond to bug reports in the comments. Please follow the bug reporting procedures outlined in the mod description.

Also, this literally doesn't sound like an issue on our end. It's literally that mod having a wrong texPath.
gorlim Dec 17, 2024 @ 2:58am 
Good day, Oskar, hope you're enjoying a wonderful day. Thank you for creating this mod for us all to enjoy better fashion on the Rim.


I think there may be an issue with the new update to Altered Carbon and Vanilla Hair Expanded:


Log:

https://gist.github.com/HugsLibRecordKeeper/200322d8b23eb60a47ec47fa51806f12


Modlist: Harmony, Core, all four DLCs, HugsLib, Vanilla Expanded Framework, Altered Carbon 2: ReSleeved, and Vanilla Hair Expanded


Red error:

The following HairDefs have misconfigured texPaths or missing textures: HairExt_Parabangs (from Altered Carbon 2: ReSleeved)...



Please let me know if I can help in any other way.
ReeceyB Nov 24, 2024 @ 5:32am 
So this mod doesn't have beards? Maybe change the description and pics to reflect that?
CEOofCringe Nov 20, 2024 @ 6:12pm 
@Oskar you’re right lol mb
Oskar Potocki  [author] Nov 20, 2024 @ 1:48am 
This mod doesn’t add beards anymore…
CEOofCringe Nov 19, 2024 @ 2:38pm 
@Sprankles +1. I dont see an options tab for this. Also, is there an option to remove the barber table for those of us with Ideology? Since we have the style workshop
Sprankles Sep 5, 2024 @ 7:50am 
I can't find the mod option to disable beards. This mod doesn't even seem to show up under my mod options.
Tinda Aug 23, 2024 @ 2:37pm 
Or, actually, maybe that's with the hair+hats mod I'm using?
Does this mod include any trimmed versions of hairs to display underneath hats?
Tinda Aug 23, 2024 @ 10:37am 
Hi,
It seems the one called Messy is bugged when wearing hats; from behind, the front texture is displayed instead.
Oskar Potocki  [author] Jul 30, 2024 @ 3:05am 
It's harmless, will fix later!
creatura.exe Jul 29, 2024 @ 7:57pm 
Suddenly getting this error log, despite it not popping up before. I have no clue why it is happening, the modlist i was testing it with was super teeny:
https://gist.github.com/HugsLibRecordKeeper/bdce8cb675fde9889b0c3aa16f0804f5
Bread Jul 9, 2024 @ 9:54pm 
could be a good idea to add ability to disable the barber's table, I like the haircuts but the table is just pointless if you have ideology...
tiberius0x1c9 Jun 16, 2024 @ 7:22pm 
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 Jun 16, 2024 @ 12:15pm 
Absolutly! No worries about that. Thanks for your replys though.
Oskar Potocki  [author] Jun 16, 2024 @ 11:30am 
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 Jun 16, 2024 @ 3:18am 
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  [author] Jun 16, 2024 @ 2:50am 
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 Jun 16, 2024 @ 1:38am 
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  [author] Jun 15, 2024 @ 2:29pm 
@Teamson
That is incorrect. You need permission to redistribute the asset.
Eddie Krueger Jun 15, 2024 @ 1:36pm 
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 Jun 4, 2024 @ 11:55am 
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 May 15, 2024 @ 5:48pm 
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
Nosohvost May 7, 2024 @ 1:12pm 
Hi Oskar,
I believe the 1% opacity layer is not necessary. I wrote a simple script to remove the opacity layer for all textures, and everything works nicely without the 3 opacity box around colonists. I uploaded the fixed textures to google drive; it would be nice if you could update the mod to include them :)
Alternatively, if you don't feel comfortable downloading textures from google drive, I shared the simple python code I used to remove the opacity layer.

Google Drive:
https://drive.google.com/file/d/1TGwNJf_zGByLRJwdjk5oTG-eSaC9CxEY/view?usp=sharing
Move to <Mod folder>/Textures/Things/Pawn/Humanlike

Code:
https://pastebin.com/uGSPENYa
Requires OpenCV library; run from the Humanlike folder.

Also, the beard addon of the mod was included in base game with the opacity layer, so half of the beards in 1.4 base game have the opacity layer. Took me a while to figure out why the opacity box sometimes appears even without this mod activated :) This seems to be fixed in 1.5 though.
King Brick Apr 18, 2024 @ 9:44am 
@Digit That's what I was worried about. Which makes it probably outside the scope of the mod.
DigitalCam Apr 18, 2024 @ 6:35am 
It seems outer layer apparel will render on top of hair/beards. This is most noticeable if your pawn has long hair and is facing north. It seems to be related to how game's new rendering method works.
King Brick Apr 17, 2024 @ 3:27pm 
Not sure if in the scope of this mod, and not sure if it's more of a vanilla pawn rendering "bug", but currently, scarves render on top of beards and, as a bearded fellow, I believe the beards should be rendered on top of the scarves. What do you think?

(love all your work so far, thanks for being awesome and always replying)
ForgedEnigma Apr 14, 2024 @ 1:19pm 
Thanks for the 1.5 update! I see you've recieved this request a bunch but seeing as cherry picker hasn't been updated to 1.5 yet I'll say it again - an option to disable the barber's table and just use the ideology styling station would be really useful.
Oskar Potocki  [author] Mar 3, 2024 @ 5:15am 
Sorry that such a small thing is a cause for an unsubscribe, but fixing it on my end is also a tedious process and right now I have other priorities.
Ixcatl Mar 2, 2024 @ 6:19pm 
well, great, i noticed the 3 opacity box too and now i can't unsee it. sucks to unsub but i dont rly want to go through and edit all ~350 files myself
Mike Mar 2, 2024 @ 3:25pm 
@skilm Because that's a small scale change, you know exactly what you want and modding for this seems quite straight forward, you could probably make that mod yourself.
skilm Mar 1, 2024 @ 8:22am 
Looking for marge hair mod. trying to do the rimpsons need spiky bart hair spiky ball lisa and maggie hair
Oskar Potocki  [author] Feb 17, 2024 @ 4:20am 
Please report it using the bug reporting form above.
Amroth Feb 16, 2024 @ 6:59pm 
Hey Oskar, would it be possible to make it so during the barber's table screen, UI is only updated when buttons are pressed, and not every frame?

It works ok with vanilla, but if you have UI intensive mods, the barber's table forces them to update as well, lowering fps drastically.

(Ideology's Styling Table has the same issue, actually)
Jonathon Jan 13, 2024 @ 5:21pm 
love the don't starve hairstyles
Omnomoly Jan 1, 2024 @ 1:01pm 
Would it be possible to add a mod option to remove the barber's table? With ideology, it can be replaced with the styling station.
skud13 Dec 13, 2023 @ 11:47pm 
The reason for the black squares is because the transparent background isn't completely transparent. Opening them up and using the colour picker tool and clicking on the transparent regions will show you that the opacity levels is at 3 out of 255 rather than 0.
Dirtnap Nov 12, 2023 @ 4:53pm 
If the black square is just how the game works, why is it only visible in hairs from this mod and nothing else? Also, I checked the textures and it indeed had a transparent black box which I erased and the mod seems to work fine and no black box appears in the game. So what's up with this? Sorry if I'm just being dumb.
The Blind One Nov 11, 2023 @ 8:10am 
You are right and after I posted it here I made an official bug report ticket at ludeon's discord.
Oskar Potocki  [author] Nov 11, 2023 @ 3:54am 
Please report it to Ludeon Studios. The purpose of VE framework isn't to be a 'patch' to fix base game bugs.
The Blind One Nov 11, 2023 @ 2:43am 
Oh right you probably want my log too

Here's the log: https://gist.github.com/HugsLibRecordKeeper/0d42c3b2cfba3d197b637eabc9d4d43a

Tested with just this mod and character editor to reduce any possible mod contamination.
The Blind One Nov 11, 2023 @ 2:42am 
After more testing: this also affect the 'private' and 'sarge' hairstyles from this mod.

An easy fix for most edge cases is to simply change the hairmeshsize to 1.5 for narrow head types as the Y position will follow the X position and the hairstyles will bleed unnoticed into the black outliner of faces. I recommend this mod adds a xpath patch to do just that to fix these edge cases if the vanilla framework patch can't be made.
The Blind One Nov 11, 2023 @ 2:29am 
I know this isn't your fault or related to this mod anymore but the 'Shaved' hairstyle in vanilla rimworld doesn't work properly for 'narrow' head types. It looks bad bruh.

I tried to fix it by editing the <hairMeshSize>(1.3, 1.5)</hairMeshSize> code in the HeadTypeDef for narrow heads with an xpath patch but it doesn't seem to recognize the Y position.

You can only edit the X position and the Y position follows the same scaling adjustment, the Y position can't be adjusted individually.

I tried setting it to (1.5, 2.0) for example but it did nothing for the Y position of the hairmesh. I can only conclude this is either broken or not properly implemented.

Any chance this might be fixed in the vanilla expanded framework as a patch?

In any case, I made my own 'shaved' graphic that does work with both the normal and narrow head types but still, this could've been more easily done if the Y position in the hairMeshSize actually functioned.

Thanks!