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Also, this literally doesn't sound like an issue on our end. It's literally that mod having a wrong texPath.
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.
Does this mod include any trimmed versions of hairs to display underneath hats?
It seems the one called Messy is bugged when wearing hats; from behind, the front texture is displayed instead.
https://gist.github.com/HugsLibRecordKeeper/bdce8cb675fde9889b0c3aa16f0804f5
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.
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.
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.
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?
That is incorrect. You need permission to redistribute the asset.
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!
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!
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
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.
(love all your work so far, thanks for being awesome and always replying)
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)
Here's the log: https://gist.github.com/HugsLibRecordKeeper/0d42c3b2cfba3d197b637eabc9d4d43a
Tested with just this mod and character editor to reduce any possible mod contamination.
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.
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!