RimWorld

RimWorld

Masks with Hats
97 Comments
-=JkJkLoL=- tk421storm  [author] May 19 @ 1:41pm 
sounds like there's some new conflict with an updated mod going around - pawns shouldn't wear more than one hat, and i got no errors in previous runs
ツLOLIK(¬‿¬) May 19 @ 9:26am 
bro, what the hell, why am I getting the error message "incompatible clothes have no texture".And this happens with almost every mask, including the gas mask. Please explain or fix this issue.Thank you in advance
Dime&Nickel Apr 24 @ 12:51pm 
1. remove this mod will cause error on something like......setting?system keep generate pawn with multiple hat and there are much many red error
2.maybe there can be some options about the maximum hat and mask combination limit,it just a bit of weird to see bunch of four—hat trade team walking around
3. a great mod anyway,just saying there are some existing issues:steamthumbsup:
Mae_B_Today Apr 24 @ 8:57am 
The character limit stops me from posting it here. I'll send you a friend request so I can DM it?
-=JkJkLoL=- tk421storm  [author] Apr 21 @ 2:49pm 
hey mae - i'm wondering if i screwed up the last update around the new cultists masks. can you please post the whole trace?
Mae_B_Today Apr 21 @ 10:55am 
MaskWithHats is causing the following error when installed with nothing else except for Harmony. I have Biotech, Ideology, and Royalty, but not Anomaly.

[Masks with Hats] Patch operation Verse.PatchOperationReplace(/Defs/ThingDef[defName="Apparel_CultistMask"]/apparel/bodyPartGroups) failed
file: C:\Program Files
Krow Apr 10 @ 9:07am 
Is there any fix for the masks appearing on the chest? My psycaster just got an eltex mask and he just superglued it to his chest rather than putting it on his face.
homounicornio Mar 31 @ 3:45pm 
Hi, amazing mod! Just what I was looking for. Sadly, the plague mask doesn't work (at least for me); it still covers the head and not the face. Maybe the load order is wrong? I don't know if you're interested in still working on this. Thanks for sharing!
Pye Mar 30 @ 3:46pm 
Here's [gist.github.com] the log for the red error that occurs if Masks with Hats is loaded BEFORE combat extended. This doesn't happen if it's loaded after CE though.
-=JkJkLoL=- tk421storm  [author] Mar 21 @ 8:14am 
hmm sometimes steam refuses to update if it's small, i just added one file (patches/medieval2) - if you've got that file and it's not working, lemme know and i'll investigate
Hedigo Mar 17 @ 5:48pm 
It appears it wasnt added!
I meant the funny new Vanilla Expanded Medieval 2!
But then again it might just be my massive mod list being weird!
-=JkJkLoL=- tk421storm  [author] Mar 17 @ 9:45am 
egad! new plague mask added today
Hedigo Mar 16 @ 8:32pm 
hey
Hey you

New VFE Medieval just dropped
WHEEEEEEEEEEE
-=JkJkLoL=- tk421storm  [author] Feb 13 @ 9:41am 
unfortunately I won't be getting into Render order (hat over mask, vice versa) with this mod at this time. The latest rimworld changed the apparel rendering pipeline, which a) made it much easier to implement this mod without mucking up a lot of code b) requires me to learn something new. As it stands, this mod is smaller footprint due to not touching pawn rendering at all
greensniperhat Feb 12 @ 5:03am 
In my case, the masks render on the body instead of the head, which is a bit silly.
Just Gamer Jan 8 @ 3:00pm 
Dear author, would you be so kind as to add to your modification the ability for pawns to wear masks over any headgear as a separate modification settings item? This would be a very good thing for people who want to achieve the use of both full helmets and face cover elements.
GingerWolf Oct 3, 2024 @ 3:03am 
The fix made to make this work with Vanilla ideology expanded ideology made it so full head coverings like helmets and ceremonial hoods no longer count as anonymous (because they don't sit in the face cover slot)
zee Aug 5, 2024 @ 8:43pm 
the mask layers over the helmet and it can look kinda goofy
zee Aug 5, 2024 @ 8:43pm 
is there a way to get the mask properly layered under the helmet when rendered in game?
Pvc pipe Aug 2, 2024 @ 6:43am 
So using character editor I made the vanilla expanded balaclava use the face cover layer but it renders above helmets, what to I do to patch this
mr.kai.guy Jun 30, 2024 @ 1:34pm 
the missing eye texture shows up over the blindfold for some reason. Is there anything you could do to fix that?
Sterling Kerman Jun 24, 2024 @ 9:10pm 
For those with the Eltex Mask from VPE, you can use SIMMQOL to fix it by removing the facecover tag from layers and from body parts covered. You also need to add a layer and body part, and I did eyecover for layer and full head for body part. As far as I can tell, you can still wear hats with this as it doesn't take the headgear spot.
TheBronzeWarrior Jun 13, 2024 @ 1:32pm 
man i just want cultists with animals masks and hoods
Mc_Dyno Jun 13, 2024 @ 11:22am 
Its broken, when my psycaster wears a mask its placed on the chest instead of the face.
mithocondria Jun 10, 2024 @ 1:45pm 
i want it with gas mask please sir...
CanAdam420 May 12, 2024 @ 7:51pm 
I second this, most hats would look better drawn on top. There's probably a few exceptions, but yeah, having a gas mask over a cowboy hat seems wrong lol.
Pikachu Pæc May 3, 2024 @ 5:04am 
Is it possible to have the masks draw under the hats? The mask being above the hats looks quite silly.
Narlindir May 2, 2024 @ 2:48pm 
this got integrated into [FSF] FrozenSnowFox Tweaks just fyi
Billy May 1, 2024 @ 11:55am 
Tried it out, it no longer results in baldness, but when a hat is equipped, and then a mask is equipped the mask is still invisible. It's weird, there's no errors thrown, is it to do with the layering of clothing perhaps? Thanks for the speedy update though!
-=JkJkLoL=- tk421storm  [author] Apr 29, 2024 @ 11:09am 
@Billy just pushed up a patch, give it a whirl and let me know!
Billy Apr 27, 2024 @ 10:38am 
Definitely needs a patch, no matter what I've tried it always ends up bald head. Patch please! :D
-=JkJkLoL=- tk421storm  [author] Apr 27, 2024 @ 10:31am 
hmmm haven't tested with that! good mod though, lemme know if mod order fixes it or if it needs a patch of some kind (on 1.5 this mod barely touches pawn rendering anymore since vanilla handles clothing much smoother)
Billy Apr 27, 2024 @ 12:10am 
Is this mod compatible with show hairs as when I have both the masks no longer render, is this a known issue or just a load order problem?
zee Apr 17, 2024 @ 12:40pm 
<3
-=JkJkLoL=- tk421storm  [author] Apr 17, 2024 @ 11:04am 
@zee good catch! added today
zee Apr 16, 2024 @ 2:51am 
ritual mask pls if is possible ;3
-=JkJkLoL=- tk421storm  [author] Mar 2, 2024 @ 6:54am 
@Annabelle this mod would need a small patch on those clothing itmes to be compatible. It's a pretty simple operation - you can see how I did it in the Defs of this mod.
Annabellee Feb 17, 2024 @ 3:40pm 
would this work with Flak Goggles and Balaclava from ve armor?
Notmuch Feb 8, 2024 @ 11:15am 
@-=JkJkLoL=- tk421storm , been revising my list a bit over the days, but checking your mod just now the issue continues.
Personally I think its something Vanilla expanded playing ugly with Combat Extended and Medieval Overhaul.
-=JkJkLoL=- tk421storm  [author] Feb 8, 2024 @ 10:24am 
@Notmuch thanks for your help. I did notice I need to patch the "visage mask" and "war mask" in the Role setup XML, so I updated today to do that. However I don't experience what you are describing - I enabled delmains role apparel tweak (neat mod thanks) - added something weird (sombreros) and they showed up fine in my modded save.
Notmuch Feb 7, 2024 @ 8:30am 
@-=JkJkLoL=- tk421storm, I use a fairly big modslist so I have no Idea where the issue could come from, but yeah thats the issue, it even persists with mods like delmains tweaks - role apparel.
Specifically the Leader can only be assigned the head wrap and "fez" I think, meanwhile the moral guide can only be assigned the cape, oddly enough the shooting specialist was fine.
-=JkJkLoL=- tk421storm  [author] Feb 7, 2024 @ 8:14am 
@Notmuch - I'm not sure I understand. You're saying with my mod enabled, the only preferred clothing available for the leader and moral guide is head wrap & eltex cape?

You may be onto something there...
Notmuch Feb 7, 2024 @ 6:40am 
Hey, sorry to bother but while attempting to use your mod, I find that the leader and moral guide can only use a head wrap and eltex cape.
Just letting you and others know in case.
MeatBeatMarv Feb 7, 2024 @ 5:48am 
oh hell, i had a lot of folders open and linked the wrong one. for future reference, correct path is:
...\steamapps\workshop\content\294100\2946608188\Mods\VAE\Defs\ThingDefs_Misc
MrApfelmus Feb 7, 2024 @ 3:59am 
@MeatBeatMarv nvm found them in the restauration mod, thanks for the instructions :)
MrApfelmus Feb 7, 2024 @ 3:38am 
@MeatBeatMarv can't seem to find the ballistic goggles or omnispectrum goggles i want to patch via the file path you described :/
MeatBeatMarv Feb 6, 2024 @ 12:11pm 
last comment, i promise. I went ahead and changed it and it works now. draw layer puts the strap from the goggles over the top of flak helmets, but it doesn't really look bad. quick rundown for anybody who wants to patch it too.
-navigate to:
...\steamapps\workshop\content\294100\1814987817\1.4\Defs\ThingDefs_Misc,
-open Headgear_Industrial.xml with Notepad++
-scroll down under "layer" for the particular piece of gear you want to edit
-replace "Overhead" with "EyeCover"
-Save
MeatBeatMarv Feb 6, 2024 @ 11:35am 
Oh, I see. looking at VAE - Accessories I found the "EyeCover" label under layer. so I'd actually be changing "Overhead" to "EyeCover"
MeatBeatMarv Feb 6, 2024 @ 11:29am 
so if i wanted to just patch it myself, I could go and change "<li>ArmorHeadgear</li>" to "<li>EyeCover</li>"
-=JkJkLoL=- tk421storm  [author] Feb 6, 2024 @ 11:19am 
@Atomically Wrinkled Brain, @Larold - I just released an update that should provide compatibility with the "anonymity" precept from VIE - Memes. Please give it a test when you have a chance!

@MeatBeatMarv - I think that doesn't need a fix on my end but theirs. If the flak goggles are set to be "EyeCover" it should work correctly.