RimWorld

RimWorld

Facial Animations Xenotype Compatibility
572 Comments
Leaguenet  [author] Apr 27 @ 11:52pm 
No
Schadock [The Angeloids] Apr 27 @ 9:04am 
can you make a patch for "rim-gnoblins" and "Boglegs"?
神说万岁 Apr 20 @ 10:25pm 
Although I don't play FA anymore, thank you for making this mod,
Leaguenet  [author] Apr 20 @ 6:25am 
I could never abide by the anime style myself and always used FA with this or that replacer (mostly Vanilla Expanded FA), but if that's your goal, I'd say Gloomy Face Mod comes pretty close - and non-animated face retextures don't really need anything to support xenotypes, as custom heads just work out of the box.
Bungee Gum Apr 20 @ 4:24am 
Honestly, I couldn't care less about animations themselves.
I only used FA because it's the only face retexture mod that had a (this) patch that supported xenotypes from mods such as Alpha Genes.
And now that the support is over and I already see some face being borked, me fucking sad because there're literally 0 alternatives. Guess returning to disgusting plain vanilla faces in the only option left:CurlySad:
Leaguenet  [author] Apr 14 @ 11:02am 
What he said.

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sweller0001 Apr 13 @ 1:10pm 
Facial animations mod itself is a great concept, but the authors continued refusal to add the most barebones compatibility made me stop using it. Can't even turn it off correctly for many xenotypes, ending up with a mess of face parts.

Thanks for what you did up until now, though!
Vatheron Apr 12 @ 4:20am 
A shame, really. I really hope someone takes over the mantle of this
Cado Apr 9 @ 10:22am 
nooooo
Nico Apr 8 @ 10:57pm 
"this mod will no longer be updated"
IT'S OVER
>IT'S OVER
IT'S OVER
>IT'S OVER
Leaguenet  [author] Apr 4 @ 3:21am 
This mod will no longer be updated. I stopped using FA myself and have zero interest in updating this anymore. If anybody else decides to continue updating this, good for them.
Dog With a Machinegun Apr 3 @ 7:20pm 
Are the wolves from Anthrosonae supposed to have eyes on their snout?
Leaguenet  [author] Apr 2 @ 10:12am 
That's the way nose rings work for them unfortunately, not something I can fix.
Skinwalker Apr 2 @ 9:52am 
I'm having the same problem as @JoeOwnage
JoeOwnage Mar 27 @ 7:53am 
weird double face action on this minotaur: https://i.imgur.com/5S37zpL.png
Sari Maxwell Mar 23 @ 10:33am 
I cry every time I check the list and see Ferian and lapelli races still not updated to 1.5 :(
Leaguenet  [author] Mar 18 @ 7:23am 
BetterLoading is an actively malicious mod that is absolutely not recommended to use in modlists of any substantial size, as it interferes with A LOT of other mods
Fang Mar 18 @ 5:37am 
@Leaguenet, I've already found the reason.
One of these mods (most likely the first one or in combination) does not load the heads of pawns (some xenotypes)

https://steamcommunity.com/sharedfiles/filedetails/?id=1999454301

https://steamcommunity.com/sharedfiles/filedetails/?id=2574315206
Leaguenet  [author] Mar 18 @ 5:31am 
@Fang you do realise that this is as vague a report as you could possibly make? Can you please point me to what specifically seems to be broken.
Nebe Mar 17 @ 10:07pm 
@Fang glad i wasn't the only one
Fang Mar 14 @ 4:14am 
Some xenotypes have lost their heads, poke me in the solution to the problem if you've come across it.
Real Life Bee Mar 3 @ 12:08pm 
Using VE Genie and noticed that the Head mask renders above the face in the colonist bar at the top and in the new colony startup screen if you pick a Genie as your starting colonist - in both cases making the pawn look like it's wearing a little flesh balaclava. Looks fine in-game. Not make-or-break at all but thought you'd want to know!
Phoxly Feb 20 @ 2:43pm 
Would be great to get a fix for Forsaken eyes
SiaNKs Feb 13 @ 12:05pm 
fun fact, I was wrong, it seems like whole Fauns head is just putted on top of the normal head, which means you will see default eyes too without animations, but for some reason you can see mouth just fine.
SiaNKs Feb 12 @ 9:53pm 
It's putting two heads on each other, when you have Faun, you can see his normal head shape, but around his jaw you can also see normal head's line. On top of that, from the side you can clearly see how one head is on top of another. What i tried to do is to change to different shape, still same issue, UNTIL I removed head itself, when head is set to Blank, you can see Faun as it should (nearly, there's weird spider web at front of his eye when looking from side, No its not tattoo sadly)
SiaNKs Feb 12 @ 9:31pm 
Could we get this Roo's Faun Xenotype into the mod?....
ArticBlazer Feb 11 @ 1:49am 
could you make an patch for the AnthroGenes mod
UltraEmailMan Feb 5 @ 4:41am 
[2/2] I encountered this in my heavily modded playthrough, but I did also test on a new save with only the required mods (and a camera mod so I could zoom in enough to see their eyes) to make sure it wasn't a mod conflict. That said, it has been a while since I did a clean install, so there could be some left over junk files doing something weird. Please let me know if this is just a me issue.

Hugslib log just in case: https://gist.github.com/HugsLibRecordKeeper/d83c1c11e62283552a642c13576d0034
UltraEmailMan Feb 5 @ 4:40am 
[1/2] I'm running into an issue with the head and eye genes from Outland - Genetics. I haven't tested every head gene, but all of the ones I did test have disabled rendering for all eye genes. This includes eye genes that have certain head gene prerequisites such as the Monocular head and eye or the Arachnid head and eyes.

I see in your screenshots that the example of the Monocular head has a red eye, so I'm assuming an update of one of the mods since then has changed something which caused the eyes to stop rendering.
Hubertdragon1 Jan 31 @ 5:03am 
hey so forsaken are in the alpha genes now so... are they gonna get updated?
HoNkZeE MaKaRa Jan 25 @ 12:44pm 
deep black skin gene (Alpha Genes) seems to turn heads white for me.
Leaguenet  [author] Jan 23 @ 9:17am 
If they use B&S there is nothing for me to patch - B&S selectively disables animations on heads where it doesn't make sense, and this is more or less what I would have done too. So if some mod uses B&S framework (and was smart enough to actually use its features), there is simply no need for me to step in with anything.
Fox Jan 23 @ 9:10am 
Arrr so that mean you would not be able to do Star Wars Xenotypes. was going to suggest adding that to the list , but its uses big and small framework. Thsi mod works for nearly all the Xenotype on there, but does not seem to work for the hutts.
Leaguenet  [author] Jan 22 @ 9:11am 
Big and small handles their own compatibility from what I know.
ArticBlazer Jan 22 @ 8:52am 
could you make an patch for the big and small mods?
Leaguenet  [author] Jan 22 @ 1:32am 
@Aquilathestone deleted the patch on my side, seems to no longer be relevant

@Halfelfaedyn done
Halfelfaedyn Jan 3 @ 11:09pm 
Could Onca and Uncia be added?
Halfelfaedyn Jan 3 @ 10:52pm 
This is great, I had some weird situations XD
Aquilathestone Dec 29, 2024 @ 8:03pm 
@Leaguenet Thanks for the response. Yeah, deleted it fixed the issue. They did implement something (If I use the big and smalls, I get the FA eyes on the pawns) but honestly TBH I think they look better with nothing. They're skeletons, I'm not sure I prefer them with anime eyes hahaha.
Leaguenet  [author] Dec 29, 2024 @ 1:42am 
@Schadock [The Angeloids] I'll look into it at some point

@Aquilathestone you can try deleting GeneDefs_Profaned.xml in this mod's folder; if they have implemented something on their side, I'll simply remove it with the next update.
Aquilathestone Dec 28, 2024 @ 11:52pm 
Really essential mod. Thanks for making it.

I have an issue I'm hoping to find a fix for: This mod appears to have an incompatibility with the Profaned Xeno. Profaned uses 'Big & Small Genes and More' to add FA support. I've figured out that while B&S will add support for FA for Profaned, with this mod installed the bodies of Profaned are invisible. If I just go ahead and disable B&S and go into FA settings to disable it for Profaned, the bodies of the Profaned are simply invisible. If I remove their 'rotten flesh' gene, the body appears, but is pure white, lacking texture. I'd love to find a fix for this issue. I don't think I can play without FA, I don't know it makes the pawns so much more personable. But all the Profaned are floating heads LOL.
Schadock [The Angeloids] Dec 25, 2024 @ 8:06am 
is it possible to do a patch for the bogleg xenotype? the facial animations of the eyebrows dont show up all the way
Seti Dec 17, 2024 @ 4:23am 
OHHH i literally only had them in my colony sorry:Garbo:
Leaguenet  [author] Dec 17, 2024 @ 4:19am 
Please note that for yttakin specifically, as indicated in the mod's description, there is a separate thing that covers them: steam://openurl/https://steamcommunity.com/sharedfiles/filedetails/?id=3224761741

Due to it being out there, I didn't include yttakin support in mine.
Seti Dec 17, 2024 @ 1:45am 
sorry the mod still doesnt work for me, testing it with yttkins, and making their head blank or empty just well, removes the head, there is no head rendering beneath it
Leaguenet  [author] Dec 17, 2024 @ 1:14am 
@Seti As late as possible, and definitely after all the affected mods
Seti Dec 17, 2024 @ 1:13am 
cant get it to work, whats the load order for it?
一眼丁真 Dec 3, 2024 @ 11:15pm 
@Leaguenet Are you going to fix the faces of the neanderthals? They look a bit weird.:steamhappy:
Leaguenet  [author] Nov 26, 2024 @ 4:13am 
@Blackrussian No, simply turning off FA for the xenotype is the best approach.
Blackrussian Nov 25, 2024 @ 11:57am 
Is there any plans to make a patch for Pphhyy's Bonereapers? Love this mod