RimWorld

RimWorld

Facial Animations Xenotype Compatibility
596 Comments
Leaguenet  [author] Oct 7 @ 11:39pm 
I mean, there is one in the comments below, if you read them.
Flippers Oct 7 @ 3:16pm 
Will this still work with 1.6? Or do we just hope for a fork with mod compatibility? :HanaBomb:
Leaguenet  [author] Sep 6 @ 11:48pm 
@oinko sploinko TBH I wouldn't know. The more popular/obvious ones like Alpha Genes or Erin's mods seem to work out of the box, and some already have their own compatibility patches. My own modlist was never heavy on the more extravagant or obscure xenotype stuff; I only added all those 20+ mods at people's request. Anyway, you could always try and see - I believe animation mods are safe to add/remove even in ongoing games.
oinko sploinko Sep 6 @ 10:29pm 
Does simple blinking really not have compatibility issues? I've been unsure about using it because I'm not sure if it'll work on my obscure xenotypes
Leaguenet  [author] Sep 1 @ 2:40pm 
All of the above. Performance, compatibility, and Simple Blinking Animations for a basic animation that had neither drawback.
oinko sploinko Sep 1 @ 1:50pm 
Why did you stop using facial animations? Did you find a better mod or just prefer vanilla for compatibility?
SToolypid Aug 8 @ 4:07am 
󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡
Morcalvin Jul 22 @ 5:45pm 
i really hope someone revives this mod, the temp update doesn't cover anywhere near as many mods as this one does.
Reel Jul 12 @ 4:25am 
Nah I'll throw it into my own FA retexture mod
Leaguenet  [author] Jul 12 @ 3:29am 
@Reel you might want to get in touch with @UltraEmailMan who indicated below he'd be willing to take over - I'm not sure if he made any progress since
Reel Jul 12 @ 3:26am 
Alright looks like I'll have to work on my own patch in that case
Leaguenet  [author] Jul 12 @ 1:03am 
There should logically be no changes between 1.5 and 1.6 to break it, so it may well work the same, but as I mentioned earlier I'll not be updating it
@月吟裔德格 you tried it? thanks
月吟裔德格 Jul 11 @ 2:34pm 
seems can use it in 1.6.
Nico Jul 11 @ 10:56am 
It's so over, I don't think I can play with Facial Animations without this mod... Thanks a lot for the support you gave this mod over the years tho.
Cyber Witch ~ Jul 9 @ 9:06pm 
There wont be a 1.6 bud
󠀡󠀡 Jul 9 @ 4:27pm 
1.6 please
Leaguenet  [author] Jun 30 @ 2:07am 
@UltraEmailMan sure; I feel it's pretty self-explanatory, but I can answer any questions you might have
UltraEmailMan Jun 29 @ 11:31pm 
@Leaguenet

I am interested in trying to continue support for this mod. Would you be willing to DM me on Discord to talk about how this mod works? I think I have a rough idea after going through the xml, but it would be useful to go over specifics with you.

My username and pfp are the same on discord as they are on steam, and you can find me in the Rimworld server.
Bungee Gum Jun 24 @ 2:54am 
@Witch ~ Good. Too bad there's no alternative. Wish Oscar just released his FA retexture as a stand-alone static face retexture.
Cyber Witch ~ Jun 22 @ 12:48pm 
everyone stoppin using facial animation :(
PolyPoky May 11 @ 10:04pm 
This mod is the only reason i keep facial animation :steamsad:
Nico May 10 @ 6:18pm 
Anyone willing to take it over? Fuck, I would actually pay for this mod to be kept up to date.
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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V
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?....