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Apparently Hugslib is having issues lately.
https://imgur.com/a/zDxQzDp
it would be better to send a list of mods you have
are you using harmony from the workshop?
you can try unsubscribing and subscribing the mods, sometimes it gets corrupt
and/or check the game integrity
https://pastebin.com/UnStpzyw
did you try just those two mods active and nothing else it still gives error?
Add a whitelist in the mod settings , select the vanilla race by default and it will take effect , and list other races . If need , can select some mod races and take effect .
Hope this suggestion is helpful .
If possible , can you consider making it only effective for race mods that use vanilla bodies ? Or is it a blacklist-like form of disabling ?
i recompiled your new FemaleBodyFurVariants.dll and everything worked perfectly again
i then triple-checked, changing the Harmony ID back to the identical (old) one did break my GraphicFor postfix, and switching back to the new ID fixed it
LOL, i initially thought the Harmony ID itself was the primary cause (and it was in my VS compile), but apparently that's not the case for others
thanks anyway, it looks like for now is just to recompile your FemaleBodyFurVariants.dll myself so i can get back to playing
please change:
new Harmony("FemaleBodyVariants").PatchAll();
to
new Harmony("FemaleBodyFurVariants").PatchAll();
using the old, identical ID with your FemaleBodyVariants.dll confuses Harmony, it makes PawnRenderNode_Body.GraphicFor incorrectly return a string (from FurDef.GetFurBodyGraphicPath) instead of a proper graphic object.
if other mods (like mine) try to patch GraphicFor after yours, they'll break causing red text on main menu and in game.
putting them before your mod is a temporary workaround, but then they can't use your new female tags.
other than that maybe we would need to patch it to allow exceptions
but I won't be able to come back to rimworld for a good while
In both cases it doesn't look for hardcoded paths, it just finds out a texture is going to be loaded for a certain pawn and checks if it is female and adds a _female to the path, so should work regardless of what name is being used if they are using one of these two routes.
If the body uses a new custom function to load the texture, then it won't work here or a third vanilla function I'm not aware of.
So yes, just load a mod with just images with the correct names and it will work.
Naked_Thin_Female_south.png
You can copy this mod to your mod folder directly in the rimworld folder and change the image files to your own, later you can adjust the rest of the files to make your own mod if you want.
However for yttakin there is no file in this mod for it but you can create them in the same place as the other images but this name:
FurCovered_Thin_Female_south.png
Then just follow the same pattern.
As for the wings and tails, I think, their rendering must be similiar to clothes, so hopefully shouldn't be very hard to implement?
As it is right now it should work for anything unless there is a third function in the source code for this which I don't think exists or if a modder made this third function. Then in this case I would need to mod around their mod.
The scaly body that you gave as an example probably already works, I can test if you want, let me know the mod name.
But this mod is for bodies so tails and wings could probably mean it is located in a different function in the source code.
Also it is important to give me a modlist, since many mods might conflict with this.
I did try a more simple approach, instead of looking for exclusion gene tags, I modified the code to check if the texture exists, like the apparel mod, so it won't give an error if it doesn't or give a red X texture and if it exists it will load automatically without a need for xml patches or further verification.
I tested it with Yttakin and VRE Highmate.
So FurCovered_Thin_Female_south.png texture will work.
– https://steamcommunity.com/sharedfiles/filedetails/?id=1792668502
I mean, is it okay or it's better to exclude it?
error:
Failed to find any textures at Things/Pawn/Humanlike/Apparel/Headgear/Coif/Coif_Thin while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/Headgear/Coif/Coif_Thin, color=RGBA(0.792, 0.765, 0.667, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
seems to have some type of conflict with headgear for some reason
Following the same silhouette, it would be a feminine male body and a masculine female body right?
It it's possible for the texture the be arranged like that, however I don't know if in the code a female body would ever appear as male and vice versa, or do you already have a mod for that?