RimWorld

RimWorld

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[Ry]HD Pawn Textures(HAR Edition) Forked
   
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Mod, 1.1
File Size
Posted
1.906 MB
25 Apr, 2020 @ 5:30am
1 Change Note ( view )

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[Ry]HD Pawn Textures(HAR Edition) Forked

Description
Feature Overview:
  • Forked version of [Ry]HD Pawn Textures(HAR Edition)
  • Changed position of eyes (left and right)
  • HD Textures for pawns (face, body)
  • Visualization of injuries and scars at the eyes
Recommended Mods:
Camera+
Neko Orassans with HD Textures and Eye Scars 1.1

Description:
This mod is a forked version of [Ry]HD Pawn Textures(HAR Edition). It has alternative eye positions so that e.g. the pawn's right eye is the left one from the player's point of view (see pictures).

Feel free to criticize and report bugs or incompabilities with other mods.

Load Order:
Load this mod after Humanoid Alien Races.

Compatibility:
  • Mods or patches which edit or change the vanilla heads will probably be incompatible.
  • Children, School and Learning is incompatible with body scaling activated.
  • Incompatible with the original mod [Ry]HD Pawn Textures(HAR Edition) and non-HAR-Edition
Credits to:
Ryflamer - HD Pawn Textures(HAR Edition)
5 Comments
Xx>₱ÙπIßH3D.X.M4π<xX 18 Jul, 2020 @ 11:22pm 
to my boi Bees, that happens because of a compatibility bug, you'd have to write your own compatibility for that race in order for it to work

though given its basically just telling the game to put the face on the head, im pretty sure you can do it with just a .xml configuration
Sannestia 27 May, 2020 @ 8:32pm 
I have a problem with the face showing up on the left side of the pawn when using different human pawn body types. I don't have this issue with the non-forked version of this mod texture update.
bees 9 May, 2020 @ 3:16pm 
There appears to be a bug with the eyes. I have a synthetic from the AVP mod (i think) and with this mod loaded his eyes disappear. The original mod works fine however.
VanillaSky  [author] 26 Apr, 2020 @ 7:29am 
Thanks for your advice. At first I planned to make a patch for the original but basically I have to overwrite everthing with my mod. And I don't understand how you mean my mod depends on the original - it's just a forked version, it stands for its own.
Tyrant 25 Apr, 2020 @ 6:36am 
Wouldn't it be better to just have this mod use the original mod as a dependency, and use the loadAfter node to make sure the changes you made overwrite the original's?

As it stands, if the original updates, you will have to carry over those updates, and you might be busy at the time. But if you change this to a 'patch', then if the original updates, no changes to this mod need to be made.