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im doing it myself.
unofficial port is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3303499264
will check out the framework. thx
Again, i believe thats just how the gamedesign sadly works. As long as nobody sets up a new per pawn artistical editor so we can place each part per hand or at least configure a certain amount of offset for each part i don't believe there is a satisfying solution to that "problem".
A possible workaround i imagine would be to swap out the head form with an altered version for each gene combination, but the thought alone is quite daunting. Than there is that topic with mod-compatibility
Something like this i believe goes in the right direction https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2880940958
I guess what my naive brain is asking for is a full fledged custom character editor which the DLC tbh really could have accomplished in the first imo.
Part#1
I have no clue when it comes to modding Rimworld, but afaik it isn't an error of your mod. Sadly it's just how the system works i guess.
It concerns the "sideview" of the orc nose i'm trying to use, ears, horns work fine, haven't tried the tails yet. Having the "strong chins" gene for example makes the head bigger so the nose is to far to the center of the head.
While testing certain combinations in the Character Editor as well as ingame, it only looked acceptable with the standard average heads. Narrow- or wide heads from the standard, scaled and fur version just look not very pleasing.
Sadly i can't use them as much as i want because of clipping/overlapping with different headshapes. Not sure if its a modconflict on my end. Really wish we could nudge the different parts arounds during the game.
there isn't a non-biotech version for this to my knowledge <.>