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If people are informed that the issue lies with the Vanilla Expanded team, they will voice their desires to them. And not do it here, to you. You've got more important things to work on.
You're going to get this conversation brought up. Over, and over and over. I would simply wash my hands of the matter, and state in your compatibility that Vanilla Expanded is not compatible due to their design choices and explain the changes they need to make for it to function properly.
It may save you from having this conversation repeatedly in the future. Hopefully we'll see change, but their roadmap is insanely massive. I doubt they have time to address it.
TLDR: They don't need to stop being "vanilla" they just need to use the correct eye slots so patches can be easilly added without forking their entire mod.
Furthering onto this, this is why "Faces of the rim" was possible to patch as they use the correct format for eyes so the patches could be applied, they had their "vanilla eyes" and were patched as a optional submod.
It /may/ be possible we see something from them about the eye sockets. However I feel it is very unlikely. Those people are extremely busy developing/fixing new/existing mods. They can barely keep the Framework up to date.
• Melanin
• HairColor
• Ears
• Nose
• Jaw
• Hands
• Headbone
• Head
• BodyType
• Voice
Seem to be the only options, HairColor and Melanin (skin) seem to be the only one that are forced on creation, which leads me to assume they might be hardcoded.
It appears that the game draws these two parent endogenes as default on all pawns (regardless of Race), but within them contains all the different skin and hair possibilities in the one parent gene. The non-baseline race endogenes then override these two endogenes for those pawns if they spawn in.
That means that you might be able to patch in all your different eyecolors into that file under one conbined parent gene, then all pawns in the game will have their eyecolor tied to that endogene rather than appearing randomly.
I don't really know how to mod and patch, but do check if this is correct!
What I find more odd is that pawn #1 works perfectly fine (both with a Tactical bionic eye (EPOE-forked) and an Archotech eye (Vanilla).
Whereas pawn #2 gets weird eyes with both.