RimWorld

RimWorld

[BT] EyeGenes2 | Base - [NL] Facial Animation |
220 Comments
RAD EMERALD 11 hours ago 
PLS NOW UPDATE 1.6 F*****G!!!
Kazzier 12 Jul @ 11:07am 
Just want to say thank you for the work you are doing on this. Looking forward to it's release. Have a great day.
Fish n' Chips 12 Jul @ 10:21am 
Seems to work fine with 1.6 as long as you don't mind Starjacks not having eye genes. You can always go and add the genes to any colonist Starjacks if it bothers you!
@OPERATOR thanks you're the best!
RAD EMERALD 10 Jul @ 12:13pm 
pls now update 1.6???
OPERATOR  [author] 8 Jul @ 1:00pm 
1.6 coming out shortly :>
CallMeChunLi 21 Jun @ 8:40pm 
I'd love a 1.6 version. No rush.
cykonetic 6 Jun @ 6:09am 
I really enjoy the personality your mod adds to my pawns. I recently added a few of the VRE races and noticed some were lacking eye color. I am trying to patch them but failing miserably. I am new to RimWorld modding ... are there any conventions I should be aware of?
Gummy_Bone 28 May @ 4:18am 
OK thank you for your help.
OPERATOR  [author] 28 May @ 3:02am 
if you remove the gene and edit the colors with a external mod you can technically do that individually, since then the gene wont overwrite it, but it wont pass to offspring sadly.
Gummy_Bone 28 May @ 2:29am 
Dang well thank you for the response. I just downloaded it and i was wondering i have pawn in her 3rd trimester and I dev mode the eye colors for the parent will the baby get one of the colors if she was already expecting. Sorry if its a silly question i'm new to biotech baby's.
OPERATOR  [author] 28 May @ 12:21am 
Currently no, but we did want to make it in the future when I have time.
Gummy_Bone 27 May @ 10:37pm 
Can i make Heterochromia "different-colored eyes" possible to inherit?
Imagine12 6 May @ 7:58pm 
Alrite, guess I'll just dev them in
OPERATOR  [author] 6 May @ 4:44pm 
Already spawned pawns will NOT have eyegenes, however any new generated pawns will.
Imagine12 6 May @ 2:35am 
Is this safe to add mid-save and will the already spawned pawn receive their eyes or do I have to dev-mode some random eye gene instead?
jake 27 Mar @ 2:38am 
Any chances to add a compatibility patch with Alpha Genes mod?
Max 6 Mar @ 3:37pm 
It seems that when i have this mod, and i have facial animation and vanilla textures expanded - facial animations, when the pawns go sideways, the eye is offset much further to the outer side but the eyebrow stays in the same spot. If i remove this, it goes back to normal.
HoNkZeE MaKaRa 25 Jan @ 7:42am 
Is there a way to get two diff eye colors on one pawn naturally? Like one red eye and one blue eye yk?
Garlic 29 Dec, 2024 @ 8:22pm 
I noticed that Hussar's red eye gene is now germline gene, not xenogene. Is this intended? Not that I'm complaining since it's more easy to acquire it anyway.
Ghost in the MapleNepvision 23 Dec, 2024 @ 7:31am 
@Eclipse There's a patch for charmweavers. Facial Animation Xenotype Eye Color Patches
Eclipse 20 Dec, 2024 @ 12:34am 
charmweavers eyes are vanilla for some reason
Jingo柏利斯 19 Dec, 2024 @ 12:54pm 
There are errors when used with ReSplice.
OPERATOR  [author] 11 Oct, 2024 @ 10:57pm 
@terrie no compatibility issues should be present, I do not remove the hediff, I simply remove textures related to it, load mine after theirs just incase.

@Authur GC seems to be compatible.

@MercuryRiver This does work vanilla not sure why yours is specifically not working.

@Sarus I want to but I currently lack the knowledge and time to program it, but it was a consideration for a future update.
OPERATOR  [author] 11 Oct, 2024 @ 10:48pm 
Oops accidentally deleted belows thing while looking away, either way that solution should work.
OPERATOR  [author] 11 Oct, 2024 @ 10:48pm 
@AJarOfDirt I can take a look at it, as for below thats intentional behavior as it overrides the facial animation eye colors slightly, you can kinda get around it if you remove the gene from their endogenes but character editing it may not always update and is not really in the scope of my mod to fix, try editing the eyes and then reloading the save after removing the endogene from the pawn you dont want it to affect.
LouIdZarcs 4 Oct, 2024 @ 8:01pm 
Same as @AJarOfDirt , when disableing some xenotypes facial animation , it is just blank faces
Glatter Krimineller 22 Aug, 2024 @ 12:28pm 
Switching back to and older branch of Facial Anims WIP seems to fix it.
Glatter Krimineller 22 Aug, 2024 @ 12:06pm 
IT somehow just draws the Vanilla eyes over the Facial Anim eyes for me
terrie 18 Aug, 2024 @ 12:45am 
@OPERATOR Is it possible to add compatibility for resplice core mod as that mod patches the voidtouched hediff while this mod remove that hediff?
AJarOfDirt 11 Aug, 2024 @ 12:52pm 
So I think I've narrowed my issue down to this mod. When disabling facial animation for some xenotypes and this mod in the mod list, I just get black faces for those xenos. No eyes. I think you need an update for the xenotype toggles in facial animation.
Arthur GC 7 Aug, 2024 @ 8:18pm 
Is this mod compatible with UNAGI Facial Animation?

Thanks!
MercuryRiver 25 Jul, 2024 @ 9:31am 
I have spawn those genes and this mod, but not facial animation, and in my game no one spawns with any eyegenes. I reinstalled everything but its still not working. Does this not work vanilla? If so, is there a non-FA version of this?
Sarus 22 Jun, 2024 @ 8:59am 
Is it possible to have two different coloured eyes? or because of the gene nature it can't :(
OPERATOR  [author] 13 Jun, 2024 @ 3:39am 
Spawn those genes is a requirement for it to appear naturally facial animation is optional but support is limited.
Art Student 12 Jun, 2024 @ 6:08am 
does this mod require facial animation/spawn those gene to actually function ? currently i just use this mod without those and the pawn didnt have face

facial animation is broken rn so i am trying to look for alternative
WhiteJao 7 May, 2024 @ 11:29pm 
Already tried that but somehow got game crashed. Guess i did something wrong... Anyway thank you for amazing mod
OPERATOR  [author] 7 May, 2024 @ 9:41pm 
You could remove the eye you want removed from the SpawnThoseGenes! patches.
WhiteJao 7 May, 2024 @ 8:55pm 
It... pains me to ask this but is there a way to remove certain eye color from spawning? Cherry picker won't work
chainlinc3 5 May, 2024 @ 8:28pm 
I'm getting an error on startup with this mod and ReSplice: Core.
[[BT] EyeGenes2 | Base - [NL] Facial Animation |] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationRemove(Defs/HediffDef[defName="VoidTouched"]/renderNodeProperties)) failed

Hugs log:
https://gist.github.com/HugsLibRecordKeeper/480eab849558963bb6e8ca2ce75b7845
OPERATOR  [author] 3 May, 2024 @ 3:12pm 
Strange, I dont touch anything with that, I'm not sure what could cause that
the scrimblo 3 May, 2024 @ 9:48am 
So I finally got this mod to work for me, except trying to add a sachnophage (the vampires i cant spell it) Makes everything on the character selection screen disappear? I tried to recreate it with devmode on so i could get the error message but it simply would not let me go back to character selection lol. This had happened after i edited the value of what eye color spawns on what genes and how often, and im not sure why this only happened to sachnophagues when i edited others much more with no problems at all. what do i do ???????lol
Kalmorph 25 Apr, 2024 @ 3:25am 
Will do
OPERATOR  [author] 24 Apr, 2024 @ 7:35pm 
This is out of scope of this current mod as all xenotypes need to be patched, HOWEVER if you really wish to see this potentially added, please put a ticket on SpawnThoseGenes! and maybe it might get improved.
Kalmorph 23 Apr, 2024 @ 6:18am 
Hey, everytime I create a custom xenotype, they don't show their eye gene colors in the gene viewer. Every vanilla creature comes with skin color, hair color and eyes color, but if I create a new xenotype, they only show skin color, no eye color. This was a thing since 1.4, and happens in 1.5 as well.
Is there something I'm missing?
Eudae 17 Apr, 2024 @ 6:00am 
This one worked, thanks. The LITE version update didn't seem to though.
Cheers.
Eudae 16 Apr, 2024 @ 9:53pm 
Wow neat, thanks OPERATOR. I'll give it a go in the morning.
OPERATOR  [author] 16 Apr, 2024 @ 9:41pm 
Currently no, this obeys the vanilla rule-sets to do this, however facial animation when ran uses color codes provided by their system for pawn visuals.
MercuryRiver 16 Apr, 2024 @ 9:15pm 
Is there perhaps a version of this where the color is in the code and the textures are grayscale, instead of each color having a different texture??
OPERATOR  [author] 16 Apr, 2024 @ 8:07pm 
Should be fixed!