RimWorld

RimWorld

Facial Animations Xenotype Compatibility
588 Comments
Reel 12 Jul @ 4:25am 
Nah I'll throw it into my own FA retexture mod
Leaguenet  [author] 12 Jul @ 3:29am 
@Reel you might want to get in touch with @UltraEmailMan who indicated below he'd be willing to take over - I'm not sure if he made any progress since
Reel 12 Jul @ 3:26am 
Alright looks like I'll have to work on my own patch in that case
Leaguenet  [author] 12 Jul @ 1:03am 
There should logically be no changes between 1.5 and 1.6 to break it, so it may well work the same, but as I mentioned earlier I'll not be updating it
@月吟裔德格 you tried it? thanks
月吟裔德格 11 Jul @ 2:34pm 
seems can use it in 1.6.
Nico 11 Jul @ 10:56am 
It's so over, I don't think I can play with Facial Animations without this mod... Thanks a lot for the support you gave this mod over the years tho.
Witch ~ 9 Jul @ 9:06pm 
There wont be a 1.6 bud
󠀡󠀡 9 Jul @ 4:27pm 
1.6 please
Leaguenet  [author] 30 Jun @ 2:07am 
@UltraEmailMan sure; I feel it's pretty self-explanatory, but I can answer any questions you might have
UltraEmailMan 29 Jun @ 11:31pm 
@Leaguenet

I am interested in trying to continue support for this mod. Would you be willing to DM me on Discord to talk about how this mod works? I think I have a rough idea after going through the xml, but it would be useful to go over specifics with you.

My username and pfp are the same on discord as they are on steam, and you can find me in the Rimworld server.
Bungee Gum 24 Jun @ 2:54am 
@Witch ~ Good. Too bad there's no alternative. Wish Oscar just released his FA retexture as a stand-alone static face retexture.
Witch ~ 22 Jun @ 12:48pm 
everyone stoppin using facial animation :(
LouIdZarcs 11 May @ 10:04pm 
This mod is the only reason i keep facial animation :steamsad:
Nico 10 May @ 6:18pm 
Anyone willing to take it over? Fuck, I would actually pay for this mod to be kept up to date.
Leaguenet  [author] 27 Apr @ 11:52pm 
No
Schadock [The Angeloids] 27 Apr @ 9:04am 
can you make a patch for "rim-gnoblins" and "Boglegs"?
神说万岁 20 Apr @ 10:25pm 
Although I don't play FA anymore, thank you for making this mod,
Leaguenet  [author] 20 Apr @ 6:25am 
I could never abide by the anime style myself and always used FA with this or that replacer (mostly Vanilla Expanded FA), but if that's your goal, I'd say Gloomy Face Mod comes pretty close - and non-animated face retextures don't really need anything to support xenotypes, as custom heads just work out of the box.
Bungee Gum 20 Apr @ 4:24am 
Honestly, I couldn't care less about animations themselves.
I only used FA because it's the only face retexture mod that had a (this) patch that supported xenotypes from mods such as Alpha Genes.
And now that the support is over and I already see some face being borked, me fucking sad because there're literally 0 alternatives. Guess returning to disgusting plain vanilla faces in the only option left:CurlySad:
Leaguenet  [author] 14 Apr @ 11:02am 
What he said.

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V
sweller0001 13 Apr @ 1:10pm 
Facial animations mod itself is a great concept, but the authors continued refusal to add the most barebones compatibility made me stop using it. Can't even turn it off correctly for many xenotypes, ending up with a mess of face parts.

Thanks for what you did up until now, though!
Vatheron 12 Apr @ 4:20am 
A shame, really. I really hope someone takes over the mantle of this
Cado 9 Apr @ 10:22am 
nooooo
Nico 8 Apr @ 10:57pm 
"this mod will no longer be updated"
IT'S OVER
>IT'S OVER
IT'S OVER
>IT'S OVER
Leaguenet  [author] 4 Apr @ 3:21am 
This mod will no longer be updated. I stopped using FA myself and have zero interest in updating this anymore. If anybody else decides to continue updating this, good for them.
Dog With a Machinegun 3 Apr @ 7:20pm 
Are the wolves from Anthrosonae supposed to have eyes on their snout?
Leaguenet  [author] 2 Apr @ 10:12am 
That's the way nose rings work for them unfortunately, not something I can fix.
Skinwalker 2 Apr @ 9:52am 
I'm having the same problem as @JoeOwnage
JoeOwnage 27 Mar @ 7:53am 
weird double face action on this minotaur: https://i.imgur.com/5S37zpL.png
Sari Maxwell 23 Mar @ 10:33am 
I cry every time I check the list and see Ferian and lapelli races still not updated to 1.5 :(
Leaguenet  [author] 18 Mar @ 7:23am 
BetterLoading is an actively malicious mod that is absolutely not recommended to use in modlists of any substantial size, as it interferes with A LOT of other mods
Fang 18 Mar @ 5:37am 
@Leaguenet, I've already found the reason.
One of these mods (most likely the first one or in combination) does not load the heads of pawns (some xenotypes)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1999454301

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574315206
Leaguenet  [author] 18 Mar @ 5:31am 
@Fang you do realise that this is as vague a report as you could possibly make? Can you please point me to what specifically seems to be broken.
Nebe 17 Mar @ 10:07pm 
@Fang glad i wasn't the only one
Fang 14 Mar @ 4:14am 
Some xenotypes have lost their heads, poke me in the solution to the problem if you've come across it.
Real Life Bee 3 Mar @ 12:08pm 
Using VE Genie and noticed that the Head mask renders above the face in the colonist bar at the top and in the new colony startup screen if you pick a Genie as your starting colonist - in both cases making the pawn look like it's wearing a little flesh balaclava. Looks fine in-game. Not make-or-break at all but thought you'd want to know!
Phoxly 20 Feb @ 2:43pm 
Would be great to get a fix for Forsaken eyes
SiaNKs 13 Feb @ 12:05pm 
fun fact, I was wrong, it seems like whole Fauns head is just putted on top of the normal head, which means you will see default eyes too without animations, but for some reason you can see mouth just fine.
SiaNKs 12 Feb @ 9:53pm 
It's putting two heads on each other, when you have Faun, you can see his normal head shape, but around his jaw you can also see normal head's line. On top of that, from the side you can clearly see how one head is on top of another. What i tried to do is to change to different shape, still same issue, UNTIL I removed head itself, when head is set to Blank, you can see Faun as it should (nearly, there's weird spider web at front of his eye when looking from side, No its not tattoo sadly)
SiaNKs 12 Feb @ 9:31pm 
Could we get this Roo's Faun Xenotype into the mod?....
ArticBlazer 11 Feb @ 1:49am 
could you make an patch for the AnthroGenes mod
UltraEmailMan 5 Feb @ 4:41am 
[2/2] I encountered this in my heavily modded playthrough, but I did also test on a new save with only the required mods (and a camera mod so I could zoom in enough to see their eyes) to make sure it wasn't a mod conflict. That said, it has been a while since I did a clean install, so there could be some left over junk files doing something weird. Please let me know if this is just a me issue.

Hugslib log just in case: https://gist.github.com/HugsLibRecordKeeper/d83c1c11e62283552a642c13576d0034
UltraEmailMan 5 Feb @ 4:40am 
[1/2] I'm running into an issue with the head and eye genes from Outland - Genetics. I haven't tested every head gene, but all of the ones I did test have disabled rendering for all eye genes. This includes eye genes that have certain head gene prerequisites such as the Monocular head and eye or the Arachnid head and eyes.

I see in your screenshots that the example of the Monocular head has a red eye, so I'm assuming an update of one of the mods since then has changed something which caused the eyes to stop rendering.
Hubertdragon1 31 Jan @ 5:03am 
hey so forsaken are in the alpha genes now so... are they gonna get updated?
HoNkZeE MaKaRa 25 Jan @ 12:44pm 
deep black skin gene (Alpha Genes) seems to turn heads white for me.
Leaguenet  [author] 23 Jan @ 9:17am 
If they use B&S there is nothing for me to patch - B&S selectively disables animations on heads where it doesn't make sense, and this is more or less what I would have done too. So if some mod uses B&S framework (and was smart enough to actually use its features), there is simply no need for me to step in with anything.
Fox 23 Jan @ 9:10am 
Arrr so that mean you would not be able to do Star Wars Xenotypes. was going to suggest adding that to the list , but its uses big and small framework. Thsi mod works for nearly all the Xenotype on there, but does not seem to work for the hutts.
Leaguenet  [author] 22 Jan @ 9:11am 
Big and small handles their own compatibility from what I know.