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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3511966169
Failed to find any textures at Things/Apparel/NY_MusicianCoat/NY_MusicianCoat_SmeltedLoongBodyCB while constructing Multi(initPath=Things/Apparel/NY_MusicianCoat/NY_MusicianCoat_SmeltedLoongBodyCB, color=RGBA(0.635, 0.616, 0.596, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get<Verse.Graphic_Multi> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color)
FemaleBodyVariants.PawnRenderNode_Apparel_GraphicsFor_Patch:TryGetGraphicApparelWithFemaleVariant (RimWorld.Apparel,RimWorld.BodyTypeDef,bool,Verse.Pawn,RimWorld.ApparelGraphicRecord&)
FemaleBodyVariants.PawnRenderNode_Apparel_GraphicsFor_Patch/<GetGraphicsForWithFemaleVariant>d__2__0:MoveNext ()
if possible post the error log here
This is a revolution.
Thank both.
it doesn't have new textures for apparel, will need to provide the textures for it to work
anyway, here is a screenshot with both wearing a power armor, but I only made a new texture for the hulk body, I used the same skin texture from this mod just to test
https://imgur.com/a/CAXJa34
I will clean it up and update later here, I don´t know if it will affect performance negatively
The good part is that it checks if the texture exists, if not it loads the original, so people won't need to do all the graphics of all apparel, so I won't put placeholders like I did with the bodies, to check if it works you will need a mod that add textures
for testing I added this to the local mod
/Common/Textures/Things/Pawn/Humanlike/Apparel/PowerArmor/PowerArmor_Hulk_Female_south.png
and one for east and north
You need to actually create BodyTypeDefs for that body variants. To make a file with something like
"<BodyTypeDef>
<defName>Thin_Female</defName>
...
''
And THEN you can add those apparel variants which would be automatically picked.
The downside is that you would need to add ALL apparel for that body variants. And some gene grafics too. And then edit the Backstories to include them if you want them to appear in game.
So I created a costume image file (TribalA_Female_east) that emphasized curves and sexiness for the basic body type (Naked_Female_east).
But... It was too bad.
I wanted to create a costume image that fits the body type (Naked_Hulk_Female_east), body type (Naked_Fat_Female_east), and body type (Naked_Thin_Female_east).
I had similar questions before but it seems separating clothing from male and female pawns is tricky and something a lot of people want.
'That mod' is 'Apparel Retextuer' mod.
The FemaleBodyVariants mod you made didn't manipulate the clothing textures.
ok?
'Apparel Retextuer' mod does not have fat, thin, and muscular female clothing textures.
(It only has normal female clothing textures)
What I want is how to write the image file names in the Clothing Retextuer mod so that the Apparel images appear in the actual game according to the female body type (fat, strong, thin).
That mod does not have fat, thin, and muscular female clothing textures.
(It only has normal female clothing textures)
How do I change the image file names to apply fat, thin, and muscular female clothing textures while using this mod from you?
I wonder if I need to edit the xml file.
I did submit a pull request that would add a custom tag to a gene of "Has_Female_Variants" that could be used to add these variants to other xenotypes (like having hulk female fur or scale skin). You could theoretically use the same thing to have different body textures randomize for different pawns using a gene.
For example, maybe you want a curvy(?) female with muscles, but want to keep a curvy female body without muscles. Is there a way in that case to make it be labeled as "hulk" to replace the hulk body type, while making all the assets treat it as another curvy female body type without having to go through change/rename every file of vanilla and mods to do it?
Could you hypothetically, through this process, use more or less than 8 body types at any given time?
But several people including modders reached me about this so I assume it's not possible with xml modding which is easier, so it would probably require a harmony mod and changing one or more methods in the game. This mod is a harmony mod and changes one method.
For example the T-Shirt apparel having different graphics depending if it's a Female or Male Hulk body, etc.
you need visual studio to compile it, so you would modify this file
https://github.com/purpleorangegames/FemaleBodyVariants/blob/main/Source/FemaleBodyVariants/GetFloatMenuPatch.cs
this is the code in question, notice the if has conditions
can't be male
can't be null
can't contain the name _Female (which is already a female body)
and then needs to contain one of these
either it is _Thin, _Fat or _Hulk
if (pawn.gender != Gender.Male && graphicPath != null && !graphicPath.Contains("_Female") && (graphicPath.Contains("_Thin") || graphicPath.Contains("_Fat") || graphicPath.Contains("_Hulk")))
...
What you would need is a way to identify if is one of the races you want to exclude and include the exception in the if clause, but I have no idea how to do this as I have never made a mod about HAR
So do you mind providing help for me to learn how to make exceptions to mods with harmony? I couldn't find much through google searches.
Admittingly, the last HAR races I have (because I used to have way, way, way more to the point it was a problem) are some of Yanziko's mods. I like some the features they add, like textures disappearing with certain injuries.
I'm willing to make a fix myself since I doubt many would care about fixing that, and I don't make you do work for one person. I'm just not sure how to do it.
it's a very simple if so you could include some exceptions to it if you can identify those you want unchanged from har
I don't mind doing it myself if its just a very simple patch operation, but I'm not an actual modder just kinda have a very base understand what the XML code is sometimes talking about, so I'd just need some simple instructions/knowledge of any essential code to figure it out on my own.
I suspect adding FemaleBB to the If statements in the Harmony Postfix class should solve it.
I did one for beautiful bodies because that is the one I use and the author says anyone can use as long as he is given credit