RimWorld

RimWorld

1,036 ratings
[NL] Dynamic Portraits
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
385.515 KB
10 Oct, 2020 @ 8:51am
6 Jul @ 6:09am
19 Change Notes ( view )

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[NL] Dynamic Portraits

Description
Features
This mod displays the following status in the portrait.

1. Mood
2. Rest
3. Food
4. Work items
5. Weapons
6. Blood loss

It also changes the brightness of the portrait depending on the colonist's location.
If it is another colonist, it will split the portrait.

Compatible Mods
- [NL] Custom Portraits
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1569605867
- Opened Doors Don't Block Light

Not recommended for use together, but it won't stop it from working.
- Color Coded Mood Bar


Release Note
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2023/01/04
- Added code in preparation for new mods
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2021/09/26
- Changed some codes due to improve performances.
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2021/09/25
- Improved processing speed. DLL was built in debug mode, so I replaced it with a DLL built in release mode.
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2021/09/23
- Improved compatibility with Color Coded Mood Bar.
- Added features
- Enable or Disable Button for mood bar.
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2021/09/20
Bug fixes
- Transparency of caravan member images

- Added features
- Separated sliders for work items and weapons.
- Smoothed the UI.
- Disabled pawn name labels when unselected.
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2020/10/18
Supported displaying weapons when colonists drafted.
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2020/10/12
Added Mod settings to switch "Rest and Food Bar", "Brightness according to the location" and change "Work Items Scale".
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2020/10/11
1st Release!
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Popular Discussions View All (3)
2
13 Oct, 2020 @ 1:26am
[Patched] Incompatable with Android Tiers
Cyra
0
5 Mar @ 9:50pm
Suggestions
Лайд
0
25 Oct, 2021 @ 2:54pm
Always show weapon
Osa
101 Comments
F3iT 13 Jul @ 3:43pm 
It doesn't change the portrait itself, only adds dynamic elements alongside. So if a pawn is downed you'll see her laying down like in vanilla.
Futstub 13 Jul @ 2:24am 
It's been a while since I tried this mod last. WIll it now show when a pawn is downed, or is that still only on color coded mood bars?
Birdinmotion 26 Jun @ 1:03am 
I'm gonna paste this from the facial animations mod page


SerenityBun 3 hours ago
the developer is alive, but guys... seriously. stop begging for 1.6 that hard.
this is not the typical "i'll just have a few small things" mod. this mod is much more complicated and even for the anomaly update, took 1-2 weeks after anomaly release to actually function, even longer than that to not have the FPS issues it had back then.
cut the dev some slack and just be patient.
F3iT 13 May @ 7:23am 
Hello i have a little problem while using your mod alongside Color Coded Mood Bars. Everything is working great, but your status bars won't show up, even if enabled in options.
* No bars at all if i load Color Coded Mood Bars (mood, hunger, sleep)
* No mood bar if I load your mods first
Everything works fine in your mods if i disable Color Coded Mood Bars

Problem is I use Custom portraits in a way I can't see Color Coded Mood Bars inner mood bar, so I have no more mood indicator, but I want their great icons along with full size portraits and your mood bar :)

I'll cross post this on Color Coded Mood Bars workshop as I don't know where the problem sits
Head 4 May @ 6:33am 
Please add support to increase colonist bar size!
FlareFluffsune 20 Apr @ 8:14am 
i would love a way to increaSE the size of the colonist bar icons like Colonist Bar KF, and maybe limit the amount of icons.
[RTB] Sarianos 22 Feb @ 6:30am 
@Nals would it be possible to get a toggle to always show weapons?
While I love the style and function of this mod and appreciate the effort this must take, it's pretty much the only feature that I really miss from other colonist bar mods I've tried.
Mutley 12 Jan @ 6:36am 
If it showed a disease and pregnancy icon it would be perfect.
The Bard of Hearts 18 Sep, 2024 @ 12:50am 
Would it be possible to add an option to limit how many colonists show on a single row? Larger colony plus a ton of guests makes the bar really small. Would love to be able to add a second line instead.
Pos 4/5 4 Aug, 2024 @ 9:38pm 
Just to add some more context: I just finished analyzing the three fleshmass nucleus, and right clicked on the fleshmass heart, and that's when the bug was triggerred. My UI is gone, the portraits were renderred to the pawn who did the right click. After waiting for the pawn has finished the progress, the UI is back.

From the error log and disassembly of the dll, I think it's referring to RenderColonist.DrawWorkItems, the line where there are two floats are computing:

float num2 = Mathf.Clamp(item.def.graphicData.drawSize.x, 0f, 4f);

I've set a null condition check for item.def.graphicData in the decompiled code, and after resolving disassembly errors and recompiling the binary, this fixed the issue.