Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For anyone else that may happen to run into this issue, all one needs to do is add: [defName="Eyes"] as another entry in the BodyPartGroupDef_Patch, and set the IsHeadDef to 'true' and the head coverage to 1. Make sure you also place [defName="Eyes"] in the inverse "not" operation at the start, so the new entry isn't overridden by that, and voila, anything that uses the Eyes section should now properly inherit the same behaviors as regular headgear.
Could you give me an example of an item with this issue?
Here's what I was working on at the time when I noticed this.
From what I've gathered, the issue is that since the BodyPartGroupDef_Patch opens by flagging anything that doesn't use UpperHead, FullHead, or Teeth as not being headgear, headgear related XML functions like <forceRenderUnderHair>true</forceRenderUnderHair> stop working on things that aren't one of those three whitelisted bodypartgroups.
When I added Eyes as a fourth entry, everything started working as intended.
With the Vanilla Apparel Expanded glasses, for example, you'd have to open their Headgear_Industrial.xml, and set the Glasses' entry to have <hatRenderedFrontOfFace>false</hatRenderedFrontOfFace> and <forceRenderUnderHair>true</forceRenderUnderHair>.
With those flagged properly, the behavior in an otherwise vanilla game without Show Hair installed should force the glasses to render under hair.
When Show Hair is installed with its current settings, the rendering will be forced over the hair, regardless of whether or not "Force Over Hair" or "Normal" is selected in the mod settings.
Now, with BodyPartGroupDef_Patch edited to whitelist Eyes as a group, the rendering should now work properly, with the Glasses rendering over hair if "Force Over Hair" is selected, and under if "Normal" is selected.
Here's some screenshots of the test I quickly threw together: https://ibb.co/FqVjVcd