RimWorld

RimWorld

Portraits of the Rim
twopennydoodle  [developer] 24 Feb, 2023 @ 12:04am
Bugs/Missing Assets Here
What's up?
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Showing 1-15 of 324 comments
CallMeLarsson 24 Feb, 2023 @ 4:48am 
Yo! Just tried out the mod and for some reason the portrait window in the Gear tab doesn't show up. I figure it's because of CE as I don't use any other mod that alters the way the gear tab looks.
Apsala 24 Feb, 2023 @ 6:23am 
I noticed while testing the mod that the ideological style of the portrait gear seems to be totally random without link to the style of the actual gear.

(By exemple an outlander with regular rustic style gear whose portraits shows instead a spikecore vest and animalistic helmet.)
Last edited by Apsala; 24 Feb, 2023 @ 6:25am
Ellumbago 24 Feb, 2023 @ 9:17am 
Vanilla Genetics Expanded causes weird inscetoid looking eyes to appear on every portrait... it's quite scary and truly cursed.

-- That being said choosing between that mod and this mod is a no-brainer this mod wins anyday! ;)
Last edited by Ellumbago; 24 Feb, 2023 @ 11:28am
Pablo Discobar 24 Feb, 2023 @ 10:10am 
I tested a modlist with only this mod, Harmony, VE Framework, and VE Armours added. I got all of my pawns' portraits show Royal Siege Helmets being worn albeit not having any headgear!

Edit: They have the Prestige Trooper Armor as well, covering any other apparel.
:lunar2019piginablanket:
Last edited by Pablo Discobar; 24 Feb, 2023 @ 10:11am
twopennydoodle  [developer] 24 Feb, 2023 @ 11:05am 
3
Appreciate the feedback, everyone (also the insect eye thing does sound truly cursed and hilarious)! Gonna let Taranchuk know and try to tweak it on my end. That being said, I'm gonna take this weekend off as it is...very much needed, so it'll probably be more like Monday for updates and fixes! Thank you all for your support and excitement! It has made my year
Aerdo 25 Feb, 2023 @ 12:25pm 
Old people with Ageless gene still looks old, although gene discription says aging stops at 18.
Also pawns aged 999 and older has the entire face texture missing.
Last edited by Aerdo; 26 Feb, 2023 @ 6:08am
CEOofCringe 25 Feb, 2023 @ 1:23pm 
so i have vanilla exp. hairs and outfits. the hairs show up fine, BUT, every portrait has the SAME outfit (military jacket or somth), a gas mask and beret on... although none of my colonists are wearing any of those things. (also this cape thing on their shoulder that is their skin color, I even removed outfits mod and while the vanilla outfits work, the cape thing persists) TLDR I reckon this is (mostly) all a vanilla expanded outfits problem
The Creature 25 Feb, 2023 @ 2:07pm 
This will not help in the slightest, as I have a substantial list of 500ish mods, but it seems that everyone is simply just eyes, a nose, and a mouth. They have nO SKIN.
nickyonge 25 Feb, 2023 @ 2:15pm 
this mod looks fantastic, @twopennydoodle tysm for creating this :)

just fyi I hit a bug when I restarted this for the first time. Seems like it's checking for DLC specific assets even though I only have the base game. Here's the first error:

Could not resolve cross-reference: No RimWorld.XenotypeDef named Baseliner found to give to PortraitsOfTheRim.Requirements PortraitsOfTheRim.Requirements UnityEngine.StackTraceUtility:ExtractStackTrace ()

Followed by two other errors:

Could not resolve cross-reference to Verse.ThingDef named Apparel_Cape (wanter=apparels)

and

Could not resolve cross-reference: No Verse.HediffDef named DrillArm found to give to PortraitsOfTheRim.BodyPartType PortraitsOfTheRim.BodyPartType

I posted the full stack trace on pastebin[pastebin.com] if you want to check it out. Hope this helps debug! Absolutely LOVING the appearance of my pawns haha
Last edited by nickyonge; 25 Feb, 2023 @ 2:29pm
犬走椛 26 Feb, 2023 @ 8:20am 
There is an issue with RPG Style Inventory mod, since the portrait won't appear by default, you would need to switch to vanilla Gear layout (it's possible with the mod itself, so it's not a big issue)
Harmonea 26 Feb, 2023 @ 8:29pm 
Originally posted by Ellumbago:
Vanilla Genetics Expanded causes weird inscetoid looking eyes to appear on every portrait... it's quite scary and truly cursed.

Confirming this issue as well. I initially assumed they were sunglasses, but looking closer.... eep.

https://imgur.com/a/nfmgZez few of my colonists to show how it's drawing, if it helps
Harmonea 26 Feb, 2023 @ 9:21pm 
There appears to be a hard incompatibility in some combination of your mod + modded (non-VE) animals + Animal Gear (which gives animals a gear tab) + RPG style inventory.

You seem to have accounted for this as the issue doesn't occur with Vanilla or VE animals, but I tried with several different additions from Alpha Animals (log[gist.github.com]) and Dragon's Descent (log[gist.github.com]). The bug is gamebreaking; all nonhuman pawns on the map spam an error PER pawn PER tick after attempting to access a tame mod animal's gear tab. Furthermore, after this error occurs, exiting to the main menu and attempting to begin a new colony causes NOTHING to spawn (did not test loading a save as my saves have, like... all the mods).

Steps to reproduce:
Load the modlist in either of my logs (Animal Equipment and Visual Exceptions may have been extraneous)
Start "Dev quicktest" colony
Locate a tame non-VE mod animal (spawn/tame one via debug if one was not given to the colony as a starting pet)
Open animal's gear tab
Ensure game is unpaused so that ticks can occur.

Just to add: I also tried sorting Portraits at the bottom of the list, still got this error
Last edited by Harmonea; 26 Feb, 2023 @ 10:26pm
Deelingchy 27 Feb, 2023 @ 3:12am 
The mod isn't working at all. It's detected on the game but it seems to have no effect because I can't see the portraits.

For reference: I only have the base game and no dlc at all. And this is the only mod I'm using. I get a red message error in the debug log I hope someone knows what's wrong:

RimWorld 1.4.3641 rev649
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

ReflectionTypeLoadException getting types in assembly PortraitsOfTheRim: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <38562b1a2ab64eacb931fb5df05ca994>:0

Loader exceptions:
=> System.TypeLoadException: Could not resolve type with token 0100002a (from typeref, class/assembly HarmonyLib.CodeInstruction, 0Harmony, Version=2.2.2.0, Culture=neutral, PublicKeyToken=null)
=> System.TypeLoadException: Could not resolve type with token 0100002a (from typeref, class/assembly HarmonyLib.CodeInstruction, 0Harmony, Version=2.2.2.0, Culture=neutral, PublicKeyToken=null)
=> System.TypeLoadException: Could not resolve type with token 0100002a (from typeref, class/assembly HarmonyLib.CodeInstruction, 0Harmony, Version=2.2.2.0, Culture=neutral, PublicKeyToken=null)

UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ModAssemblyHandler:AssemblyIsUsable (System.Reflection.Assembly)
Verse.ModAssemblyHandler:ReloadAll ()
Verse.ModContentPack:ReloadContent ()
Verse.LoadedModManager:LoadModContent ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Deelingchy 27 Feb, 2023 @ 9:35am 
Originally posted by Antropophag:
@Dee

Looks like you need Harmony Lib
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2009463077

That's exactly what happened. It works perfectly now, thanks a lot!
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