RimWorld

RimWorld

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Genetic Biotech for Facial Animation
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Mod, 1.5, 1.6
File Size
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870.373 KB
16 Jun @ 2:52pm
18 Sep @ 7:18pm
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Genetic Biotech for Facial Animation

In 1 collection by Sunshiney Days
Sunny's [NL] Facial Animation Mods
6 items
Description
Biotech Head Pack for Facial Animation

If 1.6, this mod uses Facial Animation's gene support. For head variation like furskin and multi-gene heads, requires Genetic Heads Framework.

If 1.5, requires Genetic Heads Framework.

Adds custom Facial Animation heads using the vanilla Biotech head types: Gaunt, Furskin (with variations), Gaunt Furskin, Heavy Jaw Furskin (with variations), and Heavy Jaw.

Now compatible with Facial Animations Xenotype Compatibility! It'll replace the patch logic of Xenotype Compatibility with the C# logic of the Genetic Heads Framework for vanilla races, and all other races supported by Xenotype Compatibility will be unaffected.

Art recreated in Illustrator for HD quality!

Pairs very nicely with Vanilla Textures Expanded.

For modded heads, check out the Mod Head Pack!

Tips are in no way expected, but are very appreciated ❤️[ko-fi.com]
16 Comments
turkler 2 Oct @ 12:13pm 
great mod, thank you
예미넴 26 Sep @ 5:58am 
Could you please make a version of the Anomaly Ghoul head as well?
Sunshiney Days  [author] 23 Sep @ 5:10am 
@FRAA, yeah, that was a new problem with the update. I don’t know how to fix it, sorry. You can add EyeGenes2 patches yourself for unsupported xenotypes so they have eye colors, though, or see if anyone else made some
FRAA 22 Sep @ 10:50pm 
Emmm it seems there are still some issues with EyeGenes2 that make pawns spawned without eye genes provided by EyeGenes2(usually happens on the unsupported xenotypes,and the eye color spawning should follows default rule provided by FA)often have one or two eyes without any color assigned.This issue took place after this mod's update so i am thinking maybe there is something interfering the spawning of eye colors?Anyway thanks for your work!
Sunshiney Days  [author] 18 Sep @ 11:01am 
@FRAA, when I get home from work, I’ll add a patch to disable the eyes if EyeGenes2 is active
FRAA 18 Sep @ 8:58am 
The eye colors patch overrided the content of the mod EyeGenes2 even i have already loaded this mod before it,and this will make certain xenotype's eyes look weird if i don't use VTE facial animation.
MadMage 9 Sep @ 11:55am 
Okay, so I am lost now. Both of your mods have the same description and I can't tell which one I am supposed to use anymore. If I use just this one, the Fauns don't work and anyone who is bald turns into a furskin head. And genies don't work at all.
Sunshiney Days  [author] 9 Sep @ 7:52am 
@cykonetic, I’ll check it out when I get home from work! It was working yesterday for me. Could you comment with a link to your logs?
cykonetic 9 Sep @ 5:45am 
I think facial animations mucked with gaunt heads.
Sunshiney Days  [author] 31 Jul @ 1:14pm 
@тетеря, блин, thank you for the logs. There’s a known issue with HAR I need to figure out, sorry about that.

Also need to figure out Character Editor integration. For now, use the in-game Facial Animation menu or the dev mode pawn gizmo to change heads!