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RimWorld

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Facial Animations Xenotype Compatibility 1.4➜1.6 (Fork)
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
65.155 MB
12 Jul @ 2:24am
6 Aug @ 4:37pm
2 Change Notes ( view )

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Facial Animations Xenotype Compatibility 1.4➜1.6 (Fork)

In 1 collection by 󠀡󠀡
PlushBanshee's Rimworld Modpack (1.6)
360 items
Description
i'm no C# coder i'm still very basic a C lol but if Mlie ever supports this mod then i will take this down

This patch ensures a basic level of compatibility between Facial Animations and certain xenotypes that use custom heads. Until we get true support for Biotech, this makes the custom heads work in a rather hacky way. Xenotypes are limited to one head type per gender, and in most cases there will be no actual animations (which is mostly a good thing, as with Animusen for instance, the mouth is drawn OVER the snout, which looks horrifying). This is not "true" support of custom head types, but rather uses the custom head as a "mask" over the default animated head (but under the animated eyes and mouth, where it makes sense).

Currently supported mods for 1.5 and possible 1.6 mods are:
Alpha Genes
Vanilla Races Expanded: Saurid (this one kinda works ok without the patch too, but still the ability to use custom scaled head feels like an improvement)
Vanilla Races Expanded: Genie
Vanilla Races Expanded: Phytokin
Erin's Auronya
Erin's Fenrisulfr
Erin's Corviya
Erin's Shisune

Works well with Vanilla Textures Expanded - Facial Animation (actually subjectively better than without it)

Honorary mention to the original mod that gave me the idea for the fix: Furskin fluff for [NL] Animation

This is a pretty basic XML patch (plus slightly resized/edited head textures for some mods); please feel free to use the code and/or the technique used in your own creations. Hopefully we'll get native support at some point, making my patch redundant.
31 Comments
Eclipse 21 Aug @ 7:16pm 
Were the minotaurs removed?
(´・ω・`) 21 Aug @ 4:39am 
Amazing mod! Hopefully you can get around to Det's Avaloi as well. It's a shame to omit their third eye
fmmfreeagent 20 Aug @ 7:40am 
thank you very much, is there any way to get a compatibility patch for the star wars races in this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2915192253
The hutts, wookies, anything requiring xenotypes for heads and tails breaks. They load in with humanoid heads/bodies. Thank you again for your time!
sans凌默 20 Aug @ 12:31am 
Thank you so much for your work. Hope to support Saurid soon. They look weird now.
Zeruel 17 Aug @ 7:47pm 
I see that Alpha Genes is supported but colonists with the Mind Devourer xenotype spawn with no eyes. Disabling the xenotype in the Facial animation mod option does nothing and when selecting the spawn and opening the main tab for Facial animation, the pawn is invisible. Is there something I'm doing wrong?
Spirehawk 15 Aug @ 7:43am 
would love it if support for the arachnid face and eyes from outland genetics would be added too
Magia🔥Baiser 10 Aug @ 2:25pm 
I've been looking since the 1.6 updates, wasnt there a animation that added a faery/fairy eye type? I have been dying to find it again and I never realized how much i enjoyed seeing it in my pawns until it was missing.
󠀡󠀡  [author] 7 Aug @ 5:00pm 
thank you for letting me know about genetic heads framework i will look into it
JoeOwnage 7 Aug @ 7:44am 
It may actually be easier to use genetic heads framework for this
알리오 6 Aug @ 5:29pm 
Would you be able to add support for The Profaned?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3202008037