RimWorld
Facial Animations Xenotype Compatibility
590 opmerkingen
SToolypid 8 aug om 4:07 
󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡󠀡
Morcalvin 22 jul om 17:45 
i really hope someone revives this mod, the temp update doesn't cover anywhere near as many mods as this one does.
Reel 12 jul om 4:25 
Nah I'll throw it into my own FA retexture mod
Leaguenet  [auteur] 12 jul om 3:29 
@Reel you might want to get in touch with @UltraEmailMan who indicated below he'd be willing to take over - I'm not sure if he made any progress since
Reel 12 jul om 3:26 
Alright looks like I'll have to work on my own patch in that case
Leaguenet  [auteur] 12 jul om 1:03 
There should logically be no changes between 1.5 and 1.6 to break it, so it may well work the same, but as I mentioned earlier I'll not be updating it
@月吟裔德格 you tried it? thanks
月吟裔德格 11 jul om 14:34 
seems can use it in 1.6.
Nico 11 jul om 10:56 
It's so over, I don't think I can play with Facial Animations without this mod... Thanks a lot for the support you gave this mod over the years tho.
Cyber Witch ~ 9 jul om 21:06 
There wont be a 1.6 bud
󠀡󠀡 9 jul om 16:27 
1.6 please
Leaguenet  [auteur] 30 jun om 2:07 
@UltraEmailMan sure; I feel it's pretty self-explanatory, but I can answer any questions you might have
UltraEmailMan 29 jun om 23:31 
@Leaguenet

I am interested in trying to continue support for this mod. Would you be willing to DM me on Discord to talk about how this mod works? I think I have a rough idea after going through the xml, but it would be useful to go over specifics with you.

My username and pfp are the same on discord as they are on steam, and you can find me in the Rimworld server.
Bungee Gum 24 jun om 2:54 
@Witch ~ Good. Too bad there's no alternative. Wish Oscar just released his FA retexture as a stand-alone static face retexture.
Cyber Witch ~ 22 jun om 12:48 
everyone stoppin using facial animation :(
OLIVE 11 mei om 22:04 
This mod is the only reason i keep facial animation :steamsad:
Nico 10 mei om 18:18 
Anyone willing to take it over? Fuck, I would actually pay for this mod to be kept up to date.
Leaguenet  [auteur] 27 apr om 23:52 
No
Schadock [The Angeloids] 27 apr om 9:04 
can you make a patch for "rim-gnoblins" and "Boglegs"?
神说万岁 20 apr om 22:25 
Although I don't play FA anymore, thank you for making this mod,
Leaguenet  [auteur] 20 apr om 6:25 
I could never abide by the anime style myself and always used FA with this or that replacer (mostly Vanilla Expanded FA), but if that's your goal, I'd say Gloomy Face Mod comes pretty close - and non-animated face retextures don't really need anything to support xenotypes, as custom heads just work out of the box.
Bungee Gum 20 apr om 4:24 
Honestly, I couldn't care less about animations themselves.
I only used FA because it's the only face retexture mod that had a (this) patch that supported xenotypes from mods such as Alpha Genes.
And now that the support is over and I already see some face being borked, me fucking sad because there're literally 0 alternatives. Guess returning to disgusting plain vanilla faces in the only option left:CurlySad:
Leaguenet  [auteur] 14 apr om 11:02 
What he said.

|
V
sweller0001 13 apr om 13:10 
Facial animations mod itself is a great concept, but the authors continued refusal to add the most barebones compatibility made me stop using it. Can't even turn it off correctly for many xenotypes, ending up with a mess of face parts.

Thanks for what you did up until now, though!
Vatheron 12 apr om 4:20 
A shame, really. I really hope someone takes over the mantle of this
Cado 9 apr om 10:22 
nooooo
Nico 8 apr om 22:57 
"this mod will no longer be updated"
IT'S OVER
>IT'S OVER
IT'S OVER
>IT'S OVER
Leaguenet  [auteur] 4 apr om 3:21 
This mod will no longer be updated. I stopped using FA myself and have zero interest in updating this anymore. If anybody else decides to continue updating this, good for them.
Dog With a Machinegun 3 apr om 19:20 
Are the wolves from Anthrosonae supposed to have eyes on their snout?
Leaguenet  [auteur] 2 apr om 10:12 
That's the way nose rings work for them unfortunately, not something I can fix.
Skinwalker 2 apr om 9:52 
I'm having the same problem as @JoeOwnage
JoeOwnage 27 mrt om 7:53 
weird double face action on this minotaur: https://i.imgur.com/5S37zpL.png
Sari Maxwell 23 mrt om 10:33 
I cry every time I check the list and see Ferian and lapelli races still not updated to 1.5 :(
Leaguenet  [auteur] 18 mrt om 7:23 
BetterLoading is an actively malicious mod that is absolutely not recommended to use in modlists of any substantial size, as it interferes with A LOT of other mods
Fang 18 mrt om 5:37 
@Leaguenet, I've already found the reason.
One of these mods (most likely the first one or in combination) does not load the heads of pawns (some xenotypes)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1999454301

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2574315206
Leaguenet  [auteur] 18 mrt om 5:31 
@Fang you do realise that this is as vague a report as you could possibly make? Can you please point me to what specifically seems to be broken.
Nebe 17 mrt om 22:07 
@Fang glad i wasn't the only one
Fang 14 mrt om 4:14 
Some xenotypes have lost their heads, poke me in the solution to the problem if you've come across it.
Man Milk (Mank) 3 mrt om 12:08 
Using VE Genie and noticed that the Head mask renders above the face in the colonist bar at the top and in the new colony startup screen if you pick a Genie as your starting colonist - in both cases making the pawn look like it's wearing a little flesh balaclava. Looks fine in-game. Not make-or-break at all but thought you'd want to know!
Phoxly 20 feb om 14:43 
Would be great to get a fix for Forsaken eyes
SiaNKs 13 feb om 12:05 
fun fact, I was wrong, it seems like whole Fauns head is just putted on top of the normal head, which means you will see default eyes too without animations, but for some reason you can see mouth just fine.
SiaNKs 12 feb om 21:53 
It's putting two heads on each other, when you have Faun, you can see his normal head shape, but around his jaw you can also see normal head's line. On top of that, from the side you can clearly see how one head is on top of another. What i tried to do is to change to different shape, still same issue, UNTIL I removed head itself, when head is set to Blank, you can see Faun as it should (nearly, there's weird spider web at front of his eye when looking from side, No its not tattoo sadly)
SiaNKs 12 feb om 21:31 
Could we get this Roo's Faun Xenotype into the mod?....
ArticBlazer 11 feb om 1:49 
could you make an patch for the AnthroGenes mod
UltraEmailMan 5 feb om 4:41 
[2/2] I encountered this in my heavily modded playthrough, but I did also test on a new save with only the required mods (and a camera mod so I could zoom in enough to see their eyes) to make sure it wasn't a mod conflict. That said, it has been a while since I did a clean install, so there could be some left over junk files doing something weird. Please let me know if this is just a me issue.

Hugslib log just in case: https://gist.github.com/HugsLibRecordKeeper/d83c1c11e62283552a642c13576d0034
UltraEmailMan 5 feb om 4:40 
[1/2] I'm running into an issue with the head and eye genes from Outland - Genetics. I haven't tested every head gene, but all of the ones I did test have disabled rendering for all eye genes. This includes eye genes that have certain head gene prerequisites such as the Monocular head and eye or the Arachnid head and eyes.

I see in your screenshots that the example of the Monocular head has a red eye, so I'm assuming an update of one of the mods since then has changed something which caused the eyes to stop rendering.
Hubertdragon1 31 jan om 5:03 
hey so forsaken are in the alpha genes now so... are they gonna get updated?
HoNkZeE MaKaRa 25 jan om 12:44 
deep black skin gene (Alpha Genes) seems to turn heads white for me.
Leaguenet  [auteur] 23 jan om 9:17 
If they use B&S there is nothing for me to patch - B&S selectively disables animations on heads where it doesn't make sense, and this is more or less what I would have done too. So if some mod uses B&S framework (and was smart enough to actually use its features), there is simply no need for me to step in with anything.