RimWorld

RimWorld

ABC Body 2
93 Comments
ABC  [author] 24 Oct @ 9:04am 
@Eternal_Truth
Try changing the loading order so that ABC Body appears further down the list.
Eternal_Truth 24 Oct @ 4:21am 
I found it - it is a conflict with Vanilla Texture Expanded!
Eternal_Truth 23 Oct @ 10:46pm 
It seems okay with only base game, all DLCs and the mod - im trying to disable mods to fix now
ABC  [author] 23 Oct @ 3:09am 
@Eternal_Truth
It seems to be a conflict with another mod,
but does the same issue occur if you play the game with only the official DLC and ABC Body?
Eternal_Truth 22 Oct @ 10:16pm 
Edit to below; Apparently the body still renders, but it renders both the vanilla body and the ABC body, which hides most of the ABC body under the vanilla body
Eternal_Truth 13 Oct @ 4:39am 
Hello, sorry for asking, but for some reason the "Furskin" gene makes it default back to Vanilla Rimworld bodies for furskin - is there a mod incompatability with other specific mods or something like it?
NinjaBeest 7 Oct @ 11:54am 
@ABC
Alright, thanks for getting back!
ABC  [author] 7 Oct @ 2:08am 
@NinjaBeest
Sorry, we don't have any plans to add facial animations specifically for ABC Body. We are currently focusing on costume-related work.
NinjaBeest 6 Oct @ 10:33am 
I have read past comments and know that NL facial animation is compatible with ABC making ABC the body and NL the head.
But will we ever get facial animation/head tailored to your body version specifically? I think your style is best personally.
ABC  [author] 4 Oct @ 8:06pm 
Fixed a bug related to the shield belt.
tanyfilina 22 Sep @ 11:15pm 
You need some mod to display pants: [Vee]Apparel Retexture or Visible Pants, or something else
Fake Antivirus 22 Sep @ 6:59pm 
None of my pawns are wearing pants. im subscrived to a number of different mods, but none that should affect abc body specifically. the abc outfits that come with this mod do load, but regular synthread pants are invisible. is anyone having this issue as well?
Jake Paul 21 Sep @ 11:08pm 
Using just this mod I get an error on console. Seems like its for Odyssey DLC and i don't have it.
https://ibb.co/YTPFnPtW
tanyfilina 19 Sep @ 10:41am 
I've made a temporary adaptation of VEA and few other clothes to ABC 2 bodies: here
Darth Xanatos 8 Sep @ 8:13pm 
For some reason the Shield glasses make my colonists bald
Arashima 7 Sep @ 2:15pm 
大好きな体型modだからVEシリーズめちゃくちゃ楽しみです。
B flat 28 Aug @ 3:29pm 
@ABC Awesome to hear! Thanks for your hard work.
ABC  [author] 28 Aug @ 3:28am 
@B flat
We plan to gradually create patches for the Vanilla Expanded series.
B flat 27 Aug @ 11:58am 
Any chance for Vanilla Expanded Apparel / Armor? Xeva seems to support them, maybe you could adapt their textures?
ABC  [author] 25 Aug @ 2:36am 
@DuckGoosebear PrairieDogLover
We may not be able to accommodate complex requests, but we are always open to requests.
I'm sorry to bother you about it, but is there any possibility to make a request of your art? I try to develop an addition to your mod, but I struggle to match the cuteness of your work. Thanks
ABC  [author] 24 Aug @ 8:17am 
@Troublesomeknight
"Medieval Overhaul" is a great mod, but patching it would take a huge amount of work, so I don't think I could do it myself. Sorry.

@DuckGoosebear PrairieDogLover
There are two types: one modified from [Vee]Apparel Retexture and one I drew myself.
I was curious about some textures. Who made the cute clothes for this mod?
ABC  [author] 15 Aug @ 11:33am 
@B flat
"[Vee] Apparel Retexture" is needed to display some headwear and pants.
Zundamon at Arms 12 Aug @ 7:31pm 
Sorry, I took a closer look at the data of the new items, and they’re all insignificant. I can completely ignore them.:steamhappy:
Zundamon at Arms 11 Aug @ 6:06pm 
One last question — is there a way to remove the gloves and shoes, since some mods already make the vanilla armor protect the hands and feet?
B flat 11 Aug @ 11:52am 
Also, this looks awesome in the screenshots, but could you please mentioned in the description which mods it supports?
B flat 11 Aug @ 10:47am 
So, I assume your mod replaces much of what [Vee]Apparel Retexture does and it's not needed?
ABC  [author] 11 Aug @ 2:29am 
@Zundamon at Arms
Nude.
Zundamon at Arms 9 Aug @ 8:12pm 
no nude?
ABC  [author] 30 Jul @ 4:21am 
@Realm Imp
When used simultaneously with "[NL] Facial Animation", the head will be "[NL] Facial Animation" and the body will be "ABC Body 2".
girk 29 Jul @ 6:02am 
does this work with facial animation?
ABC  [author] 29 Jul @ 3:51am 
@DuckGoosebear PrairieDogLover
Thank you for reporting.
The east-facing texture was old, so I updated it.
Hi i saw an issue with some ABC socks and thin body, they changed to short on the side view. Unfortunately this happened to me on every sock.
tanyfilina 28 Jul @ 12:39pm 
@тетеря, блин, I've done it, surely the quality is far from this mod, but I still think it's better than nothing :) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3533234315
тетеря, блин 28 Jul @ 12:12pm 
is it possible to add a version/patch for this?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3207125987
ABC  [author] 22 Jul @ 5:10am 
@tanyfilina
[Vee]Apparel Retexture, [XND] Visible Pants, and Pawn Visible Pants are mods that display pants, but each has a different texture path.
These have been adapted in this update.
We believe the [XND] Visible Pants assembly is intended to make pants appear above the shirt.
ABC Body complements some of its head costumes with [Vee]Apparel Retexture.
tanyfilina 21 Jul @ 12:19pm 
The problem is that apart from pants visibility patch [Vee]Apparel Retexture contains all the textures that are anyway replaced with yours.
tanyfilina 21 Jul @ 12:15pm 
Ah! You use [Vee]Apparel Retexture instead of Visible Pants. I wonder, why it worked previously and why Visible Pants need Assembly if [Vee]Apparel Retexture does the same with just an xml patch.
ABC  [author] 21 Jul @ 11:36am 
@togi
If you use a mod called "Cherry Picker", you can disable only certain items. I recommend it.

@StillSuit
Thank you for using our service.
The power armor/helmet retexture is based on the vanilla design, so I think it will remain the same unless Ludeon Studios changes the design.

@tanyfilina
If you activate only "[Vee]Apparel Retexture", will the pants texture display correctly?
tanyfilina 21 Jul @ 8:48am 
I've got it to work by putting your pants retexture into Core\Things\Pawn\Humanlike\Apparel folder, as in Visible Pants mod.
tanyfilina 21 Jul @ 5:24am 
For some reason pants from this mod no longer override Visible Pants textures.
StillSuit 20 Jul @ 3:03pm 
@ABC great mod! I used it back in 1.5 for multiplayer as its much more stable than Facial Animations.

Now with 1.6 Ludeon gave vaccuum resistance to every powerarmor/helmet.
Do you, by any chance, plan to redraw helmets? Current power helmets (looking at you, totemic recon!) are very open in design, looks wierd in space.
StillSuit 20 Jul @ 2:12pm 
@togi Which version of the game do you use? 1.4 and 1.5 folders do nothing on a 1.6 version of the game. If retextures are the only thing you want, you can just delete the 1.6/Defs folder AND Defs folder in the root of the mod.

It's a very dirty fix: as soon as mod updates it will be back. Safer option would be baking a personal patch as a separate mod.
togi 20 Jul @ 8:50am 
Can I disable the extra clothes this mod adds? I deleted the 1.4 and 1.5 folders, but they're still showing up in-game. for example, ABC-bottoms, ABC-gloves, ABC-shoes etc.
Troublesomeknight 17 Jul @ 6:09pm 
I imagine VE mods would be a higher priority since more people use them, but I'd also like to see Medieval Overhaul clothes eventually when you can get around to it.
Dealer Mangan 16 Jul @ 5:26pm 
Yup!
ABC  [author] 16 Jul @ 5:15pm 
@Dealer Mangan
Is the Biotech DLC enabled?
Dealer Mangan 16 Jul @ 6:26am 
Not sure how severe this startup error is. For safety, i just nuked that thingdef altogether from the xml file, but hopefully you can look into it properly
Dealer Mangan 16 Jul @ 5:41am 
Apparel_Abc_KidShoes (mod ABC Body 2) is missing thing class and will not work properly.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (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.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation/<>c:<.cctor>b__7_0 (object)
UnityEngine.UnitySynchronizationContext/WorkRequest:Invoke ()
UnityEngine.UnitySynchronizationContext:Exec ()
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()