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Try changing the loading order so that ABC Body appears further down the list.
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?
Alright, thanks for getting back!
Sorry, we don't have any plans to add facial animations specifically for ABC Body. We are currently focusing on costume-related work.
But will we ever get facial animation/head tailored to your body version specifically? I think your style is best personally.
https://ibb.co/YTPFnPtW
We plan to gradually create patches for the Vanilla Expanded series.
We may not be able to accommodate complex requests, but we are always open to requests.
"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.
"[Vee] Apparel Retexture" is needed to display some headwear and pants.
Nude.
When used simultaneously with "[NL] Facial Animation", the head will be "[NL] Facial Animation" and the body will be "ABC Body 2".
Thank you for reporting.
The east-facing texture was old, so I updated it.
– https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3207125987
[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.
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?
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.
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.
Is the Biotech DLC enabled?
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 ()