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Further cleaned up the XML for efficiency..
Anyway,updated:
MASSIVELY improved. Now respects RED EYE, and GRAY EYE genes! Got rid of 75% of the unneeded textures, and code.
So simple once I thought about it....
This mod doesn't read any of the biotech pats of a pawn, just makes every base pawn have a unique eye color.
I see the error in the XML of Faces of the Rim which is calling an outdated DLL function from NL's mod that doesn't format the same anymore.
It's nothing to do with my add-on mod which still works as expected. Just give them time to fix it. I can patch it out if worse comes to worse, but honestly things work (close to) as expected despite the red errors.
@alex10019529 There is no easy way from within the game to change the eye color assigned to a pawn once they spawn. Also the eye shape itself is part of the definition. There are 6 types I believe. Mine just tells each shape to call a color base texture, then modify the color by .25 to .8 or so in each rgb channel. That sort of code would need to come out of the DLL supporting easy access to variables in the debug mode. Or they add options to select texture references. Not likely going to happen.