RimWorld

RimWorld

[NL] Facial Animation - WIP
1,646 Comments
Cyberwolf 22 Nov @ 12:08pm 
having a issue where some pawns are spawning with default eyes but has everything else and i dont have the actual vanilla retexture downloaded so idk whats causing it
One-Eyed 21 Nov @ 1:03pm 
Why are the pawns awake when they're unconscious and downed?
Moshii. 20 Nov @ 7:08pm 
@HJZ2333

I also noticed this too, It seems to be a bug with the mod. I made a discussion post about it
Tetrako 20 Nov @ 9:19am 
Has the bug where pawns keep their eyes perpetually closed during recreation not been fixed yet?
NinjaBeest 16 Nov @ 1:43pm 
@𐭌𐭄𐭓𐭉𐭅
I have and didn't see a problem
𐭌𐭄𐭓𐭉𐭅 16 Nov @ 11:13am 
Is this mod safe to add mid game?
Suero 15 Nov @ 3:42pm 
what is going on?
vibius 15 Nov @ 1:16pm 
現在、アジアの情勢が緊迫しています。まずは他の国に数年間避難する方法を考えることをお勧めします。私は移民エージェントではありませんが、あなたが危険にさらされているのではないかと心配です。
vibius 15 Nov @ 2:06am 
The situation in Asia is currently tense. I suggest you first find a way to seek refuge in another country for a few years. I'm not an immigration agent—I'm worried about your safety.
HJZ2333 10 Nov @ 6:24am 
The Facial Animation of newly appearing colony characters is not working properly, but refreshing the page fixes it. Why is this happening?
Pholith 4 Nov @ 7:06am 
Hi, the mod has a very little incompatibility with mechanoid pawn 2, the option to disable on this xenotype should be set to false by default
Tory 1 Nov @ 2:06pm 
Its not really a bug. Facial Animations changes the shape of heads, so beards dont match the new head shape. I'm sure there is a mod that changes them to specifically match the FA heads.
tanyfilina 30 Oct @ 11:36am 
It is a bug in the vanilla beards being ugly. Try using Vanilla Hairs and Beards Retextured mod.
gorbachevavitolda 30 Oct @ 12:57am 
After installing this mod, the beard position has been weird. Is this a bug in the mod itself?
o0Zeke0o 20 Oct @ 10:56am 
convert them to DDS
o0Zeke0o 20 Oct @ 10:56am 
because tons of x512 textues (?
Dealer Mangan 19 Oct @ 2:00am 
Why does it consume 1gb of vram?
Magnus 12 Oct @ 5:09am 
I haven't found any mods or workaround for people with a similar problem, but I'm having trouble with human ears drawing over/overlapping with xenotype ears. Is there an easy way to disable the human ear texture without also disabling xenotype ears? I've already looked in the mod settings and it just looks like there's an option to turn of xenotype ears unless i'm blind. Apologies for the weird question, it's really throwing off the vibe for the main xenotype in one of my playthroughs.
Miku, Miku Beam! 4 Oct @ 3:00pm 
Not working for alpha animal races
神说万岁 27 Sep @ 8:03am 
The misalignment of the head is an issue with RJW Animation. Deleting the NL folder inside the mod will restore normal functionality
[Br] Nasid 26 Sep @ 10:57pm 
This mod breaks the mods for other races.
OgnirRats 21 Sep @ 12:58pm 
anyone having issues with gene eye color, [BT] EyeGenes2 | Base - [NL] Facial Animation | fixed it for me
OgnirRats 20 Sep @ 10:23am 
playing with a modded xenotype from dragonbond mod, issue with solid colored eye being imposed over the eyes, showing even when pawn is sleeping, or misalignment when pawn turns sideways. Xenotype has a gene for red eyes.
Burger Bob 19 Sep @ 9:25pm 
Thanks for the awesome mod. The vanilla eyes look so dull and ugly, this just make everything better. Except it costs heavily on performance, especially all performance mods are down right now. When there are more than 10-20 pawns it constantly loses many fps and tps, even with human corpses. But it's worth it.
NinjaBeest 16 Sep @ 8:22pm 
So after a bunch of testing, I am not getting any invisible heads for mine. Mine is fine. Idk what is going on.
SimplyNikki24 16 Sep @ 7:06pm 
Invisible heads for me seem limited to Square heads on female colonists. When manually switching them to Pointy or Normal, their heads show up normally. Doesn't seem to affect male colonists in my experience.
NinjaBeest 16 Sep @ 4:39pm 
I want to get this but are the pawns still headless?
Turu D. Sleep 14 Sep @ 7:43pm 
The new update makes some of my pawns headless
free kill 13 Sep @ 5:53pm 
wake up
Average_Brody 13 Sep @ 5:02pm 
I've never seen a steam workshop thumbnail animated before so I saw this and thought I was losing my ♥♥♥♥.
ArticBlazer 9 Sep @ 10:03am 
im having a problem where every modded pawn has see-through holes over where their eyes would be
Cretz 8 Sep @ 5:08am 
The most recent update made my pawns invisible
DAOWAce 8 Sep @ 3:19am 
So, toggling the new option added doesn't fix the compatibility issue certain mods are having from the update?
Шашлычник ;р 8 Sep @ 3:16am 
@Nouvi, @↭Alec's ッ↭ I fixed the issue with Revia Biotech
Driguer 7 Sep @ 11:32pm 
Is it possible to disable the faces for ghouls?
↭Alec's ッ↭ 7 Sep @ 11:28pm 
As an alternative while waiting for one of the mod developers to fix the issue with the faces, you can delete the "FA_Compat" folder from the Revia Race: Biotech mod.
RiqueGaming 7 Sep @ 9:43pm 
Seems like I'm not the only one. Playing with BoneReapers ReMarrowed and their heads also turned into regular human heads. For some reason didn't happen with either Beliars nor Yautja though...
Sunshiney Days 7 Sep @ 5:03pm 
Thanks for the gene update! One thing I've noticed is that if a part has more than one gene (furskin and gaunt, for example), it doesn't automatically pick the part with the most genes and so there can be mismatches. Otherwise, it works great!
NyamiNyamiNyami 7 Sep @ 1:16pm 
Oh yall already figured it out.
NyamiNyamiNyami 7 Sep @ 1:15pm 
newest update broke the heads
Nouvi 7 Sep @ 1:03pm 
@Dragonmaster Cale No problem. You can still use the HAR version though, and that one still supports things like animated tails and ears, unless you for some reason avoid using HAR races. Unfortunately it won't help with ongoing games though.

Props to 'Log after def error' for making it easy to spot the cause of the error in this case.
Dragonmaster Cale 7 Sep @ 12:43pm 
@Nouvi - Thanks for figuring this out. I was so confused when I loaded up today and no faces. Not sure I can live without my bloodthirsty Revians. Hopefully it's fixed soon.
Nouvi 7 Sep @ 10:59am 
@Bits_and_Bytes Yep. It's Revia Race - Biotech. At the moment I can confirm that that mod completely breaks facial animation. No idea who is to be considered at fault, but maybe, hopefully, it can be fixed at some point.
oldnewone 7 Sep @ 10:43am 
I also lost heads and faces after newest update:(
Bits_and_Bytes 7 Sep @ 10:40am 
@Nouvi
i'm guessing it is something with revia race - biotech as the HAR version does not mess with it
Nouvi 7 Sep @ 10:12am 
Ok found something I'll have to test further, it appears that it's now clashing with Revia race. Going to test if it's the animated tail/ears or the race itself.
Bits_and_Bytes 7 Sep @ 10:09am 
a temperary workaround (as only on current session not savefile)
is to go into the NLfaceselecttab and select a new facetype and new hair then go back
it gives my pawns their face back again
Nouvi 7 Sep @ 9:13am 
So... latest update absolutely wrecked the mod for me, making it spew "Exception setting up dynamic node" everywhere.

EVERY pawn is now headless, and only settings that change anything is the 'disable for male/female' ones. I changed nothing to my mod list.
It would make sense if the update changes would need other mods to update, but even baseliners are headless for me.

I did try to unsub and resub.
ArticBlazer 6 Sep @ 2:30am 
when will an compatibility update come for modded xenotypes, all of them have their heads layered under the torso
DocHolliday 1 Sep @ 8:36am 
I LOVE the mod either way... Those two issues just cause A LOT of unnecessary incompatibilities...