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License: MIT License
Eyebrows are over the hair instead of under it.
skin color selection is bugged in EdB, needs detouring to the mod's skin colors?
Gives exception with new steam version. Mod list is minimal (HugsLib, ModlistBackup, Facialstuff).
Log: https://gist.github.com/071dbbe9e40033355ec610d972bd7523
please update to 1.0~! any news on that?
Someone else has figured out how to make hats not hide hair, I'm not sure if it's an improvement on your method or not.
http://steamcommunity.com/sharedfiles/filedetails/?id=931727676
Hello again, glad to see all is well & 1.0 version has finally made its way to the light. Thanks again for all your hard work!
In my initial use, however, I seem to be running across a few issues:
When using Prepare Carefully's saving/loading of pawns & scenarios, it seems like the original facial features do not stick to loaded pawns. Sometimes I get randomized eyes & brows from the original face combo I had saved for a saved pawn. Also noting I can't seem to get any of the beards to come back visible after selecting "shaved" options to disable them.
In loading saved gameplay, I run a random chance of not having hair under hats show up at all for some reason (in fact, to be honest, I've only had hairs show up only a handful of times after loading a save for some reason). I've tried this with and without mods and under new & old saves, and can't seem to find any errors happening in the process, so I'm at a loss. (However, when the hairs DO show up, they're working as originally intended with the hat masking system you made... it's just my game doesn't like showing hair at the moment).
It also seems like bionic arms are still having a problem showing up. I can see the eyes & mouth implants work just fine now, but it seems like Bionic/Archotech arms are visibly missing during gameplay. There's also the case I do use the Archotech Expanded mod by teok25, but the Advanced Archotech legs show up just fine when used with this mod. I'm just not getting any "added part" hand graphics is all.
Last thing: Taking prisoners still spawns red errors like crazy. Remember the issue of rescuing downed pawns where pawn animations of the rescuer would freeze & all "thing" graphics within their visible radius would "disappear" until the carried pawn was dropped? That same thing, only it happens when pawns are carrying prisoners capable of walking to their beds/releasing them.
Exception drawing Hugo: System.NullReferenceException: Object reference not set to an instance of an object
at FacialStuff.HumanBipedDrawer.DrawTweenedHand (UnityEngine.Vector3,UnityEngine.Mesh,UnityEngine.Material,UnityEngine.Quaternion,FacialStuff.TweenThing,bool,bool) <0x00145>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x00da6>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x000bf>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01f20>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch4 (object,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x0015a>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,single,bool,Verse.RotDrawMode,bool) <0x000a9>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00196>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00087>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x0023e>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x000bf>
at FacialStuff.Harmony.HarmonyPatchesFS.CheckAndDrawHands (Verse.Thing,UnityEngine.Vector3,bool,Verse.Pawn,bool) <0x0030d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x0055e>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00087>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x00468>
Other than these 4 things, everything else seems to be running quite smoothly.
EDIT: Okay, so the "disappearing" hair thing... this might sound a little outlandish in how I'm coming across how it's happening...
It seems that if I allow my game to load up in the background & come back to it, THAT'S when the "no hair" bug seems to happen.
1.0, loads so much slower compared to the jet speeds of B19's 64 bit version, even with all the mods I had loaded then. Regardless of this, I've developed the habit of loading my game in the background & doing other things on my PC in the meantime. But as of 1.0, doing this now results in it hanging on "Initializing" after loading the defs, and "Library Startup" seems to have that strange "buggy" serif font, regardless of how I load the game up. If I just allow the game to start up in the foreground, I don't encounter the bug at all. But heaven forbid I want to not waste my time staring at a loading screen for 3-4 minutes I could be working on something else, clicking back to the screen doesn't take me to the menu screen like it used to in the alpha/beta era, but puts me back in the hung "initialization" state. And that in turn results in the issues listed above I've had in pawns not retaining their saved features & not having hair show up under hats.
Crazy, I know... but so far with how I've tested it out, it's literally been 100% the case this is actually happening this way. Considering things have definitely changed w/ how RW boots up in the background now, that's a minor & strange inconvenience that probably shouldn't exist... and I might have to ask some questions on the forum about it.
The bionic/archotech hands & carrying prisoner animation glitch, though, still definitely stuff that's happening with the mod itself unfortunately.
EDIT #2: There's this crazy graphical glitch with some of spoonshortage's hairs when hats with UpperHead tags are used... I know you took out support for the "3 original hair mods" now that there are more out there and updated, but thought I should let you know for some odd reason some of them, especially the bigger hairs for spoon's mod, look like this for some reason: https://imgur.com/a/zpY8c7g
Hello! I noticed in the Steam comments you had posted a test version where you were having issues with a bug cropping up, and someone mentioning it might be something related to reflections to some extent...?
I also noticed in looking at your texture files they still retain the old labeling of "back" "front" and "side" when Tynan actually switched it up to "north" "south" and "east" respectively. Perhaps this is why there are errors popping up like crazy concerning that? The game unfortunately no longer recognizes the old names for the directions the pawn sprites face.
This is just a shot in the dark that could probably help or not... I know I had similar issues when trying to refresh some XML-based mods that had this issue.
Been hitting randomize a whole lot, facial hair every single time on the men. Not just rare, hasn't happened once yet.
The eyes on the pointy average face are placed higher than the others, which is a better looking location and it would be nice if the rest were located similarly
Mehni @killface please add an underline under female/male/any in that selector. The full beards/combinable already have it.
Hey mate,
Here's the log share (It's pretty massive); honestly if you don't want to deal, it's chill. Lol.
https://gist.github.com/c9fa4ba7edc628a26e6576f3617b2796
Here's a couple pictures of the actual bug:
http://imgur.com/a/2ZVhC
http://imgur.com/a/bIeQO
Here's an imgur album of mod list:
http://imgur.com/a/n6cKm
Thanks mate!
Let me know if you need anything else, or figure anything out!
CheckForAddedOrMissingBodyParts?
Array index is out of range.
at FacialStuff.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x0087a>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00174>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00b82>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object,Verse.DrawTargetDef) <0x0021c>
at Verse.Map.MapUpdate () <0x0012c>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
I added facialstuff a while back but it was working fine until now. It's getting late in the game and I get out of memory errors on occasions. That missing pawn texture bug only materialised on some raiders from a rimsenal faction The last mod I added is rimfridge. I can't think of any other relevant information to provide, but I can confirm that removing facial stuff solved the issue.
LightReceptor is from Mechanite Augmentation mod
Using latest version from steam.
If there are no texture available for bionic eye it will just display no eyes at all. I think in that case it should fallback to original colonist’s eyes instead. That way it will be able to display new textures for parts that it is able to and not break when there is no texture to display. Or alternately fallback to a “generic” bionic texture.
Hi! I mentioned something similar to this problem in the Ludeon forums before I kind of figured my way around this site (the one glitch where animations for a pawn rescuing another pawn freeze and all other things/pawns within a certain radius of them stop drawing until a pawn is placed down).
It seems like this is happening when capturing prisoners as well. The most recent updated fixed the pawn rescuing animations bug, but I just got this error spam when capturing some downed raiders:
Object reference not set to an instance of an object
at FacialStuff.HumanBipedDrawer.DrawTweenedHand (UnityEngine.Vector3,UnityEngine.Mesh,UnityEngine.Material,UnityEngine.Quaternion,FacialStuff.TweenThing,bool,bool) <0x000f6>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x00b8c>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x0009f>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01e9d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00212>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00222>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x00259>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x0009f>
at FacialStuff.Harmony.HarmonyPatchesFS.CheckAndDrawHands (Verse.Thing,UnityEngine.Vector3,bool,Verse.Pawn,bool) <0x00257>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00570>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at (wrapper dynamic-method) Verse.ThingWithComps.Draw_Patch1 (object) <0x00022>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x001f9>
at Verse.Map.MapUpdate () <0x00135>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
It would be cool, not only to return the colors to the eyes, but to make visible the white color in new version FS
Regardless of the setting on the mod settings page. This mod used to work fine even with Show Hair With Hats or Hide All Hats previously.
I changed my load order recently for the better, but now Facial Stuff alone doesn't even work. There is absolutely no way i can get any hair to display below any hat, even completely vanilla stuff on completely vanilla humans.
Here's the log. There don't seem to be any direct conflicts from what i can tell so i have no idea what's happening.
https://gist.github.com/HugsLibRecordKeeper/933d9ef245cbf391b9523dfa11d23e33
I don't think human_hand_back is being used and it's just loading front for the opposite side
because no matter which way I flip the texture the hands are facing the wrong way on the back
Hello, I like the mod really much! but I found someone from my pawns her head is goes weirdly in the clothe, I deiced to make her wear another clothe from apparello, it worked till I restarted the game it still happening please, fix it. (Sorry cuz I didn't get picture I will try.)
I've had an issue where an election is held in my colony, which is from the Psychology mod, i've used it for a while now, but recently the election ended in a tie, which created an endless loop of messages about the election. I looked in the error log and it mentioned Facial Stuff, which i then removed and the message stopped looping. I hope you can use this information to fix the issue in the future :D
This is something that's been bothering me for a while, when looking straight at a pawn the wrinkles kind of make it look they have some sort of mandibles on their face around the mouth area. Really BUGs me! :p
Minor issue, but using this mod with Verify Start reveals that it makes pawn generation a lot more expensive by default, generating lots of pawns is about 1/3 speed.
Not sure if this can be fixed.
diannetea: the mouth position on the side for female average wide is weird, too high and far forward
diannetea: average normal is maybe slightly too high on both front and side
diannetea: male average normal is also way too far forward on the side
diannetea: as is average pointy
diannetea: sorry I'm going through the changes I still need to make for the update, and I'm trying to mitigate these as much as I can on my end
diannetea: most of the faces look right, but those few just aren't happy with the changes
diannetea: the mens are partially fixable by moving the head location
diannetea: men's narrow pointy the mouth is too far down on the side
diannetea: as is narrow wide
The setting in question being the only setting, Add mouths to colonists.
No xml seems to be getting generated in the Config directory where the Colonist Bar settings are stored.
I have one pawn that everytime I take her to the bench, her eye style reverts back to the ones she had originally, and sometimes (usually every other time) her hair colour reverts back too.
+please give option to disable bionics/implants showing on pawn visually
Sorry, no idea what is causing this.
output_log.txt
Occurring in Facial Stuff Public Beta, latest Steam version as of today. Latest Rimworld.
https://drive.google.com/open?id=1ejCiglKFVRFl5QGqbvjUy8crQI6-ODWD
The hands and feet look really weird when people are sleeping (OK, so they're quite comical other times too, but that's why I like it :) ) and it does look like they're putting their feet on the table when they're eating (How Rude! :O ).
Including this weird one that has two hairstyles at once.
http://i.imgur.com/p7wG2oI.png
Colonist Bar is correct, btw, the pawns actually do look like that.
Because Steam went down at an opportune time...
Workshop version: https://i.imgur.com/Jagf51t.png (wrinkles seem to be completely broken)
PawnRenderer: https://i.imgur.com/RoaZXFa.png (wrinkles are working but holy heck this looks awful)
To do: reset the head counter if (pawn =null)
This seems to blow up the verify start mod where after a certain number of iterations none of the spawns have heads any more.
Prepare Carefully updated and it seems hair features can't be accessed when using Facial Stuff with it.
I noticed that maces don't have a holding animation like all the other weapons. I saw that there was nothing in the log folder listing any issues, so I decided to take a look at the WeaponExtensionDefs. It appears that there is no mace file for the mod. I put one together pretty quickly. The only mods used were HubsLib, Jecstools, Camera+, and Facial Stuff
This file should fix it. I've posted the code below as well in case the link doesn't work for whatever reason.
MaceFix.zip
The mace uses the same hand positions as the gladius but that should be fine I hope.
Filename:
WeaponExtensionDef_MeleeWeapon_Mace.xml
Before:
After:
Sideways view:
The reason the pawns look slightly different is that I created a new world just in case that file somehow messed it up.
I think that could be better if the hands and feet can be hidden when sleeping
As far as I remember, in previous versions of the game this mod worked with Hardcore SK. But now in the logs these are the errors:
Could not find class FacialStuff.GameComponent_FacialStuff while resolving node li. Trying to use Verse.GameComponent instead. Full node:
1&, Boolean, String, LookMode, Object[]) Verse.Scribe_Collections:Look(List
1&, String, LookMode, Object[])and
SaveableFromNode exception: System.ArgumentException: Can't load abstract class Verse.GameComponent
at Verse.ScribeExtractor.SaveableFromNode[GameComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in :0
Subnode:
I was testing this mod with some mods like Rimatomics and Fashionrimsta, and I noticed that the beard of some colonists was peaking out of a gas mask. Here's a screenshot: https://imgur.com/a/Qi5w6
Sorry for the bad English.
So i had been playing with your mod installed for a while, and i only added one mod mid game, Map Renderer, so i could take proper screenshots. Everything had been running well, no problems, until i loaded my save a bit ago and all my pawns appearance had changed, and the defensive position icon was missing its texture and was instead a purple and orange box with an X in it. I can't click on an object without my game freezing, nor can i even generate a world when i try to start a new colony. My game is pretty broke, and my debug log gets absolutely flooded with red messages.
This is one of the errors it floods me with, and it does the same for 3 or 4 other colonists.
Exception drawing Tiffy: System.NullReferenceException: Object reference not set to an instance of an object
at FacialStuff.CompFace.PostDraw () [0x00000] in :0
at Verse.ThingWithComps.Comps_PostDraw () [0x00000] in :0
at Verse.ThingWithComps.Draw () [0x00000] in :0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in :0
All normal human colonists. I have one Twilek who gets no error messages, but appearance changed randomly like everyone else. I just got RimWorld about a week ago and its now completely unplayable. Can you please help me get this resolved?
Go to Options, Mod Settings, and then Show Settings next to Facial Stuff. Changing the settings updates the config file appropriately, but it's impossible to leave this screen.
Tested on the latest build of the PawnRenderer branch: https://github.com/Killface1980/RW_FacialStuff/tree/a448701304694f9a8975c02655dcbedba23aa007
`
RW_FacialStuff injected.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Exception filling window for RimWorld.Page_ConfigureStartingPawns: System.IndexOutOfRangeException: Array index is out of range.
at System.Collections.Generic.Dictionary`2[RimWorld.SkillDef,System.Int32].ContainsKey (RimWorld.SkillDef key) [0x00000] in :0
at RimWorld.Backstory.FullDescriptionFor (Verse.Pawn p) [0x00000] in :0
at RimWorld.CharacterCardUtility.DrawCharacterCard (Rect rect, Verse.Pawn pawn, System.Action randomizeCallback) [0x00000] in :0
at RimWorld.Page_ConfigureStartingPawns.DoWindowContents (Rect rect) [0x00000] in :0
at Verse.Window+c__AnonStorey25B.<>m__183 (Int32 x) [0x00000] in :0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
(Filename: Line: 422)`
Like the title says, Parkas and Dusters do not show up on the colonists when I wear them. Interestingly enough, they do show on visitors.
When I load my game, I can briefly see the parka on my guy, very briefly, and then it just disappears.
I already tried rebooting the game, disabling all my other mods and then loading the game. neither of which worked. But here's my mod list anyway:
HugsLib
Facial Stuff
Hand Me That Brick
Allow Tool
Fences and Floors
EDIT Nevermind I'm retarded. There's a setting in the mod settings that makes pawns take off the outer layer clothing while indoors.
http://i.imgur.com/8RLoTeS.png
Don't know why but certain hair colors (like this one) completely bleed outside the outline.
http://i.imgur.com/5qa5ySq.png
I first noticed this happening when playing around with the scenario editor, saving, using quit to menu to re-edit and start the scenario (and save again) multiple times. I narrowed it down to Facial Stuff causing this, remembering the previous loaded map's pawns.
It doesn't seem to really hurt the save file in any visible way but I just wanted to make sure this won't cause issues down the line. This is using the steam workshop version of the mod if that makes any difference.
My steps to reproduce:
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