// Management · RimWorld Mod

FA-XECP: Facial Animation Xenotype Eye Color Patches [Continued]

by Ja'far

1.61.51.4
Steam ↗

Original Mod by LekkoBot.

Original Mod by LekkoBot. Continued by Jafar
Patches xenotype eye colors to work with facial animation by showing the proper eye color.

Changes in the continued version


  • Biotech support (red eyes, gray eyes)
  • Anomaly support: Partial - make sure to use this mod alongside mine for a fuller experience.
  • Conditional patches for the mods -> cleaner error log if none of the supported mods are loaded
  • Mod option to remove Bionic and Archotech Eyes' textures
  • New Supported Mods and updated patches


Currently supported mods




FAQ


Q1: How is a patch made?
A1: It's pure XML. You remove the renderNodeProperties of a specific gene (or body part, or whatever) through a patch and then you add a new EyeballColorDef for that gene. Much thanks to Lekkobot for showing it to me and the Facial Animation dev Nals for making it this simple.

Q2: How do you get the RGB value for the color?
A2: The RGB values are taken by pixel-inspecting the original texture, if you have suggestions for the colors do shoot them my way.

Q3: I am not getting the bionic or archo eye colors despite the texture being gone?
A3: That requires FA Experimentals (which is not compatible with VTE - Facial Animation btw). It is because that mod for some reason has the EyeballColorDefs defined but no patch to remove the prosthetics' textures. I might add it to this mod if there's demand.

Q4: The Askbarn eyes don't match the gene description much...
A4: I know. The original modder commented it out but I decided to restore it for the sake of consistency. If you have a better way of implementing it do let me know.
I work best with solid colored eyes because I am not artist


last image uses UNAGI Facial Animation