// Management · RimWorld Mod

Genetic Heads Framework for [NL] Facial Animation

Genetic Heads Framework for [NL] Facial Animation mod preview for RimWorld

Genetic Heads Framework for Facial Animation Expanded gene support for Facial Animation (FA)!

Genetic Heads Framework for Facial Animation

Expanded gene support for Facial Animation (FA)!

What This Mod Does

In 1.6, this mod adds logic to FA to correctly assign multi-gene heads, allow variation in heads like furskin, and adds eye color for vanilla Biotech. In 1.5, this mod connects genes to Facial Animation parts. If you have the textures with the right code in your mods, this mod will automatically apply the appropriate parts to your pawns. Requires Head Packs or patch mods to work! There are no textures in this mod! It will work with any style, anime or vanilla. For vanilla style, check out my Biotech Head Pack for vanilla Biotech heads edited to work with Facial Animation. Pairs very nicely with Vanilla Textures Expanded for Facial Animation. Also check out my Mod Head Pack for some heads from mods, also in vanilla style (VRE, Roo's).

Features

  • Automatic face assignment based on genes
  • Supports multiple required genes per head (furskin + heavy jaw, gaunt + furskin, etc)
  • Fallback system assigns race/gender-appropriate heads if no genetic match
  • Supports multiple head textures for a single gene (like base game Biotech furskin's three textures)
  • Extensible design to easily add your own head packs

Known Issues:

  • Weird behavior with HAR
  • Sometimes eye colors behave weirdly. Make sure the Eyeball Patch is toggled off in mod settings.

Modder-Friendly

Make your own head packs or patch existing Facial Animation heads! Make sure art is FA appropriate (no eyes, same folder system as Facial Animation, etc) and then add Defs with gene logic. In 1.6, use FA's native targetGeneDefs. In 1.5, use:
  • Genetic Heads Framework for Facial Animation
  • /Defs/FacialAnimation.HeadTypeDef
  • geneDefName
  • To patch a mod that you've made FA compatible head art for in 1.5:
  • Name of Mod to Patch
  • /Defs FAHeadTypeDefName example/folderpath 0 Map/CutoutSkinOverride
  • geneDefName
  • A Note from Me

    I’ve been working on this mod for a long time, even started learning c# so I could make it. My hyperfixation has changed for the moment, though I will be back. If this mod needs to be updated in the meantime, feel free to do so. Hosted here on Github. When I come back, I'll integrate it into the main mod! I'm happy to update with improvements and credit appropriately. Tips are in no way expected, but are very appreciated ❤️ Have fun!