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Kurin HAF Remake *Suggestion thread*


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  1. 1. Should I Just delete this topic?

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      8

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4 minutes ago, FlowShi said:

You mean in the Race.xml under the <bodyAddon> tag?

                <li>
                <path>Kurin/Face/Faces/Texture</path>
                <bodyPart>Head</bodyPart>                
                <inFrontOfBody>true</inFrontOfBody>
                <useSkinColor>True</useSkinColor>
                <drawSize>1</drawSize>
                <angle>0</angle>
                <layerOffset>-0.2700965</layerOffset>
                <offsets>
                    <west>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </west>
                    <south>
                        <bodyTypes>
                            <Female>(-0.4212219,0.3022507)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </south>
                    <north>
                        <bodyTypes>
                            <Female>(0,0.7877813)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </north>
                    <east>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </east>
                </offsets>
                </li>

this is the face addon remove this and the face shouldn't appear anymore. admittedly i haven't tested it though

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12 minutes ago, MaroonToon said:

                <li>
                <path>Kurin/Face/Faces/Texture</path>
                <bodyPart>Head</bodyPart>                
                <inFrontOfBody>true</inFrontOfBody>
                <useSkinColor>True</useSkinColor>
                <drawSize>1</drawSize>
                <angle>0</angle>
                <layerOffset>-0.2700965</layerOffset>
                <offsets>
                    <west>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </west>
                    <south>
                        <bodyTypes>
                            <Female>(-0.4212219,0.3022507)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </south>
                    <north>
                        <bodyTypes>
                            <Female>(0,0.7877813)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </north>
                    <east>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </east>
                </offsets>
                </li>

this is the face addon remove this and the face shouldn't appear anymore. admittedly i haven't tested it though

Yep it was it, I got a slight visual glitch afterwards but I solved it by changing random settings in Character Editor. Thanks for the help.

 

By the way, I know you are not an artist but would it be possible to upscale the existing textures? For examples the body textures are 190x190, it's really low-res and I think it would be great to make the resolution higher for more details when creating/editing apparels or body textures.

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6 minutes ago, FlowShi said:

Yep it was it, I got a slight visual glitch afterwards but I solved it by changing random settings in Character Editor. Thanks for the help.

 

By the way, I know you are not an artist but would it be possible to upscale the existing textures? For examples the body textures are 190x190, it's really low-res and I think it would be great to make the resolution higher for more details when creating/editing apparels or body textures.

It would take a lot of tedious work. There are a lot of textures and I'm working on other things.
I do have a friend I could ask though and based on the kind of work they've helped me with before, I don't think they'd refuse.

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5 minutes ago, papaya12 said:

KR> ENG translator

 

I realized that the explanation was lacking.
So, I will post the link site. https://gist.github.com/HugsLibRecordKeeper/36da0ed844afe745ad97198d572ca46e

 

And the details of 'red error' .. Please refer to the attached file

none.txt 5.09 kB · 0 downloads

문제가 무엇인지 알고 있지만 문제를 해결하는 방법을 모르겠습니다.
내 버전에서는 잘 작동하기 때문에 방금 운이 좋았다고 생각합니다.
다음 업데이트에서 수정 될 예정입니다.
---------------------------------------------------------------------------

I know what the problem is, but I don't know how to fix it.
I think i just got lucky, because in my version it works fine.
It will be fixed in the next update.

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21 hours ago, MaroonToon said:

yes. i'm working on applying the right royal tags for apparel.  at the moment only some of the apparel is marked for royalty and i haven't tested it much.

Thanks, out of curiosity what do you actually edit to apply that tag, I had looked at doing it myself but couldn't figure out how to apply it.

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2 hours ago, MaroonToon said:

<apparel>
	<tags>
      <li>Example</li>
  </tags>
</apparel>

 

Ahh I see what I did wrong, I was adding

        <tags>
            <li>Royal</li>
            <li>RoyalTier2</li>
		</tags>

To individual pieces of equipment and not also adding it to here also
 

notepad++_2020-04-21_22-25-22.png

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3 hours ago, insom967 said:

Ahh I see what I did wrong, I was adding


        <tags>
            <li>Royal</li>
            <li>RoyalTier2</li>
		</tags>

To individual pieces of equipment and not also adding it to here also
 

notepad++_2020-04-21_22-25-22.png

it should work if you add it to the individual pieces. Just make sure it's in <apparel>
I just noticed i forgot to indent the closing </tags> on my example. doesn't affect anything, but it looks bad.

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11 hours ago, MaroonToon said:

it should work if you add it to the individual pieces. Just make sure it's in <apparel>
I just noticed i forgot to indent the closing </tags> on my example. doesn't affect anything, but it looks bad.

That was the strange thing, the pieces I edited would say "Max satisfied title: Count / Countess" but pawns would still have the "Want esquire specific apparel" until I also put to Royal tag at the beginning of the tier section.

 

I could be wrong about that though, maybe it was something else.

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Is your version set up to allow for Kurin Slaves and Wanderer joins? If not is this the correct way of changing that in AlienRaceSettings.xml (I cut out the startingColonist section to make the post smaller)

 

<Defs>
<AlienRace.RaceSettings>
<defName>Kurin_RaceSettings</defName>
<pawnKindSettings>
	<alienslavekinds>
		<li>
			<kindDefs>
				<li>Kurin_Colonist</li>
			</kindDefs>
			<chance>10.0</chance>
		</li>
	</alienslavekinds>
	
	<alienrefugeekinds>
		<li>
			<kindDefs>
				<li>Kurin_Colonist</li>
			</kindDefs>
			<chance>0.0</chance>
		</li>
	</alienrefugeekinds>
			<alienwandererkinds>
        <li>
            <pawnKindEntries>
                <li>
                    <kindDefs>
                        <li>Kurin_Colonist</li>
                    </kindDefs>
                    <chance>10.0</chance>
                </li>
            </pawnKindEntries>
            <factionDefs>
                <li>Kurin_PlayerFaction</li> 
            </factionDefs>
        </li>
    </alienwandererkinds>			
</pawnKindSettings>
</AlienRace.RaceSettings>
</Defs>

Changing the <chance>#</chance> and I assume its percentage so <chance>10.0</chance> would be 10% chance for a slave to be Kurin?

 

Also thanks for the update

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Also I got these two error's when starting Rimworld with your updated version, was using SFW ver from steamworkshop previously.

 

[RuntimeGC] Mod settings loaded.
Failed to find RimWorld.TraitDef named Nymphomaniac. There are 61 defs of this type loaded.
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Error while resolving references for def Kurin_BackstoryAdult_62: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Backstory+<ConfigErrors>d__53.MoveNext () [0x001ea] in <36108d57f84d49cabdae818c2a53fc38>:0 
  at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at AlienRace.BackstoryDef.ResolveReferences () [0x002da] in <31e7f558d7e4497680de197a492d495a>:0 
  at Verse.DefDatabase`1+<>c__DisplayClass14_0[T].<ResolveAllReferences>b__0 (T def) [0x0002f] in <36108d57f84d49cabdae818c2a53fc38>:0 
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Translation data for language English has 11 errors. Generate translation report for more info.
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Not sure if they're a mod conflict but I figured I would post it anyway, can most the entire log if you would like.

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2 hours ago, insom967 said:

Also I got these two error's when starting Rimworld with your updated version, was using SFW ver from steamworkshop previously.

 


[RuntimeGC] Mod settings loaded.
Failed to find RimWorld.TraitDef named Nymphomaniac. There are 61 defs of this type loaded.
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Error while resolving references for def Kurin_BackstoryAdult_62: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Backstory+<ConfigErrors>d__53.MoveNext () [0x001ea] in <36108d57f84d49cabdae818c2a53fc38>:0 
  at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at AlienRace.BackstoryDef.ResolveReferences () [0x002da] in <31e7f558d7e4497680de197a492d495a>:0 
  at Verse.DefDatabase`1+<>c__DisplayClass14_0[T].<ResolveAllReferences>b__0 (T def) [0x0002f] in <36108d57f84d49cabdae818c2a53fc38>:0 
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Translation data for language English has 11 errors. Generate translation report for more info.
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Not sure if they're a mod conflict but I figured I would post it anyway, can most the entire log if you would like.

yeah i haven't updated sfw version yet, sorry.

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<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Kurin_Race"]/comps</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Kurin_Race"]</xpath>
<value>
<comps />
</value>
</li>
</operations>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Kurin_Race"]/comps</xpath>
<value>
<li>
<compClass>FacialAnimation.DrawFaceGraphicsComp</compClass>
</li>
<li>
<compClass>FacialAnimation.HeadControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.EyeballControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.LidControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.BrowControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.MouthControllerComp</compClass>
</li>
<!--<li>
<compClass>FacialAnimation.EmotionControllerComp</compClass>
</li>-->
<li>
<compClass>FacialAnimation.FacialAnimationControllerComp</compClass>
</li>

</value>
</Operation>
</Patch> 

kurin compatibility code at {NL} Facial Animation - WIP Alien Race Framework/Kurin mod compatibility but conflicted code

                <li>
                <path>Kurin/Face/Faces/Texture</path>
                <bodyPart>Head</bodyPart>				
                <inFrontOfBody>true</inFrontOfBody>
                <useSkinColor>True</useSkinColor>
				<drawSize>1</drawSize>
                <angle>0</angle>
				<layerOffset>-0.2700965</layerOffset>
                <offsets>
				    <west>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </west>
                    <south>
                        <bodyTypes>
                            <Female>(-0.4212219,0.3022507)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </south>
                    <north>
                        <bodyTypes>
                            <Female>(0,0.7877813)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </north>
                    <east>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </east>
                </offsets>
                </li>
				

is there way to patch  remove / disable that code? by patching it ??

1.PNG

2.PNG

3.PNG

4.PNG

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4 hours ago, JangeL1997 said:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Kurin_Race"]/comps</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Kurin_Race"]</xpath>
<value>
<comps />
</value>
</li>
</operations>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Kurin_Race"]/comps</xpath>
<value>
<li>
<compClass>FacialAnimation.DrawFaceGraphicsComp</compClass>
</li>
<li>
<compClass>FacialAnimation.HeadControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.EyeballControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.LidControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.BrowControllerComp</compClass>
</li>
<li>
<compClass>FacialAnimation.MouthControllerComp</compClass>
</li>
<!--<li>
<compClass>FacialAnimation.EmotionControllerComp</compClass>
</li>-->
<li>
<compClass>FacialAnimation.FacialAnimationControllerComp</compClass>
</li>

</value>
</Operation>
</Patch> 

kurin compatibility code at {NL} Facial Animation - WIP Alien Race Framework/Kurin mod compatibility but conflicted code


                <li>
                <path>Kurin/Face/Faces/Texture</path>
                <bodyPart>Head</bodyPart>				
                <inFrontOfBody>true</inFrontOfBody>
                <useSkinColor>True</useSkinColor>
				<drawSize>1</drawSize>
                <angle>0</angle>
				<layerOffset>-0.2700965</layerOffset>
                <offsets>
				    <west>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </west>
                    <south>
                        <bodyTypes>
                            <Female>(-0.4212219,0.3022507)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </south>
                    <north>
                        <bodyTypes>
                            <Female>(0,0.7877813)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </north>
                    <east>
                        <bodyTypes>
                            <Female>(-0.4823152,0.2829581)</Female>
                        </bodyTypes>
                        <crownTypes>
                            <Normal_Average>(0,0)</Normal_Average>
                        </crownTypes>
                    </east>
                </offsets>
                </li>
				

is there way to patch  remove / disable that code? by patching it ??

1.PNG

2.PNG

3.PNG

4.PNG

seems like the head is too large... by a lot. Kurin have a lot of expressions built in, but they aren't being used. if i made facial animation use those instead, then it would probably be better. either that or scale the head down by a lot.
Anyways, i've got some ideas that i want to try before i try to deal with facial animation.
also i really need a proper post on LL. I'm going to work on that now...

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Quick question for you, I had some errors that seemed to be caused by random human pawns from factions spawning with kurin underwear and kurin prude underwear equipped and I might've fixed it by adding

 

<li>Kurin_Underwear_Prude</li>
<li>Kurin_Underwear</li>

between

<raceRestriction>
  
</raceRestriction>

in the race.xml file.

 

Is that correct or would that not be the issue?

 

Sorry for all the questions by the way, I'm just trying to learn Rimworld modding a tiny bit and am curious if I'm finding the right solutions to errors.

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6 hours ago, insom967 said:

Quick question for you, I had some errors that seemed to be caused by random human pawns from factions spawning with kurin underwear and kurin prude underwear equipped and I might've fixed it by adding

 


<li>Kurin_Underwear_Prude</li>
<li>Kurin_Underwear</li>

between

<raceRestriction>
  
</raceRestriction>

in the race.xml file.

 

Is that correct or would that not be the issue?

 

Sorry for all the questions by the way, I'm just trying to learn Rimworld modding a tiny bit and am curious if I'm finding the right solutions to errors.

just fixed it in the latest updates. i keep forgetting to add to the restriction when i add new clothing. if i add more, i'll be sure to remember

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