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[mod] Sized Apparel Zero (Sized Apparel Retextures, SAR-BodiesMod)


zero112

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Posted
On 4/12/2023 at 9:46 PM, zero112 said:



Yes, it happens. There are two possible problems here:
1 - the texture of the face and body itself is brown, but the alpha channel (or whatever the color mass is called) is indicated as 255 255 255, that is, white.
2- the color mask itself for this race (or xenotype, it doesn’t matter) comes with brown staining, but the tag is not used standard. For example, according to the SA standard, the chest uses the "skin" tag, so I know an exception that is in the code - the "fur" tag for itakins. If the developer of this body decided to suffer garbage and made the body color as a "bark" - then the result will be just that. The skin of the pawn is white, and the "bark" is brown.

And yes, all of the above is my search and I do not pretend that I understood everything correctly. But how to fix it - I'm sorry but I don't know. this is a very popular problem.

 

I found the parameter that seems to have caused all the issues. The mod that introduces this barkskin' graphic uses a tag called <useMaskForFur> which I believe is using an alpha mask to adjust the colours. Setting that tag to false, while making the bark look a little off colour, has now allowed the genitals to be coloured properly. The mod this came from was called 'Dryad Retexture'.

Posted

Oh, it's great. The detective investigation was successful ?
if you can make the tag change as a separate patch, I can add it to the mod so that the rest of the "Dryad Retexture" will immediately work better.


 

Posted

The description  says there are pubic hair options in this mod. How do you apply these to your pawns? I have RimWorld Character Editor installed which was more or less compatible with the OTY body mod and it allowed me to pick pubic hair for my pawns. Is there a similar way for SizedApparrel bodies?

Posted
1 час назад, Гройциг сказал:

В описании сказано, что в этом моде есть варианты лобковых волос. Как вы применяете их к своим пешкам? У меня установлен RimWorld Character Editor, который был более или менее совместим с модом тела OTY, и он позволял мне выбирать лобковые волосы для моих пешек. Есть ли аналогичный способ для тел SizedApparrel?


Honestly - I don’t know, I always put it on the randm. I use Character Editor, but I didn't see it there.

Somewhere like OTY wrote that it can be changed in the game through something.
But I don't remember where, sorry.

Posted
5 minutes ago, zero112 said:


Honestly - I don’t know, I always put it on the randm. I use Character Editor, but I didn't see it there.

Somewhere like OTY wrote that it can be changed in the game through something.
But I don't remember where, sorry.

Weird translation :D

anyways, I've found it, you need to build a styling station and send your pawn over there. There are a few options to choose, but they are present. Thanks anyway!

Posted
33 минуты назад, Мати17 сказал:

привет у меня проблема я не вижу твой мод в списке модов в игре


you need to remove the original SA before installing

not deactivate, namely delete

Posted (edited)

Thanks for your effort. I have a question tho. Do i need other mods for cumflation and pregnancy stages to be visually displayed? Cos even if i do use cumflation and pregnancy stage graphics mods i don't see any visual changes. Same happens when i don't. Also sorry it might be a dumb question but do i even need RimNudeWorld when using this mod? 

Edited by DeathToHumankind
Posted
6 hours ago, DeathToHumankind said:

Спасибо за ваши усилия. У меня есть вопрос. Нужны ли мне другие моды для визуального отображения стадий полового акта и беременности? Потому что, даже если я использую графические моды для кумуляции и стадии беременности, я не вижу никаких визуальных изменений. То же самое происходит, когда я этого не делаю. Также извините, это может быть глупый вопрос, но нужен ли мне RimNudeWorld при использовании этого мода? 


from mandatory - you need a rimjobworld. Everything else is optional. Here is a list of all modules - choose the ones you like.
 


Rimnude is not needed. SA and rimnude are mods with the same functionality but different implementations. To make the belly grow in the game - go to the SA mod settings (in the game itself) and check the appropriate boxes

Posted
4 hours ago, zero112 said:


from mandatory - you need a rimjobworld. Everything else is optional. Here is a list of all modules - choose the ones you like.
 


Rimnude is not needed. SA and rimnude are mods with the same functionality but different implementations. To make the belly grow in the game - go to the SA mod settings (in the game itself) and check the appropriate boxes

Yes, checking the box with belly growth did make everything work. Thank you very much! That's off-topic but why my messages in your message's quotes are in russian, comrade?

Posted
19 minutes ago, DeathToHumankind said:

Yes, checking the box with belly growth did make everything work. Thank you very much! That's off-topic but why my messages in your message's quotes are in russian, comrade?


Google translator and forum glitches ?

Posted

So far this compilation looks amazing! One question though: In the third picture on the download page, where different races are shown, there is that purple tentacle body. Is that from a different mod? I didn't find it in the mod's files.

I'd love to have that though, since i'm playing with ROM Cults and i think it would be way more immersive to use something like that for pawns that got their limbs replaced with tentacles ?

Posted (edited)
5 hours ago, Manu82 said:

So far this compilation looks amazing! One question though: In the third picture on the download page, where different races are shown, there is that purple tentacle body. Is that from a different mod? I didn't find it in the mod's files.

I'd love to have that though, since i'm playing with ROM Cults and i think it would be way more immersive to use something like that for pawns that got their limbs replaced with tentacles ?


this is biotechnology from the alphagene mod
in general, the tentacles are purely decorative ?

(and for aesthetes - now "said" in English =P)

Edited by zero112
Posted
On 4/20/2023 at 1:14 AM, zero112 said:

To make the belly grow in the game - go to the SA mod settings (in the game itself) and check the appropriate boxes

 

Seems the sized apparel is not showing pregnancy bellies, however when my pawns go naked their pregnancy bellies show correctly

Is there some other other 'check boxes' I'm missing? [or a combination of settings between this mod and RJW]

 

I don't have any offical DLC, nor do I use rimnude, I'm just using RJW + SizedApparel.

Posted
3 hours ago, McLovinU said:

 

Seems the sized apparel is not showing pregnancy bellies, however when my pawns go naked their pregnancy bellies show correctly

Is there some other other 'check boxes' I'm missing? [or a combination of settings between this mod and RJW]

 

I don't have any offical DLC, nor do I use rimnude, I'm just using RJW + SizedApparel.



Everything is correct. Belly only on bare pawns. To display the bellies on dressed pawns, you need to draw an additional couple of million textures.

Posted
14 hours ago, zero112 said:



Everything is correct. Belly only on bare pawns. To display the bellies on dressed pawns, you need to draw an additional couple of million textures.

Thanks for reply, I figured as much. Bad engine design.

 

As I don't know how it all works under the hood, could some sort of custom clothing work?

[like a single shirt designed for each stage of pregnancy sizedapparel has, that it swaps in/out when on said stage]

 

No worries, just brining back my memories of Fallout 4's CBBE + BodySlide and Outfit Studio. [was great having clothing auto re-size in game].

Posted (edited)
10 hours ago, McLovinU said:

Thanks for reply, I figured as much. Bad engine design.

 

As I don't know how it all works under the hood, could some sort of custom clothing work?

[like a single shirt designed for each stage of pregnancy sizedapparel has, that it swaps in/out when on said stage]

 

No worries, just brining back my memories of Fallout 4's CBBE + BodySlide and Outfit Studio. [was great having clothing auto re-size in game].



No, such functionality is not implemented (as far as I know).

Of course, you can dream up how this can be done - but the creator of the mod has not been in touch for a long time, so it is unlikely that someone will make the necessary changes to the code.
And not small changes are needed - to add a check on the stage of the abdomen. Moreover, even if you make textures for only one piece of clothing (for example, a shirt), then the check will still go on all the clothes and it will waste the resources of the game. In general: there is no such thing and I'm not sure if it's worth it


it would be cool, of course, for everything to work like a BodySlide, but alas, everything is very straightforward here - just go to the mod folder and look at how many hand-drawn textures for each size are there.

Edited by zero112
Posted (edited)

Okay i run into this problem of belly bulge not displaying right when i have "Dub's Apparel tweaks" enabled. When the script of dub's mod starts working (by being drafted\entering interiors) the pawn loses it's belly bulge. No matter what settings i change in dub's mod it still "take away" belly bulge.
Is there any workaround? Or this feature is just completely incompatible with dub's mod? 
 

UPD1: I stopped using Dub's mod and insted installed "[CAT] Show Hair With Hats or Hide All Hats". Has almost all of dub's settings so i settled with it. Now everything works as intended. Please refere to this message as simply an incompatibility report.

Edited by DeathToHumankind
Figured a workaround ;)
Posted

i'm encountering an issue where only the micro sized penis is placed correctly on the female frame. Any other variation of penis diffs float nearly an entire pawn lower than they should. Any help? or is this more likely a conflict with another mod?

 

Posted
9 hours ago, TheVandalino said:

i'm encountering an issue where only the micro sized penis is placed correctly on the female frame. Any other variation of penis diffs float nearly an entire pawn lower than they should. Any help? or is this more likely a conflict with another mod?

 


yes, it's a conflict with another mod. Apparently one of them, going down in the download, overwrites the textures under the ancient SA format.

we should probably do some kind of FAQ, otherwise we are discussing the same problems ?

Posted

Updated to 3.4
Main mod SA updated to version 1.4Wip25
Added asymmetrical textures for tribal clothes

Added armored pants (yes, now they have their own unique texture)

Fixed minor glitches (thanks to all those who find them)


And yes, I didn’t test the transfer to 1.4Wip25 much - so if it doesn’t work, write

Posted (edited)

got the newest version (3.4), have an exception being thrown at world gen. 

Spoiler

Error in WorldGenStep: System.TypeInitializationException: The type initializer for 'SizedApparel.SizedApparelPatch' threw an exception. ---> System.NullReferenceException: Null method for SizedApparelforRJW
  at HarmonyLib.PatchProcessor.Patch () [0x0001d] in <255414689d344b1385ae719f6cce8c55>:0 
  at HarmonyLib.Harmony.Patch (System.Reflection.MethodBase original, HarmonyLib.HarmonyMethod prefix, HarmonyLib.HarmonyMethod postfix, HarmonyLib.HarmonyMethod transpiler, HarmonyLib.HarmonyMethod finalizer) [0x00028] in <255414689d344b1385ae719f6cce8c55>:0 
  at SizedApparel.SizedApparelPatch+<>c__DisplayClass10_0.<.cctor>b__19 () [0x00054] in <6826d344790643569707a4bcd864f9bd>:0 
  at SizedApparel.SizedApparelPatch..cctor () [0x002a9] in <6826d344790643569707a4bcd864f9bd>:0 
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Object.__icall_wrapper_mono_generic_class_init(intptr)
  at SizedApparel.SizedApparelUtility.isBellyBulgeHediff (Verse.Hediff h) [0x00014] in <6826d344790643569707a4bcd864f9bd>:0 
  at SizedApparel.PawnHealthTrackerPatch.Postfix (Verse.Hediff hediff, Verse.Pawn_HealthTracker __instance, Verse.Pawn& ___pawn) [0x00029] in <6826d344790643569707a4bcd864f9bd>:0 
  at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.Notify_HediffChanged_Patch1(Verse.Pawn_HealthTracker,Verse.Hediff)
  at Verse.HediffComp_GetsPermanent.SetPainCategory (Verse.PainCategory category) [0x00015] in <95de19971c5d40878d8742747904cdcd>:0 
  at Verse.HediffComp_GetsPermanent.set_IsPermanent (System.Boolean value) [0x0004e] in <95de19971c5d40878d8742747904cdcd>:0 
  at (wrapper dynamic-method) RimWorld.AgeInjuryUtility.RimWorld.AgeInjuryUtility.GenerateRandomOldAgeInjuries_Patch1(Verse.Pawn,bool)
  at (wrapper dynamic-method) Verse.PawnGenerator.Verse.PawnGenerator.GenerateInitialHediffs_Patch2(Verse.Pawn,Verse.PawnGenerationRequest)
  at (wrapper dynamic-method) Verse.PawnGenerator.Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1(Verse.PawnGenerationRequest&,string&,bool,bool)
  at (wrapper dynamic-method) Verse.PawnGenerator.Verse.PawnGenerator.GenerateNewPawnInternal_Patch6(Verse.PawnGenerationRequest&)
  at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest request) [0x00188] in <95de19971c5d40878d8742747904cdcd>:0 
  at (wrapper dynamic-method) Verse.PawnGenerator.Verse.PawnGenerator.GeneratePawn_Patch3(Verse.PawnGenerationRequest)
  at RimWorld.Faction.TryGenerateNewLeader () [0x00254] in <95de19971c5d40878d8742747904cdcd>:0 
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionGeneratorParms parms) [0x001f0] in <95de19971c5d40878d8742747904cdcd>:0 
  at (wrapper dynamic-method) RimWorld.FactionGenerator.RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch0(System.Collections.Generic.List`1<RimWorld.FactionDef>)
  at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (System.String seed) [0x00005] in <95de19971c5d40878d8742747904cdcd>:0 
  at RimWorld.Planet.WorldGenerator.GenerateWorld (System.Single planetCoverage, System.String seedString, RimWorld.Planet.OverallRainfall overallRainfall, RimWorld.Planet.OverallTemperature overallTemperature, RimWorld.Planet.OverallPopulation population, System.Collections.Generic.List`1[T] factions, System.Single pollution) [0x0010e] in <95de19971c5d40878d8742747904cdcd>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
RimWorld.Planet.WorldGenerator:GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature,RimWorld.Planet.OverallPopulation,System.Collections.Generic.List`1<RimWorld.FactionDef>,single)
RimWorld.Page_CreateWorldParams:<CanDoNext>b__19_0 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

 

Edited by kalebon
Posted (edited)

Hi, thank you for work on this mod(s).

I have a problem.
Breasts stick out through clothing when the pawn is sideways, but are completely flat when head on: but it's only on "Hulk" type bodies. Is this an already known occurrence, or is something wrong with my mods/load order? 

Spoiler

RimWorldWin64_LMFij4RKjR.png

RimWorldWin64_nKbMaf23Mo.png


I also updated to 3.4 and I get these debug redtexts at the main menu in relation to apparel:

Spoiler

XML RimWorld.ApparelProperties defines the same field twice: wornGraphicPath.

Field contents: Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><canBeDesiredForIdeo>false</canBeDesiredForIdeo><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/Pants/Pants</wornGraphicPath><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants</wornGraphicPath></apparel>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlToObject:ObjectFromXml<RimWorld.ApparelProperties> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<RimWorld.ApparelProperties> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXml<Verse.ThingDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<Verse.ThingDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
 

 

 

Spoiler

XML error: Duplicate XML node name wornGraphicPath in this XML block: <apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><canBeDesiredForIdeo>false</canBeDesiredForIdeo><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/Pants/Pants</wornGraphicPath><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants</wornGraphicPath></apparel>

Root node: <ThingDef ParentName="ApparelMakeableBase"><defName>Apparel_Pants</defName><label>pants</label><description>A simple set of pants.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite><displayPriority>265</displayPriority></recipeMaker><graphicData><texPath>Things/Pawn/Humanlike/Apparel/Pants/Pants</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>20</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>ApparelMisc</li></thingCategories><statBases><MaxHitPoints>100</MaxHitPoints><WorkToMake>1600</WorkToMake><Mass>0.5</Mass><StuffEffectMultiplierArmor>1</StuffEffectMultiplierArmor><StuffEffectMultiplierInsulation_Cold>0.20</StuffEffectMultiplierInsulation_Cold><StuffEffectMultiplierInsulation_Heat>0.08</StuffEffectMultiplierInsulation_Heat><EquipDelay>2</EquipDelay></statBases><apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><canBeDesiredForIdeo>false</canBeDesiredForIdeo><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/Pants/Pants</wornGraphicPath><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants</wornGraphicPath></apparel><colorGenerator Class="ColorGenerator_StandardApparel" /><tradeTags><li>BasicClothing</li></tradeTags><modExtensions><li Class="VisiblePants.ThingDefExtension" /></modExtensions></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.XmlInheritance:CheckForDuplicateNodes (System.Xml.XmlNode,System.Xml.XmlNode)
Verse.XmlInheritance:CheckForDuplicateNodes (System.Xml.XmlNode,System.Xml.XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes ()
Verse.XmlInheritance:Resolve ()
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


On the bright side; the update seems to have stopped my Hulk body breast clipping issue. Now they look flat from every angle. I'm guessing this is how it's supposed to look? Which is still an improvement, even if it's disappointing they only have vanilla proportions while clothed.

Edited by Nubarious
Posted
11 hours ago, Nubarious said:

Hi, thank you for work on this mod(s).

I have a problem.
Breasts stick out through clothing when the pawn is sideways, but are completely flat when head on: but it's only on "Hulk" type bodies. Is this an already known occurrence, or is something wrong with my mods/load order? 

  Reveal hidden contents

RimWorldWin64_LMFij4RKjR.png

RimWorldWin64_nKbMaf23Mo.png


I also updated to 3.4 and I get these debug redtexts at the main menu in relation to apparel:

  Reveal hidden contents

XML RimWorld.ApparelProperties defines the same field twice: wornGraphicPath.

Field contents: Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><canBeDesiredForIdeo>false</canBeDesiredForIdeo><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/Pants/Pants</wornGraphicPath><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants</wornGraphicPath></apparel>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlToObject:ObjectFromXml<RimWorld.ApparelProperties> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<RimWorld.ApparelProperties> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXml<Verse.ThingDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<Verse.ThingDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
 

 

 

  Reveal hidden contents

XML error: Duplicate XML node name wornGraphicPath in this XML block: <apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><canBeDesiredForIdeo>false</canBeDesiredForIdeo><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/Pants/Pants</wornGraphicPath><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants</wornGraphicPath></apparel>

Root node: <ThingDef ParentName="ApparelMakeableBase"><defName>Apparel_Pants</defName><label>pants</label><description>A simple set of pants.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite><displayPriority>265</displayPriority></recipeMaker><graphicData><texPath>Things/Pawn/Humanlike/Apparel/Pants/Pants</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>20</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>ApparelMisc</li></thingCategories><statBases><MaxHitPoints>100</MaxHitPoints><WorkToMake>1600</WorkToMake><Mass>0.5</Mass><StuffEffectMultiplierArmor>1</StuffEffectMultiplierArmor><StuffEffectMultiplierInsulation_Cold>0.20</StuffEffectMultiplierInsulation_Cold><StuffEffectMultiplierInsulation_Heat>0.08</StuffEffectMultiplierInsulation_Heat><EquipDelay>2</EquipDelay></statBases><apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>IndustrialBasic</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><canBeDesiredForIdeo>false</canBeDesiredForIdeo><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/Pants/Pants</wornGraphicPath><wornGraphicPath>Core/Things/Pawn/Humanlike/Apparel/FlakPants/FlakPants</wornGraphicPath></apparel><colorGenerator Class="ColorGenerator_StandardApparel" /><tradeTags><li>BasicClothing</li></tradeTags><modExtensions><li Class="VisiblePants.ThingDefExtension" /></modExtensions></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.XmlInheritance:CheckForDuplicateNodes (System.Xml.XmlNode,System.Xml.XmlNode)
Verse.XmlInheritance:CheckForDuplicateNodes (System.Xml.XmlNode,System.Xml.XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes ()
Verse.XmlInheritance:Resolve ()
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


On the bright side; the update seems to have stopped my Hulk body breast clipping issue. Now they look flat from every angle. I'm guessing this is how it's supposed to look? Which is still an improvement, even if it's disappointing they only have vanilla proportions while clothed.



Yes that's right. In the mod settings there is a checkbox - enable the display of body parts always, or only when all clothes are supported. On the physique of the hulk and fat, there are still very few clothing textures. At the expense of errors - I can’t help, I’m not strong in them, all the same, I’m more textured.

Do you have the [XND] Visible Pants mod installed? In the last update, I added the ability to display armored pants, which was not in the original mod.

Posted (edited)
5 hours ago, zero112 said:



Yes that's right. In the mod settings there is a checkbox - enable the display of body parts always, or only when all clothes are supported. On the physique of the hulk and fat, there are still very few clothing textures. At the expense of errors - I can’t help, I’m not strong in them, all the same, I’m more textured.

Do you have the [XND] Visible Pants mod installed? In the last update, I added the ability to display armored pants, which was not in the original mod.


Thank you for letting me know about that. I only recently got back into Rimworld since 1.0, so lots of things are new to me. I didn't think to check the mod menus.

I do use Visible Pants, it's great you're adding support for it. 
On that note, are you planning on expanding supported clothing / armours for Hulk body types too- or is that outside the scope of this project at the moment? I'm not fully knowledgeable of how much work goes into it.


Additionally, although you may have already suspected as much: I think my (benign) errors are related to the [XND] Visible Pants mod. It didn't happen before the update, to my knowledge.

Edited by Nubarious

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