Fork of a modding tools for creating xenos.
NOTE: I don't recommend using this when developing new mods. Use Big and Small Framework PawnExtensions instead if possible. This is mostly legacy.
See the original wiki for most info: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fprkrdp%2FGeneTools%2Fwiki]https://github.com/prkrdp/GeneTools/wiki[/url]
Original: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2889514606]https://steamcommunity.com/sharedfiles/filedetails/?id=2889514606[/url]
Source code: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Ftinywhitecats%2FGeneTools]https://github.com/tinywhitecats/GeneTools[/url]
As this has the same id as Gene Tools, you should not be subscribed to both at once.
Differences here from the experimental branch:
- Apparel texture patch is now done per-apparel instead of the entire update function (better compatibility).
- Head to helmet checking is off by default.
- New headtype extension as GeneToolsHeadTypeDef.enforceHelmets extension. Enables the head to helmet checking. Vanilla head types are no longer patched to support all helmets! No reason for that now.
- HAR compatibility improved and integrated - always on if HAR is installed.
- Refactored source code.
- New hair extension as GeneToolsHairDef.useSkinColor. Enabling this passes a pawn's skin color as a second color to the hair shader. This takes priority over HairModdingPlus when enabled.
- New body and head extensions as GeneToolsBodyTypeDef.enforceOnInvisibleApparel and GeneToolsHeadTypeDef.enforceOnInvisibleApparel. By default, invisible apparel is always acceptable on any body/head, since it will never be missing textures. Enabling this makes the head/body allowed check active on invisible apparel.
- Added forcedBodyTypesMale and forcedHeadTypesMale. Equivalent to the female-only version, these are only necessary if you want to retain unmodified female heads/bodies while overwriting male ones.
Notes:
- Vanilla bodytype genes may not cooperate with GT bodytype genes on the same pawn. In theory it's all set up for the vanilla exclusionTags to work, but in testing I couldn't get it to behave consistently.
- Changing pawn age via character editor doesn't always update body type. I should be able to fix this. For now there's a debug tool to set bodytype in the base game, so you can fix it with that.
Regarding HAR support (1.5):
- Things work pretty good. If a HAR alien has a bodytype/headtype using colorBody or useShader then HAR's shaders won't be used on that body part (which is good since colorBody and useShader's sole function is to replace the shader)