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Skulil xenotype

On opaque, fungi-driven dustballs, pre-medieval rimworlds, and low-terraformed paleo-faunals, long, efficient hands carve kingdoms with deft agility.

Factionless, xenohuman bats. Kinda funny looking. Medieval/Melee playstyled, psychically deaf. Vanilla genes, no extra mods needed.

Compatibility

Should be fully compatible with everything already compatible with biotech.

Not sure if xenotypes are safe to remove midsave but why would you ever need to?

Still uses same retexture for higher resolution heads, but new optional dependency mod by SunshineyDays for using with facial animations. Thanks Sunshiney!

for Facial Animations and subsequent mods, redrawn blank vanilla headtype.

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Логотип мода

Genetic Biotech for Facial Animation

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