Mods / Textured Seraph Faces
Category:
#Cosmetics
Author: Thauidite
Side: Both
Created: Jul 5th 2023 at 9:00 AM
Last modified: Jul 17th at 8:56 AM
Downloads: 1060
Follow Unfollow 14
Author: Thauidite
Side: Both
Created: Jul 5th 2023 at 9:00 AM
Last modified: Jul 17th at 8:56 AM
Downloads: 1060
Follow Unfollow 14
Latest file for v1.19.8:
SeraphFaces1.4.0.zip
1-click install
This mod replaces the 3D model faces for the Seraphs with a texture instead.
The faces in the pictures may be a bit different than those in-game as I changed them due to a weird texturing bug with transparent textures in 1.19.
Should be compatible now with other player customization addons.
For a look more in line of pre-1.13 I'd suggest https://mods.vintagestory.at/classicseraphface by Koza!
If the texturing bug ever gets fixed I may try making some nicer faces in the future, dunno.
Feel free to use this for your own stuff. I didn't really do much aside from patching the player model file.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.4.0 | 137 | Jul 17th at 8:56 AM | Show | SeraphFaces1.4.0.zip | Install now | |
v1.3.0 | 280 | Dec 22nd 2023 at 7:40 PM | Show | SeraphFaces1.3.0.zip | Install now | |
v1.2.0 | 308 | Jul 7th 2023 at 1:42 PM | Show | SeraphFaces1.2.0.zip | Install now | |
v1.1.0 | 171 | Jul 6th 2023 at 11:48 PM | Show | SeraphFaces1.1.0.zip | Install now | |
v1.0.0 | 164 | Jul 5th 2023 at 9:00 AM | Show | SeraphFaces.zip | Install now |
Devaraja So that's what that was. I was going crazy trying to find out what was causing the animations to get stuck on the anvil (and a few other things) and making smithing impossible. It wasn't just clicking a few times, it would rapidly fire off something like five to ten hits on a single swing of the hammer. Imagine my shock when after going through almost every single mod in my folder (which is quite a lot) it wasn't something like the Animation Manager or a mod that changed how you interacted with world objects or the smithing mods, but the face texture replacement! What in the world was causing such a peculiar bug to happen?
Anyways, updating to the 1.4.0 version of the mod fixed the issue.
Thauidite Thank you. I could try reaching out to the author behind Femininity and see if they can look at a patch if that's of any help?
I'm going to assume that it's probably a compatibility error with Femininity, which I'm not quite sure how to fix considering I changed the mod to not modify the entire player json.
I could probably upload a patch if I get the time that allows the usage of them together as a seperate mod but I'm not quite sure I can fix the base one without some scripting knowledge.
I've run into a crash with this mod enabled. Took me a hot minute to narrow it down but here's the crash log.
---
Game Version: v1.19.8 (Stable)
24/07/2024 12:06:26 PM: Critical error occurred
Loaded Mods: femininity @0.1.3, Vanilla_PlusWorldGen@1.3.5, game@1.19.8, seraphfaces@1.4.0, versionchecker@1.0.0, creative@1.19.8, survival@1.19.8
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorExtraSkinnable.Initialize(EntityProperties properties, JsonObject attributes) in VSSurvivalMod\Entity\Behavior\BehaviorExtraSkinnable.cs:line 147
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 363
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 247
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 558
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 122
at Vintagestory.API.Common.EntityPlayer.Initialize(EntityProperties properties, ICoreAPI api, Int64 chunkindex3d) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 360
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitiesPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 240
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 448
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 442
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
A quick heads up for everyone still using this: this mod causes a triple+ click issue in 1.19.7 when using a hammer and forging. It can completely destroy whatever you're making if you're splitting it and makes smithing an impossible chore. I've made a quickfix here, it doesn't fix the transparent faces issue but it stops the forging issue. Pop open the mod folder and go into assets>game>entities>humanoid and replace all text inside the player.json with the text in the pastebin.
Hoping this eventually gets fixed officially!
Hi! I was wondering if there's any interest in adding compatibility with Femininity while you're fixing up the transparent pixel issue?
Edit: More info about the transparent pixel issue! It appears to be the shaded pixels around the mouth/eyes. You can blatantly see the neck of the character through those pixels. The way that the flattened face textures have been handled also impacts on how Femininity works as it changes how the texture's laid out on the default model.
Hi! Running into the same transparent pixels issue as Spoono. Not gamebreaking but it does appear to be the shading pixels if that makes sense?
Hi, I love this mod but I have a small issue with it - it seems that the face is... transparent? as in, you can see through some of its pixels... I don't know what causes this, as this is the only mod I have
ITS ME I WANT THIS!!!! 💙
funny, i was working on exactly the same kind of mod (replacing the faces with 2d textures) but my implementation was a bit cruder.
Thauidite
For the most part, the code uses a function called
Lang.Get(key)
which fetches a string from the language file matching the passedkey
. For example,Lang.Get("ore-flint")
returns "Flint" in English (fromen.json
), but "Silex" in French (fromfr.json
), depending on the game's selected language.I'm not sure why replacing the texture of the eyes causes the menu element to become a dropdown list (I do not believe that the character creation menu is currently available in the API, so I can't check the code), but that's why the strings weren't already defined.
Alright, thanks! I thought it would be way more complex than a language file lol
Do language files just replace instances of certain strings?
To fix the eye colour names, you'll have to create a
/assets/game/lang/
folder and create language files there (e.g.en.json
). Then, in each language file, you'll have to re-insert the"color-"
values from the respective.../Vintagestory/assets/game/lang/
files, and with keys like"skinpart-eyecolor-"
instead. For example:{
"skinpart-eyecolor-malachite": "Malachite"
}
NIIICE COLORED PIXEL EYES YIPPY
Eye colors have been added, but had to tweak some of the faces a little bit though.
If anybody knows what I should look into to fix the technical names I'd like to know!
once you guys add coloured eye support, i'll love this way more than i already do (a lot) bc these faces are adorable!
Woaah! yeah, i def want those with eye color support. Smiley face looks soooo cute! *follows*
Thanks Thauidite! I was hoping something like this would get made, I like pixel faces more, there seems to be more personality compared to the 3D Models. :D
This will be an essential mod for me from now on!
I'm personally content with the default faces, but I super appreciate this mod existing nonetheless: more options is always a good thing!
Soumagnei Think of the big picture. You can make yourself look like Steve Minecraft.
This is terrifying, in the right way.
I definitely appreciate this. No offense to the devs but I don't really like the default face.
I find it funny to me. :D
Why would I or anyone want... this?