Female identities

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Female identities

Improved from 0.1.9.

Female identity presentation is corrected for syra, velaya, seraphia, chani, natalia. This addresses stretched facial geometry caused by applying the default character's facial pose to these female identities, including while wearing armor. The presentation handling covers the local player, remote human players and scripted human NPCs. All observing clients need the 0.1.9 update to use the correction.

These are existing identity keys, not five newly added identities or a new female-specific Lua API. Use the existing server-side setPlayerIdentity and setNpcIdentity functions. See Player identity catalog for the complete identity list.

Appearance with and without armor

Configuration Visible result from 0.1.9
Matching female identity, no equipped armor The selected identity's full authored female body and outfit. This is its existing game outfit, not an undressed body or a body-shape editor.
Female identity with equipped armor The corrected female head together with the equipped native armor and its selected upgrade pieces. Armor keeps its original shape; the feature does not create female-tailored versions of every armor.
Only a female head selected separately, or mismatched body/head selections Head-only presentation. Selecting a head alone does not silently replace a separately selected body.

Prefer the complete identity setters rather than mixing the deprecated setPlayerBody and setPlayerHead channels. The full female outfit requires matching body/head identity selections and an empty armor slot. Equipping armor takes priority over that outfit; removing armor reveals it again if the matching identity is still selected. Changing identity does not itself equip or remove armor.

Player example

Run this in trusted server-side code after validating the target player and your gamemode's permissions:

if not setPlayerIdentity(playerId, "syra") then
    outputDebugString("Female identity was rejected")
    return
end
-- Existing armor, skin-color and tattoo overrides are preserved.

If your gamemode deliberately wants the full identity outfit rather than the currently equipped armor, remove the armor separately:

if not setPlayerArmor(playerId, "none") then
    outputDebugString("Armor removal was rejected")
end

This explicitly changes equipment and its protection; do not use it merely to refresh appearance. The identity change and armor removal are separate operations, not an atomic transaction.

NPC example

-- npcId is an existing human NPC owned by this resource.
if not setNpcIdentity(npcId, "velaya") then
    outputDebugString("NPC identity was rejected")
    return
end
-- Existing NPC armor is preserved. Only if intentionally removing it:
-- setNpcArmor(npcId, "none")

NPC mutation still requires the owning resource. The identity setter does not create an NPC, start combat, grant equipment or change HP/progression. Armor upgrades documents separate armor/base/part selection for players and NPCs.

Facial expression, skin color and tattoos

  • The corrected female face currently uses a neutral expression. This change does not add facial-expression animation or lip synchronization. Head/body movement is retained; a neutral face does not mean the whole head is frozen.
  • Existing skin-color and tattoo overrides remain independent and are not cleared by identity changes. See Player customization and NPC scripting.
  • Tint and tattoos only affect supported exposed skin regions. Clothing hides covered regions, and not every authored female material supports every tattoo variant. This is not a guarantee of all tattoos on every outfit.
  • The correction does not add a body-proportion editor or change movement controls, combat rules or collision dimensions. Equipped armor remains the source of equipment/protection state.

Synchronization and acceptance

The existing server-authoritative identity state is used for relevance entry and late join; no separate female identity event is needed. Setters return acceptance of that state, not confirmation that every client has completed rendering it. Custom gamemodes remain responsible for permissions and persistence.

Check the identity/armor combinations used by your gamemode on both the local and observing clients, including after reconnecting. Support for these paths is not a claim that every outfit, viewing distance and two-human-client/late-join visual combination has already been tested.