The past few days I added necessary features that were needed to fully bring back headpats.
Facial animations were necessary to make the behavior feel more natural. Facial animation shapekey are now supported in the mod tools and can be set in the character inspector. Whenever you make a character, you can specify the name of the shapekey that corresponds to that facial animation:

Now all the custom animations can share facial animations and can be mapped on different character models. From here I imported the old shinobu animations:

Another thing I needed to bring back was more complex management of animation blending. Whenever you headpat the loli, the animation being played is being blended between 3 animations: annoyed, normal, and proper. If you are rough with the headpat the weight of the animation being played will sway towards the "annoyed" weight. If you are soft with the headpat the weight of the animation will sway towards "proper". Visually it looks like this:

This is now part of the mod tools and can be easily created in the new mod tools like so:

Then you can just do controller.SetPosition(-1) for annoyed, 0 for normal, or 1 for proper. And in between values can be played too. In conclusion, you can now do this:

Another thing I added was SpineIK for fancier interactions. Headpatting now looks like this thus far:

The IK is a module that allows the modder to control the spine of a character so it points to a particular direction. In this case towards my hand.
I need a couple more days to finish headpats. Next will be bringing back pick up and item holding, as a mod of course.
Stay tuned!