Hi! The Beastfolk races aren't able to have tails or ears. I downloaded both today, messed around with the load order a ton, and it seems that this is a common problem? I'm very new to modding, so any help would be great, thank you!
Hello! I've run into an issue where Beastfolk races don't get the option for tails or ears. It worked before on the previous patch, and I haven't changed anything outside of just updating both the Vulpine Starter Pack and this mod. I appreciate any assistance everyone can spare!
I have updated the main file to add the 2 new tails. Not sure if this is a common thing or if some UUID's changed but it does cause existing Beastfolk saves to lose their tails. Therefore, only grab the update if you are planning a new run.
Also, be aware that as per Lynstence's mod description the 9 tails version is not animated.
Edit: I completely forgot the Magic Mirror exists, I will check if the tail can be re-added in an existing save. Edit 2: Magic mirror works, but the Confirm option initially bugged out for me. I had to randomise appearance and then recreate my character. A hassle, but it functioned.
I'll take a look at it at some point, however the author has some slightly more restrictive permissions so I would want to check with them first. I am also reading that some people are having issues with it, so I am unsure if it could prove problematic.
hey, saw that you added a lolth-sworn tag, but is it possible to have a seldarine drow tag as an alternative option? if not, totally fine, i just don't know if having the lolth-sworn tag might interfere with choosing a deity/having another deity tag. if you know that's not an issue, then dw about it :)
Oh yeah sure, give me a few minutes and I'll chuck it up for you.
Edit: Uploaded the new file, Lolth swapped out so you now have Drow + Seldarine tag options instead. As with the other, load after all the other Beastfolk files.
Yeah, the last piece of the puzzle for people wanting to roleplay these races would be head meshes/sculpts without ears. I am not sure when/if someone will end up doing that though. Hopefully it will happen.
I've been trying for a while today, but I appear to be missing some key piece of knowledge. It should just be a matter of making an override in /Localization/English/xxxx.loca, packing it up and then loading after the base mod.
Line 2723 in Beastfolk's races.lsx file holds a reference of hc65112cfg2a14g4e3eg815fg0b42fb7c9775 for Kitsune's DisplayName. I see that in the localization file on line 15 with a value of Kitsune. Changing Kitsune to Lupine seems to have absolutely no effect ingame, so something is up there.
I'll continue looking into it for you.
Edit: Yeah sorry friend. I have been trying, but either I am doing something wrong myself with localization files or it doesn't work the way I would imagine it does. I can see the file I need to edit, I can edit the correct entry in the file. I load it as an override and nothing changes ingame. This makes me think that you can only have one instance of a 'handle' or string per language. So, I believe that setting hc65112cfg2a14g4e3eg815fg0b42fb7c9775 to another word in the English localization does nothing as an override as it has already been loaded by the base mod. Yet, you load for example that handle as an override in another language and it loads fine (thus, Spanish translation packs, etc). I am guessing it can only be assigned once per language. Maybe. All of that is to say, best I can tell it would need to be changed in the base mod. That would mean I would need to re-upload his pack with the changes and have you replace the entire mod. Of course, re-uploading someone else's mod is getting a little bit too on the nose I think.
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I also have the War Dancer Class as the last mod in my load order
Remember to export your modlist once again after moving it, or the change will not be reflected.
I appreciate any assistance everyone can spare!
It goes without saying that you ignore the patch provided by Desszai and just set your load order to:
- Fox Ears
- Beastfolk
- Beastfolk - Fox Ears and Cat Tails Updated
Have fun!My mod here is just a simple compatibility patch.
Therefore, only grab the update if you are planning a new run.
Also, be aware that as per Lynstence's mod description the 9 tails version is not animated.
Edit: I completely forgot the Magic Mirror exists, I will check if the tail can be re-added in an existing save.
Edit 2: Magic mirror works, but the Confirm option initially bugged out for me. I had to randomise appearance and then recreate my character. A hassle, but it functioned.
Still, I'll put it on my to-do list.
Edit: There is already a patch on the main Animal Essence - Beastfolk page.....
Edit: Uploaded the new file, Lolth swapped out so you now have Drow + Seldarine tag options instead. As with the other, load after all the other Beastfolk files.
They're the canonical D&D canid race.
It should just be a matter of making an override in /Localization/English/xxxx.loca, packing it up and then loading after the base mod.
Line 2723 in Beastfolk's races.lsx file holds a reference of hc65112cfg2a14g4e3eg815fg0b42fb7c9775 for Kitsune's DisplayName. I see that in the localization file on line 15 with a value of Kitsune. Changing Kitsune to Lupine seems to have absolutely no effect ingame, so something is up there.
I'll continue looking into it for you.
Edit: Yeah sorry friend. I have been trying, but either I am doing something wrong myself with localization files or it doesn't work the way I would imagine it does.
I can see the file I need to edit, I can edit the correct entry in the file. I load it as an override and nothing changes ingame. This makes me think that you can only have one instance of a 'handle' or string per language. So, I believe that setting hc65112cfg2a14g4e3eg815fg0b42fb7c9775 to another word in the English localization does nothing as an override as it has already been loaded by the base mod. Yet, you load for example that handle as an override in another language and it loads fine (thus, Spanish translation packs, etc). I am guessing it can only be assigned once per language. Maybe.
All of that is to say, best I can tell it would need to be changed in the base mod. That would mean I would need to re-upload his pack with the changes and have you replace the entire mod. Of course, re-uploading someone else's mod is getting a little bit too on the nose I think.
Sorry!