Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Blaze69

Uploaded by

Blazze69

Virus scan

Safe to use

Tags for this mod

About this mod

Provides working standalone skeleton paths for custom races that require it and solves CTDs when used on the Player, and removes the RaceCustomizer requirement.
Also splits the Player component of the AnimeRace Nanakochan into a separate plugin to be able to use the race for NPCs without playing as one.

Requirements
Permissions and credits
Custom Race Skeleton Fixes - No RaceCustomizer Requirement


Description:

This mod patches certain custom races that require a custom/non-vanilla skeleton to use a separate path for it, thus avoiding conflicts with humans and other humanoid races; also removes the RaceCustomizer requirement.

It does so by solving the CTD that happens when the Player used a race whose skeleton is not in the default/vanilla path.

Currently supported: (CaN) Crimes Against Nature (Pony race only), AnimeRace Nanakochan.

For the AnimeRace Nanakochan, it also splits the Player-race-replacing component of the mod into a separate plugin, following the standard set by other custom race mods and allowing the race to be used for NPCs only while the Player themselves remains human (or uses any other custom race the user may prefer) by simply disabling/hiding the "Player" plugin.

Usage Notes:

--- RaceCustomizer is no longer required for the race mods if you use the patches from this mod.

--- The skeleton files included in this mod come straight out of the original race mods as well as the vanilla game. If you use a skeleton replacer with extra bones or tweaks (such as ZeX or Knee Fix) and need to have them load on the custom races too, you will have to first find a suitable compatibility patch for them with merged skeleton files (e.g. AnimeRace Nanakochan - Zex Skeleton) and then manually place the skeleton files in the proper paths for each custom race:
>> CaN Pony Race: Meshes\Actors\Character\CharacterAssets\CaN_Pony\  ||  Meshes\Actors\Character\_1stPerson\CharacterAssets\CaN_Pony\ (1st person)
>> AnimeRace Nanakochan: Meshes\Actors\Character\CharacterAssets\nanarace\  ||  Meshes\Actors\Character\_1stPerson\CharacterAssets\nanarace\ (1st person)

--- The original mods still include their own skeletons in the vanilla path (replacing the standard human skeleton files).
Thus, you MUST install a loose-files skeleton replacer such as ZeX or the Knee Fix and make sure it loads AFTER any of these race mods and wins any possible conflicts.

- (CaN) Crimes against Nature Notes

--- CaN already includes separate skeleton paths for the races in their base data, so this patch only changes the Player plugin. You do NOT need this file if you don't intend to use CaN on the Player themselves and only want it for NPC mods.

--- Only the CaN Pony race is covered by this patch. If you want to play as any of the other CaN races, you will have to edit their Player plugins to point to the same skeletons as the Player Pony one from here.

--- The Player plugin was turned into a ESL-tagged ESP to save up one ESP plugin slot.

- AnimeRace Nanakochan Notes

--- The original mod included a direct edit to the Player data to have them use the race. I had to replace the main mod's race plugin with an edited version in order to remove this edit. As a result, any plugins or patches that also edit Nanakochan race data will need to be patched to keep my edits to the skeleton paths. Should be pretty easy to figure out in xEdit, just carry the skeleton paths forward from my edited main race plugin into any patches or plugins that edit the race.

--- The Player component of the mod was split into a separate "AnimeRace_Nanako_Player.esp" plugin. You should now be able to keep the player as human (or as any other custom race) while still using Nanako for NPCs, simply do NOT enable the AnimeRace_Nanako_Player.esp plugin.

--- The Player plugin was turned into a ESL-tagged ESP to save up one ESP plugin slot.

The "Skeleton Path Player CTD" Problem and its Solution:

Spoiler:  
Show
For a while it was believed that it was impossible to have the Player use a race whose skeleton was NOT in the game's vanilla/default skeleton path (Meshes\Actors\Character\CharacterAssets\skeleton), but the reason wasn't known. The game would simply insta-CTD in that case.

This was a problem for any race mods that used custom skeletons, as making them playable required replacing the vanilla human skeleton with the custom race's own one, thus potentially screwing over normal humans and humanoid races. RaceCustomizer was made as a way to solve that issue, but it came with its own problems (most notably incompatibilities with anything else that also edits HumanRace/GhoulRace/SynthRace data).

Well, as it turns out, this isn't true.

As pointed out by Korean users on the Tullius forum (in Korean), turns out the game uses the main skeleton's name and path as a base to find the corresponding 1st person and FaceBones skeletons (which should be placed in a "fixed" offset path from the main file). Changing the path to the main skeleton also changes the sub-paths in which the game looks for the other two... which means those are missing, resulting in a CTD when the player tries to load them.

The solution: adding the missing 1stPerson and FaceBones skeletons to the proper paths relative to each race's unique skeleton path to make sure the game can find them properly. Which is exactly what this patch does.

Incidentally, this method also allows for separate male/female skeleton paths (and is in fact the reason the Tullius users were looking into it). Implementing them for these races is out of the scope of this mod, but it should be pretty straightforward by following the info on the Tullius thread should anyone want to do that themselves.


Requirements:

--- (CaN) Crimes against Nature
OR
--- AnimeRace Nanakochan
AND
--- A vanilla skeleton replacer such as ZeX or the Knee Fix.


Credits:

FancyPants and lazyradly for (CaN) Crimes against Nature
hiyokomod for AnimeRace Nanakochan

Image art made by PenBoozerX

Note: according to permissions, everything here should be fine, but if any author wants me to remove their assets from this file for some reason or to edit the credit section, just let me know and I will comply as soon as possible.

NONE OF MY ASSETS CAN BE USED IN MODS AVAILABLE FOR SALE OR OTHERWISE REQUIRING PAYMENT IN ORDER TO BE ACCESSED. EVER!