Sorry for the late reply. It modifies both player and npcs (unless you use a mod that has a custom skeleton for players or npcs and is overwriting this mod). I do not mod LE anymore so I haven't been keeping track of this.
I'm in there patching it myself. What about the Afflicted, 'AstridRace,' and 'OldPeople' race? Would there be any harm in adding Breton skeleton to Afflicted, Nord to Astrid, etc.?
I already did some work for the NordRaceAstrid and DA13AfflictedRace, and gave them their respective skeletons. What skeleton do you think the old folk should get fairkauri? I'll send you the esp afterward
I just gave the Old People Race/Vampire Old People the Nord skeleton provided from this mod. A lot of the Elders, if not all of them, are Nords, so it seemed appropriate. The Afflicted are based on Bretons, so I gave them the Breton skeleton. There is also a 'DLC1NordRace' that I carried over the changes to.
I have Imperious Races, modified races' heights/carry weights to suit my own tastes. I missed the Snow Elf race added by this mod; it's of course included now. (renamed 'Old People Race' to 'Elder' while I was at it.)
* I think, if anything, that carrying over the changes to these races — Elders, Astrid, Afflicted — would make the game more stable since there's fewer conflicting skeletons. I'm only saying this because I remember having massive FPS drops/CTD around kids with different skeletons once upon a time.
I just updated the ESP to handle children, Elders, Afflicted, Invisible (Nord), DLC1NordRace, and Astrid. Also forwarded the USSEP changes for ElderRaceVampire. Also updated the heights - see my Excel file.
Also, shockingly enough, I'm pretty sure Serana is actually DLC1NordRace.
Also, while we're on the subject, I have to update this to use XPMSSE 4.80.
I use 'The Kids Are All Right' but a few years ago I was running RS Children along with XPMSE on everyone else. I was going into cities and having huge frame drops because their skeletons were conflicting. I don't know much about that and never really bother editing child records.
I'm assuming that's where all of the flags are found; how people switch off the essential flags, etc.
I use this skeleton for the kids with TKAA; it's intended for RS Children but I haven't seen any downsides: https://www.nexusmods.com/skyrim/mods/62830/?
I removed support for children in the SSE release. I have no idea why RS children uses its own skeleton and I refuse to deal with that compatibility nightmare. The mod you linked seems sane - though it'll be several revisions out of date.
So I was digging around in TKAA's plugin and looking at Braith's record; I didn't even think about the fact that Skyrim's own .esm has a 'RedguardRaceChild' with its own skills, skeletons, the works. I imagine a person could do whatever they wanted with the records, but these are kids and I don't care to mess around with that. (Editing post later: I went to the mod page, which I discovered no longer exists, and the author gives their reason why.) That skeleton I linked makes their heads bigger and that's it. I'm not sure it's even required unless running RS; just an honorable mention that the mod was severely conflicting with XPMSE on adult NPCs.
RS Children, to me, is kind of... IDK. I had it installed for about 15 seconds a few years ago until I found out it was tanking my FPS with those skeleton conflicts. It was convenient for me that TKAA was released shortly after. I use an older version 1.91 of TKAA because the later versions actually added Bandit kids (probably killable flags), Khajiit kids. I didn't update simply to keep the performance of having fewer NPCs.
* Regarding updating, I updated XPMSE to 4.80 and haven't seen any problems with the '1.2-LE' of this mod, unless I'm missing something. 4.80 had a short changelog that apparently only added some missing features to NPCs.
So, in theory, one could easily edit argonian's and khajiit's skeletons to make them resemble their morrowind counterparts without suffering a hell of a headache of incompatibilities?
I was thinking about the walking animation. After I have finished skyrim and oblivion, I went on a time travel and visit the older titles, I've started playing morrowind and the way those beast races walk really gave me a good laugh. I wish I could edit the skeleton to make them move that way in skyrim, and, although not related to the mod, prohibit the use of boots and close helmets.
Racial specific animations are possible with DAR and CRAP? installed. It is also compatible with said mod here. The problem is finding said animations you want for your beast races. I'm surprised that modders (specifically animators) have yet to use CRAP as their base framework for having diverse racial animations.
Miraak is an Atmoran. The Dragon cult was an Atmoran religion brought by Ysgramor during the Merethic era when the migrations were occuring everywhere as well as the Dragon war started where the 3 ancient nord heroes from the main quest asked for Miraak's help. An era is between 500 to 3000 years in TES lore, so by the time Skyrim takes place in the fourth era its about 7,000 years later where everybody believes dragons are just a myth.
It didn't ask to overwrite anything when installed and nothing seems to change but nothing seems to be wronged either. I use vortex and I don't think it should matter. However, I do have the latest XPMSE installed v.4.79 instead of 4.72 like this mod were based on. Should I reinstalled XPMSE 4.72 to have this mod to take effect?
This isn't a traditional skeleton replacer like XPMSE. This basically replaces the skeleton the races use by changing the skeleton file location in the CK. If it were a regular replacer, like a texture replacer, then no esp would be needed in the first place, and then you would get the "do you wish to overwrite xx" message.
There shouldn't be any. I've played AA SL with this mod, and animations play well. If you're asking about the diverse heights messing with positioning, then I'm afraid that it will look slightly off.
Ok, it should be groovy and stuff. Bodyslide works well as well? Now I do gotta say, redguards looks waaaaay too short. Those guys were warriors, and it would be cool if you could make them a bit taller and more athletic
I don't understand, does it work with bodyslide? What i mean is, would my character's boobs still bounce, and bodymorph still work in game with the mod installed? I don't use the the x32
I recommend that you do use XPMSE, especially when you apply HDT Physics to your game, like breast and butt physics. In any case, seeing as how this mod is based off of XPMSE, HDT PE and SMP should be compatible.
41 comments
Why does Astrid even have her own race anyway?
I have Imperious Races, modified races' heights/carry weights to suit my own tastes. I missed the Snow Elf race added by this mod; it's of course included now. (renamed 'Old People Race' to 'Elder' while I was at it.)
* I think, if anything, that carrying over the changes to these races — Elders, Astrid, Afflicted — would make the game more stable since there's fewer conflicting skeletons. I'm only saying this because I remember having massive FPS drops/CTD around kids with different skeletons once upon a time.
Also, shockingly enough, I'm pretty sure Serana is actually DLC1NordRace.
Also, while we're on the subject, I have to update this to use XPMSSE 4.80.
I'm assuming that's where all of the flags are found; how people switch off the essential flags, etc.
I use this skeleton for the kids with TKAA; it's intended for RS Children but I haven't seen any downsides: https://www.nexusmods.com/skyrim/mods/62830/?
RS Children, to me, is kind of... IDK. I had it installed for about 15 seconds a few years ago until I found out it was tanking my FPS with those skeleton conflicts. It was convenient for me that TKAA was released shortly after. I use an older version 1.91 of TKAA because the later versions actually added Bandit kids (probably killable flags), Khajiit kids. I didn't update simply to keep the performance of having fewer NPCs.
* Regarding updating, I updated XPMSE to 4.80 and haven't seen any problems with the '1.2-LE' of this mod, unless I'm missing something. 4.80 had a short changelog that apparently only added some missing features to NPCs.
Thanks for the tips.
I use vortex and I don't think it should matter.
However, I do have the latest XPMSE installed v.4.79 instead of 4.72 like this mod were based on.
Should I reinstalled XPMSE 4.72 to have this mod to take effect?
Thanks.
Now I do gotta say, redguards looks waaaaay too short. Those guys were warriors, and it would be cool if you could make them a bit taller and more athletic
I don't use the the x32