Skyrim

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fairkauri - OnHolyServiceBound

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HighOnez

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38 comments

  1. michelnewatoblivion
    michelnewatoblivion
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    my only complain is that this is a subtle change, theres no extreme version like in the racial body morphs and i prefer the extreme 
  2. rayrecca
    rayrecca
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    Is this safe to uninstall?
    1. fairkauri
      fairkauri
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      ya, should be.
  3. stingray1995
    stingray1995
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    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.?
    1. HighOnez
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      I don't think there should be any problems. However if you do find some, I would like to know.
    2. stingray1995
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      Everything seems to be copacetic with this installed; afflicted/old people patched.
    3. fairkauri
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      Can you DM me a list of xEdit changes you've made when you have a spare moment? I should probably integrate those into the main mod.

      Why does Astrid even have her own race anyway?
    4. HighOnez
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      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
    5. stingray1995
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      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.
    6. fairkauri
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      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. 
    7. stingray1995
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      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/?
    8. fairkauri
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      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. 
    9. stingray1995
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      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.
  4. Milkchak
    Milkchak
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    It is compatible with SOS?
    1. HighOnez
      HighOnez
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      XPMSE skeletons are compatible with SOS, so yes
    2. Milkchak
      Milkchak
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      Obrigado !
    3. fairkauri
      fairkauri
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      não esquenta, parceiro
  5. IIIlllIIIl
    IIIlllIIIl
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    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?
    1. fairkauri
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      It's theoretically possible, but it's a nightmare to deal with the skeletons. What modifications did you want?
    2. IIIlllIIIl
      IIIlllIIIl
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      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.
    3. HighOnez
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      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.
    4. IIIlllIIIl
      IIIlllIIIl
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      I will check them out once my pc resurrects.
      Thanks for the tips.
  6. superrayas
    superrayas
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    only wood elf got name changed to bosmer? what about altmer and dunmer?
  7. Joistikas
    Joistikas
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    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.
  8. dodolkecik
    dodolkecik
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    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?

    Thanks.
    1. HighOnez
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      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.
    2. fairkauri
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      It's based off of 4.72 SSE, not whatever's going on with LE. I think you're fine, but do keep in mind that this fix in 4.79 LE may not be applied:


      • Revert to the normal XPMSE and remove NIOPA bone patch until the problem is solved
  9. lefttounge
    lefttounge
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    How does this respond with sexlab active bud? Will there be any conflicts?
    1. HighOnez
      HighOnez
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      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.
    2. LeonDD77
      LeonDD77
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      Very nice. Thanks for the backport.
    3. lefttounge
      lefttounge
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      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
    4. kennn97
      kennn97
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      You can change the height for each race in xEdit
    5. lefttounge
      lefttounge
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      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
    6. HighOnez
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      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.
    7. lefttounge
      lefttounge
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  10. Mookeylama
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    thanks for your work! may i ask what issue this refers to...

    "The collision bug that breaks FUS RO DAH and other knockdown attacks has been fixed"

    what bug? i may be getting it lol
    1. kennn97
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      A few of the skeletons couldn’t ragdoll in the old version
    2. HighOnez
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      A bug in the Racial Body Morphs mod. Certain races and genders weren't ragdollable.