File information

Last updated

Original upload

Created by

Abbalovesyou

Uploaded by

Abbalovesyou

Virus scan

Safe to use

59 comments

  1. Cursist
    Cursist
    • member
    • 132 posts
    • 24 kudos
    I don't want to criticize, but what's the purpose of your mod. Developers implemented this feature to avoid mesh/collision clipping and various minor bugs. So why would you disable it?
    1. ancientRED
      ancientRED
      • supporter
      • 97 posts
      • 17 kudos
      Because many people find it far, far, FAR more jarring and unimmersive to see children magically grow and shrink whenever they interact with anything in the word than seeing some clipping.
    2. iMACobra
      iMACobra
      • member
      • 700 posts
      • 64 kudos
      @ancientRED

      Well, by default, children can't even use adult activators like cooking spits/pots, enchanters, alchemy tables, and other activators that adult NPCs use because the child flag prevents them from using adult activators. Children can use the same chairs that adults sit in because they possess a seperate sitting animation than adults do. I assume children in your game use adult activators because you may be using a mod that turns off the child flag, i.e. killable children mods.
    3. Abbalovesyou
      Abbalovesyou
      • member
      • 1,239 posts
      • 194 kudos
      Because i don't like it. Who cares what the Developers implemented, if you dont like something... "mods will fix it"

      I like my small people to stay small, and my big people to stay big.

      What if i got a small dog follower whos smaller than the base height, than i try to ride him like a horse, than he magicly grows back to the base height and stays that way even after i get off them. now that completely kills my mood.

      Mod away.
    4. Dovahkiin1675
      Dovahkiin1675
      • premium
      • 176 posts
      • 4 kudos
      @iMACobra sorry to burst your bubble children actually can! It's not disabled for children by default now i don't know about SSE cause i haven't played that version that much to tell if they are for that but the original Skyrim children can use activator's that adult's use!
    5. iMACobra
      iMACobra
      • member
      • 700 posts
      • 64 kudos
      @ Dovahkiin1675

      No, with the child flag on, children are still prevented from using many adult activators. Try playing vanilla Skyrim without any mods whatsoever and tell me if you see children using any cooking spits/pots, arcane enchanters, alchemy tables, forges, smelters, chopping wood, etc. basically anything that requires being taller to use. They simply won't. If I misunderstood you, I apologize.
    6. uggubs
      uggubs
      • member
      • 299 posts
      • 11 kudos
      Thing is, if you're "playing vanilla Skyrim without any mods whatsoever", you're doing it wrong

      On a more serious note, it's not just about children. My personal reason for using this mod is because I use a mod that adjust race heights, making some (Nords, Altmer, etc) tall and some others (Breton, etc) short. If you live in a big player home with lots of furniture and lots of NPCs of different races, which I do, it's hard not to notice.

      Of course, when it happens with children, it's very noticeable. Picture a sunny day. You feel like taking your kid out for a little carriage ride (with Touring Carriages and a mod that makes it possible for children to follow you). It was then that you realised how quick your little rascal had grown.
      Spoiler:  
      Show
    7. iMACobra
      iMACobra
      • member
      • 700 posts
      • 64 kudos
      lol I've had that problem happen to me too. Kids riding carriages always made them grow in size even when I used Size Does Matter. I'm going to presume this mod fixes that because it removes the RacetoScale keyword all together.

      EDIT: Just tested it out, this mod also doesn't seem to work with Touring Carriages... Oh well. It was worth a shot.
    8. AEscraed
      AEscraed
      • premium
      • 215 posts
      • 6 kudos
      The reason why I've used size does matter (and probably will change for this one) is a particular scene in interesting npcs: your character is invited to dinner in a family house and there's a child who will use a bench by the table (not a chair). For bench sitting, there's no child animation, so the child will grow to adult size, an extremely jarring and disturbing break into the otherwise very well scripted scene.

      Also, even with such a mod on, the clipping tends to be minor, as few actors deviate much from the 1.0 height. The most jarring clipping or gap would be the leaning on a counter animation.
    9. phantompuck
      phantompuck
      • member
      • 380 posts
      • 15 kudos
      I like how the mod author is providing one of the most beneficial mods out their, and yet people find a reason to bltch!!

      This is why mods keep going poof!!
    10. OnHolyServiceBound
      OnHolyServiceBound
      • member
      • 1,647 posts
      • 78 kudos
      You don't even need any mods for this file to be necessary, every Nord in the game is scaled up, so characters are always growing/shrinking.
      Whatever clipping might occur with this mod is a hell of a lot less noticeable than NPCs magically rescaling to sit on a chair.
    11. iMACobra
      iMACobra
      • member
      • 700 posts
      • 64 kudos
      @AEscraed

      You're talking about that seemingly "normal" family that the woman (voiced by Sofia, excuse me, FinalChystine) who wants to turn into a Hagraven wants body parts from, huh? I'm gonna probably test that out.

      EDIT: Well, it worked! The bench at the table must've been edited to allow Renni, a child, to sit on it. But, in turn, she'd resize if you didn't use Size Does Matter or Universal Race Scale Remover.
    12. acobral
      acobral
      • member
      • 180 posts
      • 26 kudos
      @phantompuck: How exactly is this beneficial? The way I see it is this is kind of just a "pick your poison" scenario. You either choose one of the two options:
      (1) by using this mod, you deal with the unimmersiveness of clipping (or an empty space if the NPC is tall), or
      (2) by not using this mod, you deal with the unimmersiveness of resizing.

      Either way, there will still be immersion-breaking. That's all this whole issue amounts to.
    13. acobral
      acobral
      • member
      • 180 posts
      • 26 kudos
      @Abbalovesyou: Your reason about a dog follower resizing is understandable, but I don't think it's a good reason only because "RaceToScale" is attached to nothing of the sort, nor would any mod author implementing your idea even think to use that keyword.
    14. DarkFadi
      DarkFadi
      • member
      • 381 posts
      • 3 kudos
      oh by the nine divines you people are arguing about what seems to be pointless issues =p theres bigger things to worry about haha <3
    15. Abbalovesyou
      Abbalovesyou
      • member
      • 1,239 posts
      • 194 kudos
      Most furniture come with the keyword slapped onto them. if you have a follower like serana who likes to touch everything she sees theres a chance she will either grow or shrink depending on what mod u have that affects her height. ts even on furniture thats only used to play a animation.

      Its a stupid looking feature. default manager object is something you might not even be able to see in the ck, but i wouldnt know that as i dont like using the creation kit at all. tes5edit is way more useful to me.
    16. ShawnDriscoll
      ShawnDriscoll
      • member
      • 6,796 posts
      • 62 kudos
      The purpose of this mod is this mod http://www.nexusmods.com/skyrim/mods/81201
    17. Fatalmasterpiece
      Fatalmasterpiece
      • premium
      • 2,122 posts
      • 32 kudos
      I don't think anyone was arguing or b****ing, just not understanding why this mod existed. Honestly, I didn't understand either having never used mods which edit children or adjusted race height (and I have regularly played Skyrim since release with 200+ mods). I'm glad that people explained it because it was rather confusing at first having never seen the described "growth" of an NPC activating an animation.
    18. UlithiumDragon
      UlithiumDragon
      • supporter
      • 3,172 posts
      • 87 kudos
      Frankly it looks bad on adults to, especially on certain furniture objects, i.e. wall lean markers. The NPC stops for a second, grows taller, then shrinks back down as they lean into the wall.

      This system could have worked if it was handled correctly, and actually checked the actor's height and calculated the optimal size change before applying the rescale, but Bethesda were their usual lazy selves and just applied it across the board, regardless of actor height.

      It looks the worst with female Breton imo, since they're among the shortest vanilla character types in the game.

      They also applied the same exact system to Fallout 4 completely unchanged, in which it was WAY worse and MUCH more visible since the actor heights are not the same as they are in Skyrim, and they couldn't even be asked to tweak it slightly for the scale differences and body structure differences between games when they were ham-handedly copy+pasting all of the furniture animations from Skyrim into Fallout 4...
    19. OnHolyServiceBound
      OnHolyServiceBound
      • member
      • 1,647 posts
      • 78 kudos
      Just a reminder that this mod is always necessary. The vanilla game has altmer scaled about 10%, as well as nords and orcs scaled high, and bosmer shrunk, meaning that no matter whether you're playing Vanilla or not, your characters are illogically shrinking and growing.
  2. acobral
    acobral
    • member
    • 180 posts
    • 26 kudos
    I did a bit of testing in both the CK and TES5Edit and did some research on Default Object Manager, and so I think I've come to a conclusion. Both this mod and the popular "SIZE DOES MATTER" (http://www.nexusmods.com/skyrim/mods/41304/?) do prevent rescaling of NPCs, but they accomplish this very differently from each other. To clarify the differences between these two mods:

    SIZE DOES MATTER is made up of outright removals of the "RaceToScale" keyword from furniture records. Because of these removals, all furniture records are now "changed" records, as they no longer contain the keyword (a definite change). This leads to conflicts with other mods that do their own changes to furniture records.

    This mod however only does a replacement of the same keyword from the Default Object Manager in the CK. Specifically, 'RaceToScale" is replaced in the Default Object Manager with a NONE, or a null reference as shown via TES5Edit. It appears to be that the true force behind the rescaling of NPCs is a function called "Scale Actor to 1.0". "RaceToScale" was probably attached to this function so that any furniture that has the keyword will use this "Scale Actor to 1.0" function. Replacing the associated keyword with a NONE (as this mod does) altogether prevents rescaling, as at this point "RaceToScale" has now essentially become nothing more than a pointless, powerless label. I can back this up as I have tested this myself and have replicated this mod. As a result, and fortunately for the sake of compatibility, no furniture records have been affected, also shown via TES5Edit.

    None of these mods do a true deletion of the "RaceToScale" keyword as I had previously thought. Regardless, I think it's safe to say that this mod is better than SIZE DOES MATTER in terms of compatibility.

    EDIT: If anybody noticed, I made a bunch of corrections to this comment to rid it of inaccuracies and false information. This should be my final edit to this comment.
    1. high_elf143
      high_elf143
      • premium
      • 1,053 posts
      • 37 kudos
      Thank you for the informed comment. I was curious about the specifics and that explains quite alot.
    2. delgathar
      delgathar
      • premium
      • 609 posts
      • 11 kudos
      Thank you. The first thing I wondered was how it compared to the older mod. Now I think I'll switch.
    3. DarkRudra
      DarkRudra
      • member
      • 417 posts
      • 9 kudos
      Great analysis of this mod. There are a few notes I'd like to add regarding the compatibility level of this mod.

      Universal Race Scale Remover 1.0 includes the entire Default Object Manager record from Skyrim.esm. This can cause conflicts with other mods that may edit some keywords by overwriting their edits with the original values. Weapons and Armor Fixes Remade is one such mod, there may be others.

      There are two ways to fix such conflicts:

      1) Edit this mod's Default Object Manager record and delete all the entries other than the edited RaceToScale entry. Skyrim will combine all mods' Default Object Manager records at runtime, so if this mod contains only that one entry there is no problem. This is the best fix, in my opinion. It's easy to do in TES5Edit.

      2) Load order: just move Universal Race Scale Remover above the conflicting mods, so their records can take priority. That should work fine as long as none of your other mods include a full copy of Skyrim.esm's Default Object Manager record (if they did, they might negate this mod's changes to RaceToScale).

      The only other issue of compatibility to note that I can think of is about merging this mod with other mods via Merge Plugins. If you do that, check to see if they have a Default Object Manager record. If you try to merge two mods with Default Object Manager record entries, only the record from the lowest in the merge order will be in your merged .esp. You might need to manually edit the merged output .esp to include the Default Object Manager changes from all the mods in the merge.
  3. wscottling
    wscottling
    • premium
    • 495 posts
    • 28 kudos
    Thank you for this mod. I got so tired of seeing everyone shrink and grow, but this mod fixed all of that. I can deal with empty space between hands and counter because whatdyagonnado? But watching everyone changes sizes was just... disturbing. So thanks for the mod. I appreciate it.
  4. Noctum28
    Noctum28
    • supporter
    • 177 posts
    • 3 kudos
    Remove this.
    1. UlithiumDragon
      UlithiumDragon
      • supporter
      • 3,172 posts
      • 87 kudos
      What right do you have to tell people how to play their games? No one is forcing you to use this mod - the door's RIGHT over there. Bye-bye!
    2. iMACobra
      iMACobra
      • member
      • 700 posts
      • 64 kudos
      I think they're actually saying, "Remove this (comment)."
    3. wolfgaig
      wolfgaig
      • member
      • 172 posts
      • 1 kudos
      i'm sure he's just joking
  5. maidude
    maidude
    • BANNED
    • 469 posts
    • 8 kudos
    Using this mod with Height Adjusted Races and really the only flaw I've seen is the fact that shopkeepers won't properly place their hands on the counter. A wood elf shopkeeper like the one at The Drunken Hunstman is shorter because of Height Adjusted Races and his hands will clip under the counter. All Nord males are taller because of Height Adjusted Races and so their hands will float above the counter. Imperials, Bretons, and likewise seem fine.
    I wish there was a way around this but I once saw children lean on the counter like a shopkeeper and grow twice their normal height. That was the last straw and the main reason why I got this mod in the first place. LOL.
    Better to see floating hands than weird giant sized children.
    1. Faralai
      Faralai
      • supporter
      • 743 posts
      • 9 kudos
      True that! Skyrim's children are already hideous looking monsters, dont need to see big version of them. XD
    2. maidude
      maidude
      • BANNED
      • 469 posts
      • 8 kudos
      So true. Skyrim's children aren't called potato heads for no reason. I had to get RS Children to remedy that. Now all the kids are easier to ignore.
  6. kn1ghtfall
    kn1ghtfall
    • member
    • 1,203 posts
    • 32 kudos
    Finally a proper fix. Thanks a lot for this!
  7. structural
    structural
    • member
    • 54 posts
    • 0 kudos
    I was worried about conflicts among this mod, WAFR, and CCF - all three edit the Default Object Manager. But Skyrim seems to do a sort of merged patch on the Default Object Manager across esps, accepting individual lines. When this mod is placed before WAFR and CCF, it looks like its entry will be overwritten by blank entries in WAFR and CCF in TES5Edit. But it still works!

    This mod is a great companion to Racial Body Morphs (www.nexusmods.com/skyrim/mods/81201).
  8. siempre
    siempre
    • premium
    • 921 posts
    • 58 kudos
    Installed this and immediately noticed the difference. Was hanging out in Understone Keep near Calcelmo and loved seeing my large orc companion use the alchemy table with no weird shrinking / growing transitions. Thank you VERY MUCH!!! :-D
  9. Joker961
    Joker961
    • member
    • 120 posts
    • 2 kudos
    Well, this is interesting. After installing the mod with MO, I found myself unable to look up or down. Using the button to change my POV from 1st person to third person makes my screen go grey. Toggling it back does nothing. After uninstalling the mod, I'm still unable to look up or down. I was using the other rescaling stopper and Enhanced camera prior to that, so that might be a conflict. But it's disturbing that going back to my backup load and plug in order on those two profiles didn't resolve the issue, tho. I'll update if I puzzle out how to fix the problem.
    1. Joker961
      Joker961
      • member
      • 120 posts
      • 2 kudos
      The problem appears to be an interaction between the mod and Enhanced Camera. With the mod not checked on Mod Organizer, I went back to a save before I got on my horse. In this save, I could look up and down. I got on my horse, first person view with Enhanced Camera, and it all seemed good. I dismounted, did some stuff and reloaded the save - despite the mod not being ticked off, I now couldn't look up or down. I've no clue why this happens. If I learn anything else, I'll follow up.
  10. MorpheusDruidic
    MorpheusDruidic
    • premium
    • 109 posts
    • 2 kudos
    http://www.nexusmods.com/skyrim/mods/41304/?
    1. Abbalovesyou
      Abbalovesyou
      • member
      • 1,239 posts
      • 194 kudos
      Compare the two in tes5edit and see if they do the same thing. Did it? okkkkk
    2. mattwoodmansee
      mattwoodmansee
      • member
      • 1,459 posts
      • 56 kudos
      Morpheus....

      According to your profile you recently downloaded Ursine and Intrigue armors.

      Did you ask the authors of Grand Ursine Armor and Armor of Intrigue why they made a male armor when there already was one on the nexus first?

      No, you just enjoyed the variety and endorsed them both.

    3. GorgonZolaProductions
      GorgonZolaProductions
      • member
      • 420 posts
      • 5 kudos
      "INCOMPATIBILITY:
      HEARTHFIRE: Overwrites the Hearthfire grain mill crafting menu (WBDT - Workbench Data).
      Use the OPTIONAL version if you have HF or add the data with TES5Edit.
      I don't have HF. Therefore I can only offer an alternative version WITHOUT changes to the grain mill instead of a proper patch."

      This one seems to be more hearthfire friendly.
    4. itsbooby
      itsbooby
      • supporter
      • 806 posts
      • 14 kudos
      No, Morpheus. This file doesn't require any DLC. The file you linked to does. Why don't you send us the money via paypal so we can then buy the DLC and then install the mod you linked to?

      Anyway, good job, Abbalovesyou! I'm installing now!
Top