Hey Zebsi! I just wanted to say that I really love your mod as it adds in a lot of lost races with fitting abilities! You did an amazing job on this! I was actually messing with a few details between the Sacrosanct and Growl patches, and I thought to post them here for the sake of clarity and helping others realize what may be wrong. If you want, you can put them up in the main page to help people with compatibility with the two!
First off, Sacrosanct's Patch. I've seen people have been complaining that it doesn't seem to work with Zebisirious, but that's because there's a slight incompatibility that needs to be worked around with RaceCompatibility. In particular, here's the wording of the compatibility notes for it.
Make sure the USKPOverride file from RaceCompatibility loads above Sacrosanct!
So in short, if you're manually editing settings, you have to put the RaceCompatibilityUSKPOverride to load above Sacrosanct, or edit whatever mod ordering system you use to make it load before Sacrosanct! Here's a link to the article explaining what Sacrosanct works with best!
Secondly, Growl's Patch. I have to say I had a lot more issues figuring out this issue than anything else, but I finally found the problem! Basically, it's similar to Sacrosanct's where there's an issue with RaceCompatibility that needs to be worked around. Though the article says it can be done differently, Oldrim's RaceCompatibility is abit different from SE, so here's the basic gist of what you need to do to have it work on Oldrim! Here's the Growl Article for the sake of clarity!
First: Install RaceCompatibility and whatever else you need for it. Second: Go into your skyrim steam scripts folder. Go to your Program Files or Program Files (x86) > Steam > steamapps > Common > Skyrim > Data > Scripts. Third: In this folder, you need to delete both PlayerWerewolfChangeScript.psc and PlayerWerewolfChangeScript.pex! Once you do that, any issues with the Growl Patch should be resolved and everything should work perfectly!
In any case, this is all I have to say after a few hours of trying to figure out what's going wrong between the mod, the Patches and Growl/Sacrosanct! I can't wait to try my first playthrough as a Falmer!
I have a couple other obligations that take priority, but a new PC is on the list.
In the meantime, I've still been writing out documentation for the mods I was working on, so once I do replace it, I'll be able to get on it immediately!
I'll be honest: I will certainly try to install this mod, but I only needed one race - Lilmotiit. Not a complete list for other races. I’m just used to choosing mods for races individually, and not as a whole pack; Even for TES IV Oblivion, I selected mods for the races in such a way that they were separate. But as already noted, your separate mod for Lilmothiit does not work, which is very sad.
Same, I have a perfectly good Dwemer mod, a perfectly good Snow Elf mod, and really don't like the idea for most of the racials here; they're kinda reach-y. Like, Kothringi skin is metal-colored in lore, and there's nothing that really feels like they justify all the metal-theme. They could've done a lot with their known lore (tendency for nudism, Stillrise village Kothringi), instead of random stuff. I feel the same way about the Left-Handed Elves, though I don't know as much about the Lilmothiit or the Orma to make that determination. I mean, thats artistic difference, and that's all fine.
That being said, I love the Maomer, especially this iteration, and I'd love them standalone too. Especially given my misgivings about the other parts of the pack.
At the time of making the mod, the lore on certain races was much more limited than it is now. For most of them, like the Kothringi and Lilmothiit, I had only a couple sentences on uesp to go off of. So I'll admit, a lot of reaches WERE made. Some serious revisions will likely be made in future versions.
Not gonna lie though, I've grown kinda fond of the Kothringi cohesion mechanic and it's probably not going anywhere. Consider it artistic license lol
I'm really enjoying this mod as it is, and I can't wait to see the new update you're working on. Honestly, Bethesda has so little care for their own lore that modders have to fix almost 'everything'! How embarrassing for them...
I'm really excited to show you guys what I'm cooking up. The Zebsirious redux has grown tremendously over the past few months, and I'm fleshing out plans for a total Skyrim overhaul. Y'all are gonna love Zebsirim
Well, the new update is actually not an update, but a whole remake of this mod, using my own framework instead of Imperious. This copy of the Snow Elf section in my dev outline should tell you plenty about what to expect ;)
• Frostborn: Snow Elf blood grants a 50% resistance to Frost, and you regenerate 2% of total Health per second during snowfall. • Winter's Gift: Frost spells and enchantments are 15% more effective and ignore 50% of Frost resistance.
Invest a perk point into the Heritage tree to unlock: • Permafrost: Capture some of the cold from incoming Frost spells and your current environment, building Permafrost. Snowfall and especially cold regions build Permafrost faster. Current stacks: 0/100
• Winter's Embrace: Consume all stacks of Permafrost, increasing Armor based on the amount of stacks consumed. Taking damage decays the effect.
Damn, that sounds awesome! One more thing and I'll stop bugging you:
Have you ever considered adding in some Snow Elf follower NPC's in the future? It feels a bit odd being the only Snow Elf in Skyrim when your character 'clearly' came from a hidden enclave somewhere. There are only three mods for LE that do this, and two are decrepit and haven't been updated since 2012, while the third is forever unfinished due to the mod author abandoning it for the SE version.
I definitely have plans to make NPCs of my races. I've worked on a Zebsirious NPC expansion on and off over the past few years, and the most recent version, from about a year ago, has 21 named and seamlessly integrated NPCs, as well as around 400 generic NPC variants.
The named NPCs are mostly ambient characters (e.g. an extra miner placed in Iron-Breaker mine), but they each have unique dialogue, and have conversations with other NPCs, using spliced dialogue from vanilla.
I stopped working on it because there are some bugs in Zebsirious that I need to iron out, but that requires rebuilding it mod from scratch. Which would require building the NPC expansion again from scratch. So the NPC expansion has been pushed back quite a bit. But there's a lot coming in the mean time!
Please help it's only giving me one hairstyle option for the maormer female and as a girl this is very upsetting to me please help sos asap please im going to cry I installed this mod specifically bc my name is a type of fish and I wanted to do a sea elf playthrough please help please please ????
hii, not sure if this has been addressed before, but for some reason EEO won't work on the snow elves. i read in the older version that it was compatible because it used bosmer faces but i cant seem to get it to work. any ideas?
hi, could you maybe create a version for the Lilmothiit with all the required things pre-packed? i'm a bit of a Skyrim-modding-noob sorry to be annoying
First of all, great mod. Secondly, I have Sacrosanct and the patch for your mod installed, but I can't become a vampire with any of the new races (via Harkon and via the potion of embracing). Does anybody have a solution for this? I have all the required mods installed. Alternatively, does anybody know the race names for the player.setrace command?
Hey! At the beginning I have to admit that I really love your mod! I'm a big EnaiRim player and to find race mod with Imperious format is huge. Anyway, I might have found one unintentional (I think) effect that bothers me a little. At the moment, I'm having a blast playing as a Dwemer Battle-Engineer of sort and I noticed that all my enchantments' effects are 10% weaker (it shows the proper value on the item, but effect itself is weaker). Not only that, but literally EVERY possible effect on my character is weaker by that value (i.e. Frostfall, +10 to all stats when warm is now 9). So I decided to look into it and with little help of xEdit I learned that this comes from Mind Over Matter racial (I removed it via console and after re-equipping armor, values got normal). I wonder if it's intentional or if I'm the only one experiencing it (if so, I guess sth is wrong with my load order - story of my life lol).
288 comments
Make sure the USKPOverride file from RaceCompatibility loads above Sacrosanct!
So in short, if you're manually editing settings, you have to put the RaceCompatibilityUSKPOverride to load above Sacrosanct, or edit whatever mod ordering system you use to make it load before Sacrosanct! Here's a link to the article explaining what Sacrosanct works with best!
First: Install RaceCompatibility and whatever else you need for it.
Second: Go into your skyrim steam scripts folder. Go to your Program Files or Program Files (x86) > Steam > steamapps > Common > Skyrim > Data > Scripts.
Third: In this folder, you need to delete both PlayerWerewolfChangeScript.psc and PlayerWerewolfChangeScript.pex! Once you do that, any issues with the Growl Patch should be resolved and everything should work perfectly!
In any case, this is all I have to say after a few hours of trying to figure out what's going wrong between the mod, the Patches and Growl/Sacrosanct! I can't wait to try my first playthrough as a Falmer!
I have a couple other obligations that take priority, but a new PC is on the list.
In the meantime, I've still been writing out documentation for the mods I was working on, so once I do replace it, I'll be able to get on it immediately!
Oh s#*!, that sucks! Fingers crossed for your new PC, man.
That being said, I love the Maomer, especially this iteration, and I'd love them standalone too. Especially given my misgivings about the other parts of the pack.
Not gonna lie though, I've grown kinda fond of the Kothringi cohesion mechanic and it's probably not going anywhere. Consider it artistic license lol
Hell yes! Do you want to drop any hints about what you have planned?
• Frostborn: Snow Elf blood grants a 50% resistance to Frost, and you regenerate 2% of total Health per second during snowfall.
• Winter's Gift: Frost spells and enchantments are 15% more effective and ignore 50% of Frost resistance.
Invest a perk point into the Heritage tree to unlock:
• Permafrost: Capture some of the cold from incoming Frost spells and your current environment, building Permafrost. Snowfall and especially cold regions build Permafrost faster. Current stacks: 0/100
• Winter's Embrace: Consume all stacks of Permafrost, increasing Armor based on the amount of stacks consumed. Taking damage decays the effect.
Damn, that sounds awesome! One more thing and I'll stop bugging you:
Have you ever considered adding in some Snow Elf follower NPC's in the future? It feels a bit odd being the only Snow Elf in Skyrim when your character 'clearly' came from a hidden enclave somewhere. There are only three mods for LE that do this, and two are decrepit and haven't been updated since 2012, while the third is forever unfinished due to the mod author abandoning it for the SE version.
The named NPCs are mostly ambient characters (e.g. an extra miner placed in Iron-Breaker mine), but they each have unique dialogue, and have conversations with other NPCs, using spliced dialogue from vanilla.
I stopped working on it because there are some bugs in Zebsirious that I need to iron out, but that requires rebuilding it mod from scratch. Which would require building the NPC expansion again from scratch. So the NPC expansion has been pushed back quite a bit. But there's a lot coming in the mean time!
Excellent! Well, here's to you sir!
sorry to be annoying
Secondly, I have Sacrosanct and the patch for your mod installed, but I can't become a vampire with any of the new races (via Harkon and via the potion of embracing). Does anybody have a solution for this? I have all the required mods installed. Alternatively, does anybody know the race names for the player.setrace command?
Anyway, I might have found one unintentional (I think) effect that bothers me a little. At the moment, I'm having a blast playing as a Dwemer Battle-Engineer of sort and I noticed that all my enchantments' effects are 10% weaker (it shows the proper value on the item, but effect itself is weaker). Not only that, but literally EVERY possible effect on my character is weaker by that value (i.e. Frostfall, +10 to all stats when warm is now 9). So I decided to look into it and with little help of xEdit I learned that this comes from Mind Over Matter racial (I removed it via console and after re-equipping armor, values got normal).
I wonder if it's intentional or if I'm the only one experiencing it (if so, I guess sth is wrong with my load order - story of my life lol).