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Darklocq based in part on original stuff by Arthmoor and Jowain92 and others

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Darklocq

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About this mod

Use at end of load order to reset other mods' inadvertent changes made to RACE records, back to Update.esm, Dawnguard, Dragonborn & Unofficial Skyrim Legendary Edition Patch values, so you can compare & selectively "forward" wanted changes made by intermediary mods. NOT A MOD but a TOOL for experienced TES5Edit users. Optionally fixes some

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Skyrim Race Records Master (SRRM)
by Darklocq

The purpose of SRRM is to reset any inadvertent changes made to RACE records by random mods (mostly those written before USLeEP and sometimes even before the DLCs), so you can compare and "forward" any desirable changes made by intermediary mods selectively.

THIS IS NOT A MOD, IT IS A TOOL, for experienced mod users. Do not just add it to your load order and fire up the game, or you'll probably break something (though maybe not permanently).

This is an ESP file for the very, very end of your load order, for use in TES5Edit, not (immediately) in your live game. It restores RACE record tweaks from Update.esm, Dawnguard, Dragonborn, and Unofficial Skyrim Legendary Edition Patch (USLeEP), plus a few optional extra fixes.

The problem this helps fix: Old mods that pre-date the DLCs, and simple mods that do not require one or more of the DLCs, very frequently make one change or another to some RACE records (the records in ESM and ESP files that set the characteristics of each NPC and creature race). These overrides wipe out any race tweaks made by the DLCs, and any bug fixes to them introduced by USLeEP. Plus they frequently conflict with each other. The only safe way to sort this out is to compare what they're all doing after everything has loaded in its established load order.

The ESP included here will, by default, include all vanilla races, and carry forward the patches to them from the official Update.esm, the tweaks and new races from Dawnguard.esm, ditto for Dragonborn.esm, and the fixes (and other changes) introduced by USLeEP.

However, the real prize here is the expanded version, which also makes various fixes that USLeEP did not.

I'm not going to make separate versions of this for the obsolete separate Unofficial Patch series, nor for any of the tens of thousands of stand-alone mods other than possibly some I'm already using. The whole point is your mod list is yours, and this will help experienced mod users resolve screwy RACE record shenanigans.

News: Skyrim Race Records Master is now directly supported in LOOT, as of December 2022. It should load SRRM at end of load order, and will also warn that "Race Records Master.esp" should not be used in-game (it will also properly sort "Race Records Master - mine.esp" and issue no such warning, since your own copy IS meant to be used in-game, as explained below.


What It Does, in Detail

The basic version:

  • Restores changes to RACE records (and some associated FLSTs - form ID lists) made by Update.esm, Dawnguard.esm, and USLeEP that old mods have a tendency to accidentally revert back to ancient Skyrim.esm defaults (or to change in stranger ways).
  • In direct effect, this re-applies common fixes that mods tend to mess up, such as having most females use female walks, some attack types that were missing, Mount Data records being empty, and availability of various warpaints and other FaceGen resources.
  • That is all. It leaves many problems that USLeEP did not fix.

The optional expanded version with more fixes:

Resolves: bugs in gear equippability records, especially for crossbows; lore-incorrect Bosmer height; races with wrong or inconsistent names and descriptions; female Orcs wrongly having male walk; the "moving mannequins" bug; the Dawnguard vampire "plasticky grey faces" bug (caused by dirt tintmasks); and some disease-casting and pickpocketability records. New in 2.3: fixes more typos and stuff in two race descriptions; adds bash tags to mod.   New in 2.3: Bash tags, and two improve race descriptions.  New in 2.2: adds missing racial abilities of Dremora, Snow Elves, and children; description fixes. New in 2.1: more name fixes.

The details:

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  • Fixes screwy equippability records:
    • Reverts Dawnguard and USLeEP's annoying change that made you or your follower incapable of using a crossbow when you/they are a vampire (last I looked, vampirism gives you blood thirst, special powers, and sun sensitivity - not severe brain damage). This will not magically make NPC vampires have crossbows; it just stops screwing with you or your followers using them.
    • Animals and such, plus Werewolves, can no longer nominally equip crossbows or torches. They didn't seem to, but if you force-equipped such a gear item, using the Console or a script, on a creature with this bug, it probably would have. This mostly affected the original vanilla and Dawnguard creatures. Dragonborn didn't replicate this error, but USLeEP didn't fix it, either. Mudcrabs have been left with the Shield flag, since this may be how they block with claws. Boars have been left with ability to "equip" two-handed swords, since this is probably how mounted Rieklings (which spawn with two-handed weapons) can use them while mounted. This suggests (it bears some testing) that if you expand their weapon repertoire with a mod, you'll need to do likewise with boars.
    • Skeletons, Draugr, Dragon Priests, and the like can now use any weapon type, including crossbows and staves. Won't affect the vanilla game, but will be useful for modders. E.g., Ash Spawn (a Draugr variant) always have a clunky axe-thing, but you can now make custom ones without creating a new race record for them. None of these creature types but Dremora will equip torches, however, since most are afraid to some extent of light and fire, and often have a fire weakness. A few skeletons and such that were able to equip torches now are not.
    • Dwarven Spheres and Centurions can now equip crossbows again, not just bows, since Dawnguard provides Dwarven Crossbows. Won't affect a vanilla game, but maybe useful for modding (Why do no Dwemer automata actually use the Dwarven Crossbow?) Does not affect Dwarven Ballista, which basically is a giant crossbow.
    • Rieklings can now use every weapon type. This also fixes a bug, in which one variety were actually incapable of unarmed hand-to-hand combat if disarmed! The vanilla ones always spawn with pre-set weapons, but they can now be easily diversified by modders. Two Riekling variants that could not pick up dropped weapons can now do so. One that wasn't capable of head-tracking now is.
    • Falmer can now use every weapon type, except torches (being blind).
    • Vampire Lord can now use weapons. In vanilla, was set up to fight with hands and use a shield but nothing else, despite various NPCs with this race spawning with weapons in inventory.
    • All races capable of using the full range of weapon types have also been set as capable of dual wielding. Many already were, of course. This will not have much effect on the vanilla game, only when a race capable of picking up a nearby weapon does so and the AI decides it's better off dual wielding than whatever it was doing before.
    • ALL humans can use crossbows, including Afflicted Bretons, the elderly, and children (the last two aren't necessarily realistic, due to the strength required, but then again they can also equip huge war hammers).
    • If you don't want one of these fixes, just undo it yourself. E.g., just remove crossbows again from each of the vampire race records, under "VNAM - Equipment Flags (sorted)". Should take you about 2 minutes.
  • Tweaks Bosmer (Wood Elf) height to be consistent with lore, using a vanilla value (one of the two available). While their females are taller than their males, they are not a tall race in general. The vanilla game was bugged in making the vampire version have the right height ratios, but the non-vampire one was made taller. USLeEP "fixed" this by making them ALL tall (females same height as Nord women [WTF?], males a little shorter), which made Bosmer and Altmer much harder to distinguish. My patch normalizes in the opposite direction, using vanilla's vampire values, making Bosmer now consistent with the rest of the TES games dating back to at least Morrowind.
    • If you don't like this change, just drag-and-drop USLeEP's Male Height and Female Height entries into my ESP's corresponding entries, for both WoodElfRace and WoodElfRaceVampire.
  • Fixes mannequins, to deal with the "my mannequins keep moving around" bug: added flags "Not pushable" and "No rotating head to track"; removed flags "Uses head track anims", "Walks", "Swims", and "Can pick up items". Also fixes the strange trait of the female ones being taller (I don't think they exist anywhere in the vanilla game, but various mods enable them). No stand-alone mod for fixing mannequins is needed any longer with this ESP, after you customize it and use it in your game.
    • If you have a "pose with a weapon" mannequin mod and find that it no longer works, you may need to revert one or more of these changes, selectively (try one at a time).
    • Doesn't do anything with mod-added mannequins that use custom new races (some female mannequin mods ones do that).
    • You should also get "Vanilla Mannequin Script Fix", which addresses some "wandering mannequin" causes at the script level.

  • Removes dirt tint masks from vampire races, which caused the Dawnguard versions to often show up with weird, grey, smooth faces. This tweak makes the "Dawnguard Vampires - No Dirt Tintmasks" mod obsolete, along with my "Vampire No Dirt Tintmasks USLeEP Patch" for it.
  • Fixes female Orc to have female walk animations; USLeEP missed that one. Many other mods do this, and now you won't need any (unless they do something else useful).
  • Restores the Black Heart Blight disease you can catch from Ash Spawn (a fix from Cutting Room Floor that doesn't require CRF to be installed, since it's a vanilla disease).
  • Missing "Can be pickpocketed" flag has been added to the Dragonborn variant of Dremora.
  • Trivial description (DESC) and name (FULL) text changes (no changes made to ObjectIDs or EditorIDs, of course):
    • The descriptions of Imperials and Nords (and their variants) have had "natives" and "citizens" reversed between them, so that Imperials start with "Citizens of Cyrodiil ...", and Nords start with "Natives of Skyrim...". Nords actually are also citizens of the Cyrodiilic Empire (other than Stormcloaks, who reject it), and in this game Skyrim is no longer a single nation-state, having no legitimate high king, but is a bunch of independent jarldoms, so no one is a "citizen" of Skyrim at all. Besides, "citizenship" is a bureaucratic concept, and more suited to the Imperials' description anyway.
    • The mannequin race (ID "ManakinRace") is no longer named "Nord", and has had the Nord description text removed and replaced with a statement that mannequins hold gear (though this isn't anything anyone would see in-game unless they made it a playable race, which has actually been done). If you do that, make a copy of the race and use that, and restore its ability to walk, etc. You do not want to do that to actual mannequins.
    • Argonian and Orc blurbs now include their native names "Saxhleel" and "Orsimer", respectively, since the other race descriptions include such names ("Bosmer", "Dunmer", "Altmer").
    • Child and vampire race variants now have the same descriptive text as adult non-vampire ones. Several of the vanilla (and post-USLeEP) race descriptions, including Breton Vampire, Afflicted Breton, and Khajiit Vampire, had old wording in them, apparently from alpha stages of the game (e.g. a false claim that Bretons get a Conjuration bonus). Fixed.
    • Fixes capitalization errors: Game stats like "Magicka" were consistently capitalized, except in the High Elf vampire record. "Wood elves" corrected to "Wood Elves". Both were missed by USLeEP, though Skyrim Supplemental Patch caught one of them.
    • Wood Elf description further corrected as to grammar, and improper capitalization of "western Valenwood" (there is no place proper-named "Western Valenwood"; the "western" is just a descriptive adjective).
    • Khajiit and High Elf records have had inconsistent double-spacing converted to single.
    • SnowElfRace – a copy of HighElfRace the developers tweaked to create the few remaining (non-Falmer) Snow Elves and their ghosts – no longer says its name is "High Elf" and no longer has High Elf descriptive text. This won't have any effect on anything unless you monkey around and make Snow Elf playable.
    • DLC2MiraakRace – a custom variant of Dragon Priest for that one NPC – no longer is named "Nord" but "Dragon Priest" to match the rest of them, and no longer has the Nord description text. This also would not normally be visible in-game.
    • Rieklings and Boars now have name entries; they were the only vanilla races that didn't have them, aside from two dummy races. Not normally visible in-game.
    • "Chaurusflyer", "Deathhound", "MudCrab", and "HighlandCow" race name spellings corrected to "Chaurus Flyer", "Death Hound", "Mudcrab", and "Highland Cow". Not normally visible in-game.
    • Worse misnamings also fixed: Dwarven Ballista, Seeker, Chicken, Magic Anomaly, Ash Guardian, Ash Hopper, and Ash Spawn how have those names instead of, respectively, "Dwarven Sphere", "HMDaedra", "Rabbit" (WTF?), "Essence of Magicka", "Storm Atronach", "Scrib", and "Draugr". Not normally visible in-game. (And this game has no Scrib; seems to be a left-over from alpha development.)
    • Dragon races have had their names changed from "Dragon Race" to just "Dragon" to match all the rest of the monster race names. Not normally visible in-game.
    • These changes will not break GetIsRace and other scripting calls; they use the hex FormIDs or EditorIDs, not these plain-English names.
  • Uses modern Skyrim LE ESP format (Form 43), to preserve Mount Data and other records missing from various mods' copies of these races. Probably also facilitates Skyrim SE conversion (to Form 44), but I'm not sure.



New in 2.3
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  • Extended version only: Adds Bash tags to the mod description in the mod's header. These are used by Loot, Wrye Bash, Mator Smash, and other tools to understand what the mod is doing.
  • Typo and grammar fixes in descriptions of Wood Elf and High Elf race ("wood elves" —‣ "Wood Elves"; "Western Valenwood" —‣"western Valenwood"; using proper sentences; removing doubled spaces).


The basic, USLeEP-only version of Race Records Master has not been changed; ver. 2.1 of that remains current.


New in 2.2
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  • Extended version only: The vanilla child races (Breton, Imperial, Nord, Redguard) and child vampire race (Breton) now have the same racial abilities as the adult versions. This will only make any difference if you have a non-Essential and/or playable children mod. Their defenselessness in vanilla didn't matter since they were immortal.
  • Ext. ver. only: Descriptions have been added for several races, including Snow Elf, Falmer (2 variants), Riekling (3 variants), and Dremora (2 variants). These are summaries cribbed from the lore materials at Elder Scrolls Wiki and Unofficial Elder Scrolls Pages. They will not normally be visible in game but will be available during char-gen (and in RaceMenu, ECE, etc.) if the race is made playable. If this is done with a custom race (the safer bet than directly modifying the vanilla race), just copy the race description into the new race, or copy the vanilla race to start with and use that as the basis of the custom one.
  • Ext. ver. only: The Snow Elf race now has the same cold resistance as Rieklings, to agree with the established lore of Snow Elves. This will have no real effect in a vanilla game; the only NPCs using this race are Knight-Paladin Gelebor, his nemesis, and various Prelate ghosts. But the race will make more sense if you copy it and make it playable. It also retains the daily Highborn greater power of the Altmer, which it originally came with (being a copy of Altmer). For balance, it does not also keep the constant-effect Magicka boost of Altmer.
  • Ext. ver. only: The Dremora race (both versions) now has Resist Disease (not being biological creatures of Nirn) like Vampires, and the Resist Magicka bonus that Bretons have, to better agree with long-standing TES lore (they had this ability in TES4: Oblivion, and a similar one in TES3: Morrowind, though the more dangerous Reflect Spell power they had in that one no longer exists in TES5: Skyrim). This will affect the game, in making Dremora not be quite such pathetic NPCs; they'll finally be as good as random Breton bandits, LOL. And for playable-Dremora modding, you at least get a racial bonus of some kind, though something more imaginative can be done (and has been in most such mods).
  • Ext. ver. only: SkeletonRace has been given access to First Person Flag (Biped Object) slot 33 (Hands), under BODT - Body Template. In at least one case, Dawnguard puts bracers that use this slot on a Skeleton. The CK reports an error about this. While Skeletons obviously have hands, they were not coded to use any 1P body slots at all, and this was apparently fine until they were made to wear an object with a 1P slot record in its ARMO. While I don't think this issue ever caused any in-game crashes, we might as well just fix it; never make this brittle game suffer an error condition that it doesn't have to! I did not change the Biped Object Names record of Skeletons; I don't think that's necessary.

The basic, USLeEP-only version of Race Records Master has not been changed; ver. 2.1 of that remains current.




New in 2.1

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  • Various race-related form ID lists (FLST records) have been added; it turns out that mods were fairly often changing these, most often to add a custom race, but more destructively sometimes reverting Dawnguard.esm changes back to Skyrim.esm originals.
  • Optional extended version only: Both the blue and orange dragonflies (which are really activators, not true creatures and thus not really races) were simply named "Dragonfly" in the vanilla game. They've been renamed to have "Blue" and "Orange" in their player-visible names, for color-blind players, and for consistency with the other insect activators having unique visible names ("Blue Butterfly", etc.). As with everything above, this has no effect on base or editor IDs, and thus can't mess up any scripts.



Possible to-dos, and definitely not to-dos:


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  • Is anything obviously missing? Let me know!
  • Maybe make a version that patches for "Skyrim Realistic Archery", since I use it.
  • Use other lore (loadscreen text, book excerpts, etc.) to provide descriptions for Skeletons, Draugr, Hagravens, etc., etc., for those who dig around and make them playable.
  • Figure out whether anything useful can be done with strings files, for translation.
  • Cannot fix the "animals will somehow report you for crimes" problem. That's only fixable in the individual NPC records, and other mods already do this. Try NARC.
  • Same goes for various specific female NPCs walking like men; search Nexus for "feminine" to find various feminine-walk mods that address this.
  • This ESP includes monster/creature races but does not affect them, except as noted above. This is not the place for detailed creature overhauls, but you can use it to help debug them in your load list.



Requirements and Compatibility

You must have at least Update.esm, Dawnguard, Dragonborn, and Unofficial Skyrim Legendary Edition Patch (which also requires Hearthfire, though it contains no RACE records).

You will also need TES5Edit (a.k.a. xEdit), and need to know how to use it for basic stuff.

This ESP is compatible with additional non-official patches, including Skyrim Project Optimization, Unofficial Skyrim Modders Patch, RaceCompatibility.esm and RaceCompatibilityUSKPOverride.esp, Skyrim Supplemental Patch, Unofficial Misc. Bug Fixes, Cutting Room Floor, and RaceMenu (I use all of these). It is not dependent on any of them.

I don't know if this will work with the original separate Unofficial Skyrim Patch series, but you shouldn't use those anyway; they're obsolete. If you want to try it, you could use various tricks to remove USLeEP as a master, add the separate patches as new masters, and give it a shot. You will probably have to add those patches plus USLeEP temporarily, then change any USLeEP-specific records to refer to their equivalents in the stand-alone patches. If you do something like this, use TES5Edit's "Check for errors" feature to find any IDs that will not resolve.

RRM will, obviously, conflict with any mods that modify race records and load after USLeEP. Tracking down and resolving all such conflicts is the whole point.


Installation and Usage (Updated)

This is NOT a fire-and-forget mod. Also: if upgrading from from an earlier version, see subsection below.

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  • Put it at the very end (bottom) of your load order, even after your Bashed or Smashed Patch.
    • Make a copy of it, as "Race Records Master - mine.esp", and put that even lower.  This is the copy to edit and use in-game later; keep the original as a reference/backup.  I suggest using "Race Records Master - mine.esp", exactly, because LOOT will detect this filename and handle it consistently.
    • Lots of mods say "put this at the end of your load order". They are usually exaggerating (and it's not possible for them all to be right!). What they really mean is "put this after other mods likely to affect the same resources, like the helmets I changed, the bandit spawn points I removed, and the house I put just north of Riverwood", or whatever. This mod really does need to be last or very nearly last (it could come before your own customized leveled list patches and a few other things, and there are a handful of other mods designed to go after the bashed patch, like LOD stuff, and that's okay). All kinds of mods make pointless changes to race records, and you cannot predict which ones will do that. The whole point of this ESP is to catch them in the act by loading last.
  • Do NOT (yet) enable this ESP or a copy of it in your game, only in TES5Edit.
  • Fire up TES5Edit and let it slowly load your entire mod load order, including this mod and your copy. Compare the race records, and see whether other mods between the vanilla and USLeEP stuff at the start and this mod at the end have made changes that you want to keep. If so, drag-and-drop them across to the corresponding records in your COPY of this ESP, and save it (allow TES5Edit to add masters to your copy as needed). Trying to do this in the Construction Kit will drive you crazy. Use TES5Edit – this is the kind of stuff it's good at. The CK is just not suited to the task in any way.
    • A common case of conflicts is additional warpaints, eyes, brows, hairs, and colors added by mods, especially follower mods. Not permitting them to carry forward into your copy of this ESP as playable is generally fine; the NPC itself should already be hard-coded to use this custom hair color or whatever, so you don't need it playable unless you desperately want your own player character to have the neon violet eyes or whatever that came with that mod.
    • Another common case is "vampire beautification", by changing the vampire face textures to regular ones, though this is actually better done at the file level (i.e., overwrite the ugly vampire resources with the default ones for that race, so it never matters which vamp mod is doing what).
    • Dunmer and Breton female beautification (the default normal-map textures for them have bumpy foreheads) is the same: it is sometimes done in ESPs by mods, but is better done by actually replacing texture files.
    • Mannequin mods are another such tweak some users make; they sometimes supply new meshes and textures, and may not account for the "moving mannequins" bug, as detailed above.
    • There are mods you might not think of as race-changing, like "Dragon Priests Enhanced" and various other creature- or NPC-specific mods. Remember that all creatures (except certain combat-incapable bugs and fish) also have races. This is why it's important to test this ESP against your entire mod load order.
    • A less common but potentially severe issue is going to be race overhaul mods. This mod will actually make it easier to safely integrate those, by having only one place in which to track changes to race records, after you set it up. If you add such an overhaul mod, you can easily see what it is doing and which of its changes you want to retain by copying them into your copy of this ESP. You'll also catch it if any mod loaded after the overhaul interferes with it.
    • Similarly, game-mechanics overhauls can also modify a whole lot of race records, including of creatures. One example is "Skyrim Realistic Archery", which changes the Unarmed Reach, Angular Acceleration Rate, and Strike Angle of nearly everything. The problem is that it has to overwrite the entire RACE record in the course of doing so (and the next mod to do anything with races will revert some of it). It's been my experience, in using SRA for months, that none of SRA's changes to race records are actually important, so the large amount of work involved in manually integrating them isn't worth it. Race Records Master is better put to use fixing things like reversion of Dawnguard and Dragonborn changes to ancient Skyrim.esm defaults.
  • So, selectively drag-and-drop into your copy of this ESP file any changes that you want to keep which were introduced by mods between USLeEP and this ESP. This will be tedious, but that is the price of mod conflict resolution.
  • If you want to bother with it, you can hunt down new and variant races added by follower mods and such, and add overrides for them, too, and make custom adjustments, though this would be time-consuming and not likely useful, unless you know you have mods that change new races (Ningheim, etc.) introduced by previous mods. Some LoversLab users actually probably do have a use-case for this.
  • If you use only a few mods, you may find that various records in this ESP will be identical to master (ITM) with those in USLeEP. You can remove them from your copy of this ESP with TES5Edit (and Wrye Bash or Mod Organizer may suggest this), but doing this to the original ESP of this mod (the backup/reference you've been editing a copy of) will defeat the purpose of Race Records Master: any mods you add later may make unexpected "back to 2011" reversions or other changes, and this ESP will be powerless to help you detect and undo them. Not every ITM is a problem.
  • FINALLY, if your mod load order is stable, you can add your finished, tweaked copy of this ESP to your actual game load order, at the bottom (last-loading) so it compensates for all the conflicts you identified and resolved.
    • If you already have a mod you keep at the end for other reasons, you can merge your edited copy of this mod into it to save a mod slot.
      Put this mod below it and use "Merge Plugins xEdit Script", the stand-alone Merge Plugins app, or the zMerge function of zEdit.
    • If you use LOOT (which you should – it replaces the old BOSS), LOOT should already place SRRM automatically at/near the end of your load
      order, but if you merge your copy into some other end-of-load-order patch of your own, you may have to manually move it back to the end after LOOT sorting.






Upgrading from 2.1 or 2.2

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If you have NOT customized your copy, then overwrite it with 2.3.  Done.

If you HAVE customized a copy of it, rename the old base ESP to something like "Race Records Master 2.2.esp", put it between the new 2.3 "Race Records Master.esp" (install that now) and your custom "Race Records Master - mine.esp" in the load order (just for TES5Edit purposes, not in your active game). Fire up TES5Edit, go to the changed records - those that differ between 2.3 and your unmodified 2.1 or 2.2 - and drag the changed parts (race descriptions or whatever) from 2.3 into your customized old copy, "Race Records Master - mine.esp". Quit TES5Edit and save changes. Your copy is now upgraded to 2.3, and you can throw out the "Race Records Master 2.2.esp" temp file used for comparison.  Only enable "Race Records Master - mine.esp" in your actual game; keep the 2.3 "Race Records Master.esp" as you research and troubleshooting tool.


List of changed records, by EditorID, 2.2 to 2.3:  HighElfRace, WoodElfRace, HighElfRaceVampire, WoodElfVamnpireRace
Also updated:SNAM - Description
in File Header at very top of mod, to have Bash tags.

List of changed records, by EditorID, 2.1 to 2.2:  BretonRaceChild, BretonRaceChildVampire, DremoraRace, DLC2DremoraRace, FalmerRace, FalmerFrozenVampRace, ImperialRaceChild, RedguardRaceChild, DLC2MountedRieklingRace, DLC2RieklingRace, DLC2ThirskRieklingRace, SkeletonRace, SnowElfRace If you customized one of these already, you'll need to manually merge 2.2's version of it and yours, to keep both new features and your own customizations.



Upgrading from 2.0

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Back in that version, I'd just advised editing "Race Records Master.esp" directly instead of making a copy of it.  If you have NOT customized your copy of 2.0, then overwrite it with 2.3.  Done.

If you HAVE customized it (or a copy of it), rename the new 2.3 to something like "Race Records Master 2.3.esp", put it earlier in the load order than your old customized 2.0 "Race Records Master.esp" (just for TES5Edit purposes, not in your active game).  Fire up TES5Edit, and do "Copy as override into ..." on all FLST (FormID List) and – in the extended version – ACTI (Activator) records in 2.3 and copy them into your 2.0. This will only affect 2.3 records missing from 2.0; it won't overwrite existing records in 2.0. Now go compare the 2.0 records to the 2.3 ones, and see if any changes made in 2.1 to 2.3 also need to be drag-and-dropped over into 2.0 to upgrade it (see changes list in the section above, or you can simply go record-by-record; this ESP isn't very long). When done, quit TES5Edit to save the changes. Your 2.0 is now 2.3.  From this point forward, you should rename your copy "Race Records Master - mine.esp"
and only directly edit that copy.  Rename the clean "Race Records Master 2.3.esp" to "Race Records Master.esp", as your research and troubleshooting tool; only "Race Records Master - mine.esp" should get enabled in your game.



Permissions & Credits


This is just copying and tweaking of a few records, and I don't feel proprietary about it in any way. Feel free to use this for any purpose, without asking first, though a credit would be nice. USLeEP is by Arthmoor and friends. I got the vampire dirt tintmasks fix idea from Jowain92 (whose "Dawnguard Vampires - No Dirt Tintmasks" I previously patched for USLeEP compatibility; it's what ultimately led to this more comprehensive approach). I got one typo fix from brytag's "Skyrim Supplemental Patch", and one other fix from Cutting Room Floor by Arthmoor. Kudos to Elminster, Sharlikran, Zilav, and Hlp for TES5Edit. And to kryptopyr, Machienzo, Viperslayer, zzjay, Grimoa, OnHolyServiceBound, xxcthomasxx, azarathkhan, and many others for previous race tweaks, by which I learned how this stuff works.

PS: This Race Records Master mod is not to be confused with a "Master Race" Records mod; for that you'll need to add Nazis to Skyrim, which would be fun, since we'd all love to set records for killing Nazis.