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Skyrim Race Records Master
v2.3
by Darklocq
2021-05-29

The purpose of this is to reset any inadvertent changes made to RACE records by
random mods (mostly those written before USLeEP), 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 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.


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: 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:

* 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 one.
** 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 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 that weapon) 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 axes, 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 skels 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
diversified. 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, males a little shorter), which made Bosmer and
Altmer 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.
* 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 Vampire No Dirt Tintmasks" mod obsolete, along with my
"Vampire No Dirt Tintmasks USLeEP Patch" for it, if you use "Skyrim Race
Records Master" instead.
* Fixes female Orc to have female walk animations; USLeEP missed that one.
* 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 "citzens" 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 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. 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.
** 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", "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.
* Uses modern Skyrim LE ESP format, to preserve Mount Data and other records
missing from various mods' copies of these races. Probably also facilitates
Skyrim SE conversion, but I'm not sure.


New in 2.3
----------

* 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).


New in 2.2
----------

* 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 (two
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 and various Prelate ghosts, who are allies (unless you're
playing a kill-everything-that-moves game). 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 Vampires' Resist
Disease (not being biological Nirn creatures), 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
----------

* 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.
* 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 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
------------------------------------------

* Is anything obviously missing? Let me know!
* Maybe make a version that patches for "Skyrim Realistic Archery" and
"Ethereal Elven Overhaul", since I use them.
* 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 at the individual NPC records, and other mods already do this.
Try NARC ( https://www.nexusmods.com/skyrim/mods/68125 ).
* 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 but does not affect monster/creature races, 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.
* If there's a Bash tag for "load this after the Bashed Patch", then that
should be added.


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).

This 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 changes 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 earlier versions,
see subsection below.

* Put it at the very end (bottom) of your load order, even after your Bashed
or Smashed Patch.
** Make a copy of it, e.g. "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, so the authors of LOOT can detect this filename and handle it
consistently.
** It may be okay to put it before your Bashed/Smashed Patch, if that patch
does not contain any RACE records. There's a thread open, on the Posts page
for this mod at Skyrim Nexus, about how/when Wrye Bash's Bashed Patch might
interfere. The safest bet appears to be to put this ESP after the BP/SP.
** 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, 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.
** 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"
( https://www.nexusmods.com/skyrim/mods/37981 ). I cannot recommend the
stand-alone app version of Merge Plugins, as it "merges up" (it changes
the FormIDs of the higher mod to conform to the available IDs in the mod
below it that you're merging with it, instead of vice versa, which can
break things). Some users recommend using the zMerge feature of zEdit for
this. I have not tested this personally, so cannot vouch for it.
** If you use LOOT (which you should – it replaces the old BOSS), LOOT may
move this ESP; its mod-ordering decisions are not always perfect,
especially with newer mods. Put it back at the end after using LOOT.
* Do NOT (yet) enable this ESP or a copy of it in your live 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 ESP 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 what 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
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 mod is calling which meshes and
textures for vampires).
** Dunmer and Breton female beautification (the default normal-map textures
for them have bony 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
every creature (except certain combat-incapable bugs and fish) also has a
race. 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.
** 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).
* 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 made 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) so it
compensates for all the conflicts you identified and resolved.


Upgrading from 2.1 or 2.2
-------------------------

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 yoru research and troubleshooting
tool.

List of changed records, by EditorID, 2.2 to 2.3: HighElfRace, WoodElfRace,
HighElfVampireRace, WoodElfVampireRace. 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 2.3's version of it and yours, to keep both new features and
your own customizations.


Upgrading from 2.0
------------------

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, and 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).
Kudos to Elminster, Sharlikran, Zilav, and Hlp for TES5Edit. And to kryptopyr,
Machienzo, Viperslayer, Grimoa, 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.