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KingVario

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KingVario

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  1. KingVario
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    Hopefully this is the last time I have to fix the records.

    If all is well i'll push my time in attempting to add Tojay and Tojay-Raht.

    A bunch of smaller updates will probably come addressing some dissatisfactions and adding racial abilities relevant to each Furstocks based on All Our Perfect Forms. Happy Modding!
  2. KingVario
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    In V.0.3.0 I have decided to switch entirely from RaceCompatibility to Race Compatibility SKSE, which should also fix some of the issues we had previously while giving me a much nicer time handling our beloved furstocks. That said, a New Game shouldn't be necessary.

    Happy Modding!
  3. khajiitplaysosrs
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    Great mod! Couldn't for the life of me get my Ohmes character to have hair, even going so far to tinker in the CK and outfit studio so I've uninstalled for now but seriously commend you for how extensive this thing is!
    1. KingVario
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      I believe this issue should be solved as of the switch to Race Compatibility SKSE? I'll keep looking into it, but I haven't had these problems since.
    2. TheDragonIsbackfyeah
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      Same case for me on my end! I tried updating the SKSE Race Compatibility and still same case, no hair
    3. godzilla90fan
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      Are you using the Imperious Patch?  I noticed the Ohmes worked just fine without the patch, but adding it created two entries for Ohmes; one without eyes, both without hair.  Maybe that's what is causing the issue? 

      That said, will the mod work without issue if I have Imperious and don't use the patch? I am assuming it will default to racials you set or the khajiits. 
    4. KingVario
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      Not using the Imperious patch will just result in the race not receiving the benefits of Imperious, but otherwise work as intended. This should solve the issue: The patch is most likely outdated and that's why that is happening, probably because it's still reliant on the old, RaceCompatibility version.
    5. godzilla90fan
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      Thank you I still can't get the Ohmes to work properly, which is annoying since they DID work when I first installed the mod for testing, and now just..don't.  They looks like normal bosmer, with KS hairs, and what looks like another face model jutting through about where the chin is.  I upgraded to the SKSE version of RC, same issue.  The only mods I have (that I know of) that affect bosmer is total character makeover, but removing that didn't help at all (and it worked fine before with it).  All the other furstocks look and work great, asides from a random bug I suddenly have where there is no "none" option on facial hair, 0 is still a beard (even on vanilla races, out of nowhere seemingly.)  All of this testing has been on a new game, with the only major change I can think of being adding Dynamic distance mod.  

       Any ideas?  Trying to get this figured out so I can distribute my mod list to a few friends :p Thanks.
    6. KingVario
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      Not too sure what could be causing your issue in specific- It's something I have never experienced in any mod, let alone mine. Double face? Extremely weird. If 0 is not a beard try to go through them, it might've been moved by other mods. 

      Ohmes also DO look like regular Bosmer, sharing the same headparts and hair. The only difference is that they have custom eyes, teeth and warpaint.
    7. godzilla90fan
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      https://ibb.co/NdkTyZs9
      There is a screenshot of the issue I am having.  It looks like a different face model is jutting through the chin.  All I have done involving khajiit is install some fur textures for face and body, but I can't see that affecting Ohmes since they are a bosmer body.  Its so annoying because it was JUST working  
    8. KingVario
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      This issue is entirely unrelated to my mod. The beard's mesh doesn't match the head mesh. Are you sure you aren't using the High Poly Head variant of the beard? There are no two heads clipping here, only the beard through the chin.

      Everything else works as intended.
    9. godzilla90fan
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      I do use the high poly head from the vectorplexis site, should I remove it? I only use it for one mod.

      Edit: Removing high poly head does fix the issue.  I'd rather not go without it, but it does feel good to know what went wrong.  Wanted to use the Dagi-raht anyway :) Thank you for all your help.
    10. KingVario
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      You can still use high poly head, just don't use high poly beards on low poly heads. Alternatively just pick the high poly bosmer head from the head parts in RaceMenu. It is not a conflict.
    11. godzilla90fan
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      Turns out I am an idiot on that part.  I do not exactly know what you meant, but it was enough for me to think to cycle through the beards on the Ohmes entry: only one entry is bugged like that -_- I can just change beards and its okay.

      The other issues I was having, and that others seem to have had, I think stems from EasyNPC.  Using EasyNPC caused all of my beast races, including yours, to lose their hands, feet, and have missing/human bodies.  I had to open up the NPC merge mod in xedit and delete the player value under actors, fixed all of my problems.  Maybe that's just me being dumb, but google couldn't help me so I am putting it out there in case anyone else has this problem like noob me.

      Anyways, thank you.  I literally spent the entire day yesterday (like 14 hours of modding) trying to make this work because I was determined to use this mod, so again, thank you :)  

      Edit: Now that I can finally enjoy the mod today, I noticed in character creation that all of your races have 5 points less in bonus skills than the vanilla races; yours have 35 while the vanilla races have 40.  Just wanted to mention it in case it wasn't intentional.
    12. KingVario
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      I'm glad you can finally use the mod! As for the points- In -Vanilla- all Races have +5 to five skills and +10 to a single skill, for a total of 35. I have maintained this formula in my mod. If yours have 40 then that comes from another mod.
    13. godzilla90fan
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      Well shoot, now I am wondering which of my mods did that.  Probably Imperious.  Thank you again xD
  4. Shaahni
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    Hello, First of all, thank you for your nice work.

    This Dagi has no hair and only green or vampire eyes, yes ?
    1. KingVario
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      Ah, yes, I'll tinker more for next update to hopefully bring some better selection back.
  5. HiMyNameIsAyle
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    Something really weird I've been experiencing: I tried to make a patch for Aetherius, so far, so good, most of the breeds fit in it like a glove.. Then there is the two Cathay's and Ohmes Vampire, both, for some odd reason, just can't be copied to another esp, all I guess I can do is send the khajiit race of Aetherius to the ToTM esp to work the thingies, but it's kinda weird this happens at all, any ideas of what might cause that? 
    Edit: the Cathay's are being considered objects, which is funny, because they were the Khajiit in Morrowind, farm tools and what not
    Still, annoying.
    Apparently Cathay's are doors, cathay vampire's are entrances without doors
    and Ohmes vampire's are reanimated eyes, classy.
    1. KingVario
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      This gave me a good chuckle I can't lie, didn't see it coming.

      Ideally you'd just want to make tweaks on a separate esp using TOTM as master, so you don't have to really copy anything while applying the tweaks, otherwise I don't really know what's causing this, perhaps something faulty while trying to copy their IDs? Ohmes are essentially just slightly modified Wood Elves with unique eyes and tattoos, while Cathay only have a unique head shape, so I do not know what could be causing this issue myself. A patch for Aetherius would be interesting, so I'll offer what help I can.
    2. HiMyNameIsAyle
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      I was able to figure everything out, I was being lazy and trying to patch over another patch, didn't work, but oh well, I was able to finish it, I am not going to lie, I did not test it properly, but I have no idea how what I did could go wrong, soooo..
    3. KingVario
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      A Suggestion: Do test it out. I was sure nothing could wrong with what I've released until it did.

      Like how my Kothringi accidentally accelerated time by 10 times instead of slowing it down slightly!
    4. HiMyNameIsAyle
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      Will do soon enough, my PC is a potato though, so it make take a while.
    5. HiMyNameIsAyle
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      I think I somehow messed up their faces, I don't have screenshots, but all of them look kinda.. You know, like nothing in their bodies really fits.
  6. Spasticon1
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    Any chance for an RCS version? It's much nicer than RaceCompatibility.
    1. KingVario
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      I'm not familiar with it, but if it is better then I will certainly look into it, thanks for the info!
    2. KingVario
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      Your wish has been granted. RCS is much easier to handle, in all honesty, so I thank you for letting me know of this!
    3. HiMyNameIsAyle
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      Common active modder W
  7. BurmySanders
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    Heyo, just wanted to let you know, in case no one has told you yet, that you need to switch the female Suthay Raht skeleton to ...well, the suthay raht skeleton. the females are by default set to use the standard beast skeleton.

    So in the mean time if any of you have noticed that suthay raht females are not digitigrade, that's why. Just boot up SSE Edit and switch the female skeleton to use actors\character\character assets\TOTMSuthayRaht\skeletonsuthay.nif instead of the default beast skeleton. :)
    1. KingVario
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      I'll have this fixed next version, I get quite silly at times.
  8. MellowCryptid
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    It's probably unlikely, but since the mod is still being worked on... is there any chance it'll ever give us the option to play as the furstocks that walk on four legs? I always thought it would be really interesting and pretty dang funny at the same time. It would probably be a lot of hard work though, tweaking everything to make it work that way, so it's understandable if that doesn't ever become a thing.
    1. KingVario
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      I've expressed interest in tackling it before, and if I ever come around the hard work then I'll likely work on it. I believe it's something that can be achieved by, for example, rigging an Alfiq model to a Humanoid skeleton and distributing to it custom animations via OAR, but animations are by no means my field of expertise, so if it does come it'll be in the future.
    2. MellowCryptid
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      Ah, interesting! I hope it's possible someday :) great mod anyway though
  9. swampfr00t
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    Not sure what I did wrong, but every time I create an Ohmes my saves will load a couple times, but after a while every save just gives me a black screen :( Doesn't happen with my Dunmer saves. I have Lunar Lattice, Project ja Kha'jay (with the patch), and FK skeletons, so maybe it's a compatibility issue with that?
    1. KingVario
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      I have never encountered an issue like this, nor should a skeleton incompatibility behave like so, even because Ohmes don't even have any skeleton edits. What version of the game are you on?
    2. swampfr00t
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      1.6.3

      I also tried the Lunar Lattice Ohmes-Raht and had the same issue, so it's not just your mod.
    3. swampfr00t
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      update: the same thing happened when i open showracemenu (through new game, console, or proteus) so maybe its a bug with racemenu??? but i originally made my dunmer with racemenu installed, and had no issue...
    4. KingVario
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      1.6.1130?  That is weird.

      I believe it must be some other mod in your load order, not sure I can offer any help here, I'm really sorry to hear about this.
  10. racermanman
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    what hair mod did you use for the Ohmes? would love to know as i cant find any patches for hair regarding this mod 
    1. KingVario
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      That Hairstyle is from Fuse00. Ohmes share headparts (like hairstyles) with Bosmer.
    2. racermanman
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      Thank you!
  11. BurmySanders
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    ooo lookin forward to when racial abilities are added. >:)
  12. Nianque1
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    I'll be able to play as a senche soon-ish!? ALL MY MONEY!