The mod seems to work, still, report any issues here, so we can get to a fully working version quickly.
A first official release for the XBox 1: https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3241963 Consider it a beta release. Can't test it myself, since I don't have a console or a suitable race mod.
Sacrosanct support added.
Edit: About Mod Collections... While I consider the idea of mod collections a nice addition to modding in general, as it allows mod users to try out mods more easily, which in the end would benefit not only mod users but also mod authors, seeing an uptake in mod usage. The donation angle for mod collections, I'm already less happy about, but that is more related to the fact that I think the current atmosphere of trying to monetize everything is something I find problematic and unhealthy in the long run. It is however set up to be donation only and not a paywall, so that's not too bad...
The two things I, as a mod author, find most problematic are the version pinning and dubiously legal approach of effectively claiming ownership of someone else's IP.
The version pinning causes mod authors to have to support old, possibly broken versions in perpetuity, simply because that version ended up in a collection. Frankly that is not acceptable and that is not how one should treat the people that form the entire basis of your website. So my statement about that is that for any support on outdated mods, you can contact the Nexus staff, since they seem to know best. I will only be supporting the newest versions of any of my mods.
As for continuing to distribute a mod, even if a mod author removes it, stating that "what's on the internet stays on the internet" or "what about the mod users"... Those statements more than likely wouldn't hold up in court. Now I'm probably not going to remove any of my mods, since that would screw over a lot of mod users and other mod authors... And I wasn't going to remove anything even if I decide not to support my mods anymore. However, it will give me cause to reconsider whether to publish any other mods here in future.
If the day comes that I *do* decide I wish to remove anything, I will pursue legal action, if I have to, to protect my IP, against what I consider software piracy.
First type: help racedispatcher in the console and take note of the first two digits of the form id of the quest then type (replacing the xx with the 2 numbers you just saw) revertformlist xx000d62 revertformlist xx000d63 That should reset 2 lists; then type help racecontroller 4 in the console and you should get one or more racecontroller quests then for each of those enter (obivously replace <racecontrollername> with the actual name) stopquest <racecontrollername> after they have all been stopped type for each one: resetquest <racecontrollername> after they have all been reset, type for each one: startquest <racecontrollername>
I've updated the mod with a bunch of things. 1. Sacrosanct patch updated 2. Better Vampires patch updated 3. USSEP support updated (mainly just removing some outdated changes) 4. Updated vanilla scripts to match latest patch 5. changed scripted installer (and manual installation guide) to better deal with Moonlight Tales and similar mods, as well as mod manager weirdness 6. Added archive attribute to all files, since certain mod managers can't handle normal files for some reason 7. Fixed an issue with custom beast races potentially not gaining access to some vampire related parts (even though that shouldn't normally be an issue). Thanks to FelesNoctis for the report.
so, for some reason this is affecting red guard children in a weird way. I was just walking through white run to the castle and I thinks its Braith looks like something peeled its face off and later is saw the same thing in solitude and I don't know why. I use realistic children, and all other kids and humans look fine. unless its something to do with ube body that i just installed along with this edit: lower string file fixed this but that was horrifying lol.
"To install just overwrite the files from the RaceCompatibility mod"
What RaceCompatibility Mod is meant here. The Oldrim Mod is linked twice in the description but the Requirements show none.
I am trying to get Playable Dremora with Skills to work but the Race won't show up in my list and this mod here is the only requirement. Am I missing something?
I was about to ask the same thing. "To install just overwrite the files from the RaceCompatibility mod with the files in this package" Overwrite RaceCompatibility with RaceCompatibility??? WTF does that mean? I need this mod for other mods but this makes no sense ... so just stuck!!
Hey! So I've been trying so hard to make this work, does Race Compat not work for AE OR is it incompatible with the Nolvus mod system maybe? It's probably the ladder but I'm just kinda frustrated so I'm trying to get everything out of what it could be. Thank you
The companionshousekeepingscript.pex from this mod conflicts with the one modified by At Your Own Pace - Companions. Is a compiled version already uploaded on nexus or will I have to do it manually (no that I have aproblem with the same)?
For anyone wondering, i downloaded the file provided and checked both the .psc script file and the esp and it all seems to be good, the parts about race are using the RaceCompatibilty scripts and esp records, and the parts about Radiant and Main Quests use the AYOP scripts and esp records.
Thank you very much vrushankd!! If you still mod skyrim and use nexus would you mind uploading it and listing both AYOP and RaceCompatibility as requirements so people that notice the conflict in MO2 can easily find it? If you happen to not respond within a month i'll upload it myself for other people, but if you ask for it i'll take it down.
Hi, The intention to share here was to have it as part of this mod page instead of jumping to multiple mod pages for patches. I'll upload it separately in a few days.
After fixing the load order problem with RC and this mod do you have to start a whole new save or is there some way to continue your current playthrough
hay for some reason i can't select ohmes raht race it doesn't show up i already tried to uninstall and instal the mods again but it still did not show up any solution ? p.s great mod used it a year ago and it works thats why im so troubled now and confused
I have Better Vampires 9.01 and RC, and I have no problems, the feeding works, although the reason could be that I don't use custom races, I have the RC only because another mod asks me to, which is what changes the appearance of the children.
try the new updated version that uses SKSE https://www.nexusmods.com/skyrimspecialedition/mods/122592?tab=description And it has a optional file patch hub for BV's newest update.
Conflict with SacroSanct if instaled after mod. I can't feed, and stages didn't working. Potions of blood also didn't works. UPD: i found solution, there just need drink Potion of Embrassing and vampirism will restart.
1511 comments
A first official release for the XBox 1:
https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3241963
Consider it a beta release. Can't test it myself, since I don't have a console or a suitable race mod.
Sacrosanct support added.
Edit: About Mod Collections...
While I consider the idea of mod collections a nice addition to modding in general, as it allows mod users to try
out mods more easily, which in the end would benefit not only mod users
but also mod authors, seeing an uptake in mod usage.
The donation angle for mod collections, I'm already less happy about, but that is
more related to the fact that I think the current atmosphere of trying
to monetize everything is something I find problematic and unhealthy in
the long run. It is however set up to be donation only and not a
paywall, so that's not too bad...
The two things I, as a mod author, find most problematic are the version pinning and dubiously legal
approach of effectively claiming ownership of someone else's IP.
The version pinning causes mod authors to have to support old, possibly broken
versions in perpetuity, simply because that version ended up in a
collection. Frankly that is not acceptable and that is not how one
should treat the people that form the entire basis of your website. So
my statement about that is that for any support on outdated mods, you
can contact the Nexus staff, since they seem to know best. I will only be supporting
the newest versions of any of my mods.
As for continuing to distribute a mod, even if a mod author removes it,
stating that "what's on the internet stays on the internet" or "what
about the mod users"... Those statements more than likely wouldn't hold up in court.
Now I'm probably not going to remove any of my mods, since that would screw
over a lot of mod users and other mod authors...
And I wasn't going to remove anything even if I decide not to support my mods anymore.
However, it will give me cause to reconsider whether to publish any other mods here in future.
If the day comes that I *do* decide I wish to remove anything, I will pursue legal action, if I have to, to
protect my IP, against what I consider software piracy.
First type:
help racedispatcher
in the console and take note of the first two digits of the form id of the quest
then type (replacing the xx with the 2 numbers you just saw)
revertformlist xx000d62
revertformlist xx000d63
That should reset 2 lists; then type
help racecontroller 4
in the console and you should get one or more racecontroller quests
then for each of those enter (obivously replace <racecontrollername> with the actual name)
stopquest <racecontrollername>
after they have all been stopped type for each one:
resetquest <racecontrollername>
after they have all been reset, type for each one:
startquest <racecontrollername>
1. Sacrosanct patch updated
2. Better Vampires patch updated
3. USSEP support updated (mainly just removing some outdated changes)
4. Updated vanilla scripts to match latest patch
5. changed scripted installer (and manual installation guide) to better deal with Moonlight Tales and similar mods, as well as mod manager weirdness
6. Added archive attribute to all files, since certain mod managers can't handle normal files for some reason
7. Fixed an issue with custom beast races potentially not gaining access to some vampire related parts (even though that shouldn't normally be an issue). Thanks to FelesNoctis for the report.
Unfortunately I've been a bit busy and now my computer has started dying on me, so it may be a while until I can resume answering questions as usual.
edit: lower string file fixed this but that was horrifying lol.
What RaceCompatibility Mod is meant here. The Oldrim Mod is linked twice in the description but the Requirements show none.
I am trying to get Playable Dremora with Skills to work but the Race won't show up in my list and this mod here is the only requirement.
Am I missing something?
Overwrite RaceCompatibility with RaceCompatibility??? WTF does that mean?
I need this mod for other mods but this makes no sense ... so just stuck!!
AYOP requires USSEP so no changes required to the script in the non-USEEP version. Author can add above in the next update if needed.
Thank you very much vrushankd!! If you still mod skyrim and use nexus would you mind uploading it and listing both AYOP and RaceCompatibility as requirements so people that notice the conflict in MO2 can easily find it? If you happen to not respond within a month i'll upload it myself for other people, but if you ask for it i'll take it down.
The intention to share here was to have it as part of this mod page instead of jumping to multiple mod pages for patches. I'll upload it separately in a few days.
p.s great mod used it a year ago and it works thats why im so troubled now and confused
greetings from germany
And it has a optional file patch hub for BV's newest update.
UPD: i found solution, there just need drink Potion of Embrassing and vampirism will restart.