FAQ - Frequently Asked Questions Please read before asking your question! :)
Q: Rabbits have a messed up eye, can you fix it? A: This means you are using a different rabbit mesh, likely SMIM, that has a different texture UV map layout than vanilla, which these are designed for. Make sure the meshes in this mod overwrite ALL other animal meshes and you will no longer see the issue.
Q: Is it compatible with XYZ mod -OR- Can you make a patch for XYZ mod? A: I don't have a lot of time these days, so sadly I have to leave that to you/the community to figure out. I am 100% ok with any patches made for this being uploaded. In general, this has the same UV map as the vanilla textures, so it's compatible with anything that uses those. Mods that completely replace the vanilla rabbit with a new mesh/textures are likely not compatible.
Let this mod overwrite SMIM. This mod has its own high poly mesh for the creatures, but does not affect the hanging rabbits.
Q: Will this affect other mods that add rabits? A: If they use the base game HareRace, they will have their colors randomly changed to these when they spawn, so mods that add more rabbits around will automatically be included.
Q: Is the Diverse version script-heavy? A: No, there is an ability spell on the rabbits that fires once when they are loaded to change their skin, and never again.
Q: Why does this make an edit to the Race record? A: Most of the rabbits in Skyrim are hand-placed and don't use leveled lists, so this was the cleanest way to give them true random skins. This is also how Automatic Variants used to work.
Q: Why couldn't you use leveled lists? A: Most of the rabbits in Skyrim are hand-placed and don't use leveled lists, sadly. The lists that DO spawn rabbits are heavily modified by other animal mods. I felt this was the best overall route.
Q: Can you make this an ESL? A: It's already an "ESPL" which is an ESP flagged as an ESL so it can be moved in your load order, but will not take up a slot.
Q: Can you make XYZ variant/color? A: I'm short on time lately but feel free to suggest some ideas!
This is due to a conflict with textures. Even if loaded AFTER mods like SMIM, Skyrim 2020 or others, this can be an issue. Especially with modders like myself who toss in a bazillion different texture overhauls.
For scripts, use SSEedit to look for any conflicts with the script and forward it into other mods that alter rabbits (hares). Using SkyTest or similar mods that overhaul creatures, simply forward the script from this mod into SkyTest (or make a patch) so they both work together. You'll have the skills, abilities and behaviors of SkyTest for your rabbits as well as the textures and randomization of fur from this one!
For Textures, you have to manually delete other Hare textures from the folders they are in. If a mod (like Skyrim 2020) gives you just brown HD hares, delete those meshes, then re-deploy your mod list. Vortex will warn you that files were changed outside of Vortex. Click save, cause you did that yourself.
This will get rid of the meshes from other mod(s), and retain the ones from this one without any black splotches or conflicting textures!
Hey thanks for this tip. These are the kinds of compatibility things I just don't have time to test for these days, so it's always appreciated when someone drops some knowledge here like this
I don't know what mods you have installed, you'll need to sort it out. This should replace everything. Load order conflicts are something everyone who's modding should learn to do, it'll save you a lot of headache.
Is this meant to work for rabbits spawned via console commands? I tried that and the rabbits looked.... default. In fact I spawned 50 of them and they were all brown. I've checked and made sure this is after SMIM in the load order... and SkyTest shouldn't be interfering with the script either since I added that to the patch... but it doesn't seem to be running.
I did the thing in the sticky above. I mean I copied over the Hare Race record from the base SkyTest file into the patch file for Bears of the North, since that was towards the end of the load order and gets merged into the bashed patch, and then set this mod as another master and copied across the script from this one too, but it doesn't seem to be running.
Heck, I've also subbed in the SPID version on top of this with the original changes to the Skytest Bears patch on top since earlier...
But since I activated these mods midway through a playthrough and spawned rabbits via a console command, I wasn't sure if it would only run on starting a new game, or specifically on the rabbits already placed in the world. Either way, it isn't running on the console-spawned rabbits.
[Edit]: I think I figured it. For some reason that particular line hadn't been copied over into the Bashed Patch. No idea why. I sorted it manually in xEdit again and the problem was resolved.
I am making a mod for myself that distributes dog textures with SPID, and Im using this mod as a reference for the replacers. In xEdit in the armors, there is a "armature" section that tells the armor where its armor addon is, but I cannot find a way to add this anywhere in the CK or in xEdit, how did you achieve this?
Thanks in advance!
EDIT: I figured it out but my mod still isn't working, maybe Im missing something, for instance why did you have to put the nakedcowAA along with your armor addons to the rabbits?
Edit 2: The spell I used to swap the skins wasnt an ability, so it didnt work, its all working now.
SMIMIM (static mesh improvement mod improvement mod) needs a patch if you use the fur shell version of this, because it will change dead hanging rabbit mesh to use actual living rabbit texture paths, and if you use the fur shell version of this mod the combination of that mesh with these textures looks wrong without the shells. (fur texture looks strange with blurry lines all over it and no fur detail)
Fix is easy, you need to edit the dead rabbit meshes in SMIMIM so they point at textures designed to work without fur shells. So first download the shell-less version of this mod, and then gotta edit the dead rabbit meshes from SMIMIM and change the texture paths so they point at the furless / shellless version of these textures, which you can put whenever. I put them with the dead rabbit textures. I also edited the texture in photoshop to take the eyes out of the textures because the mesh has concave eyes like the eyes have been removed.
Alternatively you can just delete the SMIMIM deadrabbit01 / deadrabbit02 meshes but then the rabbits will go back to ugly vanilla dead rabbits.
150 comments
Please read before asking your question! :)
Q: Rabbits have a messed up eye, can you fix it?
A: This means you are using a different rabbit mesh, likely SMIM, that has a different texture UV map layout than vanilla, which these are designed for. Make sure the meshes in this mod overwrite ALL other animal meshes and you will no longer see the issue.
Q: Is it compatible with XYZ mod -OR- Can you make a patch for XYZ mod?
A: I don't have a lot of time these days, so sadly I have to leave that to you/the community to figure out. I am 100% ok with any patches made for this being uploaded. In general, this has the same UV map as the vanilla textures, so it's compatible with anything that uses those. Mods that completely replace the vanilla rabbit with a new mesh/textures are likely not compatible.
Let this mod overwrite SMIM. This mod has its own high poly mesh for the creatures, but does not affect the hanging rabbits.
The mod Static Mesh Improvement Mod Improvement Mod (2021) which updates some SMIM models now has a patch for Real Rabbits!
Q: Will this affect other mods that add rabits?
A: If they use the base game HareRace, they will have their colors randomly changed to these when they spawn, so mods that add more rabbits around will automatically be included.
Q: Is the Diverse version script-heavy?
A: No, there is an ability spell on the rabbits that fires once when they are loaded to change their skin, and never again.
Q: Why does this make an edit to the Race record?
A: Most of the rabbits in Skyrim are hand-placed and don't use leveled lists, so this was the cleanest way to give them true random skins. This is also how Automatic Variants used to work.
Q: Why couldn't you use leveled lists?
A: Most of the rabbits in Skyrim are hand-placed and don't use leveled lists, sadly. The lists that DO spawn rabbits are heavily modified by other animal mods. I felt this was the best overall route.
Q: Can you make this an ESL?
A: It's already an "ESPL" which is an ESP flagged as an ESL so it can be moved in your load order, but will not take up a slot.
Q: Can you make XYZ variant/color?
A: I'm short on time lately but feel free to suggest some ideas!
OR IF YOU HAVE MODS THAT ALTER RABBIT BEHAVIOR:
This is due to a conflict with textures. Even if loaded AFTER mods like SMIM, Skyrim 2020 or others, this can be an issue. Especially with modders like myself who toss in a bazillion different texture overhauls.
For scripts, use SSEedit to look for any conflicts with the script and forward it into other mods that alter rabbits (hares). Using SkyTest or similar mods that overhaul creatures, simply forward the script from this mod into SkyTest (or make a patch) so they both work together. You'll have the skills, abilities and behaviors of SkyTest for your rabbits as well as the textures and randomization of fur from this one!
For Textures, you have to manually delete other Hare textures from the folders they are in. If a mod (like Skyrim 2020) gives you just brown HD hares, delete those meshes, then re-deploy your mod list. Vortex will warn you that files were changed outside of Vortex. Click save, cause you did that yourself.
This will get rid of the meshes from other mod(s), and retain the ones from this one without any black splotches or conflicting textures!
Seriously, these look great, thanks! Accompanies the Fluffworks mod (which covers most other vanilla creatures) fantastically.
I've checked and made sure this is after SMIM in the load order... and SkyTest shouldn't be interfering with the script either since I added that to the patch... but it doesn't seem to be running.
Heck, I've also subbed in the SPID version on top of this with the original changes to the Skytest Bears patch on top since earlier...
But since I activated these mods midway through a playthrough and spawned rabbits via a console command, I wasn't sure if it would only run on starting a new game, or specifically on the rabbits already placed in the world. Either way, it isn't running on the console-spawned rabbits.
[Edit]: I think I figured it. For some reason that particular line hadn't been copied over into the Bashed Patch. No idea why. I sorted it manually in xEdit again and the problem was resolved.
I am making a mod for myself that distributes dog textures with SPID, and Im using this mod as a reference for the replacers. In xEdit in the armors, there is a "armature" section that tells the armor where its armor addon is, but I cannot find a way to add this anywhere in the CK or in xEdit, how did you achieve this?
Thanks in advance!
EDIT: I figured it out but my mod still isn't working, maybe Im missing something, for instance why did you have to put the nakedcowAA along with your armor addons to the rabbits?
Edit 2: The spell I used to swap the skins wasnt an ability, so it didnt work, its all working now.
Fix is easy, you need to edit the dead rabbit meshes in SMIMIM so they point at textures designed to work without fur shells. So first download the shell-less version of this mod, and then gotta edit the dead rabbit meshes from SMIMIM and change the texture paths so they point at the furless / shellless version of these textures, which you can put whenever. I put them with the dead rabbit textures. I also edited the texture in photoshop to take the eyes out of the textures because the mesh has concave eyes like the eyes have been removed.
Alternatively you can just delete the SMIMIM deadrabbit01 / deadrabbit02 meshes but then the rabbits will go back to ugly vanilla dead rabbits.
P.S. Can you make a special texture skin for "Thistle" from (CC's Pets mod)
Make sure this overwrites all rabbit meshes.