Racial Body Morphs 2:Electric Boogaloo: This time it actually works
This looks great man, I had a hunch as to what caused those old issues but I knew it meant some serious rework that I'd probably never get around to; Haven't opened up the CK in years, you're doing god's work my son
(My kid plays this game and has been asking for the racial body morphs mod but I dare not install it as it was/is, so it's nice to have a safer alternative) Endorsed/subscribed/Favourited/added to my wish list/nominated/exonerated/very nice 10/10
If anyone else is having a crash after uninstalling the mod - i figured it out - you probably have a mod patch forwarding fk's tweaks
Here's step by step guide how to deal with it:
1. Open sseedit and load all your mods 2. Find the Fk's Diverse Racial Skeletons 3. Open Race tab and check every entry. on the right tab you will see mods that have conflict 4. You need to find the mod that has the same entries as Fk's Diverse Racial Skeletons (in my case the culprit was GTS - Old Synthesis) 5. Once you found the mod - you need to delete all the copied entries (races) from this mod 6. Be careful not to delete anything else. Check for errors and save
Old comment, I know, but I was also wondering about this, so I wanted to post the answer here in case anyone else wants to know.
No, Mannaz and this mod are not compatible out of the box, but there is a compatibilaty patch for them here. Note that you will also need the USMP if you want to use the compatibility patch.
Hey facing the same issue. Tried uninstalling then rerunning Nemesis. Nothing. The game loads fine but as soon as i load a save or new game the game CTD's 2 seconds after the music for the cell plays. Did you solve this issue
Necroing this, anyone found a fix for the crash? Edit: If any patch forwarding this mod's race tweaks (specifically skeleton paths) remains active the game will crash and there will be no warnings of missing masters. Any automated patch like synthesis, bashed, merged and such should be checked and recreated or manually modified to restore race records.
i know i know old outdated mod but it doesn't work anymore. just letting yall know if u try to make this work for 3 hours straight.. don't waste your time like i did.
This might just be confirmation bias on my part, but did you make the Nords smaller (ie less muscular/thinner) compared to base game? When I compared my character from a savegame without this mod to one with it, one is noticeably larger than the other.
fot you - Diverse Racial Skeletons for Mu Skeleton Editor This mod replicates the changes made by FK's Diverse Racial Skeletons/Racial Body Morphs Redux as Mu Skeleton Editor and SkyPatcher configs. Using this mod instead of those mods for the skeleton and race heights edits means there will not be conflicts with other custom skeletons (for example, there will be no conflicts with Vera's Female Skeleton and changes made by that mod will apply to all races) or conflicts with other mods that edit race records (for example, mods that edit starting perks). It also makes the changes made by FK easier to modify than the original mod for any personal preferences.
As a long time user I'm posting my replies : 1. Does this work with High Poly Head? YES 2. Does this work with Project ja-Kha'jay- Khajiit NPC Diversity Overhaul"? That mod uses uses its own settings for many of the new added characters so that they have different heights, only the ones using the standard khajit race (KhajiitRace "Khajiit" [RACE:00013745]) will be touched by this or other mods based on the vanilla races. Easily visible by checking it in Xedit.
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I'll look into rebasing off the new XPMSSE - I don't have much free time anymore
(December 2023):
Maybe try this: Diverse Racial Skeletons for Mu Skeleton Editor
This time it actually works
This looks great man, I had a hunch as to what caused those old issues but I knew it meant some serious rework that I'd probably never get around to;
Haven't opened up the CK in years, you're doing god's work my son
(My kid plays this game and has been asking for the racial body morphs mod but I dare not install it as it was/is, so it's nice to have a safer alternative)
Endorsed/subscribed/Favourited/added to my wish list/nominated/exonerated/very nice 10/10
Here's step by step guide how to deal with it:
1. Open sseedit and load all your mods
2. Find the Fk's Diverse Racial Skeletons
3. Open Race tab and check every entry. on the right tab you will see mods that have conflict
4. You need to find the mod that has the same entries as Fk's Diverse Racial Skeletons (in my case the culprit was GTS - Old Synthesis)
5. Once you found the mod - you need to delete all the copied entries (races) from this mod
6. Be careful not to delete anything else. Check for errors and save
Old comment, I know, but I was also wondering about this, so I wanted to post the answer here in case anyone else wants to know.
No, Mannaz and this mod are not compatible out of the box, but there is a compatibilaty patch for them here. Note that you will also need the USMP if you want to use the compatibility patch.
Necroing this, anyone found a fix for the crash?
Edit: If any patch forwarding this mod's race tweaks (specifically skeleton paths) remains active the game will crash and there will be no warnings of missing masters. Any automated patch like synthesis, bashed, merged and such should be checked and recreated or manually modified to restore race records.When I compared my character from a savegame without this mod to one with it, one is noticeably larger than the other.
This mod replicates the changes made by FK's Diverse Racial Skeletons/Racial Body Morphs Redux as Mu Skeleton Editor and SkyPatcher configs. Using this mod instead of those mods for the skeleton and race heights edits means there will not be conflicts with other custom skeletons (for example, there will be no conflicts with Vera's Female Skeleton and changes made by that mod will apply to all races) or conflicts with other mods that edit race records (for example, mods that edit starting perks). It also makes the changes made by FK easier to modify than the original mod for any personal preferences.
Two questions, please:
1. Does this work with High Poly Head?
2. Does this work with Project ja-Kha'jay- Khajiit NPC Diversity Overhaul"?
Thank you!
1. Does this work with High Poly Head?
YES
2. Does this work with Project ja-Kha'jay- Khajiit NPC Diversity Overhaul"?
That mod uses uses its own settings for many of the new added characters so that they have different heights, only the ones using the standard khajit race (KhajiitRace "Khajiit" [RACE:00013745]) will be touched by this or other mods based on the vanilla races. Easily visible by checking it in Xedit.