People who want NPCs removed/singled out: y'all, this is the part where you learn to use SSE Edit and/or EasyNPC. I am not your personal modder. Try googling it, there is over a decade's worth of resources out there.
FACE DISCOLORATION FIX users: If you find your heads are missing/ don't match the body/NPCs don't look like my pictures, basically FDF re-exported the heads and broke them. You will likely need to reinstall my mod and delete the re-exported facegen/facetint file, and adjust your load order. There is nothing I can do on my end for you, take it to FDF's page for better help (I don't use it personally.)
Why FDF causes issues for my mods: FDF exports the face data from whatever mod edits the NPC record last. If you export face data from my plugins, you will lose all the edits I made to the face (and probably some texture changes) as I did them all outside the Creation Kit (via RaceMenu and NifSkope.)
If think you found a bug: read this article. All useless bug reports will be linked back to this article and closed with no other reply. If you have found an incompatibility, report it on the Forum tab.
This mod (and all my Caravan mods) do NOT cause Khajiit to never unpack/never leave town. The script (even the USSEP corrected one) has this issue even on vanilla games. Vanilla Script (mirco) Optimizations and USSEP are the only mods that may fix this (on a new game. Updating midgame can break them.)
PLEASE CHECK THE FORUMS POST FOR USER-REPORTED INCOMPATIBILITIES!
Hi! I'm excited to finally publish my first big original mod! :D This is also the first time I've ported a mod to SE, please let me know if you find any errors related to that, thanks.
Edit: thanks so much for the downloads and endorsements and the feedback!
--- Thanks to the talented Vaharadaro for the more jaguar-like Khayla! Inspired by two actual jaguars (Asta and Asgor)
---
This mod (and all my Caravan mods) do NOT cause Khajiit to never unpack/never leave town. The script (even the USSEP 'corrected' one) has this issue even on vanilla games, especially if you use mods that skip the game's intro.
Known Issues and Incompatibilities: KNOWN INCOMPATIBILITIES:
custom race mods- NPCs might appear naked (or your custom race character will.) Needs a patch with xEdit. Here's how (NSFW site)
BeastHHBB- either pack my mod's assets into a BSA and let overwrite, or unpack the other mod's BSA, let this mod overwrite.
Ri'saad/M'aiq don't look like their replacers- you'll need to forward the changes made by the replacer patches to overwrite any other patch data using xEdit.
no height differences after EasyNPC patch- this is a quirk of EasyNPC I've been told
MAYBE ISSUES:
body mods and their texture "patches" - I don't use body mods, don't know how they work, and don't want to know about whatever cat bits you just have to see in your game. Treat the patches I provided as modder's resources. I will NOT be providing any further support for them, due to the skins only coming in certain body types. SoS "patch" confirmed to work for some people, but not for other people: it contains no meshes, only textures, if that means anything to you.
Lux causes a strange visual issue with the Glowing Eyes version. I recommend using the Non-Glowing Eyes version if you're using Lux
KNOWN ISSUES (will not fix):
some textures have seams (even with vanilla bodies, including feet) - some textures are only available for SoS and UNP. I chose to include them for their variety anyways. This isn't a problem in fairly vanilla games as you likely won't see the seams, and I don 't freakin care about any super sexy skimpy playthroughs where you might see the seams.
digitigrade Khajiit sink into the ground a bit- known issue with the skeleton, unfortunately.
ON PATCHES: I’m not taking patch requests unless I want to, for the sake of my sanity and my limited free time. If you want to make a patch, permissions are totally open and I'm happy to provide advice (for what it's worth)!
Answering the most Frequently Asked Question: Why do some Khajiit look like that?!? (And YES, all heights are intentional)
This mod contains diverse and unusual types of Khajiit: some are the size of children, some are twice the height of normal Khajiit, and some just look like elves (or elves with a fur condition.) All this information comes from the Unofficial Elder Scrolls Pages.
Please note: screenshots are from the Elder Scrolls Online, but NONE of the Khajiit furstocks originated in ESO. They all can be traced back to 2001 to the Interview with Three Booksellers (or in the case of Ohmes/Ohmes-Raht, Arena and Daggerfall respectively.) That being, ESO is the first official appearance in any TES game for several furstocks, and it is currently considered canon. Please don't be that guy griping about it.
The Fun Sized Khajiit: Dagi/Dagi-Raht The Dagi/Dagi-Raht are among the smallest type of Khajiit (only beat out by the housecat-sized Alfiq. Their diminutive size is useful for life among the treetops of the Tenmar Forest, and are they even smaller than Bosmer (roughly child-sized, but with adult proportions.) Examples of Dagi/Dagi-Raht from my mod are J'zargo and Ma'randru-jo (travels with Ri'saad's caravan, from Whiterun to Markarth.)
Scale Comparison: Male Dagi vs female Khajiit Left: ESO, Right: This mod
The King Sized Khajiit: Pahmar/Pahmar-Raht Pahmar/Pahmar-Raht are the largest of the bipedal Khajiit types. Their massive size lends itself to becoming guards or warriors. Examples of Pahmar/Pahmar-Raht from my mod are Ra'zhinda (a member of Ma'jhad's caravan -Solitude to Windhelm) and Dro'marash (member of Ahkari's caravan- Riften to Dawnstar.)
Scale Comparison: Female Pahmar vs female Khajiit Left: ESO, Right: This mod
The Odd Khajiit: Ohmes/Ohmes-Raht Ohmes and Ohmes-Raht are canonical furstocks of Khajiit originating from the first two games: Arena and Daggerfall. Ohmes look exactly like Bosmer, except a bit shorter and tattoo their faces with feline features to set them apart. Ohmes-Raht can be mistaken for men at a distance, but have a tail and light fur.
The most visible example of an Ohmes from my mod is: Atahbah (Ri'saad's caravan). The most visible example of an Ohmes-Raht from my mod is: Ma'dran (leader of one of the caravans.)
And addressing the second most frequently asked 'question': Remove/change this type/part of the design!! No. Not going to happen. (and please stop asking. Seriously.)
An honorable mention for the most Frequently Asked Question: Why do they change heights when using furniture?
This is a vanilla game issue (children will do it too.) For a fix, I recommend Furniture Height Size Fix Enhanced or a similar mod. Please don't report this as a bug. Again, I won't be changing the height of any of the furstocks, but you can do it pretty easily with SSE Edit.
I was able to finally get Project ja-Kha'jay working alongside EasyNPC. Would you mind pinning this comment so others who also use EasyNPC can still use this mod alongside it? Credits goes to Blackread in the EasyNPC Discord for initially finding this solution.
-------------------------------------
The trick with this mod is to not use it with EasyNPC, as the mod author has already said many times that it is incompatible. For the mod to still work alongside EasyNPC, you have to set Project ja-Kha'jay - Khajiit Diversity Overhaul.esp as the default plugin. Once you've done that, you can just use EasyNPC for the characters that this mod (and its addons) do not touch.
For the addons: Select the addon as the face mod. For example: Interesting NPCs : Face: JKJ - 3DNPC.esp Default: 3DNPC.esp
Do the same for other mods that this touches. I also placed my Project ja-Kha'jay at the bottom, below my EasyNPC output for now. I am unsure if that is needed as I need to check it out further. But for me this seems to work so far.
Do NOT disable Project ja-Kha'Jay, do not disable the plugin either. Keep them both activated (t's an ESPFE anyway, so it won't take a slot).
EDIT: If you have more issues, use the post-build mode in EasyNPC and use the workaround.
Thank you so much for figuring this out! JKJ is my favorite NPC overhaul ever, so I've been very sad about having to pick between JKJ or the ability to cherry-pick all my other NPCs. Your trick worked like a charm for me :)
Also, mod author, thank you so much for this wonderful mod <3 I love the detail you've put into it, and I especially love the variety- I think all the weird varieties of khajiit are just fascinating, and it's amazing that you've managed to incorporate so many khajiit body types into the mod. (and kudos for keeping the Ohmes and the Ohmes-Raht!)
For people who use FELINE MOVEMENT ANIMATIONS !!!!!!!!!!!!!
Unfortunately, modded race IDs are different upon every installation :/
If you want new races to have feline animations so for example, small JZargo runs like a cat, you must edit your _conditions.txt file inside feline movement folders (in my case folder is in: "Skyrim Special Edition\Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2300")
Instead of the original 3 lines, you must add 9 new lines that contain correct IDs for your races (don't worry, entering wrong ID wont break anything, it just won't work). In my case file looked like this (be careful to keep the correct order of AND/ORs):
Spoiler:
Show
IsRace("Skyrim.esm"|0x00013745) OR IsRace("Skyrim.esm"|0x00088845) OR IsRace("Skyrim.esm"|0xFE009938) OR IsRace("Skyrim.esm"|0xFE009807) OR IsRace("Skyrim.esm"|0xFE009942) OR IsRace("Skyrim.esm"|0xFE009809) OR IsRace("Skyrim.esm"|0xFE009805) OR IsRace("Skyrim.esm"|0xFE0098C4) OR IsRace("Skyrim.esm"|0xFE009806) OR IsRace("Skyrim.esm"|0xFE00980A) OR IsRace("Skyrim.esm"|0xFE009815) OR IsRace("Skyrim.esm"|0xFE009808) AND NOT IsWeaponDrawn() (0x00013745 and 0x00088845 are vanilla khajiits)
How to find race IDs 1. Open Console with ~ or ; Key 2. Write following command and Enter: help jkjkhajiit 3. Take a photo of your screen with a phone :D and enter correct IDs for all the 9 races into your _conditions.txt
I cant get this to work with the Serval Khajiit mod, how do I go about this? I did everything as listed but it wont work. https://www.nexusmods.com/skyrimspecialedition/mods/18428
If anyone is having issues with using this with EasyNPC - please double check all your Khajit's to ensure PJK is both the default and face! I attached a screenshot as an example.
The reason is PJK alters height and adds that new Khajit NPC race, EasyNPC only handles "faces" it's merged plugin. So you need to keep PJK's main files so the heights/custom races/etc are still present in game, otherwise those are missing. By making it the default for the Khajit's - it tells the EasyNPC merged plugin that PJK is a master plugin to itself.
Predato has a similar sticky comment in here from 2023. However, in opposition to theirs, I think you also need to make any of the addon esps (such as PJK for Interesting NPCs) also the default for those relevant Khajits still - as I assume some of the height/custom race references are in their as well, so again ensure we get all of that data in the load order.
I do not believe this is the case for the Children of Hist/Pariah series - as those two just edit the faces, so you can let EasyNPC choose the default plugin.
It's a wonderful mod! I wasn't expecting for that! Some of my Khajiit has changed some other don't, mainly those from the mod More People, but it's really impressive. Thanks for this masterpiece.
Any idea why one of the caravan guards has gloves with missing textures? They show up purple. I can fix her by using resetinventory, but I have to do it every time I see her.
hello, I installed this mod and i think it is very cool, im trying to make the npcs all look pretty and less xbox 360 like
however, idk why but I can't get the feet to look right, I have skysight skins in my lo and i think that's what is causing an issue? but everyone either has normal human feet or they have black splotches, or a line around the shin.
I have your patched installed for skysights atm and when installed skysights i picked the do nothing option for beast race feet
did I do anything wrong? i'd love some help if possible
I can't say in the Skysight install, but my fomod has a patch option called 'Tempered Vanilla Skins (or similar)' you should try installing. I believe it should work on the feet meshes
they are shaped like the skyhsights feet, it's the textures that are messed up
if there isn't a way to fix it, then you have any good alternatives to skysights to recommend? ones that are compatible yo your mod and enhances the bodies of the none beast race npcs?
So, the reason for that is that Skysight's feet meshes will not work with some textures. The textures will look messed up because they are made for a different mesh. I don't know why the the patch I told you to use wouldn't work for those feet, as they are made for that specific mesh
I use Khajiit Overhaul - Plantigrade version myself and have patched it to work with this mod too
Gotta ask the unholy question, but... How compatible it is with TNG in regards for skins? I did a patch on SoS version of bodies and the coughdaggers have a separate texture from furstock bodies, utilizing vanilla Cathay's body texture for cough staffs on attachment, which looks like, you guess it, a square of different color.
the sos "patch" doesnt work for me to the point that its not a simple seam showing, the entire sos is missing. I am wondering if its because the sos patch only has a small portion of the textures.
has there been anyone to make a more universal patch for this mod? When I look for one there are only crickets. I can understand why this may be annoying and I am sorry but is there any way that you would plan to try a more stable solution?
https://www.nexusmods.com/skyrimspecialedition/articles/6049 Follow this guide, I was able to get the seams removed. As a heads up, each of the races from the mod need to have their armor attachments set separately.
This mod looks absolutely amazing. Have always been fascinated by the how radically different Khajit subraces are. I distantly hope Bethesda gives Khajit this much love in TES 6
Just curious. But would it be possible to get some of these appearances as Presets in character creation? (no height changes or anything just the face sculpts for the feline types)
Dope mod, works if you DON'T run it in EASY NPC, kind of like Bijiin, and just let it exist as it's own ESP overwriting everything else. Just out of curiosity, does this mod edit any race values? If so would they need to be patched with something like the Reqtificator if using Requiem?
Also, Im a bit confused if it takes the textures of Khajiit replacers like fluffy fur? Or do I have to install the texture replacers in the optional files?
The mod doesn't edit race values, but as each of the new types is a separate race from the default Khajiit, they would need patched if you want the values to carry over.
The textures are included in the mod, but there are still some NPCs that use whatever textures you have installed. I don't know anything about fluffy fur stuff, so IDK what the compatibility would be for it. Sorry
All good your textures look super good anyways~ Thanks for the fast reply! Super awesome mod, its so funny seeing tiny Jzargo standing next to a GIANT cat
1574 comments
FACE DISCOLORATION FIX users:
If you find your heads are missing/ don't match the body/NPCs don't look like my pictures, basically FDF re-exported the heads and broke them. You will likely need to reinstall my mod and delete the re-exported facegen/facetint file, and adjust your load order. There is nothing I can do on my end for you, take it to FDF's page for better help (I don't use it personally.)
Why FDF causes issues for my mods:
FDF exports the face data from whatever mod edits the NPC record last. If you export face data from my plugins, you will lose all the edits I made to the face (and probably some texture changes) as I did them all outside the Creation Kit (via RaceMenu and NifSkope.)
If think you found a bug: read this article. All useless bug reports will be linked back to this article and closed with no other reply.
If you have found an incompatibility, report it on the Forum tab.
script (even the USSEP corrected one) has this issue even on vanilla games. Vanilla Script (mirco) Optimizations and USSEP are the only mods that may fix this (on a new game. Updating midgame can break them.)
PLEASE CHECK THE FORUMS POST FOR USER-REPORTED INCOMPATIBILITIES!
Hi! I'm excited to finally publish my first big original mod! :D This is also the first time I've ported a mod to SE, please let me know if you find any errors related to that, thanks.
Edit: thanks so much for the downloads and endorsements and the feedback!
Thanks to the talented Vaharadaro for the more jaguar-like Khayla!
Inspired by two actual jaguars (Asta and Asgor)
---
Known Issues and Incompatibilities:
KNOWN INCOMPATIBILITIES:
- custom race mods- NPCs might appear naked (or your custom race character will.) Needs a patch with xEdit. Here's how (NSFW site)
- BeastHHBB- either pack my mod's assets into a BSA and let overwrite, or unpack the other mod's BSA, let this mod overwrite.
- Ri'saad/M'aiq don't look like their replacers- you'll need to forward the changes made by the replacer patches to overwrite any other patch data using xEdit.
- no height differences after EasyNPC patch- this is a quirk of EasyNPC I've been told
MAYBE ISSUES:
- body mods and their texture "patches" - I don't use body mods, don't know how they work, and don't want to know about whatever cat bits you just have to see in your game. Treat the patches I provided as modder's resources. I will NOT be providing any further support for them, due to the skins only coming in certain body types. SoS "patch" confirmed to work for some people, but not for other people: it contains no meshes, only textures, if that means anything to you.
- Lux causes a strange visual issue with the Glowing Eyes version. I recommend using the Non-Glowing Eyes version if you're using Lux
KNOWN ISSUES (will not fix):ON PATCHES:
I’m not taking patch requests unless I want to, for the sake of my sanity and my limited free time. If you want to make a patch, permissions are totally open and I'm happy to provide advice (for what it's worth)!
Why do some Khajiit look like that?!?
(And YES, all heights are intentional)
This mod contains diverse and unusual types of Khajiit: some are the size of children, some are twice the height of normal Khajiit, and some just look like elves (or elves with a fur condition.) All this information comes from the Unofficial Elder Scrolls Pages.
The Fun Sized Khajiit: Dagi/Dagi-Raht
The Dagi/Dagi-Raht are among the smallest type of Khajiit (only beat out by the housecat-sized Alfiq. Their diminutive size is useful for life among the treetops of the Tenmar Forest, and are they even smaller than Bosmer (roughly child-sized, but with adult proportions.)
Examples of Dagi/Dagi-Raht from my mod are J'zargo and Ma'randru-jo (travels with Ri'saad's caravan, from Whiterun to Markarth.)
Left: ESO, Right: This mod
The King Sized Khajiit: Pahmar/Pahmar-Raht
Pahmar/Pahmar-Raht are the largest of the bipedal Khajiit types. Their massive size lends itself to becoming guards or warriors.
Examples of Pahmar/Pahmar-Raht from my mod are Ra'zhinda (a member of Ma'jhad's caravan -Solitude to Windhelm) and Dro'marash (member of Ahkari's caravan- Riften to Dawnstar.)
Left: ESO, Right: This mod
The Odd Khajiit: Ohmes/Ohmes-Raht
Ohmes and Ohmes-Raht are canonical furstocks of Khajiit originating from the first two games: Arena and Daggerfall. Ohmes look exactly like Bosmer, except a bit shorter and tattoo their faces with feline features to set them apart. Ohmes-Raht can be mistaken for men at a distance, but have a tail and light fur.
The most visible example of an Ohmes from my mod is: Atahbah (Ri'saad's caravan).
The most visible example of an Ohmes-Raht from my mod is: Ma'dran (leader of one of the caravans.)
Here is some Ohmes concept art from Seht, one of the artists working on the Beyond Skyrim: Elsweyr project:
Remove/change this type/part of the design!!
No. Not going to happen.
(and please stop asking. Seriously.)
An honorable mention for the most Frequently Asked Question:
Why do they change heights when using furniture?
I was able to finally get Project ja-Kha'jay working alongside EasyNPC. Would you mind pinning this comment so others who also use EasyNPC can still use this mod alongside it? Credits goes to Blackread in the EasyNPC Discord for initially finding this solution.
-------------------------------------
The trick with this mod is to not use it with EasyNPC, as the mod author has already said many times that it is incompatible.
For the mod to still work alongside EasyNPC, you have to set Project ja-Kha'jay - Khajiit Diversity Overhaul.esp as the default plugin. Once you've done that, you can just use EasyNPC for the characters that this mod (and its addons) do not touch.
For the addons: Select the addon as the face mod.
For example:
Interesting NPCs : Face: JKJ - 3DNPC.esp
Default: 3DNPC.esp
Do the same for other mods that this touches.
I also placed my Project ja-Kha'jay at the bottom, below my EasyNPC output for now. I am unsure if that is needed as I need to check it out further. But for me this seems to work so far.
Do NOT disable Project ja-Kha'Jay, do not disable the plugin either. Keep them both activated (t's an ESPFE anyway, so it won't take a slot).
EDIT: If you have more issues, use the post-build mode in EasyNPC and use the workaround.
Also, mod author, thank you so much for this wonderful mod <3
I love the detail you've put into it, and I especially love the variety- I think all the weird varieties of khajiit are just fascinating, and it's amazing that you've managed to incorporate so many khajiit body types into the mod. (and kudos for keeping the Ohmes and the Ohmes-Raht!)
I don't even know how to do post-build either
Unfortunately, modded race IDs are different upon every installation :/
If you want new races to have feline animations so for example, small JZargo runs like a cat, you must edit your _conditions.txt file inside feline movement folders (in my case folder is in: "Skyrim Special Edition\Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2300")
Instead of the original 3 lines, you must add 9 new lines that contain correct IDs for your races (don't worry, entering wrong ID wont break anything, it just won't work). In my case file looked like this (be careful to keep the correct order of AND/ORs):
IsRace("Skyrim.esm"|0x00013745) OR
(0x00013745 and 0x00088845 are vanilla khajiits)IsRace("Skyrim.esm"|0x00088845) OR
IsRace("Skyrim.esm"|0xFE009938) OR
IsRace("Skyrim.esm"|0xFE009807) OR
IsRace("Skyrim.esm"|0xFE009942) OR
IsRace("Skyrim.esm"|0xFE009809) OR
IsRace("Skyrim.esm"|0xFE009805) OR
IsRace("Skyrim.esm"|0xFE0098C4) OR
IsRace("Skyrim.esm"|0xFE009806) OR
IsRace("Skyrim.esm"|0xFE00980A) OR
IsRace("Skyrim.esm"|0xFE009815) OR
IsRace("Skyrim.esm"|0xFE009808) AND
NOT IsWeaponDrawn()
How to find race IDs
1. Open Console with ~ or ; Key
2. Write following command and Enter: help jkjkhajiit
3. Take a photo of your screen with a phone :D and enter correct IDs for all the 9 races into your _conditions.txt
Hope it helps someone :)
The reason is PJK alters height and adds that new Khajit NPC race, EasyNPC only handles "faces" it's merged plugin. So you need to keep PJK's main files so the heights/custom races/etc are still present in game, otherwise those are missing. By making it the default for the Khajit's - it tells the EasyNPC merged plugin that PJK is a master plugin to itself.
Predato has a similar sticky comment in here from 2023. However, in opposition to theirs, I think you also need to make any of the addon esps (such as PJK for Interesting NPCs) also the default for those relevant Khajits still - as I assume some of the height/custom race references are in their as well, so again ensure we get all of that data in the load order.
I do not believe this is the case for the Children of Hist/Pariah series - as those two just edit the faces, so you can let EasyNPC choose the default plugin.
however, idk why but I can't get the feet to look right, I have skysight skins in my lo and i think that's what is causing an issue? but everyone either has normal human feet or they have black splotches, or a line around the shin.
I have your patched installed for skysights atm and when installed skysights i picked the do nothing option for beast race feet
did I do anything wrong? i'd love some help if possible
the ones that use you custom paws look fine i think? but the ones that uses the vanilla feet don't look right
In that case, you need to uninstall that patch
If they're high poly and still have bad textures with that patch... I'm genuinely not sure
if there isn't a way to fix it, then you have any good alternatives to skysights to recommend? ones that are compatible yo your mod and enhances the bodies of the none beast race npcs?
I use Khajiit Overhaul - Plantigrade version myself and have patched it to work with this mod too
I mean what other human/elf body replacer mods are compatible with your mods?
I just used Tempered Skins for Males, but it has the same feet meshes as Skysight so I don't think it will help much sorry
Gods forgive me.
has there been anyone to make a more universal patch for this mod? When I look for one there are only crickets. I can understand why this may be annoying and I am sorry but is there any way that you would plan to try a more stable solution?
Also, Im a bit confused if it takes the textures of Khajiit replacers like fluffy fur? Or do I have to install the texture replacers in the optional files?
Thanks for the great mod anyways~
The textures are included in the mod, but there are still some NPCs that use whatever textures you have installed. I don't know anything about fluffy fur stuff, so IDK what the compatibility would be for it. Sorry