1553 comments

  1. SassiestAssassin
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    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.)


  2. SassiestAssassin
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    PLEASE READ STICKY POSTS BEFORE REPORTING A BUG!

    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)!
  3. SassiestAssassin
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    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.)

    Here is some Ohmes concept art from Seht, one of the artists working on the Beyond Skyrim: Elsweyr project:




    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.
  4. Predato
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    Hey mod author.

    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.
    1. ArtificialEnt
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      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!)
    2. ArchGuardianAngel
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      even when I put it under the easynpc it removed the jkj 3dnpc patch for this ; w ; 
      I don't even know how to do post-build either
  5. vollukas
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    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

    Hope it helps someone :)
  6. Sticky
    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. 



  7. xScullyx
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    Well darnit. I'm taking this and the Argonians because they look great and unique to set them apart from each other.
  8. DenlimWolf
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    Hello,

    I'm having an issue where Kesh the Clean is invisible. Besides his facial hair, his body is invisible. Any help would greatly be appreciated. Cheers. I am using Jayserpa's Mod for the Cure Quest and BUVARP. I'm also using the patches for the said mods.

    Cheers.
  9. cautiouslyDelicious
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    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?
    1. cautiouslyDelicious
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      This is mostly just for matching textures otherwise I still got it to work
    2. Redgh0st
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      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.
  10. LilithShafir666
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    hello everyone <3 just wanted to know if this is compatible with body replacer mods such as HIMBO and 3BA? I would like to include this and the rest of the collection, including the argonian and orc mods, in my next playthrough
    1. SassiestAssassin
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      There are texture options for CBBE and SoS... I think the male textures *should* work for HIMBO. If 3BA is based on CBBE (iirc it is?), it should work too
  11. Rorax
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    Unfortunately with comment search disabled I'm out of spoons. So with annoyance on the line I ask. My pahmar are short :(
    My pahmar are short and I have no idea why. I've disabled my bodyslide files, I've disabled my racial skeleton mod (Diverse Racial Skeletons for My Skeleton Editor) I've reinstalled PJKJ without FK. I even looked in SSE edit to see if something in my mod list was editing the Pahmar race.
    Nothing!

    Does anyone have any idea what might be causing my big bois and girls to be small? 

    EDIT: I A-B tested my whole load order. And I found out its Apex_Khajiit.esp (Apex Armory Reforged) of all things. I have no idea why. 
    1. SassiestAssassin
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      Woah, that is weird? I know Apex edits the NPC records directly and would conflict, but it would cause issues besides just height. I think there might be an Apex patch somewhere in the patch list in the description
    2. Stet709
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      Where is that patch? I'm having same issue.
      I thought Ra'zhinda looked a little short...
      I kinda wanna keep Apex Armory for Khajiit has Wears...
    3. SassiestAssassin
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      The way I made Khajiit Has Wears should work with PJKJ without issue as it replaces the Apex plugin and distributes the armors via Skypatcher/SPID so there is no chance the .esp can overwrite my NPC edits. I may have been mistaken on the Apex-PJKJ patch, the one I was thinking of was a Khajiit Has Wears-PJKJ patch (just removes boots from digitigrade NPCs.) But one could still exist that I just don't know about because no one let me know *shrug*

      My only thought is that it is maybe something with the meshes themselves? I never tested with the Reforged version female meshes (i hate the new boob window lol), only the original version or my edited version. Sorry, I just don't know.
    4. Stet709
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      I'll take a look in xEdit and see

      thanks anyway!

      (It's weird because Ra'zhinda in Khajiit has Wears isn't even assigned Khajiiti armor... she's assigned Lunar Armor...)

      (edit: derp... I forgot the apex esp replacer in Khajiit has Wears. my bad!)
    5. SassiestAssassin
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      Oh huh. Yeah, maybe it's a load order thing? Sorry for the inconvenience 
    6. Stet709
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      Yeah, my bad. Forgot to grab the Apex plug in from Khajiit has Wears.
      Thanks!
    7. SassiestAssassin
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      Ah, gotcha! No worries
  12. Crystallion88
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    Just wanted to say I really like how different the Khajiit look now. And I absolutely adore smol J'Zargo, his height is fitting for someone with that ego :D
    This will never leave my load order. Thanks for this mod!
  13. justrush808
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    Just wanted to drop by and thank you for your time and effort making all of these overhauls.
    Spoiler:  
    Show
    They're crazy custom and have attention to detail down to the whisker. Inherently, it comes with issues in the comments but looking through your replies you're as helpful and kind as one can be. For my own patching sanity, I was trying to keep my NPC replacers extremely simple on my new modlist, but I've grown far too accustomed to what this mod in particular has brought to a severely lacking race. And honestly, I'll probably end up with the others again as well since CMfO-EFM and BAH integration is just amazing. I'll live without the SMP hair they'd all overwrite lol /glaze.
  14. ForceFed79
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    Is there a way to get the default Ma'iq (the realistic tiger looking one) as a character preset?
  15. Rorax
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    Just came by to grab this mod in 2025 and noticed... Wasn't this mod and all the mods by a different Author? Or did you just change up your nickname? 
    1. SassiestAssassin
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      Just changed my nickname
    2. Rorax
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      Thanks for clearing that up :)
    3. SassiestAssassin
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      No problem!
  16. Aelfsalia
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    Hi there! Absolutely love this mod! Though I've been running into an issue that makes all npcs who should have default feet have KO's digitigrade feet instead (which I also have downloaded), I'm fairly new to modding so I have no idea what could be causing this issue as I don't have any other mod that affects character mesh, I've reinstalled both JKJ and KO several times and I'm honestly at a loss :( I'm sure this is something really simple I'm just not getting because I can't seem to find anyone else talking about this
    Thank you so much :)
    1. SassiestAssassin
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      Are you using the KO patch? It is included in the FOMOD
    2. Aelfsalia
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      I am, tried disabling it and enabling it again and that didn't seem to do it. It might be a load order issue? KO seems to be loading before PJKJ, but there doesn't seem to be a way to change that with Vortex, I'll see if I can regardless thogh
    3. SassiestAssassin
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      As long as the patch is loaded after both of them, it should be okay.
      Sorry, I don't use Vortex so I couldn't even begin to offer advice on moving things around (maybe GamerPoets on YT had covered some basics?)
    4. Aelfsalia
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      I'll try to look into it, thank you ^^ I might also try to wipe all my mod data just in case to see if that does it. Worst case scenario I'll start using Mod Organizer. Again, thank you so much :>
    5. SassiestAssassin
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      Sorry I wasn't more help! If you still have an issue with the patch after trying stuff, please let me know and I will look into it closer

      (If you do end up switching, I recommend Mod Organizer 2 over MO, I really like it)
    6. Aelfsalia
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      Hi there! Spent a good few hours trying to fix it, and still nothing :/
      I erased all of my mods, deleted Vortex, dowloaded MO2 instead and dowloaded everything I need to have both PJKJ and Khajiit Overhaul work + Alternate Start (so I can skip over the initial cutscene and see if everything works fine)
      Currently, I have downloaded:
      Nemesis, Address Library for SKSE, USSEP, XP32, Alternate Start, SkyUI, Khajiit Overhaul (digitigrade esl) and PJKJ
      I see there are some file conflicts, but I can't figure out how to work around them, this is what shows up though
      Here's what my load order looks like
      I have spent a good chunk of the day trying to figure this out, and as my modding experience is rather limited I really don't know what else I can do anymore :( I even asked for help from a more experienced friend and he couldn't figure it out either
    7. SassiestAssassin
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      I will look into it when I get a chance: it has been so long since I worked on it, I need to relearn what I did.

      So sorry for the stress!
    8. Aelfsalia
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      Thank you so much!! Do take your time too, it's not something absurdly important or game breaking, but I appreciate you looking into it :>
    9. SassiestAssassin
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      okay, so doing some looking in SSE Edit, and my JKJ-KO patch is inclusive: basically, it specifically adds the feet to the new Khajiit races (for compatibility reasons) though, unless I'm misunderstanding you, they should not be walking on their toes

      I don't really have a good solution for making only them use the vanilla feet meshes, as they are essentially made to use the same feet meshes as the default Khajiit.