Skyrim Special Edition

37 comments

  1. LummoxJR
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    I'm always on the lookout for new immersion mods. Since this alters leveled lists, though, is there a way this can be updated for SkyPatcher? That should massively improve compatibility issues and probably obviate a lot of patches.
    1. inscenique
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      I'll check this out. I didn't use SkyPatcher yet, but you could be right concerning the leveled lists. However, I think they only add the rabbit fur to the merchant lists. If the list is overwritten by some other mod you will only lose the fur in the general stores and blacksmiths. So, nothing very serious...
  2. Infiniteyy
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    For the SHO Patch, the crafting recipes needs to be modified to use the fur from SHO, since those are being distributed instead of the fur from this mod
    1. inscenique
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      Oh, sh*t.
      Thanks for reporting. I'll correct it in the next few days (I'm not at home atm)...
  3. davlan
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    The update.esm you used to make this has some weird missing keywords added to the armors, their IDs are:
    01AF0108
    01AF0109
    01AF0112
    01AF0122
    01AF0241
    Could you make sure they aren't added by another mod or were they added to the update.esm during the AE(1.6+) update.
    I'm using SE(1.5.97) so it's probably safe for me to just delete them but it was weird seeing this warning.
    1. inscenique
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      Hi. Thanks for the hint. I just checked it in my setup. These keyword are added by "Weapons Armor Clothing & Clutter Fixes". I didn't know the keywords are not just keywords but linked to the original mod... It seems I'll have to clean up the files and make a separate WACCF patch...
      Sorry, this mod seems to be a neverending story... :(
    2. inscenique
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      I removed the keywords and updated the files.
    3. davlan
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      I already did the same for the earlier version I downloaded and added a raw skeever hide to it that you can bake in the hearthfires dlc oven to make the regular charred skeever hide. These were the 2 skins missing from animals in the game.
    4. inscenique
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      Nice, this would be a cool little extra mod... :)
    5. inscenique
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  4. SauteedPanda
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    Hey the folder structure is a little messed up for the main download files. The "Data" folder shouldn't be included when installing the mod with a mod manager, only the "meshes" and "textures" folders should be.
    1. SauteedPanda
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      Sorry another thing to add, I'm also getting some errors in xedit when using the non CACO version on the armors you edited. I would also recommend looking into Keyword Item Distributor, its better for compatibility. You can use it to distribute the ArmorMaterialHide keyword to the armors you want without editing the form.
    2. inscenique
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      Thanks for the tipps.
      Concerning the data folder in the download file. You are probably right, however, at least Vortex manages the files correctly and nobody complained so far. :) But I can change it...
      About the armors: what exactly is wrong with them?
    3. SauteedPanda
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      Ah that makes sense, I'm using MO2 which reads the folder structure a little different than Vortex. The files in this mod would read as "data/data/meshes" which would cause the game not to recognize them.

      And actually disregard what I said about the armors and using KID, I read the description and saw you edited some values for better consistency. There still are some missing references on those armors for me, I just removed them in xedit.
    4. inscenique
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      No problem. I usually test all my mods, also by downloading/installing them as any other user would. If the file structure would be wrong I would have seen it. But you are still right. In other mods the data folder is not there. Probably Vortex recognizes and fixes this. Could you please try it with MO2?  I would like to know if it works there...
      However, I'll correct it in the next update. I messed up the downloads enough with my yesterdays patches....
    5. SauteedPanda
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      I did try testing with the extra data folder there because I was curious if MO2 would recognize it and it did not, the fur showed up as invisible in game. Moving the folders out of that extra data folder fixed it. Yeah I think Vortex just doesn't care so that's why it would work find for you.
    6. inscenique
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      I replaced the archive files with ones with the correct file structure. Strange that nobody noticed it over 3 months...
      Thanks!
  5. inscenique
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    Unfortunately I made a mistake in the patches for SHO and CCOR I uploaded yesterday. Some of them pointed to the wrong file names of the original mod which caused the "missing masters" error. The reason was, I named all versions of the original mod differently (_CACO, _ESL, _CACO_ESL). So the referenced mod files were not found by the patches. I could have made patches for all separate mod files, but this would have resulted in a mess of files. So I rather chose to rename the original mod files. They are all called "rabbitfur.esp" now and the error with the patches should be gone.
    That means, please download the mod file again, just like a normal update and everything should be fixed.
    I also updated the patch files to version 1.1, but actually there is no technical change here.
    Sorry for the mess. I really hope everything is fine now. Please inform me if something is wrong.
    Thanks to Peter254 and OfficiallyKP for pointing me to the mistake.
  6. Peter254
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    Looks like the patches are incompatible with the ESL version of the main mod. Is this intentional?
    1. inscenique
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      Hi. Thanks for the heads-up. What exactly do you think is the problem? I've (more or less) just started modding and might have missed something....
      On the other hand I tested the patches on my system (with the ESL version of the main mod) and it worked without problems...
    2. OfficiallyKP
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      I think the problem is the esl version is called RabbitFur_ESL.esp 
    3. inscenique
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      The file naming should be no problem.
    4. inscenique
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      s#*!, I think I know what the problem is.
      The filenames of all subversions are different, so each of the versions would need a specific patch since the master file is different... :(
      I'll fix that later...
  7. OfficiallyKP
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    How does this fair with Simple Hunting Overhaul and Complete Crafting Overhaul Remastered?
    Oh and WAACF.
    1. inscenique
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      Hi. Good question. I didn't try. :)
      Simple Hunting Overhaul seems to bring its own rabbit fur (but I was quciker... :) ). I don't know how that one looks, but the mod would definitely need a patch. I can check this out next weekend. Should not be that difficult to make.

      From the description, Complete Crafting Overhaul Remastered could be compatible, however I need to check this in detail. Probably my mod will just add the pelt and recipes.  

      WAACF is compatible (as already written in the description).
    2. OfficiallyKP
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      Ah, thanks for the answers!
    3. inscenique
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      I added a patch for Simple Hunting Overhaul (SHO). There are two versions of the patch: A normal one and one for CACO users.The patch carries over all changes from SHO (and CACO). I quickly tested it and it seems to work. :) If there are problems contact me here.
      Good hunting!

      I'll check CCOR later...
    4. inscenique
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      Patch for Complete Crafting Overhaul Remastered added. :)
  8. FRIENDMYFRIEND
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    GIMME THAT FUR. PETA AND I HAVE A PRIOR ENGAGEMENT.  :-)=
  9. bunnygodexx
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    please make a way to shave them too like a equipable embalming tool to get the fur without killing them! also didnt notice you you played a part in both engllish and the german versions inscenique
  10. raging987inferno
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    Hunterborn?
    1. inscenique
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      I'll check this.
    2. inscenique
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      Ok, I had a look into the Hunterborn Mod and can't see how it works. I assume there are scripts running that control what you get from the animal body by "skinning/harvesting/butchering". To include the rabbit fur, probably the scripts have to be edited.
      The only thing I could try:
      I think I found the list of the dead rabbit loot. I could simply add the rabbit fur there. According to the Hunterborn description you could then "manually loot" the rabbit (without doing all that other "skinning/harvesting/butchering")... I think this could give the fur and the rabbit meat (as usual), but you would loose the other items that are added by Hunterborn. However, if you chose to "field dress/skin" you would probably get the Hunterborn items, but loose the rabbit fur... at least you could choose. :)
    3. inscenique
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      Ok, I fiddled around with Hunterborn as described in my last answer.
      I found out, adding the rabbit fur is not necessary. The guy who build Hunterborn implemented the normal animal drops by using the "Manual Loot". So Hunterborn works with my mod as described in my last post without patch. :) Full integration must be done by somebody else.
    4. raging987inferno
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      ok