Jump to content

Make Khajiits Wear Clothes like Non-Beast Races


Recommended Posts

Posted

Recently I added Eires Ohmes Raht Khajiit Replacer 1.0 to my game, allowing my Khajiit to look much less like bestial creatures. I've been playing around with the race in creation kit trying to figure out what determines how the game decides on which mesh to put on the character for helmets and hooded robes. Because the vanilla khajiit head calls for bigger hoods and helmets, everything suddenly looks over-sized in proportion to the new head meshes.  On the KhajiitRace in creation kit, I've tried to remove the "IsBeastRace" keyword, change the skeleton from SkeletonBeast_female to Skeleton_female, and change the Skin from SkinNakedBeast to SkinNaked (which makes arms and feet invisible), but nothing seems to be changing it when I try wearing a hooded robe or wear a helmet ingame.

 

Does anyone know if there's a way to have meshes load on a Khajiit like they would on any other non-beast race? I don't care if there's a little clipping that comes with that.

 

 

Skyrim Race Problem.png

Posted
1 hour ago, visagezero said:

Does anyone know if there's a way to have meshes load on a Khajiit like they would on any other non-beast race? I don't care if there's a little clipping that comes with that.

Only by changing path to "human" meshes instead of "beast" meshes in each ArmorAddon what used by Beast Races.

Posted
30 minutes ago, Azazellz said:

Only by changing path to "human" meshes instead of "beast" meshes in each ArmorAddon what used by Beast Races.

 

Shouldn't be too hard, doing a search of "kha" in ArmorAddon gives about 30 results.

What if I make a copy of each helm or hood  mesh and rename it to "xxxxxxxF_Kha_1.nif"?

Posted

Also I may not be doing things correctly, but I find that changing the path has them disappear ingame. The robes load just fine but my character appears hoodless and bald.

Posted

Instead of messing around with ArmorAddons, you could try setting the "ArmorRace" field for the modified Khajiit races to one of the other vanilla humanoid races. This will force Khajiit to use the same meshes as whatever race you select there, so if you set it to NordRace or RedguardRace, it should inherit their AAs and get matching human meshes for headwear instead of oversized ones for the original beast heads. This should also be automatically compatible with any mod-added gear without the need to edit the AAs or anything.

 

Only downside to this is that it could screw up other races using vanilla Khajiits as their armor reference (like for example Lykaios), but considering you wanted to make Khajiit more human and less beastly, I suppose you are not interested in (custom) beast races so that shouldn't be a problem for you.

 

BTW there's no reason whatsoever to change the skeleton paths; the only difference between "normal" and "beast" skeletons is that beast skeletons include the tail nodes and normal skeletons don't. Everything else is 100% the same, and if you are using XPMSE (which you really should), I'm pretty sure both are actually the exact same files anyway. And just so you know, all the "IsBeastRace" keyword does is force the race to use the "clawed" unarmed animations instead of the human/"closed fist" ones, so removing it just means Khajiit will punch like normal humans instead of slash with their claws when fighting unarmed.

Posted

I seriously think whoever it was at Bethesda who named all of these ArmorAddon files must have been incredibly lazy (or worked on different armors over the course of a long period of time). Each nif is named something different from the next, like "FalmerHelmetF_1.nif" or "DraugrHelmFemale_1.nif". Its incredibly annoying to have to go through each one, but I managed to reroute the hoods and helms to their vanilla human race counterparts.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...