TerribleUserName Posted November 27, 2022 Posted November 27, 2022 (edited) Shortstack Uncensored - SE View File ShortStack_NG - 2.4 New Version 2024-11-27. Requires new game.(probably) This mod requires, in my opinion, an intermediate level of modding experience, and familiarity with how files and mods are organized. If you have manipulated BodySlide files, or created your own mods and patches, then you will be able to get through this guide. For others, it might take a bit, but almost everything you need is here and on google. I have and can only test this on the GOG version of SkyrimAE and SE. It should work with everything that AddressLibrary supports. What is this? A while back, I found a mod by MorePrinniesDood (and others), which allowed for new races of the short variety including Goblins. I wanted to play Skyrim with a very Gobliny playthrough this mod is an effort towards that. Not only does the original (and this mod) include Goblins, but 4 other short races: Goblin Gnome Deep Gnomes Nixies Kobolds In addition to the new races (see below for more information on each) it includes new features to enhance and expand playthroughs using the short races. Briefly these are: Custom body type support Custom bodyslide meshes (armor swapping) Game mechanics to restrict armor until it is resized In the future there will be more features and flavor content to improve the short stack experience and make the gameplay more interested or different. This mod is still a beta, and might break your game. It requires a new game. This mod does require manipulation of files in mods and has a high degree of customization. How the Mod works Basics The esp included contains the races, keywords, and powers for the races. The SKSE plugin works by watching equip events on the player, and then at the time of equipping, switches the mesh of an armor for different one at a prefixed path. For example, if you equip an armor that refers to the mesh at meshes/armor/cool_hat.nif, this mod checks for an alternate mesh at meshes/shortstack/armor/cool_hat.nif. If the replacement exists, then we add a new ARMA (ArmorAddon) record to the armor that contains the rewritten path and the race the player is playing. This change happens at runtime, and is not persisted or saved, so it should not corrupt or break any save files. Refitted Armor When an armor is equipped, the skse plugin looks for the existence of a keyword called SSP_ModifiedArmor, which denotes that this armor has been created by the player to work for the short races and should not incur any penalties. If the armor does not have this keyword, then a corresponding penalty for “Ill Fitting Armor” is applied. These debuffs correspond to the armor parts of boots, gloves, and body armor. Clothing does not incur any additional penalties. How to Refit Armor To refit an armor, the player has a lesser power called “Access Sewing Kit”. This will open a limited crafting window that shows the currently equipped armor that can be refitted. To refit the armor you will need to have “Sewing Supplies” in your inventory. These can be crafted at a forge for the cost of 1 Iron Ingot, 1 Leather Strip, and 1 Linen. They are consumed in the process of refitting. The old armor is consumed by this process, and the player is given a new refitted armor as a replacement. This new armor will no longer incur penalties from wear, and is denoted by “Resized” in the name. See the Technical Details section below for information on how this works Installation Hard Dependencies Only tested on SkyrimAE (GoG) and SE 1.5.97 – will probably work with other SE/AE SKSE (https://skse.silverlock.org/) Address Library (https://www.nexusmods.com/skyrimspecialedition/mods/32444) RaceCompatibility (https://www.nexusmods.com/skyrimspecialedition/mods/2853) USMP (https://www.nexusmods.com/skyrimspecialedition/mods/49616) NL_MCM (https://www.nexusmods.com/skyrimspecialedition/mods/49127) Goam’s Elven Ears (https://www.nexusmods.com/skyrimspecialedition/mods/99528) A Mod organizer, I use MO2. If you are using something else, you will need to deal with it on your own. I will write instructions for MO2. Soft Dependencies Bodyslide (https://www.nexusmods.com/skyrimspecialedition/mods/201) – Required for ArmorReworker OBody Next Generation (https://www.nexusmods.com/skyrimspecialedition/mods/77016) – Please read the section below A bunch of BodySlide enabled clothes and armors, vanilla replacers, whatever. A patch for FertilityMode is included (baby goblins!), its rough and probably needs some improvement, but it does work. A patch for The New Gentleman is also included, for those that need schlongs. About OBody Next Generation So when I created the first version of this mod, OBody Next Generation (https://www.nexusmods.com/skyrimspecialedition/mods/77016) didn’t exist, and wasn’t a thing. At the time I was using ImmersiveArmorSwapper to accomplish the mesh swapping to get the right looking armor for short races. This was a cumbersome and annoying process, and included some not great dependencies for the player. OBody-NG allows for dynamic swapping of body presets for players and NPCs. This means you can have a preset for your shortstack and only apply it to yourself, which (if you built the bodyslides) will show correct armor of the correct size on your character, without having to create new meshes for short stacks in bodyslide. So you might ask the question: “If it already lets me have correct armor shapes on my shortstack, then why do I need this mod?” The answer is, unless you really want to get precise, you probably don’t need to do anything in this guide with ArmorReworker or Bodyslide. However, if you want to have the NPCs wear basic looking vanilla stuff, and your short races to have something more wild or different, then you will definitely want to proceed with the ArmorReworker steps below. In closing, it is completely compatible, and actually does a good portion of what this mod does, unless you want more immersion. I personally use it alongside this mod, and can recommend it. Personalization The mod comes with prebuilt body meshes. You should probably copy your preferred ones over those. The mod comes with BHUNP Meshes and Textures, if you want to use something else, you will need to replace some files with your own. These are found inside the mod at meshes\shortstack\actors\character\character assets The mod comes with a BodySlide preset, but you might want to use your own These are found inside the mod at CalienteTools\BodySlide\SliderPresets High Poly Heads are included, but you can switch these out for your own meshes These are found inside the mod at meshes\shortstack\KL\High Poly Head The mod uses XPMSE skeletons that have slight customizations to the node sizes, you can always replace these with your own. These are found inside the mod at meshes\shortstack The mod uses Demoniac skins for BHUNP, you can switch these to your liking These are found inside the mod at textures\shortstack Installation Process Install the fomod, please read each section, this is a tempermental process that needs care Optionally Personalize the installed meshes, presets, textures (see above). If you have decided to use ArmorReworker see that section below Start a new game Configuration The configuration file for the plugin is at skse/plugin/ShortStack-NG.toml. Here are the available options: ESPName This is the name of the mod’s esp file where the keywords are found RaceKeywordEditorId This is the keyword that is used to identify a short race ModifiedArmorKeywordEditorId This is the keyword that determines if an armor is refitted for shortraces (only used if EnableRefitPenalty is true) SewingSuppliesEditorId The editor id of the sewing supplies CraftingBenchKeywordEditorId The crafting keyword used in armor refitting CheatSewingSupplies Sewing supplies are automatically added (used for debug) Additionally, there are now new configs on a per-race basis. These config files must have the ssp_conf suffix. RaceEditorId EditorId of the Race NegativeArmorSpellEditorId EditorId of the Effect to apply when body armor doesn’t fit NegativeBootsSpellEditorId EditorId of the Effect to apply when boots do not fit NegativeGlovesSpellEditorId EditorId of the Effect to apply when gloves do not fit ApplyInequality Should the SLS_Inequality keyword be applied (if available) EnableSwap Should ARMA records be swapped to show different NIFs when this race wears something EnableRefit Should penalties be applied when wearing ill fitting attire, and should we make crafting recipes for them ModelPrefix This is the prefix to use when looking for nifs for this race ModelPrefixResized This is the prefix to use when looking for nifs of resized armor of this race. Armor Reworker See this post for more info: ArmorReworker has been rewritten from the ground up. Its primary function is to find all BodySlide files, and then make a copy of them with a new name, and a new output location, specified by the prefix. This prefix MUST be the same in the plugin’s ini file, and I honestly would recommend not changing it, since that is untested. This process can take a LONG time depending on the speed of your computer, the amount of bodyslide files you have, and other factors. If you need to run it again, be sure to watch out for files from previous runs, as they will get double prefixed. Once you start ArmorReworker If using MO2, then you will need to add an executable for the “ArmorReworker” application. This executable is found in the mod at ArmorReworker/armor_reworker.Desktop.exe Open armor reworker from MO2 Click the icon next to “Search Path” and choose the directory where your bodyslide files are located. This can be your top level “mods” directory in MO2, or an individual directory. If you are using OBodyNG, I would stick to individual mods and overwrites as needed, ymmv. Next Click the icon next to “Output Path” and choose the directory where you want to write the output files. I highly suggest that this is a newly created empty mod directory, or an empty directory somewhere else. Select your prefix and slider group name accordingly. The default prefix of “shortstack” is pre-configured. The slider group is how BodySlide will show the group in its filters. Then click “Gather Files”. This can take a LONG time depending on how many mods and how deep the folder structure is, be patient. Once that is done click “Process Files”. This will populate the selection tabs below, be patient. You can now expand selections and enable the slider sets you want to make conversions of. The three buttons here are for “Selecting All”, “Selecting By Filter”, and “Reset All Selections” The first tab will show all possible NIFs that can be created from the found BodySlide files. The second tab will show only those NIFs that are referenced in multiple files, i.e. HighHeel boots versus normal The final tab is for reviewing before clicking “Write New Files” Move to the last tab and click the write files button, be patient. Open BodySlide and build the meshes! BodySlide Extra Info You will definitely want to have ArmorReworker create BodySlide files for your preferred body. This happens mostly automatically if you point ArmorReworker at your Data/ directory. How to have short race specific armor meshes The normal mesh for the armor is located in some directory like this meshes/neat_outfit/sweet_shirt.nif. With this mod, you can have an alternate mesh in meshes/shortstack/neat_outfit/sweet_shirt.nif. The mod will automatically switch to using the new nif instead of the old, when worn by a short player. A new feature is the resized prefix. Now you can have a different model when wearing the above sweet_shirt.nif, but a secondary prefix can also be used once that Sweet Shirt has been cropped to fit. See ModelPrefixResized in the config. This does require a second run of ArmorReworker to create outputs for this other prefix. This can be further customized by semi-automatically using different vanilla replacers and ensuring you only build them from the shortstack prefixed bodyslides. TODO: put more info here Potential Bugs The persistence of dynamically created armor (when using resize) requires saving a cache of that data. This is saved in a .bin file. Sometimes, this file needs to get rebuilt in the OnLoad hook of SKSE. The quick and dirty work around for this right now is to immediately kill your character after a Load to force a re-load. This should only happen when loading an old save when formIDs of armors have changed – This should ONLY happen if you are adding/removing mods during a playthrough. Adding races to this mod It probably works something like this (ymmv): Make this mod’s ESP a master of your new race Add the SSP_ShortRace keyword to your race Make a .ssp_conf file for your race Done? Credits and Sources MorePrinniesDood - For the original goampuja - For the ears https://www.nexusmods.com/skyrimspecialedition/mods/99528 Authors of Demoniac Textures https://www.nexusmods.com/skyrimspecialedition/mods/19355 factoryclose - For BHUNP https://www.nexusmods.com/skyrimspecialedition/mods/31126 Ousnius and Caliente - For BodySlide https://www.nexusmods.com/skyrimspecialedition/mods/201 CharmedByron - For CommonLibSSE https://github.com/CharmedBaryon/CommonLibSSE-NG PowerofThree - For papyrus extender and other stuff https://www.nexusmods.com/skyrimspecialedition/mods/22854 gottyduke - For a better template to start plugins from: https://github.com/gottyduke/SKSEPlugins Thiago099 - For examples of making form persistence work (I was missing a few steps from my implementation): https://github.com/Thiago099/DPF-Dynamic-Persistent-Forms Everyone in the modding community for their efforts Known Bugs (for now) - Some armors from TAWOBA and TEWOBA are not showing correctly. - skse log is super spammy - small memory leak on long play Submitter TerribleUserName Submitted 11/27/2022 Category Adult Mods Requirements Regular Edition Compatible No Edited December 1, 2022 by TerribleUserName new info in todo 1
walkingfree2020 Posted November 27, 2022 Posted November 27, 2022 thanks for putting this up. i have a preset i made before you released this where i made a gobby-kin character i plan to release at some point and it was based on the orc race. so it took me a couple days of sculpting and shifting and smoothing to get it done right. i still tweak it some. but this is what she looks like now. Kinda wishing i had this mod before i did all this work but i'm still happy with her
TerribleUserName Posted November 27, 2022 Author Posted November 27, 2022 Its like you read my mind, I was trying to get those little fangs. Was this just racemenu sculpting to get it right?
walkingfree2020 Posted November 27, 2022 Posted November 27, 2022 what i did was i built the core face on a breton. then i ported it over onto the hph head orc and i used the racemenu sliders to move and shift the teeth. then i'd make a sculpt of where it was at. then i'd move the teeth slider back. then use the created sculpt to move the teeth without using the slider. then used the sliders again to move the teeth. and kept that cycle up until the teeth were in position. the rest was sculpting. shaping and tweaking. it took me a bit to figure that trick out though. the jaw still protrudes a tad but it's not so much that it seems out of place. i am currently in the works of making a quest storyline for her but kind of on the fence in regards to voicing and such 24 minutes ago, TerribleUserName said: Its like you read my mind, I was trying to get those little fangs. Was this just racemenu sculpting to get it right?
IceErines Posted November 28, 2022 Posted November 28, 2022 Just figured I'd give a head's up- if you use Vortex there's a file called "managed by vortex" or something like that in the Slider file. You have to move it out of there before iAS will work correctly- you can put it back in. I was losing my mind. But thank you so much for this! I've been wanting to play as a cute little mama goblin and I finally can.
TerribleUserName Posted November 28, 2022 Author Posted November 28, 2022 6 hours ago, IceErines said: Just figured I'd give a head's up- if you use Vortex there's a file called "managed by vortex" or something like that in the Slider file. You have to move it out of there before iAS will work correctly- you can put it back in. Yeah iAS seems to work really well, but it does seem fragile in some cases. In a recent update I added a file: ShortstackPackUncensored-SEMod\meshes\actors\character\facegenmorphs\Expressive Facegen Morphs.esl This was the only way I could get EFM to work with these new races. If someone knows a better way, or maybe I just missed something that RaceCompatability is supposed to do, let me know. This file is overwriting if you have EFM, so it could prevent EFM on other custom races, maybe? Or you could just open it up and make your own edits as needed, I suppose. My next round of updates I will be getting the default presets working for races, so they don't default to looking like trash. Also, in the newest screenshot, I was using Orcodontist: https://www.nexusmods.com/skyrimspecialedition/mods/66156?tab=description for the teeth, just FYI.
giammy1109 Posted November 28, 2022 Posted November 28, 2022 Sorry, I can't seem to make the mod work, the races do not appear in the racemenu, maybe I am just dumb, can somebody help me. Thanks in advance
TerribleUserName Posted November 28, 2022 Author Posted November 28, 2022 1 hour ago, giammy1109 said: Sorry, I can't seem to make the mod work, the races do not appear in the racemenu, maybe I am just dumb, can somebody help me. Thanks in advance I have no idea what would cause that. You might want to make sure you have RaceCompatability, USMP, USSEP. If you are using MO2, it will show a little red sign next to the mod if you are missing dependencies. Are you trying with a new game?
giammy1109 Posted November 28, 2022 Posted November 28, 2022 1 hour ago, TerribleUserName said: I have no idea what would cause that. You might want to make sure you have RaceCompatability, USMP, USSEP. If you are using MO2, it will show a little red sign next to the mod if you are missing dependencies. Are you trying with a new game? Thanks for the fast reply, I checked again the mod compatibility and found that the mod manager ( I am using vortex) didn't activate the plug in no idea why. Thanks a lot for the mod btw
venomr Posted November 29, 2022 Posted November 29, 2022 I'm using version 1.0.3 and the Goblin race teeth seem to be in front of the mouth instead of in the mouth. Is there a step I'm missing on my end that pushes the teeth back into the mouth?
TerribleUserName Posted November 29, 2022 Author Posted November 29, 2022 48 minutes ago, venomr said: I'm using version 1.0.3 and the Goblin race teeth seem to be in front of the mouth instead of in the mouth. Is there a step I'm missing on my end that pushes the teeth back into the mouth? That is the way it is for now (until I get some default presets made). What you can do in the meantime is load the included head in the 'Sculpt' section of Racemenu, and then load the included preset. Alternatively, you can mess around with the sculpt and the sliders to move the teeth back, or even deflate the mesh enough that it doesn't show. I am still thinking of alternate solutions as well. I think if I get the head loaded in Blender I can probably fix it permanently, but I probably won't have time for that for the next few days. 1
TerribleUserName Posted November 30, 2022 Author Posted November 30, 2022 So I've been playing with the mouth with teeth, and really cant get a good out-of-the-box solution to the problem. I am thinking in the next release I will go back to the regular mouth. Also there is a bug in the mod that is causing goblins to not get detected correctly in RaceCompatability as a result of yesterday's update. The next release will contain this fix. Next up is creating some new presets for the other races, if anyone has a request for what they might want to see next, let me know. I'd like to get atleast 1 preset for each race. Lastly, not sure where to take this mod next, open to suggestions as I feel like there's more to do here.
IceErines Posted December 1, 2022 Posted December 1, 2022 I'm having some issues getting my body to work- I'm wondering if this possibly has a conflict with OBody? Piggybacking off of that- is it necessary to create the iAS files? I figure I can make my own bodyslide with OBody (I use 3BA- not sure if that's relevant) if not. Also another random question- what race is this built off of? I want to use the racial dialogue mod that lets others recognize my character as a specific race and didn't know how to see in the CK (I see the morphs but is that the area?). Sorry for all of the questions! I really appreciate what you're doing here, friend.
TerribleUserName Posted December 1, 2022 Author Posted December 1, 2022 I haven't used OBody yet, so I can't really speak to how it works, but it is entirely possible that it might mess with how things are being handled by iAS. iAS is only needed if you want to use a different set of bodyslides for them. Does OBody have a way to exempt the player? (again, never used it don't know how it works) IAS isn't a hard requirement for the races to function, so if you don't need it for any other race or mod, just make sure that its not enabled/installed. This mod only includes an .ini file that is read by iAS to function, so without iAS.dll, nothing will change or happen. So the face and such is based on the Breton morph, I believe. But how RaceCompatability works it adds a keyword called ActorProxyRace which is what race the game treats the character as. This is currently set to the following: Gnomes are Nord Goblins are Orc DeepGnomes are DarkElf Kobolds are Argonian Nixie are Woodelf So you will need to edit the keywords to change this. Alternatively, it should be pretty quick to load up this mod in SSEEdit (xedit) and change the keywords, if you cant find it in the CK. Feedback is great, it lets me know where I need to make better docs, and also where I can improve compatability with other people's games. Thanks!
TerribleUserName Posted December 1, 2022 Author Posted December 1, 2022 Adding some more info, that might be relevant in troubleshooting. iAS is really just a mechanism to detect certain races, and then rewrite the mesh path to a new .nif at runtime in the game. Building the iAS presets and meshes is what populates those files for iAS to use. The reason we use iAS Manager is the .osp file that BodySlide uses contains a path to the mesh for output. For example lets say you have some boots with a bodyslide that outputs to armor/steel/boots.nif. What iAS manager does is it makes a copy of the relevant .osp file, and rewrites that output path (in the case of this mod) to shortstack/armor/steel/boots.nif. So when you run bodyslide with that preset and armor you get a new file that has different slider weights attached to it. In game, iAS reads the ini file, and sees that if GnomeRace equips those boots, then change the mesh path to the shortstack prefixed version. Where this comes in handy, is lets say I have two vanilla replacers that both output to meshes/steel/boots.nif, I can build one set for the NPCs and their preset, and my player can have the more revealing one. Ideally, I'd like my character to have armor and clothes that carry a more 'handmade by a goblin' look as opposed to the NPCs, despite both equipping the same item. If you wanted to use iAS but without iAS Manager, you would need to build _everything_ and then manually move all of its meshes output into a prefixed directory. This has potential to miss things, based on your mod manager and personal diligence.
joeblah Posted December 2, 2022 Posted December 2, 2022 So I am able to see the races in Racemenu but when I got to select the race and make a character I am only getting a floating head and no body. I'm really confused if the preset body that is included needs to be build in Bodyslide or if it is supposed to appear by default. I tried building the Shortstack preset for default races and copying the .nif files to the races folder.
TerribleUserName Posted December 2, 2022 Author Posted December 2, 2022 (edited) 9 hours ago, joeblah said: So I am able to see the races in Racemenu but when I got to select the race and make a character I am only getting a floating head and no body. I'm really confused if the preset body that is included needs to be build in Bodyslide or if it is supposed to appear by default. I tried building the Shortstack preset for default races and copying the .nif files to the races folder. For this specific problem: So yes, you are missing the nifs that are needed. They should be in "meshes\shortstack\actors\character\character assets". As part of the bodyslide process when you use iASManager to build presets, these should be created. If you are not going the route of iAS, then you will need to populate all of the necessary nifs here. These are the usual suspects, body, hands, 1stperson body, feet, etc. See the attached image for what you need to have in this directory (there might be others, ymmv). You can copy these from whatever your regular nifs are in "meshes\actors\character\character assets". I didn't want to include any bodies by default, due to the fact that everyone has their own and this way it remains a customizable feature. The preset included is mostly a guide for "put your own preset in this file before you build bodyslide". All of my armors etc are BHUNP, which isn't as common as CBBE and variants. So rather than being inundated with request for different body support, I left it as a "some assembly required". Edit: Since iASManager scans everything, if for example you are using BHUNP, but some mod left some old CBBE bodyslides laying around, those might get picked up by iASManager and end up where you don't want them. If you think this is the case, edit the file that is in "CalienteTools\BodySlide\SliderGroups\" it should be called something like: "[iAS] - shortstack_12_02_2022_0_00_00.xml". Here you can remove lines that correspond to the unwanted armors. For anyone else: If you are going to use iAS, when you open bodyslide be sure it looks alot like the second attached image. The group in the filter MUST be that name. The preset MUST be that name. Lastly, the output directory MUST have the shortstack prefix. If they aren't the names in the screenshot then either you have missed a step, or selected the wrong thing, or you have decided to forge your own path. The group definition is an XML file that you can add/remove other groups to as well, if you think you are missing something, make sure that iASManager made a new .osp for it. Edited December 2, 2022 by TerribleUserName
ShortstackMods Posted December 3, 2022 Posted December 3, 2022 What version SKSE are you running? I've managed to get the new races to show up in game but all outfits are invisible and the iAS plugin seemingly isnt working at all.
TerribleUserName Posted December 4, 2022 Author Posted December 4, 2022 (edited) 1 hour ago, fgambit said: What version SKSE are you running? I've managed to get the new races to show up in game but all outfits are invisible and the iAS plugin seemingly isnt working at all. I am running SE 1.5.97 with SKSE 2.0.20. You can also look for a log file C:\Users\<yourusername>\Documents\My Games\Skyrim Special Edition\SKSE\iAS.log. This will display some debug info about the plugin when it runs. You can actually search for the armor in question (if you know the nif name) and see if it is getting a replacer. There will be a group of text like this: [debug][ArmorSwap] add arma swap (0010E2DB to FF0015D1) model[0][0] = "Clothes\MageApprentice\MageApprenticeBoots_1.nif" model[0][1] = "shortstack\Clothes\MageApprentice\MageApprenticeBootsF_1.nif" model[1][0] = "" model[1][1] = "" race[01] = F1000854 ("_SSPGnomeRace") race[03] = F1000855 ("_SSPGnomeRaceVampire") race[05] = F1000856 ("_SSPGoblinRace") race[07] = F1000857 ("_SSPGoblinRaceVampire") race[09] = F1000858 ("_SSPDeepGnomeRace") race[11] = F1000859 ("_SSPDeepGnomeRaceVampire") race[13] = F100085A ("_SSPKoboldRace") race[15] = F100085B ("_SSPKoboldRaceVampire") race[17] = F100085C ("_SSPNixieRace") race[19] = F100085D ("_SSPNixieRaceVampire") Here we can see that all refs for MageApprenticeBoots_1.nif are being redirected to the shortstack prefixed version, for the races listed. Is it invisible outfits for all of the races, or just a few? Missing nifs seem like it would be missing bodyslide outputs. One way to possibly debug this would be to turn off iAS (disable in MO2, or whatever), and equip something in game. Without iAS, you should get the same armor/body that every other NPC in your game uses. Edited December 4, 2022 by TerribleUserName
ShortstackMods Posted December 4, 2022 Posted December 4, 2022 1 hour ago, TerribleUserName said: I am running SE 1.5.97 with SKSE 2.0.20. Ah, thats why. Theres no iAS support for later versions. I'm on 1.6.353/SKSE 2.1.5 Might wanna let others know just in case they think it will work on later versions. This is a bust for me but I have another(more labor intensive) idea. Manually adding the outfits I want to work via Creation Kit. On a positive note, I created a preset for a little Shortstack goblin to test the mod and its motivating me to come up with other plans. I'll keep in touch. 1
ShortstackMods Posted December 5, 2022 Posted December 5, 2022 Update: Started using the Shortstack race and architecture to put goblins all around Skyrim. Some are wenches, some are slaves and some are raiders. My goal is to eventually install all of the races in key spots. Gnome blacksmiths and artificers. Deep gnome miners in caves. Even some nymphs in the water just swimming around and hanging out. Maybe create a faction dedicated to short people. Thanks again for this mod. It's opened up a lot of possibilities. ?
TerribleUserName Posted December 6, 2022 Author Posted December 6, 2022 22 hours ago, fgambit said: Update: Started using the Shortstack race and architecture to put goblins all around Skyrim. Some are wenches, some are slaves and some are raiders. My goal is to eventually install all of the races in key spots. Gnome blacksmiths and artificers. Deep gnome miners in caves. Even some nymphs in the water just swimming around and hanging out. Maybe create a faction dedicated to short people. Thanks again for this mod. It's opened up a lot of possibilities. ? Awesome! My goblin-bard playthrough is going well, but I definitely would like to see some other short-races scattered around. I was thinking this week if I get time I would give the Nixie race some attention. Theres a handful of aquatic-type ears out there, like this: https://www.nexusmods.com/skyrimspecialedition/mods/68816 That would make them more than just a light green breton. Getting ears builtin to the race, rather than relying on third party mods, or racemenu sliders would be a nice to have I think.
venomr Posted December 9, 2022 Posted December 9, 2022 Hey, Is there a way to make the shortstacks use high poly heads?
ShortstackMods Posted December 10, 2022 Posted December 10, 2022 6 hours ago, venomr said: Hey, Is there a way to make the shortstacks use high poly heads? Im currently tinkering with that. Having to rebuild my presets is slowing me down though.
TerribleUserName Posted December 10, 2022 Author Posted December 10, 2022 (edited) If you have high poly heads, you should be able to use the 'Face Part' slider in racemenu. I tried to get them to default use high poly head, but it resulted in removed a bunch of the face sliders. So if anyone knows a better way to default them to use highpoly head, that would be great. Also, if you save off your sculpt of your preset, it gets saved as a high poly model. Also, found this, but havent had time to try it yet: https://github.com/EzioTheDeadPoet/HighPolyHead-RaceMenuPatcher Extra Edit: Looks like I got it working with HighPolyHeads. I'll post an update in a bit with them added. Extra Extra Edit: Going to do some work on Nixies and DeepGnomes. Probably uploading today. Edited December 10, 2022 by TerribleUserName
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