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Custom Race Mods by Trykz (undergoing reconstruction)


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Posted

I shall be..honest. I've heard nothing but good things from the Xbox players of Dragonborn.

 

Cool.

 

Hopefully nothing has been changed structurally as far as races or existing abilities go.

 

Take the Yaksha revamp for instance.....

 

I never gave a thought to the fact that the original version of the race used it's own built-in custom voice type. Typically, that wouldn't be an issue. But Dawnguard brought with it a bunch of new dragon shouts. So that's something I need to change (a pretty simple change on the ESP) before I reopen it's download, or those shouts will be silent :/

 

This new race I'm building, though pretty generic in overall appearance (males WILL be included with this one), are slated to have a TON of special spells and abilities. Which is why I'm just going to keep building until AFTER the DLC launches, so I can see if there will be any issues after the DLC is added to the Data folder.

 

Trykz

Posted

Cool. I may go ahead and grab it tomorrow.

 

For those asking about the downloads of my existing races:

 

I'm going through everything tonight, to be sure it's all as it was before I closed them. I'll reopen everything tomorrow.

 

However..... Yaksha Revamped won't be ready until tomorrow night, as I need to change the voice type on the ESP so Dawnguard shouts will work correctly.

 

Trykz

Posted

All downloads have been re-posted on the first page. Please note that the Yaksha revamp won't be available until sometime later this evening.

 

Also, I HIGHLY recommend using TMPhoenix's RaceCompatibility mod to insure compatibility with whatever Skyrim version you're using (keep in mind that any race that requires Dawnguard, will STILL require Dawnguard).

 

Finally, I recommend (at least for the time being) that you only run these races ONE AT A TIME. Especially if you use ANY alternate start mods. Hopefully this is only temporary until I can find a method of quick-loading the race controller scripts.

 

Trykz

Posted

where is the link for yaksha race? Great work.

 

I ran into a snag last night. Should be up by early this evening :)

 

Trykz

Posted

Yaksha Revamped download has been restored (answer yes to any overwrites). Don't forget the grab the patch attachment to update the scripts and voice type.

 

Trykz

Posted

i cant change my hair or eyecolor for yaksha.

 

Hmm.... I think I might have to repack it with the right race controller. The original controller is still in there, so it may be crossing things up. I'll take a look tonight.

 

Trykz

Posted

i cant change my hair or eyecolor for yaksha.

 

Hmm.... I think I might have to repack it with the right race controller. The original controller is still in there' date=' so it may be crossing things up. I'll take a look tonight.

 

Trykz

[/quote']

 

that would be awesome.

Posted

I've disabled the Yaksha Revamp because something has gone quite awry with the patch script. So to move things along quicker, I'm just going to rebuild it with all new scripts. I have a few things going at once here, so it may be a few days.

 

Sorry for the delay.

 

Trykz

Posted

Hi Trykz,

 

I have a problem with all of your race mods. The hands and feet are replaced by standard default races, making them look weird.

 

I know how to fix it, and normally I would have done it myself, but your race .esp files crash the CK on loading.

 

I just change the NakedHands and NakedFeet priority value to 90 and that seems to work.

 

Any chance you could maybe fix this with a new update? I don't know why I have a problem, all I know is the solution (and clean install did not help at all).

 

Edit: Also, you have set up the .esp files so that people cannot edit them for fixes. Clever for keeping people out, but also makes it so that they can't be fixed either.

 

I will try to find a way to fix it myself, but I thought you should know about the issue. It is not just your race, but any race that has separate hand and feet parts.

 

This is just for future reference, in case you wish to fix it. I am trying to let people know about this, rare as it may be, and the fix has no ill effects on the mods.

 

Edit: The races are relying on too many .esm files, so it crashes. I am unable to fix the .esp files at this time on my own.

 

Re-edit: Nevermind. I think I fixed not being able to fix it.

Posted

Hi Trykz' date='

 

I have a problem with all of your race mods. The hands and feet are replaced by standard default races, making them look weird.

 

I know how to fix it, and normally I would have done it myself, but your race .esp files crash the CK on loading.

 

I just change the NakedHands and NakedFeet priority value to 90 and that seems to work.

 

Any chance you could maybe fix this with a new update? I don't know why I have a problem, all I know is the solution (and clean install did not help at all).

 

Edit: Also, you have set up the .esp files so that people cannot edit them for fixes. Clever for keeping people out, but also makes it so that they can't be fixed either.

 

I will try to find a way to fix it myself, but I thought you should know about the issue. It is not just your race, but any race that has separate hand and feet parts.

 

This is just for future reference, in case you wish to fix it. I am trying to let people know about this, rare as it may be, and the fix has no ill effects on the mods.

[/quote']

 

Odd that they crash the CK. Never heard that before.

 

Anyway, my primary issue with this "fix" is that it's unnecessary from my point of view. I'm not sure why things get reset for you, but you're the first to ever mention it. And in all due honesty, it's more work that I care to undertake for one person having a single issue that affects not only my mods, but others as well. Just loading the CK is more trouble than many care to deal with because it takes forever to load unless you have a NASA supercomputer. And I reload my CK about a dozen or more times every time I work on a mod.

 

My mods get packed into BSAs not to keep people out, but to improve load times because the client doesn't need to go looking for loose files.

 

Perhaps at some point when I don't have half-a-dozen other things on my plate, I'll take a closer look. But for now, I'm simply too busy with other mods as well as real-life issues.

 

Sorry,

 

Trykz

Posted

Hi Trykz' date='

 

I have a problem with all of your race mods. The hands and feet are replaced by standard default races, making them look weird.

 

I know how to fix it, and normally I would have done it myself, but your race .esp files crash the CK on loading.

 

I just change the NakedHands and NakedFeet priority value to 90 and that seems to work.

 

Any chance you could maybe fix this with a new update? I don't know why I have a problem, all I know is the solution (and clean install did not help at all).

 

Edit: Also, you have set up the .esp files so that people cannot edit them for fixes. Clever for keeping people out, but also makes it so that they can't be fixed either.

 

I will try to find a way to fix it myself, but I thought you should know about the issue. It is not just your race, but any race that has separate hand and feet parts.

 

This is just for future reference, in case you wish to fix it. I am trying to let people know about this, rare as it may be, and the fix has no ill effects on the mods.

[/quote']

 

Odd that they crash the CK. Never heard that before.

 

Anyway, my primary issue with this "fix" is that it's unnecessary from my point of view. I'm not sure why things get reset for you, but you're the first to ever mention it. And in all due honesty, it's more work that I care to undertake for one person having a single issue that affects not only my mods, but others as well. Just loading the CK is more trouble than many care to deal with because it takes forever to load unless you have a NASA supercomputer. And I reload my CK about a dozen or more times every time I work on a mod.

 

My mods get packed into BSAs not to keep people out, but to improve load times because the client doesn't need to go looking for loose files.

 

Perhaps at some point when I don't have half-a-dozen other things on my plate, I'll take a closer look. But for now, I'm simply too busy with other mods as well as real-life issues.

 

Sorry,

 

Trykz

 

Thank you for replying.

 

I have successfully fixed the issue (made the CK open multiple master files). The issue is not actually with your mod or textures or pathways, but somehow it conflicts with other mods and loads default race hands or other custom race hands.

 

As for the start, all I know is I used a FNIS idle when it started, but it was not the first one I had used, and I had used it before. FNIS had nothing to do with it either, so I have no clue how it started.

 

Now that I have the CK working, I can fix them myself. But should you choose to make the .esp files to work correctly if this issue becomes more frequent, you now have the knowledge on how to correct the issue.

 

 

P.S.- I have no intention of unpacking your .bsa files in the near future, and I promise not to redistribute the mods themselves or the edited .esp files without consulting you first.

 

And I would also like to apologize for any rude behavior. I did not mean to offend you in any way.

Posted

Hi Trykz' date='

 

I have a problem with all of your race mods. The hands and feet are replaced by standard default races, making them look weird.

 

I know how to fix it, and normally I would have done it myself, but your race .esp files crash the CK on loading.

 

I just change the NakedHands and NakedFeet priority value to 90 and that seems to work.

 

Any chance you could maybe fix this with a new update? I don't know why I have a problem, all I know is the solution (and clean install did not help at all).

 

Edit: Also, you have set up the .esp files so that people cannot edit them for fixes. Clever for keeping people out, but also makes it so that they can't be fixed either.

 

I will try to find a way to fix it myself, but I thought you should know about the issue. It is not just your race, but any race that has separate hand and feet parts.

 

This is just for future reference, in case you wish to fix it. I am trying to let people know about this, rare as it may be, and the fix has no ill effects on the mods.

[/quote']

 

Odd that they crash the CK. Never heard that before.

 

Anyway, my primary issue with this "fix" is that it's unnecessary from my point of view. I'm not sure why things get reset for you, but you're the first to ever mention it. And in all due honesty, it's more work that I care to undertake for one person having a single issue that affects not only my mods, but others as well. Just loading the CK is more trouble than many care to deal with because it takes forever to load unless you have a NASA supercomputer. And I reload my CK about a dozen or more times every time I work on a mod.

 

My mods get packed into BSAs not to keep people out, but to improve load times because the client doesn't need to go looking for loose files.

 

Perhaps at some point when I don't have half-a-dozen other things on my plate, I'll take a closer look. But for now, I'm simply too busy with other mods as well as real-life issues.

 

Sorry,

 

Trykz

 

Thank you for replying.

 

I have successfully fixed the issue (made the CK open multiple master files). The issue is not actually with your mod or textures or pathways, but somehow it conflicts with other mods and loads default race hands or other custom race hands.

 

As for the start, all I know is I used a FNIS idle when it started, but it was not the first one I had used, and I had used it before. FNIS had nothing to do with it either, so I have no clue how it started.

 

Now that I have the CK working, I can fix them myself. But should you choose to make the .esp files to work correctly if this issue becomes more frequent, you now have the knowledge on how to correct the issue.

 

 

P.S.- I have no intention of unpacking your .bsa files in the near future, and I promise not to redistribute the mods themselves or the edited .esp files without consulting you first.

 

And I would also like to apologize for any rude behavior. I did not mean to offend you in any way.

 

No problem at all.

 

I'm just glad you were able to sort it yourself. And I really didn't take your post as rude in any way. If I seemed like I had, it's just my nature and how I tend to respond to certain things LOL

 

I actually appreciate posts like yours more than you likely realize, as they tend to make we aware of potential future problems.

 

Trykz

Posted

Trykz--

 

If this is an incredibly stupid question, which I suspect it is, let me know.  But I currently use your 'older' versions (Dawnguard compatible) prior to your most recent updates, and TMPhoenix' Dawnguard RaceCompat.  I have all your race mods active (except Nidia and Stygian) and I can't say I'm having any issues with them at all, as a user.

 

Are there benefits to upgrading the races to your latest versions, beyond your recent struggles with multiple race modding?  I'm hesitant to fix something that's not broken, or doesn't appear to be broken, for me.  But if there are other bugfixes or optimizations or general streamlining, that would be cool to know too.

 

EDIT:  OK, I was lazy-- just checked the Demoness, and the file mod dates are back in August.  So you just added the latest RaceCompatibility.esm, and didn't tweak the actual race files.  Got it.

Posted

Trykz--

 

If this is an incredibly stupid question, which I suspect it is, let me know.  But I currently use your 'older' versions (Dawnguard compatible) prior to your most recent updates, and TMPhoenix' Dawnguard RaceCompat.  I have all your race mods active (except Nidia and Stygian) and I can't say I'm having any issues with them at all, as a user.

 

Are there benefits to upgrading the races to your latest versions, beyond your recent struggles with multiple race modding?  I'm hesitant to fix something that's not broken, or doesn't appear to be broken, for me.  But if there are other bugfixes or optimizations or general streamlining, that would be cool to know too.

 

Thanks

You should be fine using the ones you currently have. All of my future races will be built on the vanilla version of TMPhoenix's RaceCompatibility.esm, so if you're using his Dawnguard version currently, you should be good all around.

 

Should you decide to upgrade later, you may have issues with head parts showing up (due to differences between older and newer race controllers), but they're usually resolved by switching to a vanilla race, and then back to the custom race via the console.

 

Trykz

Posted

 

 

 

Restored a bunch of the pics today

Cool!

 

I had a question... Is the DovahTeens mod a player race only mod, or does it add NPCs? I've been looking everywhere for a lore friendly teen mod that sprinkles Skyrim with new NPCs. Not looking for a children replacer, but a new race that fills the gap between them and the adults.

 

Is your mod that mod? Is my long search over!?

 

Two things:

 

yes, Dovahteens is currently a player only race. But.....

 

in the coming weeks I'll be building a standalone mod that uses Dovahteen assets to populate most areas of the game. I'm hopeful to add them to most of the factions, such as bandits, vampires, and necromancers.

 

Trykz

 

Could you let me know when you finish that. The more immersion the better.

Posted

 

 

Like the Yaksha revamp, it uses the UNPB-TBBP body. So be sure to install any necessary TBBP files to make it work. Otherwise, the usual requirements for my races apply here. Also, the race and cavern are individual mods in one package. So they can be used together, or individually. And as usual, I HIGHLY recommend running this with Brehanin's Better Vampires mod.

 

Daywalkers

 

Enjoy!

 

Trykz

----------------------------------------------------------------------------------------------------------------------------------------------------------------------

I love this race, but when I've gone into the cavern it states that half of the areas are owned (like the bed and chests). Is there something which I can do to make it all unowned? That's the only thing that is a bit sticky since I don't want to be attacked by the two followers in there. :P

Posted

Hi Trykz!  

 

Any news on the NPC Dovahteens mod?  :blush:

 

Heya Dyyrken.....

 

just got back into town from New York. Kinda got stuck up there after all the snow they got.

 

Thankfully, I was comped a room for the extra two days, so it was at least bearable and didn't cost me anything :D

 

I'm currently working on another mod which I hope to finish up before I start on anything else. I'm hoping to get the quest line for that mod finished up in a couple of weeks. And in between, I still need to get a fixed version of the Yaksha revamp out. But adding teenagers to the vanilla game is still a priority for me. It's like this big gaping hole that irritates me every time I play. So I want it to be right. Relationships to existing npcs, full AI packages, etc.. ;)

 

Rest assured, it's coming :)

 

Trykz

Posted

I can't seem to find the download link for the yaksha race. Was it removed again? Or am I really just that blind?

 

 

I've disabled the Yaksha Revamp because something has gone quite awry with the patch script. So to move things along quicker, I'm just going to rebuild it with all new scripts. I have a few things going at once here, so it may be a few days.

 

Sorry for the delay.

 

Trykz

 

There you go~

Posted

 

I can't seem to find the download link for the yaksha race. Was it removed again? Or am I really just that blind?

 

 

I've disabled the Yaksha Revamp because something has gone quite awry with the patch script. So to move things along quicker, I'm just going to rebuild it with all new scripts. I have a few things going at once here, so it may be a few days.

 

Sorry for the delay.

 

Trykz

 

There you go~

 

 

 

Ahh thought I saw somewhere him saying it was reuploaded as he fixed it.

 

Guess it was just a misread. Thanks for pointing that out.

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