Gets Shot Posted April 10, 2013 Posted April 10, 2013 (edited) I can't get my warforged character to turn into a vampire properly, the better vampires mod shows that playerisvampire=1, but it doesn't have the keywords actortypeundead and vampire. I tried opening the esp with the creation kit and adding the keywords manually to the normal race, and in game it says you have those keywords, but as soon as you change into a vampire they disappear, even though the two versions of the race have the same keywords in the CK. <Edit> Nevermind 'Setrace warforgednordracevampire' took care of it Edited April 10, 2013 by Gets Shot
Mistle Posted April 11, 2013 Posted April 11, 2013 damn that is so cool , takes changing bodies to a whole new level which is nice seeing as it is such a pain in the ares lol. gj!
Phubecca Posted April 11, 2013 Posted April 11, 2013 hello, for starters thank you for the mod. I have a question though, I really want to use your frost elves race. But, it comes as a bsa. file. Is there a way to..un bsa it? Ha. But really, I want to have the meshes, textures, normal maps, etc seperate so I can swap them out as I need to. Is that possible at all?
Koko.Hekmatyar Posted April 11, 2013 Posted April 11, 2013 Unpacking a BSA is easy if you use the FO3 Archive Utility
aljustineg Posted April 11, 2013 Posted April 11, 2013 is there any way to change the body mesh of your Daywalker cause i dont like musculine type for me BTW nice work and hope you will be adding more custom races
Koko.Hekmatyar Posted April 11, 2013 Posted April 11, 2013 If that one has a BSA file all you should have to do is unpack it and change out the Muscular Body mesh with another one. I removed the tail collar and horns from the Daedric Elves race with this method.
Mistle Posted April 11, 2013 Posted April 11, 2013 I have tried to change body types of a few races and I either mess it up OR wind up killing any cool tattoo/mesh added with the mod >.< and this is normally non BSA, the BSA race I am trying to add and ADEC body to keep freakin CTDing on Racemenu :Rage:
Trykz Posted April 11, 2013 Author Posted April 11, 2013 Once I switch fully to the new system of race modding I'm building, the current versions of my races will no longer be supported and their downloads replaced with new versions. Essentially, I'm leaving these up (for now) for those who have characters deep into a play-through, or simply want to have a look. But don't get too attached to any newly created characters, because any saves created under the old versions will no longer work under the new system. There's no "update" possibility here, because of all the headpart changes I'll be making as I rebuild them. You *could* use the console to switch to a vanilla race and back again (which will update the save to the current file structure), but it's very likely that the character's skills will be reset. This new system is VERY modular, and will provide a much more streamlined race creation process. Hence, literally hundreds of major changes and overhauls to all of my current race mods. Building this system is pretty painless on my laptop (it loads and runs the CK quickly and efficiently), but testing things is quite a chore since it's graphics are getting pretty tired from all the gaming I've done with it over the past 2 years. I'm also only offering minimal support for the current versions at this time, mainly because of the ongoing changes to Skyrim and RaceCompatibility that incessantly require my attention (which in most cases means re-scripting every race). I'm now building a second test race to check for compatibility issues between my own races. And if these two new races work together without conflicts, then NONE of my races will be using RaceCompatibility any longer. RaceCompatibility relies on head part formlists (which provide access to custom and vanilla customization parts, like hairs, eyes, eyebrows, etc..) that conflict nearly every time Bethesda updates the game. The test race pictured above doesn't use ANY formlists, and it has access to all of the vanilla assets, as well as all of the custom assets I have installed. 150 eyes 261 hairs 20+ eyebrows Also, it's fully compatible with Race Menu AND Enhanced Character Edit for the eye tilt and nose width.... I don't have the ESP installed, just the morph parts. I should know more by tomorrow. Trykz
Trykz Posted April 11, 2013 Author Posted April 11, 2013 So after a full day of testing and tweaking 2 custom races, I've come to the conclusion that there's simply no way of getting around RaceCompatibility for custom races..... However, I was able to confirm that running multiple races together CAN be pretty painless depending on load order. Loading custom races high in the load order has a tendency to make them VERY susceptible to *script lag*. Script lag is caused by a lot of mods adding scripts to the script folder, and custom race controller scripts lagging behind because of all the changes that RaceCompatibility needs to make to facilitate multiple races. I found 2 methods of bypassing this issue though: First, is if the races are loaded early in the load order, holding off on character creation until after the scripts can load (which requires closing the race menu at character creation), then using the showracemenu console command to create your character does work, but isn't really the optimal solution. Second, is positioning the race ESPs far down in the load order to give them more time to load. However, I suspect that running a lot of race mods may prove to be of no help regardless of load order position, because of all the race controller scripts that need to load in at character creation. I tested this method with only two races, but BOTH had all customization options available at character creation as soon as the game loaded. Though my suspicions may prove to be accurate as I load in more custom race ESPs during the rebuild of my races under the new modular system I'm creating. So it may turn out that option one will be necessary for multiple races. How many races I won't know until I start adding ESPs and checking for issues in the future. And it may prove to be different for everyone depending on system specs. Finally, I want to test the script lag issue with these two new races loaded early as ESMs. They may get a jump on the script lag issue if they're run as master files. I want my races to be usable platforms for other modders to use for creating followers, population mods, cell mods, etc..... and setting them up as ESMs will facilitate that much more easily. I'll post more test results later tonight..... Trykz
Trykz Posted April 12, 2013 Author Posted April 12, 2013 After a little more testing, I found that converting my race ESPs to ESMs does in fact, eliminate the script lag issue. I suspected it would, since the Skyrim engine checks and loads assets from master files before anything else. This is the result I was hoping for, because it brings my races back into the initial focus of running them all at once, and making changes/additions to Skyrim's overall population. This round of testing has also helped to determine the structure of how my races will fit together in future mods I create with them. Generally speaking, it'll be something along these lines: 1) Race creation under the new format I developed: It's pretty basic actually.... and pretty big as well (currently 763mb uncompressed in BSA format). Essentially, it relies on utilizing a shared asset database consisting of custom arma and armo body files, textures, heads, eyes, eyebrows, wings, tails, and a full compliment of duplicated vanilla races (all playable character races, and a few customized animal/beast races as well..... such as the armored troll, armored Husky, etc., for duplication purposes and set non-playable (to keep them out of the character creation screen), but with updated combat data for mounted combat compatibility) 2) Race.esp conversion to Race.esm format, to facilitate extensive customization of the game, as well as overcoming the RaceCompatibility script lag issue detailed above 3) Race.esp to select the preferred body type used by the race. ALL races will use the default Caliente vanilla body in the Race.esm, with additional body types selected by adding the respective body type ESP (determined by external mods that use the database) to override the default. The list of optional bodies currently consists of: Caliente's Vanilla body (default) UNPB ADEC CBBE CHSBHC TeenBody (CBBE) TeenBody (UNP) which are all BBP compatible, and will require the usual BBP skeleton replacer. I'm including the CBBE and UNP TeenBody to better facilitate my Dovahteens/Dovahteen Elves rebuild, but anyone is free to use them if they wish. I'll provide the BodySlide files to whoever wants them upon request. Additionally, the asset database I'm creating isn't proprietary to my races. It can be used by anyone looking to build a custom race using it's assets. It can also be used to customize Skyrim's vanilla races, so those who don't use a custom race can use it to give a single vanilla race a custom body and parts, or even give all the vanilla races varied body types. Want a custom body just for your follower? No problem. Create your follower under this database, and give it one of the included body types. When I release this database system, I'll also include a detailed file structure map for those who want to utilize alternative textures for a particular body type (such as sweaty/gloss textures, more muscular normal maps, or even complete texture sets), to eliminate the need for unpacking the database BSA to *swap* anything out. It will work just like the vanilla replacer folders currently work. This database system has been quite the undertaking to plan and set up. And it's not finished yet. So once released, it will be EXTREMELY advisable to NOT tamper with it by unpacking it. If you unpack the BSA, it's YOUR problem to resolve if it no longer works, breaks the races/mods built under it, or destroys your saved game files. I'll go into greater detail of this database system and how it all works in another thread in the very near future (maybe sometime tomorrow). For now, getting back to my races: ALL of my races will be rebuilt as ESMs using this extremely modular database system. I'll be adding ESPs for body type selection after race creation (each ESP only takes about 5 minutes to create). Generally speaking, the overall package requirement will consist of: RaceCompatibility.esm (the most recent TMPheonix version on Nexus, dependent upon your setup/DLCs) My new database system (a one time download, used by all of my current AND future races, roughly 1gb total uncompressed size) a custom race ESM built under this system (using the default body) and 6 ESPs (one for each body type) That's it for tonight. I'm too tired to go on.... LOL Trykz
Mistle Posted April 12, 2013 Posted April 12, 2013 holy and crap come to mind o.o that is a heck of a lot of work your doing but I myself will be looking forward to what you have in store this is sounding really great and I like all your races so will be fun times , thank you for your hard work ^^.
Arthenon Posted April 12, 2013 Posted April 12, 2013 Excellent news Trykz, looking forward to your in-depth updates and improved/updated race mods.
Yue Hikaru Posted April 12, 2013 Posted April 12, 2013 Trykz, I'm trying to download the Yaksha Race but I saw not download link, where can I download it?
Trykz Posted April 12, 2013 Author Posted April 12, 2013 Trykz, I'm trying to download the Yaksha Race but I saw not download link, where can I download it? You cant..... yet After this weekend, ALL of my races will be unavailable until their new versions are released. Trykz
« Broken ‡ Mirror » Posted April 12, 2013 Posted April 12, 2013 Wow! Nice breakthrough there Trykz! This will be one thing that I'm going to love. Thanks and keep up the good work!
Mistle Posted April 15, 2013 Posted April 15, 2013 looking forward to the re-release of these races I like them a lot.
Demonwise Posted April 17, 2013 Posted April 17, 2013 I apoligize if this has already been asked and answered but what body do these races use? Are they CBBE, UNP or a custom body that you made. I ask because I would like to know if I choose to play as one of these races will all of my UNP armor be compatible or not.
Trykz Posted April 17, 2013 Author Posted April 17, 2013 I apoligize if this has already been asked and answered but what body do these races use? Are they CBBE, UNP or a custom body that you made. I ask because I would like to know if I choose to play as one of these races will all of my UNP armor be compatible or not. All of the above My races use the body type I feel is befitting of the race. Usually CBBE, UNP, or something I made in BodySlide. That said, all download links have been removed, and I'll be removing the files from my MediaFire as well, as these files will no longer be supported. With TCRA nearing completion (about 2 weeks out), and my new modding rig currently in build, I'll be starting the reconstruction of these mods under TCRA soon enough. You can find more information on TCRA here. Trykz
Phygnos Posted April 19, 2013 Posted April 19, 2013 Greatly looking forward to that new utility of yours, Trykz. You make this stuff look so easy. Once I finally complete the game (sidetracked by stuff like this) I might give the race creation thing a try. Thanks for all the work.
Percy Plum Posted April 22, 2013 Posted April 22, 2013 Hi,how do I download these amazing mods? I don't see any links posted other than armor (when I click the pics it just loads large pic) Sry for noob question
« Broken ‡ Mirror » Posted April 22, 2013 Posted April 22, 2013 Hi,how do I download these amazing mods? I don't see any links posted other than armor (when I click the pics it just loads large pic) Sry for noob question Please read through the last 3 pages. Trykz said he's pulling down his mods until he finishes TCRA.
Mistle Posted April 23, 2013 Posted April 23, 2013 Hi,how do I download these amazing mods? I don't see any links posted other than armor (when I click the pics it just loads large pic) Sry for noob question no it's cool, the races have been taken down for the time being for an over haul of sorts, If you want follow the thread and when it gets and update you will know right away .
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