DieKatzchen Posted January 19, 2014 Share Posted January 19, 2014 I have discovered while making an armor for a custom race that your options are to either make an ArmorAddon that applies to all custom races, or make the race not inherit armor from Default Race. If you go with the latter option, they can only wear custom armor. Does anyone know a workaround, or should we bring this to the attention of Bethesda? Link to comment Share on other sites More sharing options...
Caithe Posted January 19, 2014 Share Posted January 19, 2014 (edited) Edit: Ok Sorry. I Just finished reinstalling my game and I could look into CK so I can be more precise. The option I was talking about is in Character>Race>General Data and is called Armor Race. Unlike I said before, set it to DefaultRace instead of Nord. Nord could do too since I think they can wear everything but you're safer with DefaultRace anyway. When you make your armor, select Race: DefaultRace and your custom race will be able to use the items. If you're making item for a specific race only, like Khajiit or Argonian, select their respective race at the drop down menu in the ArmorAddon page. Also make sure no other race you don't want are selected. Then when you create the Armor entry, drag them along the normal ArmorAddon in the models box. You can check the Show All button to see them all. This way you have 1 item that can look differently on different races. http://i.imgur.com/WEnd1gn.jpg Edited January 19, 2014 by Caithe Link to comment Share on other sites More sharing options...
DieKatzchen Posted January 19, 2014 Author Share Posted January 19, 2014 Edit: Ok Sorry. I Just finished reinstalling my game and I could look into CK so I can be more precise. The option I was talking about is in Character>Race>General Data and is called Armor Race. Unlike I said before, set it to DefaultRace instead of Nord. Nord could do too since I think they can wear everything but you're safer with DefaultRace anyway. When you make your armor, select Race: DefaultRace and your custom race will be able to use the items. If you're making item for a specific race only, like Khajiit or Argonian, select their respective race at the drop down menu in the ArmorAddon page. Also make sure no other race you don't want are selected. Then when you create the Armor entry, drag them along the normal ArmorAddon in the models box. You can check the Show All button to see them all. This way you have 1 item that can look differently on different races. http://i.imgur.com/WEnd1gn.jpg I already know about that. What I was saying was that if you set a the Armor Race to Default Race, then select your custom race as the main race on the Armor Addon it simply doesn't work. If you set Default Race race as the main race and uncheck everything but your custom race then it works, but it applies to ALL custom races, not just yours. The alternative is to set Armor Race to None and remake all the vanilla armor for your race. You would also have to add your race as an Additional Race in any armor mods you added. Only workaround I can come up with is if you made a Master File with every custom race in it so that you could master it to your plugin and it would populate your Additional Races list so that you could deselect every one other than yours. Link to comment Share on other sites More sharing options...
twowolves80 Posted October 20, 2017 Share Posted October 20, 2017 (edited) Bumping this thread for interest.With the new stuff out for Skyrim SE and Better Vampires, this thread becomes very important when using custom races. Here's what I had to do:I have RS Children Overhaul, Apachii Sky Hair, Better Vampires, Race Scale Remover and ECE. Those are the important mods, anyway. And I have all the DLCs.So, playing an ImperialRaceChild--no vampire scripts want to run on it. Why? Because there's no such thing as an ImperialRaceChildVampire, similar to BretonRaceChildVampire (Babette). You have to make one in the form of an esp. Easy. snickers Open up CK.Load ONLY RS Children Overahaul, or whatever custom race esp/esm you are using. Set it to Active.Let it do it's thang.While waiting, listen to this.Once it's loaded, then, go down the left pane of the Object Window and look for Character, under which will be a subcategory called Race. Click it. Then look in the right pane for ImperialRaceChild. That's your template. Right click it. Select Duplicate. Boom. You now have a duplicate form that says ImperialRaceChildDuplicate001. You double click on it. It opens up the editing box. Under General Tab, you're going to copy and paste the "stack" from ImperialRaceVampire (yes, click it to open it). In the middle, there is a box called Specials. This is what you will be copying "VampireHuntersSight", "VampirePoisonResist", and "VampireVampirism." Shift-click to select those three, right click, Copy Stack. In the Specials window of the new race you're making, right click, select Paste Stack. Then, in the new race on the right side is Keywords. Right click. Select Add, and a Select Form box will appear. Scroll down until you find ActorTypeUndead, click it, click Okay. Repeat, and add Vampire. Those two keywords now join the others. Now, the Better Vampires scripts can "see" your character to force it to use the BV scripts instead of the vanilla ones (for activating feeding, for instance).Then, and this is very important if you don't like running around with just a head floating above an invisible body, go down in that same Race box to the middle lower area. There is a box called Copied Data. The bottom combo-box is called Armor Race. All the way at the very bottom is Default. Select it. Now, your character will use *all* armors in the game, regardless of their source, and those armors will actually appear instead of resulting in an invisible body. Then, change the ID at the top to [nameofyourraceRaceVampire] or [nameofyourraceRaceChildVampire] if you're going the Anne Rice route. You may also wish to check the preview to ensure it renders--if not, that means that your filepaths need to be fixed in the Race box, under the Body Data tab. There's three boxes you have to worry about, and one combo-box. The skeleton/behavior graph/body texture boxes you'll have to play with (as this can change depending on how a person's game is set up), but if your character doesn't render in-game, odds are, it's those paths that are the problem (with 95% certainty). The other one is the combo-box called Skin. If you are using a custom skin texture, especially for children (thank you RSCO!), and let's face it--Bethesda hates children--you must have this set to your custom skin. This should default to your custom skin automatically. If it doesn't, you're going to have a bad time, mmm'kay? That's the first part.Wait, there's more? Jeezus, no one said you had to take notes--too bad. I had to cull this information and condense it myself, so you'll have to do with my witty observations on Bethesda and the state of affairs in the modding community.The next part adds a script to make the animation work for Better Vampires. And yes, since you are dealing with an animation, it won't hurt to run FNIS again to be on the safe side. FIRST, go to the Object Window. Go to Character, then Quest. In the filter box up top, type Vampire. You'll have two vampire scripts appear in the right pane: DialogueGenericVampire, and PlayerVampireQuest. Right click on the PlayerVampireQuest. Click on Edit. A new box appears titled Quest: PlayerVampireQuest. There will be two scripts present in the left panel. PlayerVampireQuestScript, and QF_PlayerVampireQuestScript_000EAFD5. Right click on PlayerVampireQuestScript, select Edit Source. Make the window maximized--the writing is tiny, and there's a lot of it.There will be three parts you're going to add to this script. First, the definitions of the variables, without which your game won't know how to execute. At the top, under the Message Property, you're going to add the following lines:Race Property nameofyourraceRace[Child if you went this route] AutoRace Property nameofyourraceRace[Child if you went this route]Vampire Auto Then, about a quarter of the way down, you're going to see a bunch of elseif statements using races. You're going to copy the last elseif statement and paste it below, changing WoodElfRace to nameofyourraceRace, i.e., WoodElfRace to ImperialRace or ImperialRaceChild in my case. You then change the CureRace to nameofyourraceRace, and you change the Target.SetRace(WoodElfRace) to your race, Target.SetRace(ImperialRaceChildVampire).About 3/4 of the way down, there's more elseif statements. Same process. Copy the last elseif statement, paste it below. Change WoodElfRaceVampire to nameofyourraceVampire. Change Player.SetRace( ) to nameofyourraceRace in the parentheses.Almost done. You then go up to the top of the screen, to Build. Select Compile. It should compile with no errors. If you see one, it just means you screwed up a spelling somewhere (probably included an extra letter somewhere--it will tell you what is wrong in the dialogue box). Then save.Now, go back to the Quest: PlayerVampireQuest box, and double click (NOT right click) on the PlayerVampireQuestScript. A new box appears: Properties for script PlayerVampireQuestScript attached to PlayerVampireQuest (000EAFD5). Scroll down until you see your two races, in my case, ImperialRaceChild and ImperialRaceChildVampire. Click the first one (the non-vamp one) so it's highlighted, and then on the right, select Edit Value. In the Pick Object combo-box, you select nameofyourraceRace, in my case the same as the name I highlighted, ImperialRaceChild. Then highlight the vamp one, Edit Value. Pick Object select the vamp version of your race. Click Okay. Then click OK on the Quest: PlayerVampireQuest dialogue box. Go to File, Save. It will save as an esp in the Data folder, creating a loose file override (because loose files always override BSA files loaded through NMM, hence, how you customize the BSA while it's still active in the NMM load) that is an esp. It will appear at the bottom of NMM's plugin list, and place it where you need to (if you have to have certain mods override it, like Better Vampires). If it doesn't show, run WryeBash (you don't have to do anything, just open it to get it to autodetect it, and it will then appear in NMM), and close it. Make sure it is ticked in NMM to be active.Enjoy. I am the absolute stupidest modder on Nexus, and if I can figure this out (granted, there was much hair-tearing...on a related note, I have to go sweep up all this hair), then anyone should be able to follow this. Hopefully, this is written nice and concisely.For reference, this combined two methods: Brehanin's here, and DaedraStep's video, here. I just prefer to have it written out neatly in the order of operation necessary to execute the modification. Hopefully, this helps someone else down the line. In the words of GrandBulwark, Mod it til it breaks. Happy modding! :D Edited October 20, 2017 by twowolves80 Link to comment Share on other sites More sharing options...
Niborino9409 Posted October 28, 2017 Share Posted October 28, 2017 Thank you sooooo much! I was afraid I'd have to go through every single armor piece and check my race. Thank you :D Link to comment Share on other sites More sharing options...
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