Skyrim Mod Race Compatibility

  1. Race Compatibility Mod Skyrim Bethesda
  2. Race Compatibility Mod Skyrim Xbox One
  3. Skyrim Race Compatibility Mod Xbox One
  4. Race Compatibility Mod Skyrim Bethesda
Mod

Aug 09, 2020 This mod merges the Dawnguard scripts with the Race Compatibility scripts. Sims 2 teen pregnancy mod. The RaceCompatibility.esm file included in this package also fixes the missing WoodElf (Bosmer) race entry in the file and adds an optional compatibility script for the Unofficial Skyrim patch. Custom races compatibility issue - posted in Skyrim Mod Talk: So I have found 'Custom races compatibility issue' which is caused when custom race mods use existing formlists. It's easier to just put custom races into formlists then creating whole new formlists because you will save lots of time from making separate head parts components for the custom race. But the problem is each custom race. Inspired by Aelarr's Race compatibility dialogue mod I decided to make a patch for KreaQ's wonderful M'rissi's Tails of Trouble mod. M'rissi has quite a few lines about your character's race as well as some combat taunts that would not normally fire if you were playing as a custom race or she was fighting one. Mods that alter gameplay mechanics generally should not be used even if they do work because Enderal's balance is very different. The simpsons game pc download full version 2007. Wait for Enderal-specific mods. Telugu hit songs mp3 download. Enderal uses custom races, so armor/clothing mods usually don't work out of the box but sometimes work with a few quick edits in TES5edit. Which mods would I have to remove in order for Imperious - Races of Skyrim to work? (mod list is in description) Imperious' compatibility page just says, 'Imperious modifies RACE records and will conflict with other mods that affect races.

The 'RaceCompatibility for Skyrim and Dawnguard' mod should work well with my mod, but you have to follow TMPhoenix's directions .. my mod needs a clean save in between an old version and a new - he outlines a clear procedure how to do a clean save in conjunction with his mod.
WARNING: If you want to use Race Compatibility, you must use the version of his mod that works with my exact version of Better Vampires or things will break. His mod replaces some of my scripts.

'If you need to do a clean save for Better Vampires, you don't need to remove the RaceCompatibility mod, you NEED to make sure you re-install it WITHOUT the Better Vampires option. Then do your clean save, then re-install Better Vampires and then re-install RaceCompatibility mod WITH the Better Vampire option. Then you need to make sure NMM/LOOT has placed the mods in the correct load order.' - TMPhoenix
If you do not have Dawnguard or still need help, check with TMPhoenix for troubleshooting.

Load Order

Load order is important. My mod has to be in the correct load order. I highly recommend you use LOOT to sort your load order; it is quite easy to use. The load order in general should look like this:

Skyrim.esm
Official DLCs
..
RaceCompatibility.esm (if you use it)
..
Unofficial Patches (if you use them)
RaceCompatibilityUSKPOverride.esp (only if you use the USKP)
SkyRE (or similar overhauls)
..
Custom Races
Texture Replacers (vampire eyes, skin colour, etc.)
..
Better Vampires.esp
Royal Bloodline.esp (only vampire mod that should be loaded after mine)
..

Also, please remember that the installation order is just as important as the load order! If you use NMM to install my mod it will overwrite the scripts of other mods that use the same files - HOWEVER, if you install my mod first, then remove some other mod that used the same scripts, NMM will replace the other mod's scripts with the vanilla Skyrim backups it had.

Remove other mods first, install my mod last. It does not have to load last in your order, it just has to load after any mods that may also alter vampires. The only exception to this is Royal Bloodline - it can be installed and loaded after my mod.

If you need to update my mod while using RaceCompatibility, Octoboy outlined these steps that worked perfectly for him:
Using the BV MCM -> Clear/Reset BV Mod

Race Compatibility Mod Skyrim Bethesda

Using the BV MCM -> Reset Sanguinare Vampiris (curing vampirism)
Exit Skyrim
Using the NMM -> Uninstall BV
Using the NMM -> Install RC WITHOUT BV
Load Skyrim Save from earlier.
Save in another, new slot (this makes your clean save)

Using the NMM -> Install BV
Using the NMM -> Install RC with BV (overwriting the VampireQuest scripts from BV)

Race Compatibility Mod Skyrim Xbox One


All DLC

Skyrim Race Compatibility Mod Xbox One

Unofficial Patches

Race Compatibility Mod Skyrim Bethesda

RaceCompatibilityUSKPOverride.esp
And at the bottom, after all other plugins, finally Better Vampires
Load most recent save
Using the BV MCM -> Reset Sanguinare Vampiris (to become infected)
Wait for 3 days (72 hours)

I do not use a custom race or the RaceCompatibility mod, but Jayce Styles created a great video on how he got his Lunari custom race working with Skyrim, the RaceCompatibility mod, and Better Vampires:


Troubleshooting‎ > ‎

Compatibility


Note: Only Skyrim patch version 1.9.32.0.8 and above is supported!

As is the way with modding, if two mods alter the same thing/area, there will be a mod conflict. The result can be something small, like one mod's item prices show but not the other's, or the conflict could be huge, like two mods that alter a game skill tree; only one of the changes will show in the game. I have tried to keep a record of notable issues that come up when using Hunting in Skyrim along with other mods.

Below you'll find that information split into sections as follows:
  • Mod Features attempts to inform you of things my mod does that could affect other mods in general.
  • General Mods gives a list of notable issues with specific mods.
  • Animal / Wildlife Changing Mods is a specific list of mods that alter animals in notable ways.
  • Notes discussing certain results from creature mods.
If you don't see a mod here listed it's likely because I don't know of any issues that could come up. So rather than ask me (and get an 'I don't know' answer) test it yourself and let me know the outcome. If you find an incompatibility please let me know so I can write it here.

Mod Features
Various features in this mod may cause problems with mods that do similar things. Below you'll find some advice on these.



Skinning & Carcass system should be compatible with mods that alter animal loot, as you gain animal loot when you skin your carcass. Mods such as Real Wildlife Skyrim that add extra animal loot, these will be received when a carcass is skinned.
Pelts/Hides/Leather Prices
All versions of Hunting in Skyrim will conflict with any mods that alter the stats of Pelts, Hides, Leather and Leather Strips. Not hard, more of a soft conflict. Pelts/Hides/Leather have had their stats like prices altered by my mod.
Due to the way that mod load order works, if you have a mod that changes the stats of an animal pelt for example, if that mod loads further down the list than Hunting in Skyrim, then that mod's changes will take priority. Most of the time no problem will arise, it'll just be the prices my mod changes won't take affect.

Levelled Lists (applies to version 1.3.6 and above)

Due to edits to certain Levelled Actors you need to create a Bashed Patch using Wrye Bash so that mods that also edit the same objects will have these references merged together.



Skinning systems will likely conflict with other similar skinning system mods. You have a power in game (cast with your shout key) to turn the skinning system on and off. Known mods that will conflict are Hunterborn. See below for details.
Mods that add new animals to the game may not work with my stat tracking, kill tracking, or skinning systems, depending on the attributes (such as Race) the animal has. I am currently working on a list of conditions that must be met for animals to work with my systems. This can then be used by other modders to ensure their creatures work with Hunting in Skyrim.
Stat Tracking / Kill Tracking
Mod Added Animals
Mods that add new animals to the game may not work with my stat tracking, kill tracking, or skinning systems, depending on the attributes (such as Race) the animal has. I am currently working on a list of conditions that must be met for animals to work with my systems. This can then be used by other modders to ensure their creatures work with Hunting in Skyrim.



The normal version of this mod will conflict with any mods that alter the Archery and Light Armour skill trees. A No Perks version is available to counter this. No perk tree version should be fully compatible with any mod that alters perks and skill trees. Although in the No Perks version (if you use SKSE) you can unlock perks, this does not interfere with the skill trees.
Generally if you use a mod that changes the above perk trees, use the No Perks version. For example if you use Asis, Ace, Frostfall or Skyre.

General Mods
Any known/specific compatibility details are listed below. General comments are listed at the bottom.


If you use Ebonvale you must load that mod after mine in your load order. A compatibility patch is in the works to fix the floating land that these mods create together.




Compatible with all official DLC - Dawnguard, Hearthfire, Dragonborn.


If you use Open Cities Skyrim, then Hunting in Skyrim.esp must be loaded before Open Cities Skyrim in your load order. BOSS will sort this automatically.


I don't know much about this, but if you have any issues creating a patch for this and Hunting in Skyrim, add my mod to the exceptions list.


Generally any mod that changes Whiterun should be loaded after my mod in your load order. Each mod may be different though, so just test which works best for your setup.

Unique Unique - Artifact Enchantment Overhauls
This mod has a story manager event quest node for Kill Actor that doesn't have the 'shares event' box ticked, causing it to stop my kill tracking and skinning systems from working. I have contacted the author and if it gets changed will alter this info.

Animal & Wildlife Changing Mods

If you use Hunterborn, make sure you play with my skinning system turned off (when it becomes available). Quest issues as follows:
During the quest It All Starts With a Wolf, ensure you choose Manual Loot when activating the goat.
During the skinning tutorial quest There's More Than One Way to Skin a.. ensure you choose Manual Loot when activating the Deer.


Compatible. Generally any creature 'variations' such as Wolves and Bears should work with my systems, as most have the vanilla race and/or voice types.
Skyrim Immersive Creatures
Certain animals and creatures in this mod may not be 'seen' by my stat tracking, kill tracking, or skinning systems. Generally any creature 'variations' such as Wolves and Bears should work with my systems, as most have the vanilla race and/or voice types. See notes below.
I am currently working on a list of conditions that must be met for animals to work with my systems. This can then be used by other modders to ensure their creatures work with Hunting in Skyrim.
Skyrim Monster Mod
Certain animals and creatures in this mod may not be 'seen' by my stat tracking, kill tracking, or skinning systems. Generally any creature 'variations' such as Wolves and Bears should work with my systems, as most have the vanilla race and/or voice types.
Some animals such as Scamps will be skinned and/or stat tracked by their given race, which for a Scamp is a Falmer. See notes below.
I am currently working on a list of conditions that must be met for animals to work with my systems. This can then be used by other modders to ensure their creatures work with Hunting in Skyrim.

Should be fully compatible, except some animals such as Rats will be skinned and/or stat tracked by their given race, which for a Rat is a Skeever. Generally any creature 'variations' such as Wolves and Bears should work with my systems, as most have the vanilla race and/or voice types. See notes below.
I am currently working on a list of conditions that must be met for animals to work with my systems. This can then be used by other modders to ensure their creatures work with Hunting in Skyrim.





As new animals and creatures added by mods (by new I mean completely new, not a copy of existing animals likes Wolves) sometimes use existing vanilla Skyrim data like race and voice type, they may be skinned and/or stat tracked as their vanilla counterparts. This is because my mod uses that data to distinguish which animals are which.
In the above example used for Skyrim Monster Mod, it adds a new creature called a Scamp (as featured in previous Elder Scrolls games). This Scamp, although completely new, uses both the Falmerrace and Falmervoice type. As such my mod systems will see it as a Falmer creature.
Although this is not an issue for stat tracking as such (because that won't interfere with the creature), as I only track the stats for existing animal types in the Log Book anyway, this could be an issue for animals that can be skinned. For animals that use existing data that can be skinned, that animal will be skinned like it's vanilla counterpart.
For the Realistic Skinning system this is not an issue in terms of what you get off that animal as its inventory is simply transferred to the player. Except if the player has the Clean Skinning ability, which means the second pelt they receive is governed by relevant race and voice type. This can however be an issue for the Carcass Skinning system. You won't get an insert-unique-creature-name-here carcass obviously, but whichever carcass is given by its race and/or voice type.
Details on the specific requirements for animal recognition can be found on the Compatibility for Mod Authors page here.