v1.2.10
v1.2.10
- Fixed the bug that caused the player's mouth and ears to detach from their head (Thanks, Aura_Dacella)
- Removed the animation from the source files that kept getting re-imported every patch that causes the player to do a handstand when using the Move Like Kaji mod so this hopefully won't pop up ever again.
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4 days ago |
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koboldplayermodelport-v1.2.10.zip |
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v1.2.9
v1.2.9
- Fixed issue with Carry On mod where items held in the player's hands would not appear in third person or immersive FP (thanks, ORO8ORO)
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280 |
Apr 7th at 3:27 PM |
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koboldplayermodelport-v1.2.9.zip |
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v1.2.8
v1.2.8
- Fixed errors related to duplicate animations (thanks Skorvold)
- Updated mod to accommodate adjusted animations from 1.19.5
- Fixed weirdness with the shovel animation sticking the shovel into your face
- Creativefly animation now properly loops
(jittery animations on the pickaxe and axe appear to have been fixed in vanilla - thank you Tyron)
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Mar 23rd at 3:00 AM |
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koboldplayermodelport-v1.2.8.zip |
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v1.2.7
v1.2.7
- Extremely minor fix that prevents the mod from locking up servers when installed serverside
NOTE: this is a client-side only cosmetic mod. It is not intended to be installed on servers, and may cause issues if it is. If you want to make it serverside for some reason, you can change the "Side" variable in modinfo.json to "Both", and "RequiredOnServer" to "True". This will force connecting clients to download it.
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Mar 20th at 1:49 AM |
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koboldplayermodelport-v1.2.7.zip |
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v1.2.6
v1.2.6
- Fixed regression that re-added the spinny tail thing to the creativefly animation (thanks LoneWolfAlpha42)
- Fixed the bow animations being removed for some reason (thanks LoneWolfAlpha42)
- Fixed Move Like Kaji animations being applied twice, making the character do a handstand instead of crawl
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Mar 4th at 2:39 PM |
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koboldplayermodelport-v1.2.6.zip |
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v1.2.5
v1.2.5
- Fixed issues with the pickaxe block break animation ("smithingwide") looping after letting go of the button (thanks Rocksalts, Mega_Glub)
- Added new animations from 1.19.4 (bugnet and honeycomb squeeze, misc thirdperson anims)
- Updated animations that were changed in 1.19.4 (axe, falx, etc.)
note: third person animation for breaking blocks with a tool is currently bugged in vanilla. Updating to 1.19.4 inherits the jittering. Tyron pls fix
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Mar 1st at 7:25 PM |
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koboldplayermodelport-v1.2.5.zip |
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v1.2.4
v1.2.4
- Fixed small issue with the UV on the tip of the tail being upside-down (thanks AngelboyVR)
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Feb 29th at 7:17 PM |
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koboldplayermodelport-v1.2.4.zip |
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v1.2.3
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214 |
Feb 23rd at 4:57 AM |
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koboldplayermodelport-v1.2.3.zip |
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v1.2.2
v1.2.2
- Added compatability with Move Like Kaji crawling animation (Arms currently look weird in FP when crawling because MLK lacks proper first person support. It's also closed-source, so I can't modify it unfortunately)
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Feb 22nd at 11:26 PM |
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koboldplayermodelport-v1.2.2.zip |
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v1.2.1
v1.2.1
- Fixed skin textures not applying correctly (Folder was in the incorrect location due to the mod compiling tool?)
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Feb 1st at 1:54 PM |
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koboldplayermodelport-v1.2.1.zip |
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v1.2.0
v1.2.0
- Adjusted all the new 1.18+1.19 clothes / armors, and boots/shoes, to fit the model (at least the ones I could find in the creative menu)
- Fixed z-clashing on the rotwalker set
- Added a bunch of missing anims (shovel, carrying large item offhand, 3pp chiseling, etc.)
- Removed the spinny tail thing from the jumping animation (was supposed to be a propeller effect for creative flight? I think?). Jumping animation in vanilla is still bugged but this should be less jarring until it is fixed.
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Jan 30th at 11:44 PM |
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koboldplayermodelport-v1.2.0.zip |
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v1.1.3
v1.1.3
- Updated broken UV / texture on commoner boots (Devs switched from a 2-part texture to 1-part)
- Included source files for armor and clothing (Thank you, Soi)
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99 |
Jan 29th at 9:42 PM |
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koboldplayermodelport-v1.1.3.zip |
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v1.1.2
v1.1.2
- Repacked with proper file structure (sorry)
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103 |
Jan 28th at 11:52 PM |
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koboldplayermodelport-v1.1.2.zip |
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v1.1.1
v1.1.1
Initial release
- Updated model to include the new 1.19.x first persion animations
- Fixed issue with texture / UV wrapping incorrectly for all facial hair / beards
- Fixed crash when loading the mod on 1.19+, which was due to patches generated for prior versions removing the player model's head node (for some reason)
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Jan 28th at 5:49 PM |
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koboldplayermodelport.zip |
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ORO8ORO This has been fixed, thank you!
Cicadas Currently working on a way to do this due to demand, though this expands the scope of the mod significantly. I'll see what I can do.
Anyway to have both Seraph and Kobold models at select/choice?
Very cool mod!
I'm a new player and trying some mods, and it seems that this mod, together with Carry On, makes stuff/chests invisible when carrying with your hands in third person, and also in first person immersive mode.
ScholarCat I could add an option like some of the mods this one's compatible with, but i'd need to make it client and server-side, to sync with everyone. I may do that in the future, but it is currently either everyone or noone.
Hoping for one day it could be a toggle option, to have both kobold and Saint. I don't play on servers but with hosting on my own with my friends, I'd assume there's nothing to do about it unless the game itself were to get that sort of option?
IzeLorlean This seems to be an incompatibility between the two other mods.
TL;DR: femininity breaks the hair mod by changing how the menu is ordered. I was able to fix it by editing only the femininity mod. You should contact that mod's author. In the meantime, here's a patched version, you are welcome to send this to them as well:
https://snek.to/img/Femininity-(PATCHED).zip
Looking at the patches, it looks like restored hair colors modifies the skinnable part at index 10 in the file at game\entities\humanoid\player.json.
The femininity mod adds a new entry there for the chest options, specifically at index 5 (directly in the middle of the list), and since patches are generated relatively, index 10 (where the hair colors are stored) becomes index 11. I am guessing they put it there so it appears at the top of the list, since apparently the game generates the menu based on the order of this list, and putting it at the end puts the 'chest' selector all the way at the bottom, off of the menu.
Forcing the hair mod to load before the femininity mod should fix this. The mods load in alphabetical order (based on the filename - renaming the zip is enough), so i can force it to work by just changing the name, though this is a hack and there is definitely a more elegant way to make these function together. I got a missing texture bug on the eyes and chest when doing this - this is fixed in the patch provided above ("seraph" texture missing from model files for the chest variants).
If I edit the mod to make the chest selection at the bottom, so the hair mod loads correctly regardless, some of the colors may also be hidden by the 'confirm skin' button, which would need to be addressed through a code patch to change the GUI. I have little experience with C# but looking through w/ dnSpy tells me i'd need to modify GuiDialogCreateCharacter, in the VSSurvivalMod dll, either to extend the window's height, or to move the "Confirm Skin" button.
Caliber
EDIT: I had an epiphany right after posting my comment and disabled Femininity, and when I loaded a new world this time the hair colors were showing up for me o.o
I think this has something to do with how Femininity handles adding their chest options to the menu which might be blocking other changes to the character creator menu.
Geez, I don't know why it doesn't work for me then 😭
Here's pics of my character creation menu and the modlist:
Khana Are you able to post a screenshot on imgur and link it here, or send it to me through Discord? If your friends can provide their mod lists, that could help narrow down the issue as well. I just tested this with a friend, both with the mod on the server and on the client only, and I wasn't able to reproduce it with only my mod installed.
IzeLorlean It seems to work properly! just tested it out.
Caliber76 on my screen i look normal its others see me as deformed human. very odd.,
Is there any way this could be made compatibile with Restored Hair Colors? I am VERY dangerously queer and not having any good colorful hair options makes me a bit sad 💔
Khana I can't say I've seen that before! If you can provide screenshots and your active mod list that should help find the issue. Make sure everyone's using the same version too!
dont know if anyone else has it, i installed it on my game but others see me as kobold but like im ridin a horse, legs spread. very odd.
Skorvold This has been fixed! Thank you for the report. Not sure how I didn't notice this before!
Adore this mod, as for me and my fiance, it's kind of the only way to play the game! We've been running into a recurring issue where we get this error message accompanying 1-3 seconds of freezing.
After disabling this mod, the error message stops.
[Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'walk-fp'. This will lead to undefined behavior.
Wandour They seem to be using Soi's 1.18 version of the mod. "koboldplayermodel@1.1.0" shows up in the log. Make sure they disable that and enable this version!
a friend seems to crash with the latest version
```Running on 64 bit Windows 10.0.22621.0 with 32525 MB RAM Game Version: v1.19.5-rc.1 (Unstable) 3/20/2024 2:47:30 PM: Critical error occurred Loaded Mods: aculinaryartillery@1.1.3, ancientarmory@1.0.0, bettercrates@1.7.0, Ceramos@0.4.3, chiseltools@1.10.5, decor@1.0.15, extrachests@1.8.0, fantasycreatures@0.7.1, fixedpaths@1.0.1, flourbags@1.0.2, foundrymod@1.0.0, giantgouramis@1.0.2, millwright@1.1.4, moreicons_cs@1.1.0, peacockbasses@1.1.2, primitivesurvival@3.4.9, spyglass@0.5.1, Swordz@1.1.6, translocatorengineeringredux@1.4.9, truesunfishes@1.1.2, visibleore@1.0.1, game@1.19.5-rc.1, weaponpackalphaunoff@1.5.1, ancienttools@1.5.12, beehivekiln@1.5.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.4, carryon@1.7.4, commonlib@2.3.7, composter@1.1.0, expandedfoods@1.6.8, fairplayguardian@1.1.7, furniturelibrary@1.0.11, hangingbaskets@1.1.0, herbarium@1.1.0, sailboat@1.3.0, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, moreplaster@1.0.1, petai@2.2.3, rivers@2.4.0, simplestep@1.1.7, steadycam@1.3.0, stonebakeoven@1.1.3, tentbag@1.1.1, th3dungeon@0.2.1-rc.1, thecritterpack@0.8.9, usefulstuff17@1.3.1, vinconomy@0.2.3, creative@1.19.5-rc.1, vsinstruments@1.2.7, vsquest@1.2.0, survival@1.19.5-rc.1, workbenchexpansion@1.8.0, xlib@0.8.0-rc.2, awearablelight@1.1.1, cob2@1.6.0, em@2.5.1, koboldplayermodel@1.1.0, linearpower@0.2.1, outerspacetunesmaster@1.0.0, outerspacetunesvolume1@1.0.0, outerspacetunesvolume2@1.0.0, playercorpse@1.9.0, rifteye@0.3.5, simplewinddirection@1.0.2, stonequarry@3.2.1, vanity@2.1.2, wildcraftfruit@1.1.1, wolftaming@2.1.0, xskills@0.8.0-rc.2, bricklayers@2.5.1, cob@1.7.8, vsvillagecob@0.2.0 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.API.Common.EntityHeadController.OnFrame(Single dt) in VintagestoryApi\Common\Model\Animation\EntityHeadController.cs:line 166 at Vintagestory.API.Common.PlayerHeadController.OnFrame(Single dt) in VintagestoryApi\Common\Model\Animation\EntityHeadController.cs:line 117 at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 340 at Vintagestory.API.Common.PlayerAnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 28 at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 72 at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 2```
thank you, the game is playable again /hj
AngelboyVR This seems to happen in vanilla as well, unfortunately. Though it seems to be because the player's head does physically intersect with the block when they're just standing there. The kobold's head is a bit farther forward than the standard seraph's head, since they're kind of hunchbacked, but the issues appear to be endemic to immersive FP, rather than the model. I can do the same thing with the vanilla player model when looking down.
Immersive FP works by anchoring the camera to the player's head bone. They do mark this as experimental within the game's settings menu, so I guess we'll see if they find some kind of fix for this! As of right now, I don't have a way to separate the immersive FP camera from the actual head bone, so the fix would involve forcing the player's head back at all times, or making some kind of animation to make them crane their head back when up against a wall, to prevent this sort of thing, which would branch this mod out into a code patch, which will likely be outmoded whenever they make any changes to the immersive FP feature. I imagine you'll find similar clipping issues with low ceilings or chiseled blocks and such with immersive FP turned on as well, which would need similar solutions applied.
I'm sorry I can't fix everything right away, but I appreciate the report (and the support!) I'm glad you like what's here already.
i am uncertain if you have control over that, but when i enable immersive first person, the camera shifts forward so much that i can see into any block when walking into it, is it possible to move the camera back a bit when enabling immersive first person?
its extra intense when looking downwards.
also thank you for being so amazing, and fixing the mod <3
DiZek found the issue. You'll want to update Bullseye to 2.5.8. I was on 2.5.5 and could reproduce the spear thing. Updating seems to have fixed it.
LoneWolfAlpha42 I noticed this as well, that's how the vanilla animations are. I haven't adjusted them and the arm rig is the same as the vanilla model. The devs are probably experimenting with them instead of 100% perfectly polishing them.
I can try to fix a few of the issues vanilla introduces for this model in particular but we'll see.
Something I noticed tonight, when squeezing honeycomb, the hands cross completely instead of squeezing together.
Not really a huge detail. Just figured I'd mention.
Caliber
Oh sorry :P
Wasn't quite sure since I'd not used the Vanilla character for a good long while and had read the previous reports here on the now fixed pickaxe stuffs.
Thank ye anyways for responding
DiZek That seems to be a bug in vanilla unfortunately, like the pickaxe animation jittering. Disabling the mod seems to still cause these to happen. Sorry about that!
edit: after further testing, seems to be related to Bullseye + animationmanagerlib, not vanilla. The pickaxe thing is vanilla however.
The spear melee attacking animation seems to repeat twice with this!
Thanks for making this by the way -w-
Has been nice to see all the updates ya been doing for it
LoneWolfAlpha42 Sorry about that! seems i need to pay better attention to the patches the game's tool generates. It deleted the bow animations for some reason. Spinny tail thing was a regression because I used older source files by mistake. Both should be fixed now!
1.2.5 seems to have broken the bow animations. I now just aim at the ground when aiming. This does not seem to be an issue related to other mods that affect the bow as when I removed those mods letting the bow go back to default, the problem still persisted.1.2.4 seems to work okay for bow, however, starting in 1.2.4 and into 1.2.5, the sideways tail when falling animation is back I noticed. Is that sideways tail rotation intended? Feels like it could be, but it would be way better to have the tail raise up but from the back, not to the side and not way way high like what the side animation tries to do. Just enough to indicate that the tail is going up a little due to downward velocity. At the moment it kinda just looks awkward. It seems the pickaxe loop also still remains in 1.2.4 but I assume people already know that as I assume that was one of the things that was trying to be fixed in these updates.
I love how much this mod has been updated to fix all the issues from the port in quick order. You're doing a great job keeping this awesome mod alive and fully functional Caliber
I was having the pickaxe loop issue, but it seems to be gone now for me with latest update.
Can confirm the pickaxe thing, but thankfully it's just visual so no biggie.
Rocksalts
I'll take a look shortly! I didn't notice any major issues after the update. thank you for the report!
Lohn
Thank you for your kindness. I dunno if I could ever play without this mod! Just wanted to share it so others didn't have to too. As for the custom armors: uppers (shirts/jackets, hoods, hats, jewelry, gloves) should work fine. pants may work depending on if they inherit a model from the base game and just use a diff texture. Shoes will look weird and tall boots may look broken. Masks and full-face helmets will likely look strange as well. The mod you linked should work fine, provided it just hides the parts of the armor on the model. The legs may not work properly due to the extra bones depending on how they hide the armor, though I have not tested it. If you run into any issues, lemme know!
Thanks for updating this mod on behalf of Soi, and all the work you're putting into bugfixes! I always wanted a custom goblin/orc race to play as, with the same quality as the other MLP/etc race mods, but could never find one - this seems like the perfect alternative and I can't believe I didn't find it before.
I usually have a few custom armor sets via mods, I would imagine they would float off this model unless patched, correct? If so, hopefully "Dressful" (https://mods.vintagestory.at/dressful) updates shortly (Author's last comment shows them looking into it) and that will work to hide modded armor that doesn't match up on the model. :) (Maybe other's may like this to see their model, too!)
I love all the compatability work with other mods like Bullseye, and your kindness in the chat; I wish you the best and thanks again for your work Caliber, and to Soi as well for the original mod! o/
After the 1.19.4 VS update the pickaxe animation seems to loop. Not sure if it's just me.
AngelboyVR Fixed! thank you.
is it possible for you to fix the UV on the tip of the tail?, the texture is upside down on the right side of the tail tip section. i have modified the texture to look more like my dragon fursona with a white underbelly, but the upside down texture makes that part stand out a lot x3
im certain that is not an intended look.
JDL2149 sorry about that, site must have broken the upload. Should be good now.
might want to check the archive you uploaded i tried downloading and got a 0byte broken archive
Maltiez I was able to get it working. pushed out another update for compatibility. Thank you for the direct link to the source!
I am also not on the official server, I just assumed people would DM me. sorry for any confusion!
This mod patches the hell out of vanilla seraph model, so Bullseye patch that adds aiming animations crashed due to missing animations, I fixed crashes, but proper compatibility should be done on this mod side. To add compatibility you need to add and adapt this (https://github.com/maltiez2/VSBullseye/blob/main/resources/assets/bullseye/patches/animations/aim.json) animations to your kobold model
Also cant find anybody with stated id in VS discord server.
Stygian_Ikazuchi I actually also use this mod myself and have noticed this issue. I recall it working normally prior to 1.19, but I'll see if I can get it working or if it's an issue with the other mod.
Any chance of getting compatibility with the Move Like Kaji mod? It TECHNICALLY functions but the animations for the crouching etc don't work so it looks weird watching others use the mod.
Youre the best Caliber
@Caliber well I did attempt to find some sort of a way to contact him but the only thing I found was his reddit I belive which he has not used for the past 6 months so I dont think getting the source code would be possible
DOGE__LORD I could attempt to, but that mod doesn't appear to have included the source files for the model anywhere. Working with compiled patches is difficult- enough so that it would probably be easier to remake it from scratch (Esp. given how simple the model's adjustments appear to be). if you can track down the source files or the author, it would be an easy job, however!
Is there any possibility that you could port "anthro fox player model" mod as well?
Thank you so much, Caliber
Hope someone makes a mod like the origins mod for minecraft
Pepper_742 Looks like I've packed it wrong again, I apologize. Uploading a fixed version. I must have not caught this because I replaced the textures directly as well. Sorry again! And thank you for pointing this out.
they do not
Pepper_742 The character creator's color options have been replaced, but not extended. There are only 20 options given, currently. Horn color is additionally determined by skin color. Do these options appear to be available for you?
i see in the images that you have a wide variety of colors for the avatar, but i only see the default ones in the character creator
Caliber the forcing to download is that i was aiming for... cant run much of a public multiplayer server, if people arent able to auto download a mod =P ovo. ill have to see if that works, for our next map, when we get around to that =p. ovo
Kara It does work on both, but it doesn't force users to download it when joining. You should be able to drop it in as a replacement for the old one!
There's a second flag called "requiredonserver" but I have heard that causes clients to loop downloading mods forever so I elected not to use it. I don't believe the original used this either. Sorry for any confusion this may have caused!
If you want to try it on your side anyway, you can extract the mod's zip file, and change modinfo.json to have "side:universal" instead of "side:client", as well as "requiredonserver:true" instead of false.
you are amazing for updating this btw. ^.^
i see this is currently a Client side mod atm. would you be able to make it both like original one, so it can be placed on servers?
Thank you all for the feedback! This latest version should be fairly well polished, but let me know if you encounter anything weird.
Thanks! Highly Appreciated!
oh boy didnt realize i played for 11 hours straight, other then some clothing and the tail bug when jumping, i havent noticed much of anything weird happening
there's definitely some wonky things with clothing and such that needs fixing but it does run somewhat in the new version
TheSkreeBat That appears to have been newly added! I'll have to adjust the model to accommodate it. Thank you, and let me know if you find anything else!
There do seem to be a fair number of new models in here. I'll have to look through everything to ensure compatability.
@Caliber the wool lined knee high boots are on my knees and not my feet XD
Soi Hey, thank you for making such a cool thing! Life happens and I get it. I apprecaite the work you've put in, even if you can't find the time for more!
I'm going to push an update shortly to fix that thing Hunter mentioned, and you are free to upload this fix to the original page for the sake of people using the auto-updater and whatnot if you'd like!
The extra source files are also much appreciated! I couldn't have done anything if you didn't include them in the first place 🙏
Heyo! Creator of the mod here.
Sorry for abandoning the mod in the first place, just been extra busy with work and thigns are chaotic in real life. I still plan to update or maybe expand it at some point, dunno when, backlog of abandoned project is getting bigger.
That said, really appreciate taking your time updating it ^^ Didn't expect people actually liked it that much to bother. Here are the source files: Google Drive
Hunter118 It does look a little stretched. If I can get in touch with Soi, I'll see if that's the case (and see if I can get the files so I can edit them)! If it's an issue, recompiling the json from the original model should fix it.
Wandour If you're able to get me in touch with him (or just the files), that would be greatly appreciated! you are welcome to contact me through the username in the description.
There seems to be bug with the commoner boots. The texture or model of the right boot is split.
Thanks for the update. Prefer the kobold look over the vanilla model.
Wandour
Would be best if it was included in the Kemono mod. Not sure if it's in there already.
I have contact with Soi
I could try to ask them for the original file if you would like to update it or do more work to it
Whoops, just realized I packed it wrong. My bad! fixed and re-uploaded.
This port just isnt functioning for me :(