Mods / Kobold Player Model Port
Author: Caliber
Side: Client
Created: Jan 28th at 5:41 PM
Last modified: Aug 9th at 12:00 AM
Downloads: 7274
Follow Unfollow 201
Latest file for v1.19.8:
koboldplayermodelport-v1.2.11.zip
1-click install
An updated port of Soi's Kobold Player Model mod that works for 1.19!
I'll release an update for 1.20 once they push out a stable version. Currently untested in 1.20.x.
I've done what I can (as of v1.2.0) to make everything work as well as possible. All of the missing animations should now be present and working, and all of the previously broken armor sets should now also be on the right place on the model. I may have to go through with a finer tooth comb to catch smaller things, but glaring issues should largely be fixed (aside from some kobolds having beards)
If you run into any issues (with any of the animations especially), please let me know!
FULL COMPATIBILITY WITH:
FUNCTIONAL WITH MINOR VISUAL ISSUES:
- Maltiez' Firearms (Not currently patchable due to load order issues between code patches and JSON-only mods)
INCOMPATIBLE:
Original mod here: https://mods.vintagestory.at/koboldplayermodel
Since I don't know of a way to contact people here, if anyone needs to contact me, you can find me on Discord @ Caliber_. I am also in the official discord, you are welcome to @ me
for those curious this appears to work fine on 1.20, your kobold will just sort of perch like a parrot on top of their elk.
SmokingIce There's a mod that makes the player a block tall or so, though I don't know if it's compatible with this one. I don't intend to make a version that does anything similar.
https://mods.vintagestory.at/unyinglet
are there any sub mods, or plans, to make the Kobolds a little shorter, like 1.5 blocks instead of the 2. the mod is very good, It just feels weird to be a 6 foot kobold.
I have no Idea how hard this would be to implement, so maybe its impossible or game braking.
Caliber Its fine, and i completely understand, you are in no way obligated to actually go through with patching for CO.
as a rimworld player it is not my first rodeo with combat overhaul mods having incompatibilities with a majority of things
Farrowe This is all just JSON patches, but I think incompatibilities like this are due to the fact that it changes the model so thoroughly that nothing can really touch it. With the way the game's modding system works, I think the only way to do this would be to make a patch myself.
I am hoping I can get this working with a swappable model first, since the hardest part of this mod so far has been finding out how to swap a model out for the same entity. I don't have a timeline for when this will be possible, though. I apologize.
This is likely a very large ask, considering that you are just one person with your own time, but would you have any idea on how somone would go about obtaining compatibility between this mod and Combat Overhaul?
From a quick test with just this mod and CO, it seems the main issue (that is currently visible) is an inability for Combat Overhaul to recognize the kobold model in this mod for patching purposes (Log)
Also, about that animation bug i encountered a while back, it was completely on my end, simply had to update the mod, thanks.
There is a new must pair mod with this mod!
mods.vintagestory.at/shirovoice#
I wonder if there would be a way to randomly change some NPCs to have the same model as yourself for people that use diferent race models like this so you don't feel completely alone in single player worlds.
There's even the one dialogue option with traders where they mention that more of your kind seem to be popping up all over the place. Anyone know if something like that already exists or if someone is working on it?
Farrowe Which version of the game and mod are you using? This was a known bug in a prior verson of the base game, but has since been fixed.
It appears that the animation for mining with a pickaxe does not end when you stop holding left mouse. Sometimes you can fix it by right clicking with the same pickaxe, sometimes you have to switch to a different object/empty hand and click for a second.
Then again, digging does come naturally. maybe my character is in the right, and IM the one who needs to learn to like mining.
HartmannVB Currently working on a solution to do this, but it may be a while.
elo
my friendcrew really like this mod mercii. but not all are koboldcrew is it possible to switch between kobold and human?
SkullyDog I'll see if I can reproduce it. If you're able to get a video of yourself reproducing it, that would help as well.
Caliber sorry i meant 1.2.11 but i musta not typed the other 1. Issue persists in .11
NexremThanks for that! I didn't notice that this affected things other than the firearms mod before. If this is consistent across all items i may need to adjust the first person animations somehow, I believe this is to do with the player's torso being tilted forward on the model.
Did some testing, latest version on 1.19.8. Spear throw and hit animation seem wrong, as well as most first person animations in general jus being tilted forward. This makes held blocks almost hidden off screen, makes the spears throw animate downwards. I also tested with the Firearms mod and it works just fine, however the animations/items all experience that forward tilt.
SkullyDog Are you able to update the mod to 1.2.10 or 1.2.11? 1.2.1 is a rather old version.
Caliber Using game version 1.19.8 Stable and mod version 1.2.1
Also i do have restored hair colors, carry on, and bullseye. No incompatible mods loaded that i know of
SkullyDog Thank you for the report! This should have been fixed in v1.2.10. Are you able to share which game and mod version you're using?
part of the muzzle and the ears seem to float in multiplayer whenever a friend sits, crouches, etc.
thing
Caliber Good news! Just did an ititial test on both vanilla and with my current cocktail of mods and not a single error is popping up so far! The jittery animations and single frame teleports are gone too! (So it looks like that's still happening, but is likely unrelated to this mod at this point.) I think this actually fixes the original issue, thank you <3
Rivernoodl Apologies, not sure why I'm not seeing it on my end. I've deleted both instances of it from the mod's files. 1.2.11's zip has been updated. Please let me know if you're still seeing it. I can't reproduce this with a completely vanilla setup either.
Hello again, I just tested the new patch and unfortuaately it is still having the same error. I wanted to bring this to your attention asap so that you'd be aware that it's still an ongoing issue.
"8.8.2024 17:12:32 [Client Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'insertgear'. This will lead to undefined behavior."
Edit 1: tried a couple of the past versions as well and noticed they also have this issue; I wonder it could be that it's conflicting with the current update in some way?
Of course, Caliber! Thank YOU for keeping this mod alive, it's my favorite on on the entire site! it kinda makes want to get into mod making myself so I can make edible moss for the lols
Rivernoodl Not sure how it happened, but the game's patch generator seems to have added that animation twice, despite it existing only once in the source files. I've gone in and manually removed this, so the error should no longer appear. Thank you for the report and testing!
Currently I'm finding that this mod is conflicting with another mod. At the moment the only hint is this prompt that constantly shows up:
[Client Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'insertgear'. This will lead to undefined behavior.
I do have a mod that renders tools on the backs and arms of the character. I'm going to see if that's the culprit.
Edit 1: It isn't that mod. I'm testing to see if I can reproduce this issue in vanilla.
Edit 2: It appears I get this error even without any other mods installed. Every time I get this error the animation on the character jumps; it's quite jarring. It doesn't seem to happen as often when there are no other mods installed, but it seems to be enough to mess with the animation visually after enough mods are installed - is there a way to fix this?
Downgrading the mod worked, many thanks!
COM50c Thank you for the example! I'd try to update your game if possible, or if not, downgrade the mod to 1.2.7. Versions 1.2.8 and after were compiled for 1.19.5 which added new animations to the player, and I think this is why it breaks.
I'll update the version compatibility in the file list. Sorry for any confusion!
Running the game on v1.19.4 stable, using v1.2.9 version of the mod (issue also persisted consistently using the most recent version, v1.2.10), Issue occurs at all times, there hasn't been a single instance where the animations work properly, I have zero other mods installed, only this one
I managed to get a video of the problem in-game: https://www.youtube.com/watch?v=jsp-nkqSwIc
If you need me to provide anything else, please do let me know Caliber
COM50c Does this happen consistently, and are you able to reproduce it by doing something specific? I've never seen this happen in-game. What version are you on, also?
Hi there, I've been having an issue with this mod where using it will remove all of the player's animations, leaving them in the default standing pose no matter what I do, same thing happens to other people in multiplayer too. It's not a compatibility issue with other mods as far as I can tell since I've disabled all other mods and it's still causing the issue, not sure how to fix this? (I tried recording a video of it but Nvidea shadowplay only records vintage story as a black screen for some reason?)
The_Teller You're welcome to look at this mod's files for an example, but replacing the player model was done by creating it using the model creation tool provided by the devs, and generating a patch using their patch generation tool. They have a tutorial on both of these on the wiki, here:
https://wiki.vintagestory.at/index.php/Modding:Getting_Started
https://wiki.vintagestory.at/index.php/Modding:VS_Model_Creator
The clothing was done in the same way, simply modifying the existing models to fit the new one. This was all done by hand, though with the system they use for armor, most of the work is done automatically, thanks to the way armor / clothing parents to parts of the body, even when scaled.
They also have a channel in their official discord you are welcome to join if you want help or tips.
Hello I'm planning on making a mod that replaces the player models with custome one and when I found this mod I knew I needed to ask a few questions just so I don't go in blind with my efforts.
i just have two questions really.
First, how did you replace the player model with the custom ones?
Second, how did you adjust the armor and clothing for the custom model?
thank you for your time even if you do not respond to this.
found the screenshots. ill send them to you on discord as idk how to do so here.
so sitting has kinda triggered it, and taking damage sometimes triggers the bug. i dont know how to attach images on pc nor do i know where to find screenshots.
i cant really say how it happens, but esstiantally the hair and ears that would be attached to the headcap disconnect in a straight facing manner. (nose as well). it hasnt happened today, and i dont know how to trigger it. it just do. sorry i cant be much help.
endey If you're able to describe how, or provide screencaps, that would help a lot!
for some reason the camera keeps clipping out of the character model. i dont know why but my bud whos a saraph model doesnt experince this issue so im just making it known here.
Fatigue I do want to find a way to make it swappable, but it seems like it's going to be particularly difficult, given there are things in the code that rely on the player model existing for the game to function. Swapping it out completely won't be possible since you'd have to re-create the head of the player to make it work, so I'll have to have some kind of hot-swappable solution that like, has both models' parts in one entity and changes visibility of them based on some flag. I want to have the ability to change between kobold and seraph, but it's going to be a total rewrite, and will probably have some hacks built in to make it even close to possible.
Hey hey, I know this is probably a long shot- But what would make this mod fantastic is if it had a serverside component to it. So if a player has this mod installed, only their seraph models and animations are overriden. So on the server, the default is the typical Seraph model and animations but if someone joins with the clientside mod installed, what happens is the server says "For each player within render distance of this player, render the kobold shapes instead of the seraph shapes". One of the players on our server Resurgence RP has it clientside and it's a big part of who they are as a character, but we all see them as just a seraph physically which makes roleplay interactions complicated. I'm sure there's someone on the VS Discord that could help you with a C# script to make this possible; I will also have a look to see what is and is not possible with just the VS API without Harmony. I can't make any promises, but having it sync with players that use and do not use it would be absolutely fantastic.
uhhh kobolds are an evil race so it cant be a PC race
Well, thanks for the Speedy response and thanks for at least trying, keep up the good work!
Songbird1 Looked into this for a couple hours, found out that something to do with Firearms having a DLL or being a code mod instead of just a JSON content mod prevents me from patching whatever animations it adds after the fact. I think code mods just load after JSON patches but I'm not totally sure.
You may be able to ask Maltiez in case they know more about this than I do. I'm not a very good modder and I have yet to branch out into code mods at all. Maybe there's just something special their mod does to prevent it from being patched, but I didn't find anything in the source code they provided.
Whatever the case, I unfortunately won't be able to fix that one without making an entirely new mod to adjust the animations that specifically loads after the firearms mod. The animation patches for their mod will always load after this one, and with the way animations are stored, there's no way for them to use addmerge instead of add, since there's no key / named index to point the merge at.
I can't even seem to make it double-up the animations like I encountered on accident before with Move Like Kaji and the player doing a handstand instead of lying down. Not sure what's up with this one. Sorry!
Heya, loving how it all works! One compability issue i've noticed is that it doesnt quite work with the "Firearms" mod, the animations somewhat break on it, no crashes and it all works, the animations are just all kinds of wonky, something to keep in mind for people!
Tyceus Which one would you be referring to (and what's broken about it)? I believe there's a petting animation for the player models, but I don't know how to trigger it. There are ones for animals too, though I'm unsure what about those isn't working as intended compared to vanilla.
I know this might sound silly, but is it possible to fix the petting animation? It'd mean a lot to me and the two people I play with.
@Caliber yea maybe its just a slight change in view from vanilla to mod, not worth making a change in the mod
Zinger Hi there! Glad to hear you're enjoying the mod.
I'm unfortunately not sure how one would rectify this. Switching between the mod and vanilla does not seem noticeably different for me, either in FPP or TPP. Given the camera is centered on the player and not off to one of their shoulders, I always assumed one was not meant to play in TPP the whole time. Is the vanilla player model's camera movement preferable, or are both a little wonky? This may be better served under the purview of a different mod if both are unpleasant.
thanks for the port, youre awesome. One thing though, when in the second third-person-mode (the one where the character can face the camera or any direction) the controls get a little awkward because of the way the camera pivots around thew head of the kobold (the head is not the center of the kobold when the kobold looks down so the camera moves undesireably when the character is rotating while looking downward). this also slightly effects the first second-peron-mode. I hope this can be changed in an update. <3
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 :(