Mods / Kobold Player Model Redux
- Tags:
- Author:
- Caliber
- Side:
- Both
- Created:
- Aug 30th 2025 at 10:39 PM
- Last modified:
- Oct 1st at 7:31 PM
- Downloads:
- 161685
-
Recommended download (for Vintage Story 1.22.7):
koboldplayerrdx_1.4.20.zip 1-click install
This is a full remake of the Original mod by Soi. The 1.19 and 1.20 port of this mod can be found here.
This mod is specifically for Maltiez's Player Model Library, which now allows individual players to choose their model, and see each other as that model in multiplayer!
REQUIREMENTS:
Player Model Library by Maltiez
Config Lib (Optional, recommended)
TRANSLATION CREDITS:
Русский: SnaiI
日本語: Caliber
COMPATIBILITY:
Any mods that add new clothing for the player's legs will almost certainly need a patch to work properly. Full-face helmets will also need adjustment, though most hats should work fine otherwise. Any torso / shoulder / waist / etc items should also work fine as those areas are mostly unmodified from the base seraph. New animations are a toss-up, some may work fine, others will look wonky without modification.
Below is a list of mods either patched manually or known to work without any other changes:
Armors:
*¹: Combat overhaul and Armory are compatible with this mod, but due to the changes to the player model, some animations will appear differently. As CO utilizes a hitbox system reliant on the position of the actual weapon in order to do damage, this means you will have to re-train your muscle memory with many of the weapons when playing as a kobold.
SEE ALSO:
FOR MODDERS:
You are welcome to use this mod as a base for your own, or to use any of the assets within it for whatever purposes you like, as far as I am able to grant this permission. Go nuts.
Please ensure Player Model Lib and this mod are up to date before submitting a comment!
This project does not utilize Generative AI / LLMs / Deep Learning or otherwise automated artistic processes. All assets / config files / etc. are created or modified by hand.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.4.20 | koboldrdx | 2248 | Oct 1st at 7:31 PM | koboldplayerrdx_1.4.20.zip | 1-click install | ||
| |||||||
| 1.4.19 | koboldrdx | 3344 | Sep 19th at 8:10 PM | koboldplayerrdx_1.4.19.zip | 1-click install | ||
| |||||||
| 1.4.18 | koboldrdx | 4019 | Sep 4th at 12:38 AM | koboldplayerrdx_1.4.17.zip | 1-click install | ||
| |||||||
| 1.4.17 | koboldrdx | 1189 | Aug 31st at 4:11 PM | koboldplayerrdx_1.4.17.zip | 1-click install | ||
| |||||||
| 1.4.16 | koboldrdx | 2827 | Aug 22nd at 5:30 PM | koboldplayerrdx_1.4.16.zip | 1-click install | ||
| |||||||
| 1.4.15 | koboldrdx | 2494 | Aug 18th at 10:10 PM | koboldplayerrdx_1.4.15.zip | 1-click install | ||
| |||||||
| 1.4.14 | koboldrdx | 4525 | Aug 4th at 3:03 AM | koboldplayerrdx_1.4.14.zip | 1-click install | ||
| |||||||
| 1.4.13 | koboldrdx | 4732 | Jul 17th at 7:46 PM | koboldplayerrdx_1.4.13.zip | 1-click install | ||
| |||||||
| 1.4.12 | koboldrdx | 2134 | Jul 9th at 1:24 PM | koboldplayerrdx_1.4.12.zip | 1-click install | ||
| |||||||
| 1.4.11 | koboldrdx | 9780 | Jun 29th at 9:02 PM | koboldplayerrdx_1.4.11.zip | 1-click install | ||
| |||||||
| 1.4.10 | koboldrdx | 6724 | Jun 16th at 12:53 PM | koboldplayerrdx_1.4.10.zip | 1-click install | ||
| |||||||
| 1.4.9 | koboldrdx | 657 | Jun 15th at 12:38 PM | koboldplayerrdx_1.4.9.zip | 1-click install | ||
| |||||||
| 1.4.8 | koboldrdx | 6558 | May 31st at 4:58 PM | koboldplayerrdx_1.4.8.zip | 1-click install | ||
| |||||||
| 1.4.7 | koboldrdx | 4807 | May 23rd at 4:53 PM | koboldplayerrdx_1.4.7.zip | 1-click install | ||
| |||||||
| 1.4.6 | koboldrdx | 6142 | May 13th at 9:43 PM | koboldplayerrdx_1.4.6.zip | 1-click install | ||
| |||||||
| 1.4.5 | koboldrdx | 746 | May 13th at 5:30 PM | koboldplayerrdx_1.4.5.zip | 1-click install | ||
| |||||||
| 1.4.4 | koboldrdx | 2661 | May 9th at 5:59 PM | koboldplayerrdx_1.4.4.zip | 1-click install | ||
| |||||||
| 1.4.3 | koboldrdx | 1319 | May 7th at 4:30 PM | koboldplayerrdx_1.4.3.zip | 1-click install | ||
| |||||||
| 1.4.2 | koboldrdx | 784 | May 5th at 11:33 PM | koboldplayerrdx_1.4.2.zip | 1-click install | ||
| |||||||
| 1.4.1 | koboldrdx | 2071 | Apr 29th at 10:52 PM | koboldplayerrdx_1.4.1.zip | 1-click install | ||
| |||||||
| 1.4.0 | koboldrdx | 3625 | Apr 21st at 11:50 PM | koboldplayerrdx_1.4.0.zip | 1-click install | ||
There is currently an issue with Playermodel Lib causing texture bugs on some pieces of clothing in 1.22, Maltiez is aware. This has been fixed. | |||||||
| 1.3.14 | koboldrdx | 10188 | Feb 25th at 10:31 AM | koboldplayerrdx_1.3.14.zip | 1-click install | ||
| |||||||
| 1.3.13 | koboldrdx | 705 | Feb 23rd at 8:46 AM | koboldplayerrdx_1.3.13.zip | 1-click install | ||
| |||||||
| 1.3.12 | koboldrdx | 1711 | Feb 15th at 11:11 PM | koboldplayerrdx_1.3.12.zip | 1-click install | ||
| |||||||
| 1.3.11 | koboldrdx | 783 | Feb 13th at 2:35 PM | koboldplayerrdx_1.3.11.zip | 1-click install | ||
| |||||||
| 1.3.10 | koboldrdx | 489 | Feb 11th at 6:39 AM | koboldplayerrdx_1.3.10.zip | 1-click install | ||
| |||||||
| 1.3.9 | koboldrdx | 638 | Feb 9th at 8:00 AM | koboldplayerrdx_1.3.9.zip | 1-click install | ||
| |||||||
| 1.3.8 | koboldrdx | 2884 | Jan 28th at 10:53 PM | koboldplayerrdx_1.3.8.zip | 1-click install | ||
| |||||||
| 1.3.7 | koboldrdx | 452 | Jan 28th at 9:29 AM | koboldplayerrdx_1.3.7.zip | 1-click install | ||
| |||||||
| 1.3.6 | koboldrdx | 8775 | Jan 7th at 6:15 AM | koboldplayerrdx_1.3.6.zip | 1-click install | ||
| |||||||
| 1.3.5 | koboldrdx | 273 | Jan 7th at 12:32 AM | koboldplayerrdx_1.3.5.zip | 1-click install | ||
| |||||||
| 1.3.4 | koboldrdx | 6242 | Dec 30th 2025 at 4:14 PM | koboldplayerrdx_1.3.4.zip | 1-click install | ||
| |||||||
| 1.3.3 | koboldrdx | 1393 | Dec 28th 2025 at 4:51 AM | koboldplayerrdx_1.3.3.zip | 1-click install | ||
| |||||||
| 1.3.2 | koboldrdx | 64 | Dec 28th 2025 at 4:21 AM | koboldplayerrdx_1.3.2.zip | 1-click install | ||
| |||||||
| 1.3.1 | koboldrdx | 664 | Dec 26th 2025 at 7:32 PM | koboldplayerrdx_1.3.1.zip | 1-click install | ||
| |||||||
| 1.3.0 | koboldrdx | 342 | Dec 25th 2025 at 8:26 PM | koboldplayerrdx_1.3.0.zip | 1-click install | ||
| |||||||
| 1.2.8 | koboldrdx | 223 | Dec 25th 2025 at 5:03 AM | koboldplayerrdx_1.2.8.zip | 1-click install | ||
| |||||||
| 1.2.7 | koboldrdx | 4711 | Dec 3rd 2025 at 7:07 PM | koboldplayerrdx_1.2.7.zip | 1-click install | ||
| |||||||
| 1.2.6 | koboldrdx | 11200 | Nov 27th 2025 at 9:04 PM | koboldplayerrdx_1.2.6.zip | 1-click install | ||
| |||||||
| 1.2.5 | koboldrdx | 2020 | Nov 20th 2025 at 12:28 AM | koboldplayerrdx_1.2.5.zip | 1-click install | ||
| 1.2.4 | koboldrdx | 626 | Nov 18th 2025 at 4:28 AM | koboldplayerrdx_1.2.4.zip | 1-click install | ||
| |||||||
| 1.2.3 | koboldrdx | 519 | Nov 17th 2025 at 6:15 PM | koboldplayerrdx_1.2.3.zip | 1-click install | ||
| |||||||
| 1.2.2 | koboldrdx | 3378 | Nov 14th 2025 at 3:37 PM | koboldplayerrdx_1.2.2.zip | 1-click install | ||
| |||||||
| 1.2.1 | koboldrdx | 196 | Nov 14th 2025 at 2:58 AM | koboldplayerrdx_1.2.1.zip | 1-click install | ||
| |||||||
| 1.2.0 | koboldrdx | 373 | Nov 13th 2025 at 6:22 AM | koboldplayerrdx_1.2.0.zip | 1-click install | ||
| |||||||
| 1.1.5 | koboldrdx | 304 | Nov 12th 2025 at 3:34 PM | koboldplayerrdx_1.1.5.zip | 1-click install | ||
| |||||||
| 1.1.4 | koboldrdx | 2958 | Nov 2nd 2025 at 2:06 PM | koboldplayerrdx_1.1.4.zip | 1-click install | ||
| |||||||
| 1.1.3 | koboldrdx | 282 | Nov 2nd 2025 at 1:15 AM | koboldplayerrdx_1.1.3.zip | 1-click install | ||
| |||||||
| 1.1.2 | koboldrdx | 293 | Nov 1st 2025 at 3:33 PM | koboldplayerrdx_1.1.2.zip | 1-click install | ||
| |||||||
| 1.1.1 | koboldrdx | 507 | Oct 31st 2025 at 11:37 PM | koboldplayerrdx_1.1.1.zip | 1-click install | ||
| |||||||
| 1.1.0 | koboldrdx | 585 | Oct 30th 2025 at 6:28 AM | koboldplayerrdx_1.1.0.zip | 1-click install | ||
| |||||||
| 1.0.29 | koboldrdx | 420 | Oct 29th 2025 at 2:47 PM | koboldplayerrdx_1.0.29.zip | 1-click install | ||
| |||||||
| 1.0.28 | koboldrdx | 3379 | Oct 22nd 2025 at 5:39 AM | koboldplayerrdx_1.0.28.zip | 1-click install | ||
| |||||||
| 1.0.27 | koboldrdx | 422 | Oct 22nd 2025 at 12:40 AM | koboldplayerrdx_1.0.27.zip | 1-click install | ||
| |||||||
| 1.0.26 | koboldrdx | 745 | Oct 20th 2025 at 4:40 AM | koboldplayerrdx_1.0.26.zip | 1-click install | ||
| |||||||
| 1.0.25 | koboldrdx | 1350 | Oct 16th 2025 at 12:50 PM | koboldplayerrdx_1.0.25.zip | 1-click install | ||
| 1.0.24 | koboldrdx | 152 | Oct 16th 2025 at 6:17 AM | koboldplayerrdx_1.0.24.zip | 1-click install | ||
| |||||||
| 1.0.23 | koboldrdx | 127 | Oct 16th 2025 at 3:20 AM | koboldplayerrdx_1.0.23.zip | 1-click install | ||
| |||||||
| 1.0.22 | koboldrdx | 325 | Oct 15th 2025 at 4:46 AM | koboldplayerrdx_1.0.22.zip | 1-click install | ||
| |||||||
| 1.0.21 | koboldrdx | 866 | Oct 12th 2025 at 5:57 PM | koboldplayerrdx_1.0.21.zip | 1-click install | ||
| |||||||
| 1.0.20 | koboldrdx | 1226 | Oct 7th 2025 at 12:49 AM | koboldplayerrdx_1.0.20.zip | 1-click install | ||
Low download count is due to the filename being changed (used to be "kobooldplayerrdx_1.0.20.zip") | |||||||
| 1.0.19 | koboldrdx | 1352 | Oct 3rd 2025 at 4:06 PM | koboldplayerrdx_1.0.19.zip | 1-click install | ||
| |||||||
| 1.0.18 | koboldrdx | 1022 | Sep 30th 2025 at 1:05 AM | koboldplayerrdx_1.0.18.zip | 1-click install | ||
| |||||||
| 1.0.17 | koboldrdx | 883 | Sep 28th 2025 at 6:30 PM | koboldplayerrdx_1.0.17.zip | 1-click install | ||
| |||||||
| 1.0.16 | koboldrdx | 1487 | Sep 22nd 2025 at 12:55 PM | koboldplayerrdx_1.0.16.zip | 1-click install | ||
| |||||||
| 1.0.15 | koboldrdx | 221 | Sep 22nd 2025 at 1:20 AM | koboldplayerrdx_1.0.15.zip | 1-click install | ||
| |||||||
| 1.0.14 | koboldrdx | 796 | Sep 21st 2025 at 3:30 AM | koboldplayerrdx_1.0.14.zip | 1-click install | ||
| |||||||
| 1.0.13 | koboldrdx | 135 | Sep 21st 2025 at 1:06 AM | koboldplayerrdx_1.0.13.zip | 1-click install | ||
| |||||||
| 1.0.12 | koboldrdx | 546 | Sep 19th 2025 at 10:41 PM | koboldplayerrdx_1.0.12.zip | 1-click install | ||
| |||||||
| 1.0.11 | koboldrdx | 1243 | Sep 14th 2025 at 1:00 AM | koboldplayerrdx_1.0.11.zip | 1-click install | ||
| |||||||
| 1.0.10 | koboldrdx | 1009 | Sep 12th 2025 at 10:28 PM | koboldplayerrdx_1.0.10.zip | 1-click install | ||
| |||||||
| 1.0.9 | koboldrdx | 1112 | Sep 10th 2025 at 3:56 AM | koboldplayerrdx_1.0.9.zip | 1-click install | ||
| |||||||
| 1.0.8 | koboldrdx | 595 | Sep 8th 2025 at 4:51 PM | koboldplayerrdx_1.0.8.zip | 1-click install | ||
| |||||||
| 1.0.7 | koboldrdx | 277 | Sep 8th 2025 at 2:41 AM | koboldplayerrdx_1.0.7.zip | 1-click install | ||
| |||||||
| 1.0.6 | koboldrdx | 529 | Sep 6th 2025 at 7:43 AM | koboldplayerrdx_1.0.6.zip | 1-click install | ||
| |||||||
| 1.0.5 | koboldrdx | 602 | Sep 4th 2025 at 12:13 AM | koboldplayerrdx_1.0.5.zip | 1-click install | ||
| |||||||
| 1.0.4 | koboldrdx | 286 | Sep 3rd 2025 at 4:48 PM | koboldplayerrdx_1.0.4.zip | 1-click install | ||
| |||||||
| 1.0.3 | koboldrdx | 213 | Sep 3rd 2025 at 3:16 AM | koboldplayerrdx_1.0.3.zip | 1-click install | ||
| |||||||
| 1.0.2 | koboldrdx | 562 | Sep 1st 2025 at 5:43 AM | koboldplayerrdx_1.0.2.zip | 1-click install | ||
| |||||||
| 1.0.0 | koboldrdx | 573 | Aug 30th 2025 at 10:41 PM | koboldplayerrdx_1.0.0.zip | 1-click install | ||
| |||||||








Kobold no longer compatible with Forgotten Armories Dynasties. Leg armour doesn't fit anymore.
Likely some filenames changed. Will look into it. Thanks.
Came back after a long time away from the game, noticed that Forlorn Additions now needs a forked version (Forlorn additions CO fork https://mods.vintagestory.at/forlornadditionscofork) and that doesn't seem to work with the kobold model. Not sure what/if anything can be done about that. Either way, your mod is great, love me some kobolds.
I will see what I can do for this one. Thank you.
May i humbly request, if needed, compatibillity for: Gearlock Firearms (https://mods.vintagestory.at/show/mod/60282)
Perhaps also what they recommended to use alongside with it: Modular backpacks? (https://mods.vintagestory.at/modularbackpacks)?
i'll be using it regardless, but proper compat would be nicer.
ps, i also noticed that kobolds (at least at 65% scale) dissapear under the covers entirely when using a Cozy Pierzynas (https://mods.vintagestory.at/show/mod/58504) blanket.
kind of really cute and funny, not sure if intended haha.
I will look at the firearms mod as I will probably have to adjust the sight so it aims properly. The backpack shouldn't need any changes. I can't change animations dynamically with scale so the thing with the bed / blanket isn't something i can fix unfortunately.
Thanks for the report.
thank you for looking at the firearms mod. good to hear the backpackmod is A-ok. as for the bed animations, i just thought it was funny to mention, i think it's kind of adorable really. tiny kobold hidden under blankets ignoring the scary outside world, instead of the head on the pillow hahaha.
Ok, so I wouldn't end up spamming with a bunch of individual messages in the comments. I have done more thorough testing with a variety of combat overhaul armory armors plus the exoskeleton mod. Here's what I've found:
Plate armor pieces from combat overhaul armory:
Cuisses- look fine-ish though don't cover the tail like the base game plate leg armor does.
Greaves- Don't apply to the feet and instead are weirdly shifted up the leg.
Brigandine leg armor from Base game and combat overhaul armory:
Brigandine, base game- Doesn't visually reach the feat.
Brigandine, combat overhaul- doesn't apply to the tail and doesn't cover the leg portion between the thigh and foot.
Scale leg armor, base game:
Doesn't cover the foot section of the leg.
Exoskeleton legs(armored and unarmored versions) from the exoskeleton mod:
Legs are pretty messed up and disjointed. The foot section of the armor is connected to the lower leg section and look really scrunched. The armored variants also do not apply the plate texture to the tail.
Base game Forlorn hope and blackgaurd leg armor (All armor states):
Gambesson/Tailored Gambesson leg armor:
The armor doesn't cover the foot section like the scale and brigandine.
I am unsure about how to fit all the images I have of the armors since the website's size cap prevents me from easily pasting them all. If you need the images for reference as to what's weird, I'd love some tips on how to get images linked and whatnot for clarity.
Thank you for these, I will fix them as soon as i'm able.
Hello again! Sorry to seem to continually find several things that need looking at so frequently. But Noticed that cuirass textures on the breasts are offset (And seem to z fight a bit on the sides of the breasts which is difficult to screenshot :P)
Is this a base game item or modded? I'm unsure what piece of clothing this is.
It's the iron Cuirass from combat overhaul. I fear the cuirasses may have offset textures on the breasts.
Hey! Wanted to let you know of a funky thing with the cuirasses and non full versions of armor from combat overhaul have clipping with the chest options. The full plate chest armor properly covers the breast area, but take the sleaves off and just wear a cuirass and no more armor over the chest.
I will have to look at what's causing this. Thank you for the report.
edit: this has been resolved.
One of Bixo's fans tagged in over at hazmatsuit to report a bug(or two), which got me looking around because I'd never worked with Player Model Lib. This is also a really nice-looking mod!
I updated the model for Hazmatsuit and moved the files around to follow the VS layout, so I added a patch to take over Hazmatsuit support. You can go ahead and remove it; I can take over support for it.
Wasn't totally sure what to do with the snout, so I added front grills with a cool pass-through glow effect
.
Looks awesome, thank you for letting me know. Will drop the files from my end in the next update.
By chance do Kobolds have any racial traits, or are they just base traits?
There are several mods that add them but I haven't added any myself in the base mod.
https://mods.vintagestory.at/koboldracetraits
https://mods.vintagestory.at/koboldstraitsmodified
https://mods.vintagestory.at/koboldclasspatch
https://mods.vintagestory.at/marcy9skobolds
https://mods.vintagestory.at/justkt518
https://mods.vintagestory.at/show/mod/35086
etc etc
No questions, just wanted to let you know that our server loves this mod. Thank you so much for making this! You do great work ☺️
is it possible to revert the eye-height change made in more recent editions of this mod? i'm tired of having my eyes clip into blocks as i pass through me-height doors as a 50% scale kobold
This is adjustible via configlib, under "eyeHeightMin" and "eyeHeightMax". https://mods.vintagestory.at/configlib
i've adjusted these values, but it keeps forcibly snapping upwards - it'll shrink initially, but then just slowly push upwards back to seraph eye height
This may be an incompatibility with another mod you have enabled? My camera seems to stay at eye level with 50% model height. playermodellib v1.23.8, kobold v1.4.18
do you know if CO does anything? i have overhaullib for maltiez's firearms, that's the only thing i can think of that might adjust my player model
Not sure. You'd have to test individual mods to see precisely what the issue is. I apologize.
i finally figured it out; it appears the Acorn Ascension mod was causing the issue - which is especially odd, considering i wasn't using its included transformation, and my attempts to use animalica('s family of models) were experiencing the same issue.
Not a big deal but you forgot to adjust the latest zip file name to "1.4.18" :p
I realized this after upload but it doesn't let you change filenames anymore. My b.
Fantastic model!
I have a very minor issue, the new voice type included "Gecko" (or Tokay in the mod data I believe) is very quiet compared to other voices. I really like the way it sounds, but even when I increase the volume of it to 200% through a different mod, I can barely hear it. This causes a few small problems like me not really noticing when I get hurt sometimes.
I somehow did not notice it was so quiet compared to the others. I've boosted it by 6db to bring it in line with the rest. Thank you.
I had a thought, and would like to ask a question. In the Dragons of Land and Sea and Draconis mods, sitting on a dragon as a kobold with 50% size causes a player to be sunken inside the saddle pretty severely. Is that an issue with the kobold model, the selected size, or both?
This is an issue with playermodellib and how it handles certain animations. I don't know if there's a fix.
Thank you for always being so patient and attentive in the comments. Really appreciate that. Thanks for explaining
Heyoo! in light of the whole thing with maltiez, are you planning on moving your mod away from relying on playerlib?
Frankly, I think the maltiez "drama" is a moral panic and people are freaking out over misunderstandings and assuming bad faith out of the gate instead of seeing this for what it is / was. I'm not going to change anything about my mod unless he leaves modding forever because of a few angry chuds with nothing better to do clown-and-pregnant-man-reacting people in a discord server who dare to ask for clarification or challenge the hate mob, which I somehow doubt will happen.
I imagine the most that will happen is someone makes a fork of PMLib, and that will probably be backwards-compatible with models, because making it incompatible would just be a lot of trouble for everyone. And at that point, I still don't need to change anything. I will continue to support the model for as long as it is wanted and I am able.
All of the offending code was removed from his mod(s) and it was made fully transparent what was being done. I don't see this as a hill that needs to be died on.
more stuff has come out now where he said what he put in the mod was malware and just so you know this is the second time he has been caught doing this exact thing and has been told not to do it again not trying to be mean just trying to be informative
He also clarified multiple times what he meant by "malware" and English is not his first language, but nobody's reposting those quotes 15 times per second into the discord server currently flooded with shouting and weird racism about this in order to make him look bad. He also specifically disclosed it to the other developers that he was doing this and it was with the specific goal of stopping people from using a hacked client to nuke public servers. I don't care to debate the specifics of whether the implementation was good or whether the false positives were justified or whether this was a good or morally acceptable way to go about screwing over hacked client makers. Nor can I do anything about it even if I did care. I am an internet furry who put an anthropomorphic lizard into a block game. I have literally no authority in this situation so "um akshually"-ing me will not help anyone.
This is off-topic for this mod page. I will be deleting any further comments about maltiez or any of the libraries affected by this.
Seralth I have hidden your comment as, stated above, I will hide anything related to this topic (regardless of what portion of the comment is about the topic). Please do not continue this thread of discussion here.
As for your question, I will not be changing anything about my mod unless it is required for functionality. It is essentialy just a data pack that works with PlayerModel Lib, as are all the other model mods. PMLib contains all of the code that makes this model (and others) work. If someone decides they want to fork PMLib (i.e. make a copy and maintain it themselves), then my model will continue to work with their fork assuming they do not introduce any breaking changes that make it incompatible with existing models, which I don't imagine there is a very good reason to do. It would just upset everyone who has so far made a model.
If, for whatever reason, everything disappears, and nobody else makes a fork, I have the files myself and can just reupload them as-is. I am awful at programming in C# but I do know how to compile things.
Fair that was mostly what i was wondering. No need to be snippy tho gheeze.
Caliber, no need for the insults against the general public, alright.
I would like to clarify that 'chuds clown-and-pregnant man reacting people' refers to a very specific type of person and this does not represent my view on the general public. many people handled this appropriately and had acutal principled discussions. There were however several threads on 4chan during this debacle which attracted many of these types of people. What I'm hearing is one of said people got angry that they were called out for cyberbullying and reported my post.
👍
(I wish i could react to a comment with just an emoji. Oh well.)
Holy shit yikes
That's fair, thank you for responding!
Sorry to keep pestering! Back with another report, and another request.
Compatibility with Abyssal Depths diving suits is correct, but the flipper shoes added by it are stuck in the knees instead of on the feet.
and may I request compatibility for Jonas Workshop, please?
https://mods.vintagestory.at/jonasworkshop
Maybe even a fix for the invisible Night Vision Mask icon? We keep losing it in our inventories due to it not having an icon, it appears as an invisible space. I know that's technically not an issue with the Kobolds but if you do make a compatibility patch, I guess I'm hoping it'd be easy to put something there I guess?
Either way, as usual, thank you again for all your incredible work.
It's ok.
I was able to patch abyssal depths, the flippers were not previously in the mod when I added compatibility.
I cannot add compatibility for Jonas Workshop as they apply a direct patch to the base game's model files and do not include the source model files, so I can't edit them properly.
The icon is also something changed only by the base mod - that's out of scope for this one. Apologies. You should ask the creator to fix that, or if it's part of the base game, report it on their github (or perhaps there is a mod that fixes it already).
I see, thank you!
Me again, just wanted to report that the top face of the bottom boot section on the Hazmat Suit is untextured blank white. Unsure if that's an issue with the original mod or this one's compatibility update.
This has been fixed. Thank you.
Would it be possible for you to add support to the emotes mod?
The remodeled legs tend to behave weirdly.
I completely understand if its something you're not wanting to do.
https://mods.vintagestory.at/emotes
I will see if i can modify them for this model specifically somehow, if it's as simple as adding it to the model it shouldn't be terribly difficult.
Hi I am SO sorry to pester but regarding my earlier comment about the Hazmat suit compatibility, if you have a lot on your plate, do you accept commissioned updates? Originally my comment lacked a link to the mod in question, as well, but I did edit one in a day later. Apologies if you saw it before the link was added. Thanks again for your extraordinarily hard work on this.
1.4.15 should have added compatibility for this. I don't accept payment for updates or anything like that but thank you for asking.
I didn't see that released, I am so sorry. Thank you so much!
Compatibility has been added. I only modified ones that were particularly egregious with the clipping, like squatting / kneeling. most of them looked fine.
Would it be possible to get support for the Hazmat Suit mod in the future please? Thanks for this mod btw, it is my favorite. I love being an anklebiter.
https://mods.vintagestory.at/show/mod/41605
Eye and brow materials are broken. Player Model lib is up-to-date! This mod also appears to be missing a bunch of skins and references skins with no texture files, and texture refs for horncolor refer back to the original mod's "skin" files rather than this mod's koboldskin files. Couple other things but the eyelid, brow, and pupils obtaining the baseskin color are the biggest! I resolved this issue by copying over these cropped textures from game texture files.
I do not see any errors in logs related to missing textures nor do i see any issues with the model on the latest version of the game 1.22.7, PMLib 1.23.8, and koboldrdx 1.4.14. What behavior are you seeing exactly? Do you have any errors in your client logs?
this mod requires configlib (or json patches requires configlib) but doesn't list it. without it, a config file isn't made and you are unable to customize the config.
It is not a hard requirement as the mod does not need it to load and it is meant to be played with the default config anyway. I will list it regardless for clarity. Thank you for raising this.
i love using this mod with some of the patches you made but with visored helmets waitng until the offical CO mod updates would the be a possibility for the forked versions to work with your patches?
If you can link to a specific one i can add a patch for it.
i dont know if you need the combat overhaul armory forked as well so ill send both;
https://mods.vintagestory.at/combatoverhaul
https://mods.vintagestory.at/visorhelmetsfork
thank you for all the work you do and the others that made the patches
A patch has been added. Thank you.
Why are the only two options for breast size "large" and "none"? 🤨
because funy :)
real answer is because different sizes require refitting EVERY clothing item that goes on the player's chest and I'm not about to spend another workday going through these and redoing UVs etc. I am sorry if you are a medium chest enjoyer and are personally harmed by this lack of effort on my part.
Apologies for the trouble, Vanilla armory https://mods.vintagestory.at/show/mod/23204 just recently added some armors based on Irakonul's armor sets (tracker and acolyte). Shouldn't be too hard to clone the fixes over, unless something major's changed between the two.
Went through the trouble of making some dirty patches to this myself, for our server. Could share them with you if you want, or you can fix them yourself. ^^
Added compatibility for this. Thank you.
there are some bugs with the base models clipping with gloves but i did not edit them so i will let the original creator fix this.
For some reason, all of my armlet items are scaled way weird such that you can't see them when held, and are assigned to the head slot instead of the arm slot. Is it possible this mod is the cause, or is it more likely that Tailor's Delight + Regalia are the culprit?
This mod does not modify any itemtype files or inventory icon locations, so it will be another mod. You'll need to enable / disable other mods to identify which is causing this.
much thanks, and ty for letting the kobolds be scaled down to 0.5 - i am the shortest paddyfarmer in my world!
Loving the mod, only nitpick is currently necklaces clip under breasts. Thanks for your work!
I will see what I can do about this one. thank you.
Hello! First of all, awesome mod, i love it.
I've been enjoying it to hell and back, having the little guy go about his adventures and everything.
However! I don't know why exactly, but the feet/legs are bugged for any type of clothing/armor, be it vanilla or from the combat overhaul armory mod.
How would one fix this?
Can you provide an example and describe specifically what is broken or not working properly and how
Absolutely. It looks like that for the clothing items the feet slot puts the shoes on the middle section of the leg; For the pants slot too, which makes it stick out of the leg like some kind of protrusion.
As for the armor solely the brigandine pants seem to place themselves correctly.
Here's a handy dandy imgur link with pictures :
https://imgur.com/a/n6EHp4l
This is how armors look when they are not modified to be compatible. Are these specific ones from a mod? I will need to edit them to get them to work.
The armors are from Combat Overhaul: Armory. But it does the same thing with regular vanilla pants and boot items! Maybe some conflict with another mod? I really don't know.
Are you able to test without armory installed in a creative world? that'll clarify if i need to re-patch armory or if another mod is overriding things. Alternatively, you could test with no mods installed other than armory and its dependencies.
I've found where the conflict lies! I think. No problem with your mod or Armory or anything of the like.
Something about > https://mods.vintagestory.at/koboldstraitsmodified < this mod breaks the leg joints.
The regular kobold playermodel/race works totally fine with Armory and Vanilla pants, but the "Toril" custom race doesn't!
It caps the model size to 60% max, that may be the issue?
Model scaling shouldn't cause this issue. It's possible they didn't modify the patches for mods when they created a new race. Each individual race has its own separate armor replacement definitions. I would let them know this is broken if possible. It does look like others have commented about this, however. Thank you for investigating this.
Briefly looking at the files, it seems to patch a number of things from my mod as well. I am unsure why it does this.
Small error with the patches for Blackguard and Forlorn Additions.
The path is itemtypes/wearable/armor.json for bowth, not itemtypes/armor/armor.json
should be fixed
It's not, as of 1.4.9
The filepath in the irakonul additions mods is itemtypes/wearable/armor.json, but your mod patches search for itemtypes/armor/armor.json
16.6.2026 01:36:26 [Error] Patch 1 in koboldrdx:patches/irakonuladditionspatch.json: File forlornadditions:itemtypes/armor/armor.json not found
16.6.2026 01:36:26 [Error] Patch 6 in koboldrdx:patches/irakonuladditionspatch.json: File blackguardadditions:itemtypes/armor/armor.json not found
I am sorry for the console errors. I didn't remove the old one, I just added an additional new one on top of it. The armor should be appearing as intended (if you tested functionality instead of just looking at the console) but the errors are still present because the old paths are still present. there are like 15 different patches for irakonul's mods with different IDs and some of them use that path. I will remove it, but someone will inevitably come to me and ask me to fix it on my end again instead of changing their modified version of the mod.
Oooh, I'm dumb. My apologies, I had checked it after a long work night, and didn't go into the code to see if new paths were added. When errors popped up I'd just assumed that my intent originally had gotten flipped. Thank you for the re-fix, and apologies for causing problems.
My apologies, again. I didn't mean to offend or cause problems. It was 2am and I thought it was just still broken...
it's fine, don't worry about it. i know you were trying to help.
Great mod! Ever thought about replacing the villagers from VS Villagers with Kobolds?
I will leave that to someone who plays with that mod 😁 I don't use it myself and am unaware of what may break
aim is off with multiple of the extra firearms mods, do you fix or them?
I will have to fix this. Please let me know which ones.
the revolver musket, the ferguson, the multi barrel pistols, the tanegashima arq and pistol, probably more that i dont have installed
Are these individual mods? This will take a while to fix. If you can link them to me that would be helpful.
all mods from here, some do work right though
https://mods.vintagestory.at/show/user/252B9735CC26E614D5A3
That is a significant number of them... I will see what I can do but this will take a long time.
Reporting in that when i load into a world to make a new character all models are not visible, only clothing appears.
Which version of PlayerModel Lib and this mod are you using, and do you have any other mods installed? Also, what is the game version you're on? (please provide exact numbers, not "latest")
i dont know if you changed something or if the new update fixed it. i am now on 1.22.3, but it wasnt working on 1.22.2
I'm not sure, really. The update I pushed is just a patch for another mod, didn't change any base-mod stuff. If it breaks again please reply here. thank you.
so how hard is it to make a player model mod? im thinking of attempting to make one(we have 2 foxes two goats, 2 wolves. two birds. avali ect ect and no cat people. i wanted to try and make some kitties..but dont know what im doing)
As long as you are able to make models with the VS model creator it is rather straightforward, but may require a lot of work to make the armors fit if your model does not fit into an existing base (like the Kobold or Dexapnow's Lupines), since each armor piece (including modded armors) needs to be fitted individually. You are welcome to use this mod as a base if you would like, whether for learning or simply modifying it to make your own mod.
and if your using linux?
If you are using Linux you are expected to have the knowledge to either emulate windows programs via WINE / proton / etc or have some kind of VM for incompatible programs. I cannot offer any sort of support with any linux distro at all. If you have problems related to that, please seek out a Linux-specific help forum.
fair enough. thank you for your time
I'm confused as to what changes between updates since theres no changelog, might I ask what's changed specifically?
There is a changelog in the files tab.
AilurusHush I will see what I can do.
Thank you! I love my little yipyapper <3
Is there a way to add white/off white base option to the eyes?
the HEX thing is kinda glitchy with the 5-6 base colors; I can make cyan eyes but if I try to go lighter, it only goes darker or shows the other base color underneath like green, yellow, red etc
Kara Is this in the chargen menu or on players who are in the world? if the face simply isn't there, they likely need to use .charsel again and pick a new face, as the face will disappear when set to a name that doesn't exist. If you have a photo example of this that will help diagnosis as well.
Can I ask what version number you're using of each mod also? This one, PMLib, and the dependencies for PMLib.
Its in the char select menu. and after i create char. ill do more testing, to see if i just need to redesign the model? but i was tired when i reported this xD sorry >.<
Not sure why, but on most up to date version, the kobolds face is not rendering in. We have Dragon model, fluff derg, Bixo and they all work fine. but the kobold is missing some textures on face and tail. not sure if its a conflict with other mods?
Omega_Wolf Wizardteeth Kanashiga This appears to have been a bug in PMLib. Please update to 1.18.1. Apologies.
having the same issue as well, update broke my model, used .charsel to try and fix, game hard crashes every time. i am on 1.22.2 stable, both this and player model lib are up to date.
hope a fix is found soon!
Kanashiga Try updating the game to 1.22.2.
Unfortunately, I'm having the exact same issue on 1.22.2 specifically- that is, a crash to desktop when picking the kobold model and then trying to click the skin tab.
Selecting the skin tab causes the game to crash consistently. Is this a PML issue or a issue on my end?
Running on 64 bit Windows 10.0.19045.0 with 65441 MB RAM
Game Version: v1.22.1 (Stable)
5/5/2026 9:23:18 PM: Critical error occurred in the following mod: playermodellib@1.18.0
Loaded Mods: tallheightwatershedslandforms@2.1.1, catchledge@0.7.1, chiseltools@1.17.1, crawlanddive@0.2.4, jsonpatcheslib@1.5.2, manualdishes@0.1.2, moreashlarblocks@1.1.1, morequarterlogs@1.0.0, overhaullib@2.0.8, primitivesurvival@5.0.5, stoneharvesting@1.2.2, game@1.22.1, vsimgui@1.2.2, attributerenderinglibrary@3.1.0, betterruins@0.6.0, carryon@1.14.0, configlib@1.12.0, dressedtokillredux@1.0.1, emotes@2.0.5, foodshelves@3.0.1, footprints@1.2.1, herbarium@1.4.2-rc.1, knapster@4.0.0, morewaypointicons@1.2.0, opineuponpine@1.0.8, optitime@1.5.4, playermodellib@1.18.0, shipwright@1.3.0, statushudcont@4.3.1, creative@1.22.1, vsroofing@1.5.3, survival@1.22.1, warmweathereffects@1.0.1, watersheds@6.1.0, koboldrdx@1.4.2, orrukin@1.1.0, wildcraftfruit@1.4.61
System.NullReferenceException: Object reference not set to an instance of an object.
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeColorPickerSkinPart(SkinnablePartExtended skinPart, GuiComposer composer, ElementBounds previous, ElementBounds skinPartTitleBounds, ElementBounds colorPickerSkinPartBounds, ElementBounds swatchesSkinPartBounds, ElementBounds parentBounds, PlayerSkinBehavior skinBehavior, Double padding, ElementBounds clipBounds) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\CharacterSelectionDialog.cs:line 1009
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeSkinTab(GuiDialogCreateCustomCharacter dialog, GuiComposer composer, Double yPosition, Double padding, Double slotSize, ElementBounds backgroundBounds, ElementBounds dialogBounds) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\CharacterSelectionDialog.cs:line 745
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeGuis() in D:\Projects\VintageStory\PlayerModelLib\source\GUI\CharacterSelectionDialog.cs:line 381
at PlayerModelLib.GuiDialogCreateCustomCharacter.onTabClicked(Int32 tabid) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\CharacterSelectionDialog.cs:line 1372
at Vintagestory.API.Client.GuiElementHorizontalTabs.SetValue(Int32 selectedIndex, Boolean callhandler) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 409
at Vintagestory.API.Client.GuiElementHorizontalTabs.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 392
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at PlayerModelLib.GuiDialogCreateCustomCharacter.OnMouseDown(MouseEvent args) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\CharacterSelectionDialog.cs:line 169
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1999
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1974
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 343
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 936
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 207
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 5/3/2026 5:12:22 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.1.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x27e4
Faulting application start time: 0x01dcdb480a7fb896
Faulting application path: E:\Vintagestory122\Vintagestory.exe
Faulting module path: E:\Vintagestory122\Lib\openal32.dll
Report Id: 01f7bc22-9ab7-47c9-8d07-4f0a732cff14
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/3/2026 5:12:08 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.1.0, time stamp: 0x691d0000
Faulting module name: KERNELBASE.dll, version: 10.0.19041.4648, time stamp: 0x5a4af933
Exception code: 0xe0434352
Fault offset: 0x000000000003b699
Faulting process id: 0x27e4
Faulting application start time: 0x01dcdb480a7fb896
Faulting application path: E:\Vintagestory122\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: cb8deb7d-c978-416e-9c9b-0317bbf8792f
Faulting package full name:
Faulting package-relative application ID: }
Went into creative mode to test how this mod is working, for some reason I'm having an issue where all the clothing and armor I equip looks tattered reguardless of condition?
Looking into it a bit more, this is likely a mod conflict or other issue with Player Model Lib itself, since it seems to apply to every player model I have downloaded except for the default model and lupines.
starshallowsThis should be fixed in PMLib now.
starshallows will look into this when i am able
i'm running into an issue where all the armors i equip add breasts to my character regardless of the chest settings in the charsel, but normal clothing and all that beneath the armor looks entirely fine lol
i did some testing with various player model lib versions to make sure it wasn't the cause, but nothing i did there seemed to fix it, so i figured i'd give a poke here to see if it's an issue anyone else can replicate/fix :3
JerreyRough Fixing this asap, thank you.
Hey! Just a heads up, player model lib's 1.16 update broke the horn and eye colors for the mod. I left a message on the player model lib page on Discord, but figured I'd give a poke here too. I think the rest is fine?
Cpt_Donkeyballs thank you for the report. This was mentioned previously, looks like they changed the names of a few things. Working on a fix for release soon-ish.
seems to work mostly fine in 1.22, only bug of note is that coats seem to be unrendered on kobolds
Civvy As the description states, you're welcome to use it however you wish! go nuts.
Hey! A buddy of mine and I want to make an otter race mod. We figured we'd start by using your Kobold Redux as a base to start from since it's pretty close to what we wanted to do. Is that alright or would you rather we didn't?
Alithsko Thank you, I will fix this once 1.22 stable drops (in case they change it again)
The texture path for "coat" in unstable was renamed to "uover"
Causing our kobold friends to have untextured coats!
Mint_Kev64345 Ensure the setting under textures for auto-uv isn't turned on. it's probably the textures resizing and the sides of the UV automatically being repositioned outside of the UV atlas.
i am modifying the sizing of the character model (tail) but it turns completely white when i change the shape of it? and i expanded the texture png to actually be able to fit it. But it doesn't fix anything, does anyone know why?
Joblerone Thanks. Will look into this when I can.
Caliber i am using Draconis (1.3.0-rc.6), Draconis Patches (0.3.0), and the Drakes Extension (1.0.1), specifically riding one of the recolors. in theory, the last two shouldn't matter. my going theory is that playermodellib's player scaling is causing the kobold model to appear inside the drake and i just can't see them, but i haven't managed to finagle my camera such that i can verify this. only tested in singleplayer.
Joblerone Which mods are you using for mounts? I will have to look into this.
Madalovin Thank you. Will investigate once I can look at 1.22 after the stable release.
My mistake, Caliber, I failed to do some proper testing and found that kobolds do work and do exist in 1.22.0-rc.1 at time of testing.
The fault was on my part.
However they do have missing/error textures in place on their torso, thighs and top of their tail base.
1.21.6 i've discovered setting my model to 50% scale + riding a mount makes me invisible in 3rd person. other models via playermodellib don't do this
Madalovin Currently untested in 1.22 on my part. Will add support once we see a full release. I believe playermodel lib is also still working some things out. Thank you for the report.
Unfortunately through versions 1.22.0prerelease2 to current 1.22.0-rc.1 the Kobold mod doesn't seem to work, it is not showing up as a selectable race.
Current mods at time of reporting: koboldplayerrdx_1.3.14, playermodellib_1.14.6, racialquality_0.1.25, fluffydreg_0.4.2, jsonpatcheslib_1.4.4
edit: fixed spelling errors.
Leftie Jewelry will appear on the character (except the nose ring, which is hidden by the snout) as normal. I'd like to move them around a bit, but it appears something to do with the way CAN adds extra slots, Playermodel Lib doesn't patch them at the moment. The edited models will be in the mod next update for when compatibility is added either in CAN or PMLib, but it likely won't work for now. Sorry.
Would it be possible to add compatibility for CAN Jewelry? The idea of earrings on a kobold sounds awesome but I don't think there's compatibility for it baked in 😛
RayCore This has been patched. Thank you.
I'd like to report that the combat overhaul hide jerkin armor doesnt seem to work with the chest option

ronhin Will resolve this next patch. Thank you.
hey that madlad manny from extra firearms has released another feature (revolver pistol) from the extra firarms mod again and you woudnt guess what happens with the model when used with the kobald model? jk. awsome work with the upkeep and tweaks
RayCore This has been fixed. Thank you.
I'd like to report that the dressedtokill patch does not have any patches for shoulder clothes

JerreyRough This has been fixed, thank you.
ParaShwan This has been patched. The clothing looks a bit weird right now, because the way Rustbound Magic handles armor is way abstracted compared to every other mod I've ever seen. It appears to prevent elements from other clothing from being disabled, so I am forced to add a model to all of the upper body armor to cover the breasts. I intend to make the models look better later.
I am having an issue with an interaction between this mod and Rustbound Magic's armor. For the female kobold model, the chest clips through the Rustbound Magic armor even though most clothes and armor are fine. You can see this in these screenshots here. I'm wondering if this interaction is an issue on my end or if I might be missing something? Mod versions are Rustbound Magic 3.1.18, Player Model Lib 1.10.0, and Kobold Redux 1.3.8.
A little texture bug I found: the Leotard underwear option causes a 1 pixel strip of white to appear on top of the head model.
Thanks again for this mod and supporting so many other mods!
DerpyChariZard14 Still not sure of the best way to implement them and am actively looking for a way to do so that isn't either overpowered or annoying (or like, completely inconsequential). A few people have made mods that add them if you don't care what they do and just want them to do something.
https://mods.vintagestory.at/crimzonskoboldtweaks
https://mods.vintagestory.at/koboldracetraits
https://mods.vintagestory.at/koboldclasspatch
When will Kobolds have racial traits that we can work with? (and maybe a traitless option for those who don't want to deal with it)
@Caliber I appreciate the effort nonetheless.
StreetRat I'll see if i can do a model swap like that with config lib though i can't promise anything.
Caliber Yeah, exactly that. Or mabey another option to allow all to clip like horns, snout, ect. I personlly didn't mind the clipping as long as most of the head fit in the helmet. Things like the snout or horns poking out felt endearing to me.
CyberPandera If you mean you can crawl under a slab, this sounds normal, given you're crawling and 50% height is just under 1 block tall.
StreetRat How do you mean? Just the default model over the head but the snout clipping through the helmet?
with Salty´s Movement: Crawl & Dive and smallest kobold model (50%) you can actually go through 1/2 of the block lol
Caliber This is not a bug but would it be possible to have a toggle for the Forgotten Armory: Templar style helmet to allow it to "clip"? I know others did not enjoy the cliping the helmet had but I personaly enjoyed it ( it looked really cute having the snout poking out like it did). All in all I love your mod and all the work you have done to make it compatible, thank you for your time and dedacation!
Caliber no, it doesent - it's just looks a bit weird, but doesen't affect gameplay :)
ReaPo does it affect aiming? I edited the reloading animation so that the hand returns to the original position when the player closes the loading gate.
Caliber Thank you! and thx for the mod, it's awesome! :3
P.S. Another bug - the same issue exists for reloading animation for the same crossbow.
ReaPo this has been fixed.
There are some tiny bug with the crossbows mod. when armed with the repeating crossbow one arm placed too far left so if you wear any armor you don't actually see where to shoot. Screen:
https://www.icloud.com/iclouddrive/073bMPDRJDHoKIGxcpUyNfJIg#IMG_9274
TimeAtomicz I will add this option next patch. thank you.
Caliber I'm talking about a limit to the hitbox size, not the model size. If you look at the "Player Model Library" config there is a slider for "Max collision size" (both for vertical and horizontal).
I'd like that same option for your mod because otherwise playing with slightly big characters make them to big to use a iron door or kiln door as they are too wide.
TimeAtomicz there is already a config option available via Config Lib that allows you to limit how high or low you can adjust the player's size. If this does not do what you're looking for, please say so.
Thanks for keeping this mod alive, it has become my default character now.
Can we get a config option to set the limit for character hitbox size? I tend to play at 135% scale to still be able to sneak through 2 tall gap but I can't fit through a 1 block wide gap with a open iron door or kiln door as they are a bit thicker than standard doors.
I've changed it to 0.7 for the max hitbox width in the mod file but it'll reset every update.
Cheers !
;_;
Binksi Same answer as on the other model you commented on, unfortunately. I'm unsure how to make them compatible as it's a code mod. maltiez is aware of this though i cannot guarantee it can be fixed.
ronhin Will fix this next patch, thank you.
any chance for damage shader (armor wear/damage) Pleazzeee
found another missalignment in extra firearms, this time with the jezail
FoeHammer418 That's just how you use smithing tongs.
There's many types of "pinching tools" out there for different jobs. You get more fine precision when manipulating from the joined end and gripping with the split ends (e.g. if you're using tweezers or food tongs), but if you want to hold something heavy very securely, you will have a lot more grip and leverage by using both hands to manipulate the split ends and gripping with the joining point.
Wandour you are welcome to modify the colors as you see fit, the files are all inside the zip, and you can create a patch to override my textures with yours inside the playermodel file. I can guide you on how to do this if you aren't sure.
FoeHammer418 I know it looks goofy but that is as-designed. the default player model does the same thing with them.
Grenaders3 I cannot reproduce this. Which version of Playermodel Lib are you using?
Line 16 it says:
"playermodellib-iris": "payermodellib:eyes/topaz"
inside of all the faces under koboldplayerrdx_1.3.6\assets\koboldrdx\shapes\entity\humanoid\seraphskinparts\face
and it's causing an error to pop up in log's
There is an issue with the wooden tongs being held backwards. Still works, just seems an ineffecient way to use them lol.
the kobold colors are waaaay too saturated, is there away to us to change/add more less saturated skin colors?
Delta606 Thank you, it looks like it had parts named "tail" which was breaking where the armor was attaching to the model. This has been fixed.
Understood, thank you for looking into that Caliber!
Also, just a heads up, I found an unusual bug regarding the gambison and brigandine-related armor. If you decide to use the falcon emblem while wearing the armor, the falcon emblem ends up breaking the tail armor section of the leg armor by moving it onto the chest. Oddly enough, it's only the falcon emblem that's causing this issue, and it's also only applying to armors that include the tail with it. For example, wooden laminar and leather armor are not affected by this.
Either way, thank you again for the update and for helping us with these reports!
Note: I also wanted to say that the Quivers and Sheaths mod is also compatible with this mod, and honestly, it looks pretty good as is.
Understood, thank you very much! Caliber
WaffleKobold Delta606 The firearm misalignment issues appear to be caused by OverhaulLib. Please downgrade OverhaulLib to a version prior to 1.17.2 until this is patched.
edit: resolved as of 1.18.3
Absolutely no rush -- RL comes first! Thanks so much for looking into all of this! No need to apologize!
WaffleKobold Will look at this as soon as I can thank you for the addl info. been very busy lately, apologies.
As well, I can report on my end that running both Player Model Lib at 1.7.5 AND the most recent as of this post (1.7.9), I can reproduce Delta606's issue using a Revolving Arquebus. I would also like to report that using both versions, the sights seem to be misaligned and askew to the right (when aiming), both using a wheellock pistol and the revolving arquebus. Character size is at 80% as well. Thank you for your diligence and your time keeping this mod updated and playing well with others!
Delta606 Will test if I can reproduce this as well. Thank you for the report.
I ran into the same issue; however, I ran into it when using Maltiez' Firearms. When I was aiming down my carbine's sights, I crouched down to hide behind cover; however, in first person, the arms stayed in its same position. This ended up causing the camera to clip into the gun, blocking my vision entirely. My character size was also at 50%, so that could have also played a role in the bug.
GrayJacksonRDDB if you mean this one https://mods.vintagestory.at/racialequality it's already compatible, there shouldn't be anything you need to do extra. Both the kobold mod and that one are Player Model Lib dependents, so both should show up in the list when you select a character.
ronhin I will have to fix this on my end, thank you for informing me.
Worldwide I will try to add this next patch.
Emeraldman70 Will do this next patch.
Caliber Will you make a Compatibility with Equal Races Visual?
got a model missalignment with the hall rifle when using extra firearms, what do?
Caliber i managed to recruit another friend to be a kobold, was wondering though if you could add like a charcoal brown or dirt brown for skin? I'd greatly appreciate it if you could.
Hello again, I was wondering if perhaps a patch for Abyssal Depths would be possible? Thanks again for keeping this mod going!
Bariof Looks like this is a code mod actually, so i can't edit anything about it. It also doesn't seem to work with any model while playermodel lib is installed. You should try reaching out to the mod's dev about this. I'll forward this to Maltiez.
Bariof Will look into this, might be something w/ the UVs.
Will there compatabilty with the Clothing Visually Degrades mod by SiiMeR? I really this mod but could not get it to work with kobolds. Many thanks!
Elijah_Man It's been added.
@caliber that is the one!
Elijah_Man If you mean this one https://mods.vintagestory.at/astriaporta I'll work on it for next patch.
AzuliBluespots It should still work on 1.21.5 but I haven't tested it on older versions. No changes were made between 1.21.5 and 1.21.6 that would break the model, and I didn't change anything to accommodate the new patch.
Ok, can't use the updates with 1.21.5 - gotta remember that
Is there any chance we could get compatibility with the Stargate mod?
I'll take anything you're willing to do, thanks for being willing in the first place.
Abra_The_Cadabra I'll consider it or something like it though the menus are rather cluttered as-is. I'll see if I can do it in a way that isn't overwhelming.
Also, would it ever be possible to maybe get snout options to have snouts similar to this mod? https://mods.vintagestory.at/lupines Where they taper near the end rather than being the same thickness throughout? If not no worries, just thought I'd see! Amazing mod regardless.
FoeHammer418 Will look into this for next patch, I probably forgot to patch one of the parts.
Awesome mod, my friends and I love it and one has already said "This one is never coming off" lol.
I did find a visual bug with the individual armor segements from Combat Overhaul Armory (I think it is armory). The individual armor segments for the legs do not go to the correct position and there is no tail armor, where as the complete armor piece itself works find. I tested it with Steel and silver and had the same result. I have not checked the upper body segments, and I tested after installing the latest version of the mod.
I apologize if this is the wrong place to put this. Again, amazing mod and I love being able to make small holes in the walls to live in now lol.
Abra_The_Cadabra They do not work perfectly as the position of the eyes and everything else changes with each facial expression. They make the eyebrows bushy on some, on others they look like eyelashes. I may change the name of the part to prevent confusion.
Caliber Aw thank you! Thats so nice of you :)
Are the "Eyelashes" Supposed to be on the eyebrows? Just curious.
Pepethecat I have added that specific color back as closely as I can recreate it on the new texture.
Caliber Yeaaah but I liked the deep teal we had before cause it matched my sona is all!
Coming back to the game again and I'm absurdly excited to see this exists!
Here's to hoping that the memory leak issues don't follow over to your fully re-done varient and thanks a ton!
Pepethecat The old texture options should all still be there, though they may look a bit different. 1.2.8's "blurple" is the replacement for the older dark blue texture.
I do wish you kept the deeper blue skin tones!
Worldwide All of the skins had their IDs changed. You will have to do .charsel again to fix your character. Sorry!
Caliber I have been turned into a pink lobotimite lol, decided brains were overrated. The armor adjustments look great, thank you so much, just was surprised by how i look underneath when i noticed my ear missing. please let me know if i need to do something with this when you can. Thanks again.
<3
AngelboyVR I have not yet redone the UVs. it is going to be a gigantic project and i am dreading doing it. I have also been busy.
Caliber
i was wanting to ask if with the recent big update of the mod, did the UV space been updated or cleanud up too? or has it stayed the same as last time i talked about it?
Caliber
thank you i was able to fix it, i love the facial expresions so much, ^w^
Worldwide I'll put these on the list for next patch.
Caliber Would you be willing to look at the new line of armors AladarCZ is working on? Echoes of the Lens: The rusted Trenchmen is the one im more interested in, but i also see they posted Echoes of the Lens: Cinders of Stoneforge aswell, though the iron helmet in that is crashing rn apparently. Thank you!
AngelboyVR Ensure playermodel lib is up to date, and your character is not from an old save. The faces were changed in a recent update and some old ones no longer exist. Use .charsel in chat to recreate the character with a face that exists.
i have ran into an issue where the kobolds moddel doesnt have a snout or any facial features, just a block as a head, but the rest of the body is there, what caused that and how does one fix that? i have redownloaded both mods freshly for my 1.21.5 version of the game
and im still having this issue
screenshot:
https://ibb.co/0pCK5fXS
having done enough testing to find i can confirm this or player lib (proably libs side effect but im posting on both for clearity) dont get along with, Catch Ledge of saltys
farther work has provided this was no case. strangly just a reshaper mod. being the fox playermodel mod. it was screwing with shit as it turns.
ASaltySeabass I'll put these on the list! thank you for the suggestions. I was considering the backpack thing already too, though I wasn't sure how I'd go about that, since it's not really a clothing item. I'll have to see.
Hello! I absolutely adore the mod, and appreciate the work you've put into it, but I had a few thoughts.
In the original kobold player model mod, chain, scale, and leather armors all had tail armor built into the chest armor, similar to how plate armor does currently. While it's purely a visual change, I think it was pretty cute, and would love to see it make a return. Additionally, I think gambeson and brigandine tail armor would look great too.
Also, instead of worn backpacks being rendered on the back like they are now, having them as tail bags would be pretty neat, although I'm not sure how feasible that is.
ZynthTheKobold With how Player Model Lib works, the zip file itself is all you'd need in terms of source files to make any edits you'd like. If you'd like to create additional models, I'd recommend making a separate mod (NOT a fork, you are able to patch other mods with patches, see this VS wiki article or the compatibility patches in my mod for examples on how to add things to the player model).
If you for some reason prefer not to make a patch and instead want to make a fork or etc, it will be a lot of extra work for both of us, so I am happy to help you create a patch for my mod if you are unsure how to. I can be reached in the official discord, username @Caliber_
If you add this to a github repository and share it here, I could add new features to this.
Specifically I intend to create another head variant, wings (for those that want to cosplay as smol derg), and additional horn colors besides just dark and darker... !
(If I dont hear anything back in a couple of days, I might end up using this as a base, but I suspect my changes would be much more benefitted from being added to this rather than creating a fork of this ! 😅)
Mindgap I have included a few toned-down facial expressions for this particular reason. You may want to look at 'Focused' for a boring, stern face.
I don't like this new model, too expressive for its own good.
Skyeena_ yes, my username is Caliber_ on the official discord. You are welcome to ping me / DM me etc.
Caliber I will confer with the board of tiny dragons and see what could be recommended. perhaps discord would be of use if you are on the official?
Skyeena_ I've been looking at this but struggling with ideas for how to implement it in a way that isn't either annoying or overpowered. I am open to suggestions if you have any.
Would Racial stats and classes be a future possibility? would love to be the moss collector
Soi Thank YOU for making the original that made all of this possible!!
Hey! Just wanted to thank you again for still updating the mod I started, loving the new model ^^
Really happy to see you going above and beyond with compatabilities and all the features!
he was using pml 1.4.2. .... all good, thanks
Cupink If this is a server, can you please have the server owner tell you the specific version? If they are downloading through some external tool it may say "latest" but not actually be the latest version. The Kobold mod should be 1.2.5 and PMLib should be 1.6.3.
Please have them send logs if possible as well - contact me in the official VS discord in the Player Model Lib thread.
its as the server owner said - "latest", as for clothes - any: armor and casual clothes
Cupink Which verson of this mod and Player Model Lib are you using, and which clothing items show the chest model? This should have been resolved in a recent version of Player Model Lib. I cannot reproduce this issue on my side on the most recent verson of this mod.
I have an issue: I choose my character to not show female features yet when I put on armor/clothes it shows as if I activly set them.... is there a fix?
Oh dang that was fast, thanks a ton!
Emeraldman70 Patched.
Howdy. If you've the time, do you think that perhaps a compatibility patch with the Regalia mod could be considered?
Thanks for keeping the funny lizard people going and being so dedicated to making them compatible with so much, they're definitely my favourite fantasy race.
LillyTheDragon This seems to be an animation issue that occurs in the base mod. I'll talk to the developers.
LillyTheDragon Will work on this once I can. It's likely it adds new animations the kobold doesn't have.
Hey, just wanted to let you know that when riding on a dragon from the Draconis mod, the kobold's shoulders seem as if they are hiked up around the head in first-person mode, by which I mean the shoulders and tops of the arms are visible and blocking quite a bit of your view...
HeavyDevy Please make sure player model lib is up to date. This bug is present w/ PM Lib < 1.6.2.
Every single time I put on any clothing on the torso, it automatically adds the boobs to the player model
.
FifthStar Fixed / added compatibility.
Blackguard additions: combat overhaul compatible redux unsure which mod author to tell, but the visor from the ''Warden armour'' clip into the face a bit and the leggings have some metal plates or something which clip a small amount into the coat ''nothing major'', and the ''blackguard tracker'' legs are really high up and does look wrong.
Forlorn Additions: Combat overhaul compatible Nothing too broke on this mod, just that the visor doesn't go up when wearing the visor up version.
NyArcaneWrath Patched.
Forgotten Armory: Viking Style so there's a new forgotten armory armor style. If you could add compatibility please. Thank you.
The new faces expressions are so good, I love them.
Hey just wanted to say thank you for fixing the armors not hiding chest elements for this :) I was so confused why my flat-chested character suddenly had a larger chest when equipping armors like Gambeson, so the patch fixed that. Love this mod!
Also loving the new facial expressions! It's alot more vibrant and really appeals to a character's personality, perfect update!
Stason4ikRU Yes, this should affect almost all players since most of the names of the shapes used for the faces are new. They will all need to run the command in the chat. If they can't, an admin can use "/player PLAYERNAME allowcharselonce" to let them
Caliber It's just that it happened to several players at the same time. And 1 of the players recently logged on to the server for the first time
Stason4ikRU you will need to use the ".charsel" command again to get your face back.
Noses disappeared after update
If you (you, reading this) have updated from a prior version to 1.2.0 you will need to use the ".charsel" command again to get your face back.
Farbott This mod actually doesn't patch the bear hide chest armor yet (i forgot to edit the model for chests) and the legs are unchanged from previous patches. I also don't crash when putting it on and starting / leaving a world. Please check the rest of your mod list for inconsistencies, and make sure your friend isn't in some kind of cursed chunk or something.
I think the most recent update broke something with combat overhaul, my friend wearing bear hide armor is crashing to desktop the moment they join
hi Caliber
not a problem at all, its just one less thing to worry about atm, our frens can deal with the coloured textures provided in the customization screen, which is perfectly fine ^w^
i do wonder what happened that caused the UV islands to get all jumbled up, htey were perfectly fine before, asside from some twisted UV islands on the tail bits, but now there are sides of the tail that use the same space as the ears xD
again, not a problem, just wondering what caused the sudden destruction of the UVs in your guys workflow, i understand UV unwrapping can be hell and headache ^^
thank you for all your efforts and time, you are awesome, keep up the good vibes <3
AngelboyVR I planned on this at some point but it's going to be obnoxious because i have to redo all of the like 30 textures again to make it work properly. It is on the docket. I apologize for any issues this has caused.
hi Caliber
i was in the middle of texturing a custom skin for one of my friends untill i noticed the UV being too chaotic and overlapping too much to support custom skins.
is there any chance you guys are going to fix the UVs in the future?
im a 3D artist and know a thing or two about the whole process of making a model avoiding issues in the process, so perhaps i could help with that a bit.
CaptainFoxx If you mean Maltiez' Crossbows, it's listed as compatible in the description. I tested them a while back and they worked fine.
Does this mod have any animation issues with Crossbows?
Caliber thank you for letting me know about that.
Caliber the issue seems to have been fixed. thanks for the help! (i dont know what fixed it lol)
Pythorplays Please ensure this mod and playermodel lib are up to date. I cannot reproduce this, and this issue typically occurs when the player model cannot be loaded. If it does not appear in the charsel menu (under "beasts") then there is likely another mod interfering with it.
so after loading a new save with a different modpack, which still had the kobold mod in it, i have been forced into a human, and i'm unable to change back to a kobold with ".charsel". is there any way to fix this?
(i've also tried to reload the game, disable the mod, relaunch, and none of it is fixing the issue and this is only applying to the first modpack.)
VKILLER This appears to be an issue w/ playermodel lib itself. I have notified Maltiez. Apologies.
Aradea You can use Config Lib to adjust the max and min sizes they can adjust themselves to.
i updated the mod but im wondering if there a way i could edit the files in the mod to avoide players on my server making themselves too big or too small?
i dont mind there being some range in sizes but to keep things a little more even i dont want to have the range be so wide on the size slider that it uses in the Player Model Lib.
or would this be something i have to edit with my player model lib mod?
just fond a bug where the tit model is alwas on with CO armor not shere if it does it with bace game armor. it could be that its a older save (befor you updated to have tits) i have done the .charsel comand to update my player.
Locke725 I am unable to reproduce this on my side with only the kobold and firearms mods + their dependencies enabled, at least in singleplayer. Are you able to test this with the other mods in your load order disabled, and / or are you able to record a video of this happening?
Please ensure all mods are up to date, also.
New Bug with the Blunderbuss was just discovered by a friend of mine in my server
Whenever you reload the Blunderbuss as a Kobold, it Yeets/Teleports you in the direction you're facing
only happens with the kobold specifically
Nyphra Katzu This should be resolved. Thank you for your help.
Tested what @Nyphra said, changed the meep.ogg to mono, and friends confirmed it wasn't heard universal anymore. Which is great because the meep is my favorite sound, lol.
Keep up the great work.
Donno if this helps, but from previous voice issues a "fix" for the Meep voice could just be changing it from outputting from Stereo to Mono.
That's what worked for the Shiro's Voice mod with the same issue at least.
Kwyl I have not adjusted any stats and kobolds do not have any special stat bonuses / penalties from seraphs. Please check any other mods you have installed and see if this still occurs with only the kobold mod and playermodel lib. Please also update playermodel lib if you have not already.
Has something changed with the body temperature? Playing Kobold now in extremely cold outside temperatures, I won't go down in body temperature, even when wearing absolutely nothing. In fact, I'll even go up in body temperature, even when standing still and doing nothing. This is absolutely killing my cold start runs, since it's getting rid of any danger of the cold entirely.
Caliber That's understandable. Was just wondering because I really like the Meep option and hope it'll be available again at some point.
Stygian_Ikazuchi I don't know why this is happening and it's probably something w/ playermodel lib, though i cannot test or diagnose this. Rather than leave it as a bug i'm removing it because players are complaining.
Valyarok which version of this mod does this issue occur on? both 1.1.2 and 1.1.1, or only 1.1.2?
Caliber wait why remove the sound instead of fixing it? Is it just temporary until you figure out why it's playing for everyone on servers?
Tested newest version on my server - all players globally can hear the Frog sound as well if a player selects it.
Katzu I have removed the sound from the model. Thank you.
According to my friends on the server, the 'Meep' sound can still be heard as if it's right next to them despite being a good distance away.
Yoldovahkriid Which sound is it? I'll see if the sound file is screwed up somehow.
One of the new sounds is played globally on a server and jumpscares everyone. Sadly had to revert to the previous version
Bariof This appears to be an issue with Playermodel Lib. I'm working w/ Maltiez on fixing this. Thank you for reporting.
Just patched the mod (great sound addons Btw) But it seems all armours give you breasts now. Not a game breaking issue but an odd one. Dunno whats causing it either.
hiya i was wonderin if the kobolds were gonna get traits?
MakoKing I can't reproduce this on pmlib 1.5.0 with the most recent version of the skeletons mod and this mod. Try checking the other items in your mod list (i.e. remove them and go to a test world) and see if you can identify which mod causes it. if this doesn't occur on your end with just the kobold mod, skeleton mod, and PM lib, then it's another mod, but I don't know which one.
Aceolu Will fix for next patch.
Caliber I added the "Skeletons" mod from Maltiez as well as updated Player Model Lib
Caliber Gosh that was fast, awesome!
The patch for Dressed to Kill mostly works, though most of the tunics have some weirdness around the thighs. Specifically the Raw Leather Dress, Blackguard shirt (repaired), the Darkened Raw, regular leather, and rustblood tunic, and the rustblood hunter rags
Aceolu Patch added for the new mod, bug fixed for the old one.
ALSO I think it would be really cool if you made compatibility for Dressed to Kill: REDUX :3
The functional visor versions of Blackguard and Forlorn helmets from Visored Helmets appear with no texture.(The regular onces without visor function are fine, it's just the visor versions of these two)
I feel this may have sometime to do with also having Blackguard Additions: Combat Overhaul Compatible and Forlorn Additions: Combat Overhaul Compatible installed, but I can't confirm unfortunately.
MakoKing Other playermodel mods made for outdated versions or that were made improperly can break this mod in that way. If you remove it, it should work fine. Which mod did you install?
Ive been using this mod for a while and it was working fine, suddenly the mod is no longer working, kind of at least. My friend joined my server today and any time they are wearing clothes or armor it just shows as "untextured", they still appear as a kobold but just without any textures on anything they wear...besides a scarf and their belt somehow. I installed another model mod since the last time we played so I dunno if that might be the issue, theres no errors appearing in the server config either.
Epic 🔥
Thank you for fast fixes <3
SnaiI Sorry, I did this wrong the first time. this is fixed now. The helmet does not open or close but it the models are swapped.
Forlorn Additions: Combat Overhaul Compatible still not patched :(


Wrythley , Wingfriend: These have been patched.
Please note the Dynasties armor looks really weird on the base model and it looks equally weird on the kobold. Just a heads up.
Could you add compatibility for Forgotten Armory: Chinese Dynasties whenever you're able? The leg mapping is a little wonky.
Wingfriend I will look at this when I am able. thank you.
Hello again! Wanted to bring something to attention since it looks a little silly, and add some two cents as far as Ancient Armory/Combat overhaul is concerened. I do have both installed and I can swing a Voulge just fine unless the mod recently updated and broke something. My other topic to bring up, was with using firearms in the offhand. The pistol I am using is like tilted to the side akwardly. Thankfully it seems to be mostly visual, but just really silly looking.
Ah I see. Thank you for clarifying. That's good to know c:
Latrios Sorry. To be clear, Ancient Armory works with the Kobold mod and no other mods installed. If you install Combat Overhaul, which Ancient Armory and many other mods have patches for, It does not appear that I can swing the weapons. I am suggesting that if you want to use Combat Overhaul in your mod list, that you prefer Combat Overhaul: Armory over Ancient Armory, as CO: Armory is already patched and known to work properly. I cannot patch Ancient Armory for Combat Overhaul if the animations will not play because I cannot swing the weapons.
If you only intend to use Ancient Armory WITHOUT also using Combat Overhaul, it will work fine with the Kobold mod.
@Caliber I'm not asking about Combat Overhaul, I'm asking about Ancient Armory;
https://mods.vintagestory.at/ancientarmory
I'm confused what the rest of your response is about?
Latrios The mod works in vanilla, but the animations are a little strange. I've tested with Combat Overhaul and it doesn't appear that I can swing any of them (either with the default player model or the kobold). If that's fixed and I can test animations (they are likely different for CO), I'll fix whatever's broken w/ CO. I would recommend using CO: Armory anyway, as most of the weapons here already exist within Armory, and that one works properly.
Love this, so very much~
If it's not too much to ask, is it possible to get a patch for this to work with Ancient Armory? I mean it mostly just makes use of old animations, but it does tweak a couple, apparnetly... though I don't know which ones, or if it'd just be compatible anyway.
SnaiI This has been fixed. I've also added the RU language file. Thank you.
Just tested and everything seems fine but i noticed small eww brown pixels that should be there

Its just with temporalit and steel-plated ones
UPD: Also made ru.json lang just because why not
https://pastebin.com/jWnEfuqN
Oh xD
Thanks btw!
W modder
SnaiI This has been patched. Took me too long to realize the creator spelled "expansion" as "expantion" in the mod ID and I was trying to figure out why the patches weren't working.
Caliber There is
"game:item-temporalitvisiondevice-leather_reinforced": "Reinforced night vision helmet"
"game:item-temporalitvisiondevice-steel": "Steel-plated night vision helmet"
"game:item-temporalitvisiondevice-temporalit": "Temporalit night vision helmet"
"game:item-temporalitvisiondevice-goldplated": "Gold-plated temporalit night vision helmet"
It should be in Assets > Game of mod
Syfe Fixed, thank you, this was a typo on my end.
SnaiI I do not see any night vision helmets from Kanahaku's mod. Which item are you referring to? I have also fixed the Nadiyan set and added a patch for the FACO mod. It looks like I did the models but forgot to add them to the patch list for the Nadiyan stuff.
unsure if its an issue or not but i saw this pop up in my server console while it was booting up:
16.10.2025 02:07:45 [Server Error] Failed to load language file: en.json
16.10.2025 02:07:45 [Server Error] Exception: After parsing a value an unexpected character was encountered: ". Path 'koboldrdx:setting-eye-height-max', line 41, position 1.
Is it possible to add compatibility with armor and night vision helmets from Kanahaku`s (Not Only) Spear Expansion and Forlorn Additions Combat Overhaul Compatible?
Would be absolute epic
Also wanted to notice that some vanilla clothes like most of Nadyan clothes and rotwalker coat are kinda bugged
Lukari0w0 Patched.
Would it be possible to add a compatibility patch so hair styles from https://mods.vintagestory.at/valkyrjahair can work with the kobold?
@Caliber I understand. Thank you for taking the time to explain!
Vlamont The mod was previously made to work as you suggest in 1.20 and prior, though this was foregone for 1.21, as it isn't possible to allow players to switch between models without a code patch like Maltiez has made w/ playermodel lib (meaning either everyone is a kobold or nobody is). The old version also had significant problems with load times due to the extent of patching required to fully replace the player's model. You are welcome to look at the old version for a replacer patch, if you'd like to make one using the source files in this version of the mod, but I'd prefer not to create a new mod, as it also would require maintaining as this one does, which is not possible for me with my current work schedule. Sorry about that.
I've not personally noticed any issues with the lib from Maltiez, but if you see any major annoyances, you should reach out to him on the official VS discord or on playermodel lib's mod page. If you are using additional addons that add new classes etc, it may be that they need to change something about their mod to handle PM lib, or Maltiez needs to change how he handles something on his end, though without specifics I can't say. He is typically very quick and responsive when it comes to making patches.
Hello! We use your mod on our server. It's wonderful and highly loved by every member, and we couldn't ask for a better kobold mod.
I was wondering if it would be possible to somehow make a version that does not require Player Model Lib as a dependancy. We've noticed that it breaks a lot with each update, and it seems to run into a few issues relating to classes and models that make the game crash, or become unplayable for the last few patches now. Is there a way to make this mod fuction without this dependancy?
Thank you for your time and work!
hell yeah, cowboy kobold time 🤠
Night0w1 A number of the animations place the crossbow at your feet or otherwise place it in positions that look weird because that's just how they were designed to be loaded, and Maltiez animated them accurately to real life. Just realized they might look a bit weird if you're unfamiliar with the mechanisms and methods commonly used to load crossbows. They don't look broken to me, though.
@Caliber sorry if this seems annoying, i tried it a few months ago and the issue i was running into was broken animations while reloading the crossbows with the kobold model, ill try it again tho, thanks for checking it out :D
Night0w1 I should just have to make animations for the crossbow if they look a little broken. The Firearms mod and CO are already compatible, they're just a little funky. EDIT: it appears the crossbows work with no patching. They don't even look weird.
Otterbutter will work on this for next patch. Edit: patched.
Any chance for a compatibility patch with the American Frontiersman clothing mod?
i absolutly love this mod and want to show my support
but its a legit struggle to decide if i wanna use this mod since its not 100% compatible with combat overhaul (bc i refuse to play without the crossbow mod)
is there ANY way to make it compatible with the mods required for the crossbow mod(by MaltieZ), or would that be something the other mod authors would need to do?
Siffrin0 This has been fixed.
The Kobold model is incompatible with the Forlorn Hope and Blackguard helmets because it clips into the skin armour when using CO. This only happens with the pristine variants and the broken/damaged variants are fine.
ToastyNon Please ensure Playermodel Lib and this mod are up to date. This can also happen with other playermodel mods installed if they were not created correctly. if you have any other playermodel addons, please try removing those to identify which one causes this issue.
So my kobold character doesn't have eyeballs
hiya there, would you know where i'd have to go to add extra hairstyles as options in the skin creation menu? can't seem to find where they would be just digging around in the files, trying to see if i can't hack together the valkyrja hairstyles and this
nevermind, think i figured it out
Wingfriend I've fixed the Z-clashing issue on the bear legs for next patch.
The tongs animation is intended to be like that, as it's more realistic to how the primitive tongs would actually be used in real life. This is the same animation as on the default seraph. The devs changed this animation in the base game in 1.20 I believe.
The shovel / bed animation looping issue does not occur on my end. Ensure you have the most up-to-date version of Playermodel Lib and this mod, and that no other mods that modify animations are causing this.
Caliber Alright, so first issue that I spotted was with some more UV things Z fighting with the Bear armor legs. The issue has been fixed on the 'foot' portion. The issue is the back of the legs now above the foot portion. And speaking of the legs and bear armor, the right leg has a portion of armor that is offset to the side. In terms of the armor, that should cover it. I've noticed a couple other things though. When I hold tongs, I hold them backwards by the end. And This one, I'm uncertain if it's due to the mod, but certain idle animations like resting a shovel on my shoulder has an odd loop that causes the shovel to snap away from my shoulder before slowly moving back toward my shoulder and repeating. I also noticed the sleeping animation in third person seemed to like loop where the character model would do the animation, then snap up for a moment before laying down again.
Wingfriend It may have been blocked or removed as spam depending on your image host, I don't recall such a post. If you can describe the issue I will take a look.
I sent a message here a bit ago with some screenshots about some issues I had been having but I can't see the comment anymore. Did it get deleted?
Introdile
that happens sometimes with clothing, i have found that the clothing simply needs to be reloaded, to do so wear the clothes with the issues, then exit the world, then you simply load into the world again and it should be fixed.
any clothing that had issues are fixed after relogging, in my experience the clothes you reload never have any issues again.
"Added a 'license'"
Kobold's got a driving license, RUN
Caliber I was on 1.0.5 of Playermodel Lib. I meticulously updated my modlist tonight and that was the one mod I missed updating, oops... It's fixed now. Sorry for the bother!
Syfe You can message me on Discord, I'm in the official server, @Caliber_ is my username.
Introdile I am unable to reproduce this on my end. Which version of this mod and Playermodel Lib are you using? And are you using any other mods? You will want to fully restart the game after changing any mods.
Unless it's an issue on my end, I think the last update may have broken the kobold's clothing textures? I just made a new world and a lot of clothing have white textures.
I have turned off all my other mods and tried redownloading this one, but they've remained broken.
Thank you for this mod, by the way, it's one of my favorites to play with!
hey Caliber, you seem to be good at this stuff, would it be possible to get some help at making a playermodel mod? I have the model done, and I think my setup is mostly good, but I'm slamming into a wall with it. is there anywhere i could message you about this? if not its fine, i can ask around. or if there's a guide out there that'd be splendid
I'm trying to make a slugcat playermodel.
CallMeKryle This has been fixed, this was an issue on my end. sorry about that!
StoneAgeAsh I have added a patch to accommodate your version of the mod. In the future, you may want to just utilize a patch and keep the original mod to prevent needing to do this with every mod that patches the armor (As there will be several more player model mods in the near future). You should be able to patch Blackguard Additions' stats directly and have it work fine without also cloning all of the armor etc.
Hiya, don't know if this is the right place to put this. First thanks for updating this, 80% of the players on my server are now kobolds. I know you patched in all the wizard armors from Vies' Rustbound magic. I've noticed that if I try and equip an attunement core from that same mod it causes clothing / armor to stop rendering properly and seems to upset the first person camera (it either gets stuck inside your head or renders parts of it off at an angle in your field of view). I've confirmed the issue still occurs when only running Rustbound magic, player model library and this mod. It does not seem to impact the default seraph model.
Hi again! So glad to see this mod is so beloved!
I was hoping you could do the same as you did last time with Blackgaurd Additions, and tack on mine as well? It's the same armors, models, everything-- just some value edits to the Tracker armor, which felt very underwhelming for an iron-tier armor that takes as much to make as any other iron armors.
https://mods.vintagestory.at/bgacocadjustment
Aradea Does this seem to happen on the default seraph model? Additionally, what version of this mod and playermodel lib are you using?
have been noticing a problem where often times when changing clothing it doesnt show up until i log off my server then back on again?
also my friend's view of me had my clothing textures all messed up as well and we are not sure why.
MinatoArisato They are based off of the original made by Soi, linked in the description. When I redid the model from scratch I didn't use any particular reference, just my concepts of proportion and anatomy from 7 years of furry art.
Oh, these kobolds are so cute! I know this is a re-upload of sorts, but do you know if they are based off of any pre-existing media's kobolds, or created for just this mod?
ToxicJuju This has been patched.
Cid_Herald I appreciate the offer, but I am rather loaded down by work at the moment! A whole new model and patches for it would take months at my current available capacity, on top of further compatibility patches for other mods. I am also wary of doing anything with money related to the WH IP because of their litigious history.
Is it possible to add compat for a new forgotten armory mod?: https://mods.vintagestory.at/show/mod/31411
P.S. absolutely love the model, been running around stealing my friends stuff and escaping into one block tunnels.
Caliber this looks awesome, would you be interested in getting commissioned for a ratkin (Skaven from Age of Sigmar) race model?
GenoMagala All you should need to do is download this mod and Player Model Lib (https://mods.vintagestory.at/playermodellib), and make sure your game is >v1.21. There are no other requirements.
would love to use this if i can ever get the default stuff needed for it to work properly. :/ Not your fault im just bad with tech sometimes.
Mojogopo I am unable to reproduce this on my end. What version of this mod and PlayerModel Lib are you using? If there is an update for either, you should try downloading it first.
If you are using any other mods, please also share your addons/mods list. It's possible another PM Lib-based model addon is causing this issue if it is outdated as well.
I noticed that certain textures of clothes and armor for legs and chest arent working, im just getting the white texture with red question mark thing. its not even for all armor and cloth but certain ones like the peasant shirt of the bear pelt armor legs.
SneegSnagga This can be done the same way for any model that uses PlayerModel Lib. From the documentation on their mod page:
> You can add a list of classes that a specific model can choose, so it is possible to make a races mod with different classes for each model. If you specify no classes, all classes will be available for this model.
> You can add a list of classes that won't be available for your model.
For the kobold mod in particular, this can be done by modifying the file under "assets\koboldrdx\config\customplayermodels", called "kobold.json".
"AvailableClasses", when specified, makes ONLY those classes available for players to choose.
"SkipClasses" will disable ONLY the classes listed in it when it is present. If you want to "blacklist" classes, rather than whitelist them, you can use this. Both accomplish the same thing, but your choice should depend on which list will be shorter.
I would recommend making your own mod for your server or singleplayer game to apply this change as a patch. An example that should work for what you need is below (this one disables clockmaker and blackguard):
You can create a mod with this patch by simply copying an existing mod, deleting everything, then replacing one of the .json files in the "patches" directory (assets\[modid]\patches) with the content above. You'll also want to modify the "modinfo.json" file to make this work, and probably the icon, but that's fairly straightforward to do, since everything is just plain text.
See the Player Model Lib page for more details: https://mods.vintagestory.at/playermodellib
More details on making JSON patches and modding in general here: https://wiki.vintagestory.at/Modding:JSON_Patching
Hope this helps!
Thank you! <3
wow thank you so much for the quick compat patch for snowshoes!!! ur the bomb <3
Hi Caliber! I saw this mod and i'm having a lovely time with it! However, I am trying to restrict what specific classes this race can pick for the sake of balancing for a multiplayer server i help run, and i can't find any class related configs anywhere! Any chance you could help me identify what config/.json file to use if there is any? If there is no such file, any reccomendations on how to set one up? That would be extremely helpfull, thank you in advance!
Wingfriend This has been fixed.
Caliber Hey! loving this mod, I have just one small issue though. I have noticed while wearing the bear armor, the bear armor boots begin Z fighting with other boots since the clothing boots don't get hidden when the bear armor boots get put on.
b0mbyx This has been patched.
Thank you so much! :D
thank you sm for the mod and for the compatibility w so many others!!!! i was so sad when i realized the original mod was busted from the update, and so joyous when i saw your redux! :D
it didn't occur to me before i made the snowshoes, this mod works fine practically buttttt it clips pretty bad; the legs are super goofy and have the snowshoes on like the mid calf area LOL
StoneAgeAsh This has been patched.
Hello, awesome mod! Would you be so kind as to add compatibility with Noozhyet's CO-compatibility version of Irakonul's Blackguard Additions?
NyArcaneWrath This has been updated.
More Undergarments Would you do compatability with this mod?
K11 This has been fixed
Hello it's me again, I've noticed that the leg piece on the bear(s) Hide armor set doesn't match the model. Thank you again for your work.
AilurusHush I've added a patch for this.
Will this get new compatability with 'Antlers & Horns' mod?
Since the 1.21.x update and the 'player model library' tab addition where I can choose the races individually now -
I can't add antlers to my kobold like before T^T
There is no dedicated drop down menu area for them
and the options aren't showing up in the already populated ones added by this mod.
Low_Hangers same as the URL.
hat is the ID of the mod so I can download it on my server?
NyArcaneWrath All of these should be compatible since they only add models that go on the player's waist and not the legs, but I cannot say I have tested them. Depending on where they're mounted, there may be minor clipping issues with some animations. If you notice any issues, please let me know.
Do you think this mod would mess with Quivers and Sheaths, and Wearable Lights/Fueled Wearable Lights?
This is nice, You do great work, Thank you.
Wonderful! Thank you for working on this! :3
HayleighWolfu This should be resolved, I've resized everything to account for the multi-layer messiness
Ham_Industries Rustbound Magic has been patched.
I've been getting clipping of armour with CO installed. I don't think anything else should be impacting it?
It's Z-level clipping I think? When multiple pieces of armour are worn on the legs (Skin, Middle, Outer) the lower layers flicker into visibility.
If anything is needed for helping sort this, I'll grab what I can.
Been loving the mod so far though, nice to see Kobolds return.
Ham_Industries I have not patched this yet, no. I will do so next patch.
thank you, glad this is working again, keep up the good work, also is this combatible with rustbound magic? like the robes and whatnot?
Ham_Industriesthis appears to be an issue with player model lib as this occurs on all new models. I've notified Maltiez. thank you for the report.
edit: this has been patched, please update playermodellib.
Caliber 1.21.1 broke moddified clothing items for the kobold, thats all I could tell at a glance. (Vanilla foot wear, masks, etc) ((Btw thanks for the good work, loving this))
Thank you Caliber! Your doing awesome work!
Awesome, thank you!
RiverTheSheep Exoskeletons has been patched.
Caliber Yeah that's the one
GarnetAnimationsThis will be added next patch
RiverTheSheep Do you mean https://mods.vintagestory.at/exoskeletons ?
Thank you for the patch! Also apologies to drop this on you again, though I did a little more digging(mostly just faffing with numbers). And like to make a suggestion for the MaxCollisionBox values you use. I was finding using the bigger scale it got problematic going through doors and as well my camera would clip a bunch, which I expected. Though I think I found a good set too allow players too still get though 1 block spaces & stop the camera from clipping. I changed the values from;
"MaxCollisionBox": [ 1.0, 1.99 ],
Too
"MaxCollisionBox": [ 0.80, 2.7 ],
Again so sorry for snooping around & tweaking things. Regardless thank you for the work on the patch!
Quick update I noticed there was still clipping when jumping. So 2.7 works far better 😅
I think the legs are kinda wonky with riding elks
Edit: it actually seems to be the exoskeletons that are wonky specifically
Hey man, just wanted to say I liked the addition with the tail stuff you did for the forgotten armory stuff 👍
Aceolu I have patched most of the stabby animations for CO: Armory, but I have left the others. The slashing animations appear to all be close enough. This may be controversial, but I do like the idea of different player model options controlling just a tad differently from one another. The kobold forces players to aim high more than the standard seraph model for many of the sweeps, etc.
Destroyer_V0 These have been patched.
GarnetAnimations This has been patched.
Best mod ever
I have unfortunately noticed alot of the weapons from Combat Overhaul: Armory have the same issues as the spear did at first :c
Some of them are fine, but alot of them tend to veer off quite severely from the Seraph
Heya! Nice to see compatability added for Aldar's armour mods.
Think you could do the same for the forlorn and blackguard additions by Irakonul?
I enjoy having more light armour options, that those mods provide alongside more steel plate options.
GarnetAnimations I will put this on my list but depending on how the mod works I can't guarantee it.
Random(ish) question, do you think you could make a patch for Visored Helmets?
Due to adding a bunch of new headparts, if anyone wants to edit their model mid-game, follow this process:
Open chat, and type "/player PLAYERNAME allowcharselonce"
Type ".charsel"
This may break other mods that apply stats based on class choice etc, but should not cause issues in vanilla.
Caliber Thanks for the quick reply dude. Keep up the good work
Canyew This is on my end, I did not add compatibility with that particular mod. I will see about doing so in the next patch.
They just installed this on the server I play on. I love it honestly. Thank you for updating it!

There is one one problem I did run into and I'm not sure if it's with this mod, or an issue with forgotten armory, but using the landschect armor set, the leggings stop half way up the knee, with the boots showing like the feet are middle of the knee and the left of the legs are the standard skin and default shoes.
You can see it a bit in this picture (But it looks good in the armor)
Abra_The_Cadabra That seems to be something that occurs on all models, so that'd be good to mention to Maltiez on the official discord. I'm guessing his mod adjusts the camera position but not whatever calculates when the player starts drowning. Thank you for asking, though!
Noticed at 50% size even though you're underwater in just one block, ya don't start drowning. Is that something you could fix on your end? Or is that a player model lib thing.
Lighthawke I did plan on having more options later, yes. I made this mod on a 48 hr bender and didn't get the chance to do them before i was about to conk out. I'll be adding more when possible.
Oh man, I'm already missing the rest of the horn options... any plans to add those back in? (No pressure, I'm just happy to have my silly little guys back already :D)
Abra_The_Cadabra added
Would you be willing to add an option to remove the undergarments from the kobold? It looks a little goofy when I want to make my Kobold look tribal and he just has tiny boxers on.
Caliber Default from Combat Overhaul, in first person the spear thrusts way to the left and the left arm doesn't line up with the thrust
Abra_The_Cadabra After further testing, it looks like that's an issue with salty's movement and player model lib, not specifically this model. It appears to happen on all models when scaled that small. You can avoid the camera weirdness by not going below ~60% scale, but I unfortunately can't patch either mod responsible for adjusting the player's camera position. Sorry about that!
SturFrye Do you know which animation specifically? Is it the default spear animation for combat overhaul, or do you need to enable some alternate config to see the one you're using? Directional attacks with spears are disabled by default.
Love this mod, it's genuinely so sill and lovable. Can you please add a purple coloring? something along the lines of #490571? if not is there a way i could do it?
PS i noticed an animation error when two handing a spear, this might also be because of combat overhaul
Abra_The_Cadabra that's on my end. going to add compatibility next patch.
Not sure if this is a issue for this mod or the crawling mod by Salty, but when at 50% height and using the crawling, the camera clips into the floor making it impossible to see. Anyway to fix this?
Just a quick update, I checked it out & it worked decently. However I noticed some issues namely the eye height, though I found if you change it from;
"MaxEyeHeight": 2.2,
to
"MaxEyeHeight": 2.58,
Setting it to that value works wonders! As well a smaller thing is that I don't know if you need to set it so, though it would be amazing if I could tweak the scaling & such to be in a config like the base Seraph model has, that would be perfection. Though that is just a little wish of mine :)
Regardless, again thank you for the mod & your work on it!
Awesome thank you! I am loving the mod thank you so much for your hard work!
GarnetAnimations this has been added in 1.0.3.
Hey! Would you be able to add a config via configlib to your mod for custom size scaling? playermodel lib itself has an example apparently!
K11 the error is a mistake on my end due to putting a readme in the wrong folder. It shouldn't affect anything on your end, but this has been fixed for the next patch!
I'll take a look at the other two! Thank you for the report.
Aceolu
found out the hard way that there's a special way you need to do this due to Maltiez's model-agnostic animation storage method. should be fixed now!
So I tried the new update with Combar Overhaul and Kobold's seem to hit properly, buuuut unfortunately, now Seraphs with Spears are broken. The issue just kinda seems have swapped, because while Kobolds mostly hit in the center now, Seraph's are waaaayy off to the right
https://streamable.com/zh5r8z
Aceolu Working on this as we speak, I have it mostly fixed. Thank you for the video!
I am noticing a fairly major issue with Combat Overhaul, with the spear atleast.
The kobold model holds and thrusts the spear at a weird angle, and because of the way Combat Overhaul works, it makes using the spear as a melee weapon almost impossible. Here is a video demonstrating the issue
Bjorn0411 That'd be on my end to fix, nothing with him. I'll just have to accommodate that with a patch. Thank you for the report.
Caliber thank you for the reply! and yeah thats fair enough. no complaints here!
One bug report howerver, though I dont know if its technically a bug with you, or combat overhaul.
but basically, with combat overhaul, armor doesnt display any of the visual changes to the armor, for helmets that means no snout fixes, and for leggings it means completely broken. Chestplates seem to work fine.
I'll report it to Maltiez aswell, and if its an error on his end, he can fix it in whichever of the mods he finds it fitting.
Small request for next update, add a brighter horns option? I like being able to go dark skin, white horns ^^
thanks again for your work!
EDIT: The "lizardfolk" playermodel does display its custom helmet changes to fit its own big snout. Leading it to be a bit more likely to be an issue with this mod rather than combat overhaul. Can probably poke around in that mod to see what it does different to support it.
Bjorn0411 the old method for patching the entire playermodel created a massive spike in load time so it's not likely I'll update it to do so any time soon. A better solution would be to allow the player model mod to function clientside only, though I do not know what all would be required for this.
Aceolu Noted, I'll fix this for next patch.
K11 I'll add this in also, thank you for reminding me.
Relydober Not to my knowledge. I don't suspect there will be a backport any time soon if it doesn't work as-is, though you can ask the library's author, Maltiez.
AzuliBluespots Yes, that is a significant point for the playermodel mod. You can use arbitrarily many different models at once and players can all choose between them.
LETS GOOOO!!!!
So... Can we use more than one player model mod with playermodellib? Like, multiple options in a server?
this caught me so off gaurd seeing it drop i actually let out a half squeel in joy. >.<
any 1.20 player lib?
Thank you very much for this!
Awesome!!!! I am noticing what seems to be a slight UV error/issue with cloth face masks. There's a gap on the back of the model's head. Only issue I've noticed so far though! This is great
YYEEESSSS!
Absolutely love this model, thank you so much for finally making it compatible with playermodel library!
im being greedy with this request, and for me personally its not high priority, but it would be nice if the non-playermodellib version was updated, that way you can still be a silly kobold on servers that doesnt have the kobold mod.
Maybe something to consider if youve got the itch for it, but im happy either way!