Mods / Kobold Player Model Port

Category: #Cosmetics #Creatures #Graphics
Author: Caliber
Side: Client
Created: Jan 28th at 5:41 PM
Last modified: 4 days ago
Downloads: 2619
Follow Unfollow 101

Latest file for Various v1.19.x:
koboldplayermodelport-v1.2.10.zip 1-click install


An updated port of Soi's Kobold Player Model mod that works for 1.19!

I've done what I can (as of v1.2.0) to make everything work as well as possible.  All of the missing animations should now be present and working, and all of the previously broken armor sets should now also be on the right place on the model.  I may have to go through with a finer tooth comb to catch smaller things, but glaring issues should largely be fixed (aside from some kobolds having beards)

If you run into any issues (with any of the animations especially), please let me know!

FULL COMPATIBILITY WITH:

Original mod here: https://mods.vintagestory.at/koboldplayermodel


Since I don't know of a way to contact people here, if anyone needs to contact me, you can find me on Discord @ Caliber_.  I am also in the official discord, you are welcome to @ me

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.2.10 115 4 days ago Show koboldplayermodelport-v1.2.10.zip Install now
v1.2.9 280 Apr 7th at 3:27 PM Show koboldplayermodelport-v1.2.9.zip Install now
v1.2.8 354 Mar 23rd at 3:00 AM Show koboldplayermodelport-v1.2.8.zip Install now
v1.2.7 123 Mar 20th at 1:49 AM Show koboldplayermodelport-v1.2.7.zip Install now
v1.2.6 319 Mar 4th at 2:39 PM Show koboldplayermodelport-v1.2.6.zip Install now
v1.2.5 134 Mar 1st at 7:25 PM Show koboldplayermodelport-v1.2.5.zip Install now
v1.2.4 100 Feb 29th at 7:17 PM Show koboldplayermodelport-v1.2.4.zip Install now
v1.2.3 214 Feb 23rd at 4:57 AM Show koboldplayermodelport-v1.2.3.zip Install now
v1.2.2 41 Feb 22nd at 11:26 PM Show koboldplayermodelport-v1.2.2.zip Install now
v1.2.1 531 Feb 1st at 1:54 PM Show koboldplayermodelport-v1.2.1.zip Install now
v1.2.0 119 Jan 30th at 11:44 PM Show koboldplayermodelport-v1.2.0.zip Install now
v1.1.3 99 Jan 29th at 9:42 PM Show koboldplayermodelport-v1.1.3.zip Install now
v1.1.2 103 Jan 28th at 11:52 PM Show koboldplayermodelport-v1.1.2.zip Install now
v1.1.1 78 Jan 28th at 5:49 PM Show koboldplayermodelport.zip Install now

71 Comments (oldest first | newest first)

💬 CaliberAuthor, Apr 7th at 3:29 PM

ORO8ORO This has been fixed, thank you!

Cicadas Currently working on a way to do this due to demand, though this expands the scope of the mod significantly.  I'll see what I can do.

💬 Cicadas, Apr 6th at 3:40 PM

Anyway to have both Seraph and Kobold models at select/choice?

💬 ORO8ORO, Apr 6th at 6:10 AM

Very cool mod!
I'm a new player and trying some mods, and it seems that this mod, together with Carry On, makes stuff/chests invisible when carrying with your hands in third person, and also in first person immersive mode.

💬 CaliberAuthor, Apr 1st at 11:44 PM

ScholarCat I could add an option like some of the mods this one's compatible with, but i'd need to make it client and server-side, to sync with everyone.  I may do that in the future, but it is currently either everyone or noone.

💬 ScholarCat, Apr 1st at 8:07 PM

Hoping for one day it could be a toggle option, to have both kobold and Saint. I don't play on servers but with hosting on my own with my friends, I'd assume there's nothing to do about it unless the game itself were to get that sort of option?

💬 CaliberAuthor, Mar 31st at 5:02 PM

IzeLorlean This seems to be an incompatibility between the two other mods.

TL;DR: femininity breaks the hair mod by changing how the menu is ordered.  I was able to fix it by editing only the femininity mod.  You should contact that mod's author.  In the meantime, here's a patched version, you are welcome to send this to them as well:

https://snek.to/img/Femininity-(PATCHED).zip

Looking at the patches, it looks like restored hair colors modifies the skinnable part at index 10 in the file at game\entities\humanoid\player.json.

The femininity mod adds a new entry there for the chest options, specifically at index 5 (directly in the middle of the list), and since patches are generated relatively, index 10 (where the hair colors are stored) becomes index 11.  I am guessing they put it there so it appears at the top of the list, since apparently the game generates the menu based on the order of this list, and putting it at the end puts the 'chest' selector all the way at the bottom, off of the menu.

both mods working

Forcing the hair mod to load before the femininity mod should fix this.  The mods load in alphabetical order (based on the filename - renaming the zip is enough), so i can force it to work by just changing the name, though this is a hack and there is definitely a more elegant way to make these function together.  I got a missing texture bug on the eyes and chest when doing this - this is fixed in the patch provided above ("seraph" texture missing from model files for the chest variants).

both mods working (wider shot)

If I edit the mod to make the chest selection at the bottom, so the hair mod loads correctly regardless, some of the colors may also be hidden by the 'confirm skin' button, which would need to be addressed through a code patch to change the GUI.  I have little experience with C# but looking through w/ dnSpy tells me i'd need to modify GuiDialogCreateCharacter, in the VSSurvivalMod dll, either to extend the window's height, or to move the "Confirm Skin" button.

💬 IzeLorlean, Mar 31st at 2:28 AM

Caliber

EDIT: I had an epiphany right after posting my comment and disabled Femininity, and when I loaded a new world this time the hair colors were showing up for me o.o
I think this has something to do with how Femininity handles adding their chest options to the menu which might be blocking other changes to the character creator menu.

Geez, I don't know why it doesn't work for me then 😭

Here's pics of my character creation menu and the modlist:

Editor Screenshot

Hacked-together modlist screenshot

💬 CaliberAuthor, Mar 30th at 4:42 PM

Khana Are you able to post a screenshot on imgur and link it here, or send it to me through Discord?  If your friends can provide their mod lists, that could help narrow down the issue as well.  I just tested this with a friend, both with the mod on the server and on the client only, and I wasn't able to reproduce it with only my mod installed.

 

IzeLorlean It seems to work properly!  just tested it out.

restored hair colors mod

💬 Khana, Mar 29th at 11:00 AM

Caliber76 on my screen i look normal its others see me as deformed human. very odd.,

 

 

💬 IzeLorlean, Mar 29th at 3:23 AM

Is there any way this could be made compatibile with Restored Hair Colors? I am VERY dangerously queer and not having any good colorful hair options makes me a bit sad 💔

💬 CaliberAuthor, Mar 26th at 7:16 PM

Khana I can't say I've seen that before!  If you can provide screenshots and your active mod list that should help find the issue.  Make sure everyone's using the same version too!

💬 Khana, Mar 26th at 11:12 AM

dont know if anyone else has it, i installed it on my game but others see me as kobold but like im ridin a horse, legs spread. very odd.

 

 

💬 CaliberAuthor, Mar 23rd at 1:09 AM

Skorvold This has been fixed!  Thank you for the report.  Not sure how I didn't notice this before!

💬 Skorvold, Mar 22nd at 5:06 AM

Adore this mod, as for me and my fiance, it's kind of the only way to play the game! We've been running into a recurring issue where we get this error message accompanying 1-3 seconds of freezing.
After disabling this mod, the error message stops.
[Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'walk-fp'. This will lead to undefined behavior.

💬 CaliberAuthor, Mar 21st at 4:15 AM

Wandour They seem to be using Soi's 1.18 version of the mod.  "koboldplayermodel@1.1.0" shows up in the log.  Make sure they disable that and enable this version!

💬 Wandour, Mar 20th at 9:51 PM

a friend seems to crash with the latest version

```Running on 64 bit Windows 10.0.22621.0 with 32525 MB RAM Game Version: v1.19.5-rc.1 (Unstable) 3/20/2024 2:47:30 PM: Critical error occurred Loaded Mods: aculinaryartillery@1.1.3, ancientarmory@1.0.0, bettercrates@1.7.0, Ceramos@0.4.3, chiseltools@1.10.5, decor@1.0.15, extrachests@1.8.0, fantasycreatures@0.7.1, fixedpaths@1.0.1, flourbags@1.0.2, foundrymod@1.0.0, giantgouramis@1.0.2, millwright@1.1.4, moreicons_cs@1.1.0, peacockbasses@1.1.2, primitivesurvival@3.4.9, spyglass@0.5.1, Swordz@1.1.6, translocatorengineeringredux@1.4.9, truesunfishes@1.1.2, visibleore@1.0.1, game@1.19.5-rc.1, weaponpackalphaunoff@1.5.1, ancienttools@1.5.12, beehivekiln@1.5.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.4, carryon@1.7.4, commonlib@2.3.7, composter@1.1.0, expandedfoods@1.6.8, fairplayguardian@1.1.7, furniturelibrary@1.0.11, hangingbaskets@1.1.0, herbarium@1.1.0, sailboat@1.3.0, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, moreplaster@1.0.1, petai@2.2.3, rivers@2.4.0, simplestep@1.1.7, steadycam@1.3.0, stonebakeoven@1.1.3, tentbag@1.1.1, th3dungeon@0.2.1-rc.1, thecritterpack@0.8.9, usefulstuff17@1.3.1, vinconomy@0.2.3, creative@1.19.5-rc.1, vsinstruments@1.2.7, vsquest@1.2.0, survival@1.19.5-rc.1, workbenchexpansion@1.8.0, xlib@0.8.0-rc.2, awearablelight@1.1.1, cob2@1.6.0, em@2.5.1, koboldplayermodel@1.1.0, linearpower@0.2.1, outerspacetunesmaster@1.0.0, outerspacetunesvolume1@1.0.0, outerspacetunesvolume2@1.0.0, playercorpse@1.9.0, rifteye@0.3.5, simplewinddirection@1.0.2, stonequarry@3.2.1, vanity@2.1.2, wildcraftfruit@1.1.1, wolftaming@2.1.0, xskills@0.8.0-rc.2, bricklayers@2.5.1, cob@1.7.8, vsvillagecob@0.2.0 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.API.Common.EntityHeadController.OnFrame(Single dt) in VintagestoryApi\Common\Model\Animation\EntityHeadController.cs:line 166 at Vintagestory.API.Common.PlayerHeadController.OnFrame(Single dt) in VintagestoryApi\Common\Model\Animation\EntityHeadController.cs:line 117 at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 340 at Vintagestory.API.Common.PlayerAnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 28 at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 72 at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 2```

💬 Jobnor, Mar 19th at 5:24 PM

thank you, the game is playable again /hj

💬 CaliberAuthor, Mar 10th at 8:00 PM

AngelboyVR This seems to happen in vanilla as well, unfortunately.  Though it seems to be because the player's head does physically intersect with the block when they're just standing there.  The kobold's head is a bit farther forward than the standard seraph's head, since they're kind of hunchbacked, but the issues appear to be endemic to immersive FP, rather than the model.  I can do the same thing with the vanilla player model when looking down.

a player with their head inside a block

Immersive FP works by anchoring the camera to the player's head bone.  They do mark this as experimental within the game's settings menu, so I guess we'll see if they find some kind of fix for this!  As of right now, I don't have a way to separate the immersive FP camera from the actual head bone, so the fix would involve forcing the player's head back at all times, or making some kind of animation to make them crane their head back when up against a wall, to prevent this sort of thing, which would branch this mod out into a code patch, which will likely be outmoded whenever they make any changes to the immersive FP feature.  I imagine you'll find similar clipping issues with low ceilings or chiseled blocks and such with immersive FP turned on as well, which would need similar solutions applied.

first-person view of clipping

I'm sorry I can't fix everything right away, but I appreciate the report (and the support!)  I'm glad you like what's here already.

💬 AngelboyVR, Mar 10th at 3:21 PM

i am uncertain if you have control over that, but when i enable immersive first person, the camera shifts forward so much that i can see into any block when walking into it, is it possible to move the camera back a bit when enabling immersive first person?
its extra intense when looking downwards. 
also thank you for being so amazing, and fixing the mod <3

💬 CaliberAuthor, Mar 5th at 2:45 PM

DiZek found the issue.  You'll want to update Bullseye to 2.5.8.  I was on 2.5.5 and could reproduce the spear thing.  Updating seems to have fixed it.

💬 CaliberAuthor, Mar 5th at 1:50 PM

LoneWolfAlpha42 I noticed this as well, that's how the vanilla animations are.  I haven't adjusted them and the arm rig is the same as the vanilla model.  The devs are probably experimenting with them instead of 100% perfectly polishing them.

I can try to fix a few of the issues vanilla introduces for this model in particular but we'll see.

💬 LoneWolfAlpha42, Mar 5th at 11:12 AM

Something I noticed tonight, when squeezing honeycomb, the hands cross completely instead of squeezing together.
Not really a huge detail. Just figured I'd mention.

💬 DiZek, Mar 5th at 1:42 AM

Caliber
Oh sorry :P
Wasn't quite sure since I'd not used the Vanilla character for a good long while and had read the previous reports here on the now fixed pickaxe stuffs.
Thank ye anyways for responding

💬 CaliberAuthor, Mar 5th at 1:35 AM

DiZek That seems to be a bug in vanilla unfortunately, like the pickaxe animation jittering.  Disabling the mod seems to still cause these to happen.  Sorry about that!

edit: after further testing, seems to be related to Bullseye + animationmanagerlib, not vanilla.  The pickaxe thing is vanilla however.

💬 DiZek, Mar 5th at 12:57 AM

The spear melee attacking animation seems to repeat twice with this!

Thanks for making this by the way -w-
Has been nice to see all the updates ya been doing for it

💬 CaliberAuthor, Mar 4th at 2:37 PM

LoneWolfAlpha42 Sorry about that!  seems i need to pay better attention to the patches the game's tool generates.  It deleted the bow animations for some reason.  Spinny tail thing was a regression because I used older source files by mistake.  Both should be fixed now!

💬 LoneWolfAlpha42, Mar 4th at 8:35 AM

1.2.5 seems to have broken the bow animations. I now just aim at the ground when aiming. This does not seem to be an issue related to other mods that affect the bow as when I removed those mods letting the bow go back to default, the problem still persisted.1.2.4 seems to work okay for bow, however, starting in 1.2.4 and into 1.2.5, the sideways tail when falling animation is back I noticed. Is that sideways tail rotation intended? Feels like it could be, but it would be way better to have the tail raise up but from the back, not to the side and not way way high like what the side animation tries to do. Just enough to indicate that the tail is going up a little due to downward velocity. At the moment it kinda just looks awkward. It seems the pickaxe loop also still remains in 1.2.4 but I assume people already know that as I assume that was one of the things that was trying to be fixed in these updates.

💬 LoneWolfAlpha42, Mar 4th at 6:09 AM

I love how much this mod has been updated to fix all the issues from the port in quick order. You're doing a great job keeping this awesome mod alive and fully functional Caliber
I was having the pickaxe loop issue, but it seems to be gone now for me with latest update.

💬 Mega_Glub, Mar 1st at 4:16 AM

Can confirm the pickaxe thing, but thankfully it's just visual so no biggie.

💬 CaliberAuthor, Feb 29th at 9:35 PM

Rocksalts

I'll take a look shortly!  I didn't notice any major issues after the update.  thank you for the report!

Lohn

Thank you for your kindness.  I dunno if I could ever play without this mod!  Just wanted to share it so others didn't have to too.  As for the custom armors: uppers (shirts/jackets, hoods, hats, jewelry, gloves) should work fine. pants may work depending on if they inherit a model from the base game and just use a diff texture.  Shoes will look weird and tall boots may look broken. Masks and full-face helmets will likely look strange as well.  The mod you linked should work fine, provided it just hides the parts of the armor on the model.  The legs may not work properly due to the extra bones depending on how they hide the armor, though I have not tested it.  If you run into any issues, lemme know!

💬 Lohn, Feb 29th at 8:56 PM

Thanks for updating this mod on behalf of Soi, and all the work you're putting into bugfixes! I always wanted a custom goblin/orc race to play as, with the same quality as the other MLP/etc race mods, but could never find one - this seems like the perfect alternative and I can't believe I didn't find it before.

I usually have a few custom armor sets via mods, I would imagine they would float off this model unless patched, correct? If so, hopefully "Dressful" (https://mods.vintagestory.at/dressful) updates shortly (Author's last comment shows them looking into it) and that will work to hide modded armor that doesn't match up on the model. :) (Maybe other's may like this to see their model, too!)

I love all the compatability work with other mods like Bullseye, and your kindness in the chat; I wish you the best and thanks again for your work Caliber, and to Soi as well for the original mod! o/

💬 Rocksalts, Feb 29th at 7:27 PM

After the 1.19.4 VS update the pickaxe animation seems to loop. Not sure if it's just me.

💬 CaliberAuthor, Feb 29th at 7:18 PM

AngelboyVR Fixed!  thank you.

💬 AngelboyVR, Feb 29th at 1:09 AM

is it possible for you to fix the UV on the tip of the tail?, the texture is upside down on the right side of the tail tip section. i have modified the texture to look more like my dragon fursona with a white underbelly, but the upside down texture makes that part stand out a lot x3
im certain that is not an intended look.

💬 CaliberAuthor, Feb 23rd at 4:57 AM

JDL2149 sorry about that, site must have broken the upload.  Should be good now.

💬 JDL2149, Feb 23rd at 4:19 AM

might want to check the archive you uploaded i tried downloading and got a 0byte broken archive

💬 CaliberAuthor, Feb 23rd at 3:02 AM

Maltiez I was able to get it working.  pushed out another update for compatibility.  Thank you for the direct link to the source!

bow gif

 

I am also not on the official server, I just assumed people would DM me.  sorry for any confusion!

💬 Xel, Feb 23rd at 1:13 AM

💬 Maltiez, Feb 23rd at 12:00 AM

This mod patches the hell out of vanilla seraph model, so Bullseye patch that adds aiming animations crashed due to missing animations, I fixed crashes, but proper compatibility should be done on this mod side. To add compatibility you need to add and adapt this (https://github.com/maltiez2/VSBullseye/blob/main/resources/assets/bullseye/patches/animations/aim.json) animations to your kobold model

Also cant find anybody with stated id in VS discord server.

💬 ShamblerDK, Feb 18th at 8:50 PM

Kobolds...

💬 CaliberAuthor, Feb 13th at 2:27 AM

Stygian_Ikazuchi I actually also use this mod myself and have noticed this issue.  I recall it working normally prior to 1.19, but I'll see if I can get it working or if it's an issue with the other mod.

💬 Stygian_Ikazuchi, Feb 13th at 12:11 AM

Any chance of getting compatibility with the Move Like Kaji mod? It TECHNICALLY functions but the animations for the crouching etc don't work so it looks weird watching others use the mod.

💬 Coziii, Feb 7th at 10:56 PM

Youre the best Caliber

 

💬 DOGE__LORD, Feb 7th at 5:33 PM

@Caliber well I did attempt to find some sort of a way to contact him but the only thing I found was his reddit I belive which he has not used for the past 6 months so I dont think getting the source code would be possible

💬 CaliberAuthor, Feb 6th at 4:35 PM

DOGE__LORD I could attempt to, but that mod doesn't appear to have included the source files for the model anywhere.  Working with compiled patches is difficult- enough so that it would probably be easier to remake it from scratch (Esp. given how simple the model's adjustments appear to be).  if you can track down the source files or the author, it would be an easy job, however!

💬 DOGE__LORD, Feb 6th at 1:59 PM

Is there any possibility that you could port "anthro fox player model" mod as well?

💬 FoxPrime, Feb 5th at 5:59 AM

Thank you so much, Caliber

💬 MagentaLizard, Feb 1st at 4:11 PM

Hope someone makes a mod like the origins mod for minecraft

💬 CaliberAuthor, Feb 1st at 1:44 PM

Pepper_742 Looks like I've packed it wrong again, I apologize.  Uploading a fixed version.  I must have not caught this because I replaced the textures directly as well.  Sorry again!  And thank you for pointing this out.

💬 Pepper_742, Feb 1st at 6:38 AM

they do not

💬 CaliberAuthor, Feb 1st at 6:19 AM

Pepper_742 The character creator's color options have been replaced, but not extended.  There are only 20 options given, currently.  Horn color is additionally determined by skin color.  Do these options appear to be available for you?

💬 Pepper_742, Feb 1st at 5:29 AM

i see in the images that you have a wide variety of colors for the avatar, but i only see the default ones in the character creator

💬 Kara, Jan 31st at 7:03 AM

Caliber the forcing to download is that i was aiming for... cant run much of a public multiplayer server, if people arent able to auto download a mod =P ovo. ill have to see if that works, for our next map, when we get around to that =p. ovo

💬 CaliberAuthor, Jan 31st at 5:34 AM

Kara It does work on both, but it doesn't force users to download it when joining.  You should be able to drop it in as a replacement for the old one!


There's a second flag called "requiredonserver" but I have heard that causes clients to loop downloading mods forever so I elected not to use it.  I don't believe the original used this either.  Sorry for any confusion this may have caused!

If you want to try it on your side anyway, you can extract the mod's zip file, and change modinfo.json to have "side:universal" instead of "side:client", as well as "requiredonserver:true" instead of false.

💬 Kara, Jan 31st at 5:23 AM

you are amazing for updating this btw. ^.^
i see this is currently a Client side mod atm. would you be able to make it both like original one, so it can be placed on servers? 

💬 CaliberAuthor, Jan 30th at 11:55 PM

Thank you all for the feedback!  This latest version should be fairly well polished, but let me know if you encounter anything weird.

💬 Furow, Jan 30th at 3:44 PM

Thanks! Highly Appreciated!

💬 TheSkreeBat, Jan 30th at 12:45 PM

oh boy didnt realize i played for 11 hours straight, other then some clothing and the tail bug when jumping, i havent noticed much of anything weird happening

💬 WinstonWhitetail, Jan 30th at 11:58 AM

there's definitely some wonky things with clothing and such that needs fixing but it does run somewhat in the new version

💬 CaliberAuthor, Jan 30th at 3:19 AM

TheSkreeBat That appears to have been newly added!  I'll have to adjust the model to accommodate it.  Thank you, and let me know if you find anything else!

There do seem to be a fair number of new models in here. I'll have to look through everything to ensure compatability.

💬 TheSkreeBat, Jan 30th at 1:31 AM

@Caliber the wool lined knee high boots are on my knees and not my feet XD

💬 CaliberAuthor, Jan 29th at 8:42 PM

Soi Hey, thank you for making such a cool thing!  Life happens and I get it.  I apprecaite the work you've put in, even if you can't find the time for more!

I'm going to push an update shortly to fix that thing Hunter mentioned, and you are free to upload this fix to the original page for the sake of people using the auto-updater and whatnot if you'd like!

The extra source files are also much appreciated!  I couldn't have done anything if you didn't include them in the first place 🙏

💬 Soi, Jan 29th at 6:31 PM

Heyo! Creator of the mod here.

Sorry for abandoning the mod in the first place, just been extra busy with work and thigns are chaotic in real life. I still plan to update or maybe expand it at some point, dunno when, backlog of abandoned project is getting bigger.

That said, really appreciate taking your time updating it ^^ Didn't expect people actually liked it that much to bother. Here are the source files: Google Drive

💬 CaliberAuthor, Jan 29th at 2:13 PM

Hunter118 It does look a little stretched.  If I can get in touch with Soi, I'll see if that's the case (and see if I can get the files so I can edit them)!  If it's an issue, recompiling the json from the original model should fix it.

💬 CaliberAuthor, Jan 29th at 2:10 PM

Wandour If you're able to get me in touch with him (or just the files), that would be greatly appreciated!  you are welcome to contact me through the username in the description.

💬 Hunter118, Jan 29th at 12:52 PM

There seems to be bug with the commoner boots. The texture or model of the right boot is split.

💬 Hunter118, Jan 29th at 12:38 PM

Thanks for the update. Prefer the kobold look over the vanilla model.

💬 AzuliBluespots, Jan 29th at 11:11 AM

Wandour

Would be best if it was included in the Kemono mod. Not sure if it's in there already.

💬 Wandour, Jan 29th at 10:24 AM

I have contact with Soi

I could try to ask them for the original file if you would like to update it or do more work to it

 

💬 CaliberAuthor, Jan 28th at 11:52 PM

Whoops, just realized I packed it wrong.  My bad!  fixed and re-uploaded.

💬 Headset479, Jan 28th at 11:28 PM

This port just isnt functioning for me :(

 

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