Mods / Kobold Player Model Port

Tags: #Cosmetics #Creatures #Graphics
Author: Caliber
Side: Client
Created: Jan 28th 2024 at 5:41 PM
Last modified: Mar 17th at 9:10 PM
Downloads: 14063
Follow Unfollow 374

Latest release (for outdated Vintage Story v1.20.x):
koboldplayermodelport-v1.2.14.zip  1-click install


An updated port of Soi's Kobold Player Model mod that works for 1.20! (and 1.19!)

This mod is client-side, meaning it will not automatically download for users connecting to a server, and it contains no new assets or code.  It is simply a model swap.  I cannot offer assistance with altering the mod to do this on its own.

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

FULL COMPATIBILITY WITH:

FUNCTIONAL WITH MINOR VISUAL ISSUES:

INCOMPATIBLE:

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


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


Please include your game and mod version in any comments related to bug reports!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.2.14 4485 Jan 23rd at 12:57 AM Show koboldplayermodelport-v1.2.14.zip 1-click install
v1.2.12 352 Jan 20th at 1:18 AM Show koboldplayermodelport-v1.2.12.zip 1-click install
v1.2.11 2784 Aug 9th 2024 at 12:00 AM Show koboldplayermodelport-v1.2.11.zip 1-click install
v1.2.10 1710 Apr 22nd 2024 at 2:10 PM Show koboldplayermodelport-v1.2.10.zip 1-click install
v1.2.9 404 Apr 7th 2024 at 3:27 PM Show koboldplayermodelport-v1.2.9.zip 1-click install
v1.2.8 461 Mar 23rd 2024 at 3:00 AM Show koboldplayermodelport-v1.2.8.zip 1-click install
v1.2.7 231 Mar 20th 2024 at 1:49 AM Show koboldplayermodelport-v1.2.7.zip 1-click install
v1.2.6 430 Mar 4th 2024 at 2:39 PM Show koboldplayermodelport-v1.2.6.zip 1-click install
v1.2.5 240 Mar 1st 2024 at 7:25 PM Show koboldplayermodelport-v1.2.5.zip 1-click install
v1.2.4 208 Feb 29th 2024 at 7:17 PM Show koboldplayermodelport-v1.2.4.zip 1-click install
v1.2.3 313 Feb 23rd 2024 at 4:57 AM Show koboldplayermodelport-v1.2.3.zip 1-click install
v1.2.2 154 Feb 22nd 2024 at 11:26 PM Show koboldplayermodelport-v1.2.2.zip 1-click install
v1.2.1 643 Feb 1st 2024 at 1:54 PM Show koboldplayermodelport-v1.2.1.zip 1-click install
v1.2.0 225 Jan 30th 2024 at 11:44 PM Show koboldplayermodelport-v1.2.0.zip 1-click install
v1.1.3 199 Jan 29th 2024 at 9:42 PM Show koboldplayermodelport-v1.1.3.zip 1-click install
v1.1.2 216 Jan 28th 2024 at 11:52 PM Show koboldplayermodelport-v1.1.2.zip 1-click install
v1.1.1 175 Jan 28th 2024 at 5:49 PM Show koboldplayermodelport.zip 1-click install

188 Comments (oldest first | newest first)

💬 DracoZaroff, 4 hours ago

Is there a way to add the contents of this into Kemono?

💬 Tahts, 1 day ago

On VS 1.20.10, Mod version 1.2.14


Fur lined reindeer herder shoes currently dont align properly with the legs/feet

💬 Ozzie_sergal, May 1st at 10:29 PM

Can this model get a fix to clothes to make pant legs thinner. currenly they clip through the boots that are higher. (tried to do it myself but failed and gave up). 

currently pants are 4 voxels by 3 voxels while  middle part of the leg is 3 vox by 3 vox.

💬 Altamonte, Apr 26th at 1:28 AM

Would you be able to add support for Player Model lib? No pressure though ofc ^^

💬 Hauvega, Apr 20th at 12:23 AM

Made my own head gear plus horns.

💬 Aradea, Apr 20th at 12:20 AM

 not sure why but i think some of the clothing is not on my character properly.

💬 AzuliBluespots, Apr 4th at 10:51 PM

There's a number of poses/animations not properly implemented, but afaik it didn't crash the game as far as 1.20.4. 

Would be nice if the og one updated tho.

💬 DigitalHare, Mar 30th at 9:54 PM

Playing on game version 1.20.7 and mod version 1.2.14 with Carry On and (I think it's a reason, have not tested yet) Combat Overhaul.

There is a constant stream of these in the log window (Both client and server):

30.3.2025 17:48:31 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'bugnet'. This will lead to undefined behavior.
30.3.2025 17:48:31 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'bugnet-fp'. This will lead to undefined behavior.
30.3.2025 17:48:31 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'carryon:holdheavy'. This will lead to undefined behavior.

Given it's marked as fully compatible with Carry On, I figured that one could at least be checked on.

💬 Raccoonia, Mar 30th at 7:57 PM

It took me about an hour of disabling, renabling, and loading up the game each time to find out what was causing my new problem and it happens even when only this mod and base Vintage Story is enabled.  I'm about 90% certain that updating from 1.20.6 to 1.20.7 VS caused the animation problem, it's not game breaking, but it is quite annoying. 

When doing clayforming while holding down the button, my kobold hand is now reaching all the way into the middle of the screen and blocking my view of the lower part of the clay forming I'm working on.

Mod version is 1.2.14

Vintage Story version is 1.20.7

💬 keljee, Mar 24th at 9:40 PM

hi there! i've noticed a few of the horn sets have a texturing error where one line of pixels shows the skin texture instead of the horn. figured i should make mention of it. :]

💬 Aradea, Mar 20th at 11:32 PM

i was just wondering. Would it mess with playing online at all if this mod also changed the "armor stands" to be kobold shapped as well just to fit more with how people store outfits and would like to see them looking akin to how it does on the kobold player moddle?

💬 Blackmare, Mar 19th at 11:59 PM

Hey there! Wanted to create a proof of concept mod using some of the new models being made for VS and was wondering if I could use the mod as a template for it.

Feel free to dm on discord.

💬 DigitalHare, Mar 18th at 10:34 PM

Thank you for the update to 1.20.5, though my server and I have found that the most recent Kobold version 1.2.15 breaks the unique armors, etc (Boots aren't working correctly, masks are using standard Seraph versions, etc). Running on 1.2.14, everything loads fine, but once we move to .15, it stops functioning correctly. Our server version is 1.20.5 as are all clients naturally. If you would like our entire modlist, I can paste it but it's somewhat long.

I tried to do a full, clean install and readded the mods without any cache or settings and it still appeared so.

💬 Aradea, Mar 18th at 8:18 PM

need more kobolds in games but this fits this game so well! i started using it and i have never looked back. :)

💬 Iafri, Mar 16th at 5:37 PM

As Sylanna mentioned, there's some jank with the sailboats. Model standing instead of sitting down, camera in the chest. No pose for clingign to the ratlines, either. Sort of a small issue though, IMO, still functions just is a bit jarring. :>

💬 EldritchHeart, Mar 16th at 5:15 PM

Sadly seems that some of the armors don't properly work with the mod; Late armors like plate don't cover the snout and muzzle like the pictures show, so it looks a lil silly. (Also don't have a "back" to them; Forlorn Hope armor helmet has a similar issue, but only the muzzle thing.) 

💬 Kosmu, Mar 6th at 7:48 AM

Would it be possible to add compatibility to this mod? https://mods.vintagestory.at/show/mod/20609#follow I feel it would suit the kobolds quite well

💬 AzuliBluespots, Feb 25th at 4:08 PM

I'm not getting in-game errors with the kobold model, or specifically with combat overhaul (CO specifically mentions to NOT use immersive first person with it)

I did notice that the kobolds do not have positions/animations for the big vanilla boat, similar to the issue with the mount. They just stand there (menancingly). There's slots on the back of the boat, and on the sides of the mast near the top of the sail. At least we counted those four.

💬 Caliber , Feb 18th at 7:27 PM

Spoke w/ Shadow in DMs, adding a line to the description to clarify the issue.  The mod is client-side only, putting it on the server will not force users to download it when connecting.

💬 ShadowFaux, Feb 18th at 5:17 AM

Sadly, this mod doesnt work anymore. I get a long list of errors. latest version of both the mod, and game!

💬 VernaSaurus, Feb 11th at 1:23 AM

currently has compatibility issues with the Working Classes mod, though the issues are purely visual since the clothes added by the mod don't really know how to handle kobold shapes

💬 Afrik, Feb 10th at 3:50 PM
💬 Indaryn, Feb 8th at 10:42 PM

Huge thanks for keeping this mod up-to-date! Being able to play as a Kobold in games is a rare treat.

💬 jamescook, Feb 4th at 3:57 AM

for some reason i had an error about some alchamist's boot not pathing right?

💬 Sylanna, Feb 3rd at 7:10 AM

Currently the sailboat stuff is funky, like in first person the arms are off on positioning. And when in 3rd person you can see the kobold is just standing up instead of sitting down.

💬 Caliber , Jan 30th at 7:17 PM

ValiantScales18 No, the model isn't supposed to change depending on class.  The armor / clothing may be hiding them, however.  I will have to look at this.

Paddles It's something I want to do but I currently have no means to make it happen quickly.  No promises or ETA but it's a goal.

💬 ValiantScales18, Jan 30th at 5:19 PM

are horns supposed to be removed when playing a hunter class?

💬 Paddles, Jan 28th at 5:15 AM

Is it possible for this to become a choice in the menu? so some players can be kobolds and others not?

💬 AchiTM, Jan 28th at 5:12 AM

LoneWolfAlpha42 yes currently, waiting to see if it's fixed soon

💬 LoneWolfAlpha42, Jan 27th at 11:54 PM

Anyone else having an issue standing in their boats instead of sitting, or is it maybe the fault of one of my other mods?

💬 SFlame, Jan 27th at 9:33 AM

Comba overhaul mod v0.1.17 breaks legs armor model, similar to the problem with knee-high fur boots that was before but other than that it work perfectly.

Game version is .1.20.3

 

💬 ArteminAmstrad, Jan 26th at 8:41 PM

Strange..... now the mod works entirely fine. Nevermind I guess?

💬 Caliber , Jan 26th at 8:29 PM

ArteminAmstrad Google drive works.  It looks like the log just stops suddenly, no errors or anything at the time that it fails in the server log.  I see you also have a few other mods.  Does the game work without this mod, and everything else installed?  Additionally, do you see anything at the end of your other log files, or is there simply no client log?

💬 ArteminAmstrad, Jan 26th at 6:10 PM

https://drive.google.com/file/d/1V4ATivPrD25_paI1oL1MbQwU16ooWKtn/view?usp=sharing
So I couldn't do pastebin cause the entire file exceeded the pastein limit, so I did google drive, that fine?
Caliber

💬 Caliber , Jan 26th at 5:38 PM

FensBK This has been an idea for a while but it's going to take a lot of work to make it function and I do not have the skills to do that at the moment.  It will be a while from now, if I am the one to do it.

💬 Iafri, Jan 26th at 5:12 PM

@Caliber

There's at least one armor set I know of in that mod, for the hunter class.

I was mostly asking in a playful "what if?" sorta way, if that makes sense? Don't have the time or patience to figure out modding myself so figured there was no harm in asking haha! ^^

💬 FensBK, Jan 26th at 3:47 PM

Is it possible to make this as a player race? Like, my friends doesn't want to play as a Kobold but I would like to make them see me as a Kobold.

💬 Caliber , Jan 26th at 2:58 PM

Iafri I'm unsure what compatibility would mean, but i also haven't used that mod.  Isn't this just a "more creatures" mod?

Lighthawke The large amount of patching required to make the model work means it's always loaded rather slowly, even in 1.18 and 1.19.  The errors are annoying, but they shouldn't be causing any actual user-facing issues.

ArteminAmstrad Please provide your log file.  I cannot see why your game is crashing and I can't reproduce it on 1.20.3.  You can find it in %appdata%\VintagestoryData\Logs\server-main.log.  You can upload it to pastebin if you don't have an alternative you're aware of.

StarFeather It takes much longer to load with the mod than without.  Does it work if you let it sit for a while?

💬 StarFeather, Jan 26th at 12:21 PM

Similar issue for me, while having the latest release installed the game gets stuck at world creation after just two lines.

💬 ArteminAmstrad, Jan 26th at 8:18 AM

For whatever reason whenever I launch the latest mod file, my game instantly crashes. I've uninstalled the mod, reinstalled it, manually installed it rather than the 1 click install... Every other mod I add works, this one just doesn't. As for my log files, I don't even know. My game version is 1.20.1, and the Kobold mod version is v1.2.14
Caliber

💬 Lighthawke, Jan 26th at 4:59 AM

I'm getting a TON of errors and I think it's making my game load slowly, all along the lines of "koboldplayermodelport:patches/survival-shapes-entity-humanoid-seraph-clothing-foot-hunter-boots.json failed because supplied path /elements/1/children/6/faces/north is invalid: The json path /elements/1/children/6/faces/north was not found. Could traverse until /elements/1/children, but then '6' does not exist." Game version 1.20.3, mod version 1.2.14

I'm not sure how to include logs or I'd do that. Maybe I'm doing something wrong, any ideas?

💬 Iafri, Jan 25th at 6:59 PM

Any chance we'll see compatibility with Feverstone Wilds? 👀

💬 Caliber , Jan 25th at 5:29 PM

ArteminAmstrad I was able to load in fine with both mods and their dependencies.  Are you able to provide your log file? (and your game version and mod version)

💬 ArteminAmstrad, Jan 24th at 11:29 PM

I'm getting an inability to launch a world when trying to use this port with the "The Working Classes" mod.

💬 Caliber , Jan 23rd at 6:49 PM

FlareFluffsune There was an attempt previously, but due to how the game loads code and content mods, I won't be able to patch it without making this mod into a code mod or doing something extremely kludgy, like patching over other mods.  I apologize.

💬 FlareFluffsune, Jan 23rd at 3:43 PM

This is asking a lot I understand and I am not expecting a positive but would you be able to make kobold animations compatible with the Combat overhaul Crossbows/Firearms mods? The animations are rather off and the weapons are quite off when aiming and reloading it looks like. I think there's also a problem interacting with the base Combat Overhaul mod as despite following all instructions to make sure my crosshair and fov are aligned correctly attacks simply just barely hit unless I'm right in the face of creatures.

💬 Caliber , Jan 23rd at 12:59 AM

The upload failed and did not tell me.  Sorry.

💬 tobyferrian, Jan 22nd at 6:05 PM

it looks like the newest version of the mod is an empty archive

💬 Caliber , Jan 22nd at 2:01 PM

McFrugal I was checking the client log, not the server, so I didn't notice anything here.  It seems like it's failing to recognize elements that are definitely there and then failing to patch them out.  This one, for example:

Patch 0 (target: game:shapes/entity/humanoid/seraph/armor/antique/blackguard-broken/body.json) in koboldplayermodelport:patches/survival-shapes-entity-humanoid-seraph-armor-antique-blackguard-broken-body.json failed because supplied path /editor/backDropShape is invalid: The json path /editor/backDropShape was not found. Could traverse until /editor, but then 'backDropShape' does not exist. Full json at this path: {
"allAngles": true,
"entityTextureMode": true
}

"backDropShape" absolutely exists in the base-game model file, and the patches were auto-generated using the tool they provided for modmakers.

C:\Users\[REDACTED]\AppData\Roaming\Vintagestory\assets\survival\shapes\entity\humanoid\seraph\armor\antique\blackguard-broken

This file has the line in question at the very top.  I'm guessing this is somehow getting removed when the game boots up?

"editor": {
"backDropShape": "entity/humanoid/seraph",
"allAngles": true,
"entityTextureMode": true
},

As long as the game doesn't fail to load, and the models still look patched as they do for me, i'd call this a minor issue.  I'll see if I can figure out exactly what's going on.  There are some other cases of this happening elsewhere where the path absolutely exists in the base file but still fails to patch.  Thank you for reporting this.

💬 KoboldCoterie, Jan 22nd at 9:59 AM

> I am exactly the same way in that I can't play without this thing on, lol.

Seeing that this mod existed was what made me buy the game, no joke.

💬 McFrugal, Jan 22nd at 7:39 AM

I still have a bunch of errors in my log.  I waited this time and it eventually loaded, so the missing values are apparently not needed... but the error spam is probably what's causing the long loading time.  The errors go into server-main.log.  I'll pastebin some of the errors:

https://pastebin.com/GnAuQujH

It's 4020kb so I can't pastebin the whole log.  Oddly, there's also an error for carryon at the bottom, which makes me wonder if my VS install is messed up.

💬 Devilofether, Jan 21st at 9:57 PM

any interest in making this compatible with verticality; I prefer the more grounded movement

💬 Caliber , Jan 21st at 3:53 PM

McFrugal Should be fixed now, log looks clean from a test world.  My apologies, didn't notice any issues in testing.  Thank you for the report.

💬 McFrugal, Jan 21st at 5:19 AM

It's crashing on world load with version 1.2.13!  Well maybe not crashing, but it spams the log with so many errors the game hangs.  I'm playing VS version 1.20.1.

20.1.2025 23:14:12 [Error] Patch 2 (target: game:shapes/entity/humanoid/seraph/clothing/foot/alchemist.json) in koboldplayermodelport:patches/survival-shapes-entity-humanoid-seraph-clothing-foot-alchemist.json failed because supplied path /elements/0/children/0/children/0/children/0/rotationX is invalid: The json path /elements/0/children/0/children/0/children/0/rotationX was not found. Could traverse until /elements/0/children/0/children/0/children/0, but then 'rotationX' does not exist. Full json at this path:

(and then it's a bunch of JSON data but I don't think it's wise to post it here)

Then there's another one for RotationY and RotationZ, and then extra ones for the same json for some reason.  There's a lot more errors for other clothing pieces.

💬 Diri, Jan 20th at 11:48 PM

Bless <3

💬 TheSkreeBat, Jan 20th at 7:51 PM

yip yip!

💬 Caliber , Jan 20th at 6:15 PM

LillyTheDragon thank you for the report.  I'll take a look at this soon.

💬 LillyTheDragon, Jan 20th at 5:31 PM

It seems that the "Knee-high fur boots" is place on the wrong leg part, instead of being on the foot it is placed on the shin. 


Haven't had the chance to test anything else so far.

If you are already aware of this then just nevermind me ^_^

💬 Caliber , Jan 20th at 1:51 PM

Thankfully not too many big breaking changes this update!  new trousers look a bit weird but the mod seems to work fine otherwise.  I am exactly the same way in that I can't play without this thing on, lol.

💬 Aveswyn, Jan 20th at 7:51 AM

Thank you so much for keeping this mod updated! I honestly cannot play without it I love it so much.

💬 VaelophisNyx, Jan 20th at 5:55 AM

that was surprisingly fast-

💬 Caliber , Jan 20th at 12:05 AM

Working on a quick patch for 1.20.

💬 VaelophisNyx, Jan 19th at 10:27 PM

1.20 stable upon thee

💬 Hauvega, Jan 11th at 10:55 PM

Did more texture work.  Found out that the pants have a model now. https://imgur.com/a/Vth0p3C.  I can be dm on discord Hauvega.

💬 Caliber , Jan 6th at 3:28 PM

AzuliBluespots I'll be fixing these once they release 1.20 stable - they've made some changes to the base playermodel that will need to be accounted for and I want to avoid further incremental patches for the moment. Thank you for the report.

💬 AzuliBluespots, Jan 5th at 8:27 PM

Farrowe

Just so you know, this DOES seem to work just fine with Combat Overhaul and the three modules, it seems. Armory (shields and melee weapons), Crossbows/firearms and custom bow models with the new aiming and shooting commands.

What doesn't work with that is the Kemono mod.

Caliber
That said, the pants texture/model seems weird on 1.20 - it seems the shin(?) model for for the shins part of pants goes through the thighs, so the legs are kind of looking like a "y" shape when using pants. Without pants it's normal.

💬 Hauvega, Dec 28th 2024 at 11:57 PM

I am learning the modding part of it by making it work with 1.20.x.  Coming from Rimworld mod making or fixing, Got most of the animations working and added the new ones. https://imgur.com/a/FoJEHHJ

💬 Dynne, Dec 12th 2024 at 3:31 PM

for those curious this appears to work fine on 1.20, your kobold will just sort of perch like a parrot on top of their elk.

💬 Caliber , Nov 18th 2024 at 3:14 AM

SmokingIce There's a mod that makes the player a block tall or so, though I don't know if it's compatible with this one.  I don't intend to make a version that does anything similar.

https://mods.vintagestory.at/unyinglet

💬 SmokingIce, Nov 16th 2024 at 6:05 PM

are there any sub mods, or plans, to make the Kobolds a little shorter, like 1.5 blocks instead of the 2. the mod is very good, It just feels weird to be a 6 foot kobold.

I have no Idea how hard this would be to implement, so maybe its impossible or game braking.

💬 Farrowe, Nov 2nd 2024 at 6:26 PM

Caliber Its fine, and i completely understand, you are in no way obligated to actually go through with patching for CO.
as a rimworld player it is not my first rodeo with combat overhaul mods having incompatibilities with a majority of things

💬 Caliber , Nov 2nd 2024 at 5:07 PM

Farrowe This is all just JSON patches, but I think incompatibilities like this are due to the fact that it changes the model so thoroughly that nothing can really touch it.  With the way the game's modding system works, I think the only way to do this would be to make a patch myself.

I am hoping I can get this working with a swappable model first, since the hardest part of this mod so far has been finding out how to swap a model out for the same entity.  I don't have a timeline for when this will be possible, though.  I apologize.

💬 Farrowe, Nov 1st 2024 at 8:13 PM

This is likely a very large ask, considering that you are just one person with your own time, but would you have any idea on how somone would go about obtaining compatibility between this mod and Combat Overhaul?
From a quick test with just this mod and CO, it seems the main issue (that is currently visible) is an inability for Combat Overhaul to recognize the kobold model in this mod for patching purposes (Log)

Also, about that animation bug i encountered a while back, it was completely on my end, simply had to update the mod, thanks.

💬 LoneWolfAlpha42, Nov 1st 2024 at 5:57 AM

There is a new must pair mod with this mod!
https://mods.vintagestory.at/shirovoice#

💬 LoneWolfAlpha42, Oct 20th 2024 at 5:28 PM

I wonder if there would be a way to randomly change some NPCs to have the same model as yourself for people that use diferent race models like this so you don't feel completely alone in single player worlds.
There's even the one dialogue option with traders where they mention that more of your kind seem to be popping up all over the place. Anyone know if something like that already exists or if someone is working on it?

💬 Caliber , Sep 9th 2024 at 4:09 PM

Farrowe Which version of the game and mod are you using?  This was a known bug in a prior verson of the base game, but has since been fixed.

💬 Farrowe, Sep 9th 2024 at 2:51 AM

It appears that the animation for mining with a pickaxe does not end when you stop holding left mouse. Sometimes you can fix it by right clicking with the same pickaxe, sometimes you have to switch to a different object/empty hand and click for a second.

Then again, digging does come naturally. maybe my character is in the right, and IM the one who needs to learn to like mining.

💬 Caliber , Sep 2nd 2024 at 10:14 PM

HartmannVB Currently working on a solution to do this, but it may be a while.

💬 HartmannVB, Sep 2nd 2024 at 10:04 PM

elo

my friendcrew really like this mod mercii. but not all are koboldcrew is it possible to switch between kobold and human?

💬 Caliber , Sep 1st 2024 at 5:13 AM

SkullyDog I'll see if I can reproduce it.  If you're able to get a video of yourself reproducing it, that would help as well.

💬 TrulyAurora, Aug 31st 2024 at 1:43 AM

Caliber sorry i meant 1.2.11 but i musta not typed the other 1. Issue persists in .11

💬 Caliber , Aug 28th 2024 at 3:40 PM

NexremThanks for that!  I didn't notice that this affected things other than the firearms mod before.  If this is consistent across all items i may need to adjust the first person animations somehow, I believe this is to do with the player's torso being tilted forward on the model.

💬 Nexrem, Aug 28th 2024 at 3:09 AM

Did some testing, latest version on 1.19.8. Spear throw and hit animation seem wrong, as well as most first person animations in general jus being tilted forward. This makes held blocks almost hidden off screen, makes the spears throw animate downwards. I also tested with the Firearms mod and it works just fine, however the animations/items all experience that forward tilt.

💬 Caliber , Aug 26th 2024 at 7:35 PM

SkullyDog Are you able to update the mod to 1.2.10 or 1.2.11?  1.2.1 is a rather old version.

💬 TrulyAurora, Aug 26th 2024 at 11:41 AM

Caliber Using game version 1.19.8 Stable and mod version 1.2.1

Also i do have restored hair colors, carry on, and bullseye. No incompatible mods loaded that i know of

💬 Caliber , Aug 26th 2024 at 5:45 AM

SkullyDog Thank you for the report!  This should have been fixed in v1.2.10.  Are you able to share which game and mod version you're using?

💬 TrulyAurora, Aug 25th 2024 at 7:23 PM

part of the muzzle and the ears seem to float in multiplayer whenever a friend sits, crouches, etc.

💬 DUCATISLO, Aug 9th 2024 at 4:01 PM

thing

💬 Rivernoodl, Aug 9th 2024 at 12:18 AM

Caliber Good news!  Just did an ititial test on both vanilla and with my current cocktail of mods and not a single error is popping up so far!  The jittery animations and single frame teleports are gone too! (So it looks like that's still happening, but is likely unrelated to this mod at this point.)  I think this actually fixes the original issue, thank you <3

💬 Caliber , Aug 8th 2024 at 11:58 PM

Rivernoodl Apologies, not sure why I'm not seeing it on my end.  I've deleted both instances of it from the mod's files.  1.2.11's zip has been updated.  Please let me know if you're still seeing it.  I can't reproduce this with a completely vanilla setup either.

💬 Rivernoodl, Aug 8th 2024 at 9:15 PM

Hello again, I just tested the new patch and unfortuaately it is still having the same error.  I wanted to bring this to your attention asap so that you'd be aware that it's still an ongoing issue.

"8.8.2024 17:12:32 [Client Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'insertgear'. This will lead to undefined behavior."

Edit 1:  tried a couple of the past versions as well and noticed they also have this issue; I wonder it could be that it's conflicting with the current update in some way?

💬 Rivernoodl, Aug 8th 2024 at 8:33 PM

Of course, Caliber!  Thank YOU for keeping this mod alive, it's my favorite on on the entire site!  it kinda makes want to get into mod making myself so I can make edible moss for the lols

💬 Caliber , Aug 8th 2024 at 2:22 PM

Rivernoodl Not sure how it happened, but the game's patch generator seems to have added that animation twice, despite it existing only once in the source files.  I've gone in and manually removed this, so the error should no longer appear.  Thank you for the report and testing!

💬 Rivernoodl, Aug 8th 2024 at 9:07 AM

Currently I'm finding that this mod is conflicting with another mod.  At the moment the only hint is this prompt that constantly shows up:

[Client Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'insertgear'. This will lead to undefined behavior.

I do have a mod that renders tools on the backs and arms of the character. I'm going to see if that's the culprit.

Edit 1: It isn't that mod.  I'm testing to see if I can reproduce this issue in vanilla.

Edit 2: It appears I get this error even without any other mods installed.  Every time I get this error the animation on the character jumps; it's quite jarring.  It doesn't seem to happen as often when there are no other mods installed, but it seems to be enough to mess with the animation visually after enough mods are installed - is there a way to fix this?

💬 COM50c, Jul 14th 2024 at 1:11 PM

Downgrading the mod worked, many thanks!

💬 Caliber , Jul 13th 2024 at 7:48 PM

COM50c Thank you for the example! I'd try to update your game if possible, or if not, downgrade the mod to 1.2.7.  Versions 1.2.8 and after were compiled for 1.19.5 which added new animations to the player, and I think this is why it breaks.

I'll update the version compatibility in the file list.  Sorry for any confusion!

💬 COM50c, Jul 13th 2024 at 1:55 PM

Running the game on v1.19.4 stable, using v1.2.9 version of the mod (issue also persisted consistently using the most recent version, v1.2.10), Issue occurs at all times, there hasn't been a single instance where the animations work properly, I have zero other mods installed, only this one

I managed to get a video of the problem in-game:

If you need me to provide anything else, please do let me know Caliber

💬 Caliber , Jul 12th 2024 at 7:51 PM

COM50c Does this happen consistently, and are you able to reproduce it by doing something specific? I've never seen this happen in-game.  What version are you on, also?

💬 COM50c, Jul 12th 2024 at 2:40 PM

Hi there, I've been having an issue with this mod where using it will remove all of the player's animations, leaving them in the default standing pose no matter what I do, same thing happens to other people in multiplayer too. It's not a compatibility issue with other mods as far as I can tell since I've disabled all other mods and it's still causing the issue, not sure how to fix this? (I tried recording a video of it but Nvidea shadowplay only records vintage story as a black screen for some reason?)

💬 Caliber , Jul 6th 2024 at 7:48 PM

The_Teller You're welcome to look at this mod's files for an example, but replacing the player model was done by creating it using the model creation tool provided by the devs, and generating a patch using their patch generation tool.  They have a tutorial on both of these on the wiki, here:

https://wiki.vintagestory.at/index.php/Modding:Getting_Started

https://wiki.vintagestory.at/index.php/Modding:VS_Model_Creator

The clothing was done in the same way, simply modifying the existing models to fit the new one.  This was all done by hand, though with the system they use for armor, most of the work is done automatically, thanks to the way armor / clothing parents to parts of the body, even when scaled.

They also have a channel in their official discord you are welcome to join if you want help or tips.

💬 The_Teller, Jul 6th 2024 at 5:25 AM

Hello I'm planning on making a mod that replaces the player models with custome one and when I found this mod I knew I needed to ask a few questions just so I don't go in blind with my efforts.

 

i just have two questions really.

First, how did you replace the player model with the custom ones?

Second, how did you adjust the armor and clothing for the custom model?

 

thank you for your time even if you do not respond to this.

💬 endey, Jun 30th 2024 at 1:41 AM

found the screenshots. ill send them to you on discord as idk how to do so here.

💬 endey, Jun 30th 2024 at 1:34 AM

so sitting has kinda triggered it, and taking damage sometimes triggers the bug. i dont know how to attach images on pc nor do i know where to find screenshots.

💬 endey, Jun 30th 2024 at 1:00 AM

i cant really say how it happens, but esstiantally the hair and ears that would be attached to the headcap disconnect in a straight facing manner. (nose as well). it hasnt happened today, and i dont know how to trigger it. it just do. sorry i cant be much help.

💬 Caliber , Jun 29th 2024 at 11:14 PM

endey If you're able to describe how, or provide screencaps, that would help a lot!

💬 endey, Jun 29th 2024 at 6:17 AM

for some reason the camera keeps clipping out of the character model. i dont know why but my bud whos a saraph model doesnt experince this issue so im just making it known here.

💬 Caliber , Jun 15th 2024 at 6:19 PM

Fatigue I do want to find a way to make it swappable, but it seems like it's going to be particularly difficult, given there are things in the code that rely on the player model existing for the game to function.  Swapping it out completely won't be possible since you'd have to re-create the head of the player to make it work, so I'll have to have some kind of hot-swappable solution that like, has both models' parts in one entity and changes visibility of them based on some flag.  I want to have the ability to change between kobold and seraph, but it's going to be a total rewrite, and will probably have some hacks built in to make it even close to possible.

💬 Fatigue, Jun 15th 2024 at 5:55 AM

Hey hey, I know this is probably a long shot- But what would make this mod fantastic is if it had a serverside component to it. So if a player has this mod installed, only their seraph models and animations are overriden. So on the server, the default is the typical Seraph model and animations but if someone joins with the clientside mod installed, what happens is the server says "For each player within render distance of this player, render the kobold shapes instead of the seraph shapes". One of the players on our server Resurgence RP has it clientside and it's a big part of who they are as a character, but we all see them as just a seraph physically which makes roleplay interactions complicated. I'm sure there's someone on the VS Discord that could help you with a C# script to make this possible; I will also have a look to see what is and is not possible with just the VS API without Harmony. I can't make any promises, but having it sync with players that use and do not use it would be absolutely fantastic.

💬 DUCATISLO, Jun 6th 2024 at 9:19 AM

uhhh kobolds are an evil race so it cant be a PC race

💬 Songbird1, May 27th 2024 at 4:32 PM

Well, thanks for the Speedy response and thanks for at least trying, keep up the good work!

💬 Caliber , May 26th 2024 at 5:50 PM

Songbird1 Looked into this for a couple hours, found out that something to do with Firearms having a DLL or being a code mod instead of just a JSON content mod prevents me from patching whatever animations it adds after the fact.  I think code mods just load after JSON patches but I'm not totally sure.

You may be able to ask Maltiez in case they know more about this than I do.  I'm not a very good modder and I have yet to branch out into code mods at all.  Maybe there's just something special their mod does to prevent it from being patched, but I didn't find anything in the source code they provided.

Whatever the case, I unfortunately won't be able to fix that one without making an entirely new mod to adjust the animations that specifically loads after the firearms mod.  The animation patches for their mod will always load after this one, and with the way animations are stored, there's no way for them to use addmerge instead of add, since there's no key / named index to point the merge at.

I can't even seem to make it double-up the animations like I encountered on accident before with Move Like Kaji and the player doing a handstand instead of lying down.  Not sure what's up with this one.  Sorry!

💬 Songbird1, May 26th 2024 at 2:29 AM

Heya, loving how it all works! One compability issue i've noticed is that it doesnt quite work with the "Firearms" mod, the animations somewhat break on it, no crashes and it all works, the animations are just all kinds of wonky, something to keep in mind for people!

💬 Caliber , May 22nd 2024 at 2:30 PM

Tyceus Which one would you be referring to (and what's broken about it)?  I believe there's a petting animation for the player models, but I don't know how to trigger it.  There are ones for animals too, though I'm unsure what about those isn't working as intended compared to vanilla.

💬 Tyceus, May 21st 2024 at 9:28 AM

I know this might sound silly, but is it possible to fix the petting animation? It'd mean a lot to me and the two people I play with.

💬 lll, May 20th 2024 at 4:41 AM

@Caliber yea maybe its just a slight change in view from vanilla to mod, not worth making a change in the mod

💬 Caliber , May 12th 2024 at 1:52 PM

Zinger Hi there!  Glad to hear you're enjoying the mod.

I'm unfortunately not sure how one would rectify this.  Switching between the mod and vanilla does not seem noticeably different for me, either in FPP or TPP.  Given the camera is centered on the player and not off to one of their shoulders, I always assumed one was not meant to play in TPP the whole time.  Is the vanilla player model's camera movement preferable, or are both a little wonky?  This may be better served under the purview of a different mod if both are unpleasant.

💬 lll, May 12th 2024 at 12:42 AM

thanks for the port, youre awesome. One thing though, when in the second third-person-mode (the one where the character can face the camera or any direction) the controls get a little awkward because of the way the camera pivots around thew head of the kobold (the head is not the center of the kobold when the kobold looks down so the camera moves undesireably when the character is rotating while looking downward). this also slightly effects the first second-peron-mode. I hope this can be changed in an update. <3

💬 Caliber , Apr 7th 2024 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 2024 at 3:40 PM

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

💬 ORO8ORO, Apr 6th 2024 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.

💬 Caliber , Apr 1st 2024 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 2024 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?

💬 Caliber , Mar 31st 2024 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 2024 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

💬 Caliber , Mar 30th 2024 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 2024 at 11:00 AM

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

 

 

💬 IzeLorlean, Mar 29th 2024 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 💔

💬 Caliber , Mar 26th 2024 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 2024 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.

 

 

💬 Caliber , Mar 23rd 2024 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 2024 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.

💬 Caliber , Mar 21st 2024 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 2024 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 2024 at 5:24 PM

thank you, the game is playable again /hj

💬 Caliber , Mar 10th 2024 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 2024 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

💬 Caliber , Mar 5th 2024 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.

💬 Caliber , Mar 5th 2024 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 2024 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 2024 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

💬 Caliber , Mar 5th 2024 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 2024 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

💬 Caliber , Mar 4th 2024 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 2024 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 2024 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 2024 at 4:16 AM

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

💬 Caliber , Feb 29th 2024 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 2024 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 2024 at 7:27 PM

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

💬 Caliber , Feb 29th 2024 at 7:18 PM

AngelboyVR Fixed!  thank you.

💬 AngelboyVR, Feb 29th 2024 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.

💬 Caliber , Feb 23rd 2024 at 4:57 AM

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

💬 JDL2149, Feb 23rd 2024 at 4:19 AM

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

💬 Caliber , Feb 23rd 2024 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 2024 at 1:13 AM

💬 Maltiez, Feb 23rd 2024 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 2024 at 8:50 PM

Kobolds...

💬 Caliber , Feb 13th 2024 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 2024 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 2024 at 10:56 PM

Youre the best Caliber

 

💬 DOGE__LORD, Feb 7th 2024 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

💬 Caliber , Feb 6th 2024 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 2024 at 1:59 PM

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

💬 FoxPrime, Feb 5th 2024 at 5:59 AM

Thank you so much, Caliber

💬 MagentaLizard, Feb 1st 2024 at 4:11 PM

Hope someone makes a mod like the origins mod for minecraft

💬 Caliber , Feb 1st 2024 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 2024 at 6:38 AM

they do not

💬 Caliber , Feb 1st 2024 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 2024 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 2024 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

💬 Caliber , Jan 31st 2024 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 2024 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? 

💬 Caliber , Jan 30th 2024 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 2024 at 3:44 PM

Thanks! Highly Appreciated!

💬 TheSkreeBat, Jan 30th 2024 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 2024 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

💬 Caliber , Jan 30th 2024 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 2024 at 1:31 AM

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

💬 Caliber , Jan 29th 2024 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 2024 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

💬 Caliber , Jan 29th 2024 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.

💬 Caliber , Jan 29th 2024 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 2024 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 2024 at 12:38 PM

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

💬 AzuliBluespots, Jan 29th 2024 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 2024 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

 

💬 Caliber , Jan 28th 2024 at 11:52 PM

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

💬 Headset479, Jan 28th 2024 at 11:28 PM

This port just isnt functioning for me :(

 

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