Are you going to convert this mod for mod.io? No, i'd have to completely rebuild the mod in the toolkit, which is time I am unwilling to spend on a hefty endeavour like that. I might change my mind if Larian creates a streamlined way to import third-party mods into the toolkit.
Can I request a CC patch for x? Yes, but I might decline the request or am unable to get permissions from the original author. You are not allowed to create CC patches for this mod without permission from me, but generally if you're an author looking to patch your mod yourself, I'm happy to give permission if you ask.
Why do the legs glitch with x armor/clothing? Please see the list for compatible armor/clothing on the main page. I have to manually edit each and every armor's code (and very rarely the model) to remove any pants that could overwrite the Satyr legs. If this happens with compatible armor/clothing, please check your load order. Some mods alter the vanilla armor files (Half-Dragon and Ghastly Ghouls for example) and so the Satyr mod has to be loaded after to fix this issue.
You can request specific vanilla armor/clothing for me to add in a future update. Custom armor/clothing I will not do, at least not for the forseeable future, due to the long and tedious nature of this task!
Why don't the satyr ears work for the half-elf/CC patched heads? Because each set of ears requires seperate rigging and importing into the game - with the base heads alone that totaled to 5x6=30. Maybe in the future I will add ears to some CC patched heads, if I have permission to do so.
Skinnier legs/other leg designs? I plan on at some point making a UT add-on that would allow alternate leg designs as one of the options. It's just not much of a priority atm.
Strong bodies? No, sorry.
Unique Tav support? See the patch made by KittHaven here!
Can I add/edit x so it more closely fits my satyr's design? Yes. But only for personal use - this does not give permission for my assets to be used outside of this race! Please also be mindful that using any assets that you don't own might require permission first from the original authors, even if it's for personal use.
Can I use the heads for non-satyr races? See Faces from the Feywild in my CC mod collection.
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Please read the changelog for any additions/changes. Also please please please read the Issues/Bugs section before commenting about issues or reporting any bugs. Don't report duplicate bugs either, only one person needs to report it!
V3.1: Improved clipping between the bodies and armors with physics!
Essentially created new colliders that fit the Satyr bodies. This should affect pretty much all armors that use the stiffer and better cloth physics. Clipping caused due to weights hasn't been affected, this is dependant on the armor model itself.
v3.1.2: Due to the recent patch, ImpUI is no longer a requirement as the mod functions as-is without it now - if you still experience UI issues, make sure any UI mods you're using are updated for Patch 8 and otherwise make use of the new lite version of ImpUI. ImpUI is still required if you're playing on Patch 7.
I absolutely love the mod, and I am a huge satyr fan so when I saw this I immediately downloaded it... but I am having some trouble with it. I decided to edit the body a bit in blender to make it match the Beautiful Curvy Body mod's mesh. So, I unpacked the pak using the modder's multitool, but for some reason, importing the model into blender, exporting as GR2, using LSLib toolkit to adjust it, and repackaging it with modder's multitool makes the legs freak out.
The torso works completely fine, btw. Even when I import the base model of the satyr and export it without adjusting the model in any way, it freaks out, and it looks like the legs are trying to use two textures at once. Something about the process of putting the model into blender and exporting it messes with the file in some way.
One thing I did notice was that when importing the model into blender, the model has two separate meshes, one of the torso and one of the legs. I've tried exporting the file as a GR2 with the meshes separated, but that completely breaks the model. Joining the models with Ctrl + J creates the above image, while keeping them separate makes the model look like this, with the textures super deformed.
(I checked the UV mapping in blender, and nothing was wrong there.)
I have tested with the Unique Tav compatibility mod on and off, I've tried every combination of settings in LSLib Toolkit, and I'm running out of ideas at this point. Something within the process seems to break your model, and if I had to guess, it has something to do with the Import/Export process in Blender, or maybe even the unpacking/repacking process of the BG3 Modder's Multitool. One of those processes seems to screw with the way your model understands which textures to use.
Do you have any idea why this is happening? If you don't wanna bother helping since I am meddling with your model, I understand, but I figured I'd ask anyway since I really wanna get this to work. As per your request, I will not distribute this version of the model.
I have repackaged the mod and uploaded that version in case that helps resolve the issue with missing animations, if someone could confirm whether this works its appreciated if this still doesnt resolve the issue there is literally nothing I can do - issues I cannot recreate on my end, I simply cannot fix!
Hello, first of all thank you for this wonderful mod, I love it ! <3 I have a problem since patch 8, it concern spell animations. I'm playing a new save with the most recent satyr mod available. My satyr is a shadow sorcerer but for some reason the shadow spell animation does not work. I'm posting a screenshot to make it more clear. On it we can see that the animation works on other character but not on the Satyr one... Any idea about how to fix it please ? Thank you :)
Edit : After trying with the hireling Satyr I found out that it works with the body type 1 but not with the body type 2. The "male" one seems to be the problem...
Love the mod! Looks very cute. I've been usint it on Patch 8 and it works well, but the animations usually don't play at all for combat. Haven't used it before patch 8, so I don't know if that is what you meant by animations being janky. If it does then it works the same as before.
Gotcha! It's spell casting that doesn't play. Melee attack animations work as normal. To add to this actually, I'm playing the new druid subclass and spell casting for that specifically is not working
Been doing a drunken sailor with the satyr, by doing the new swashbuckler rogue and drunk monk subclass For swashbuckler, flick of the wrist's animation doesnt play out neither does sand toss Way of the drunken master: the drunken technique doesnt show any animation Im not a high enough level to try any of the other stuff so this is all the info i have on it now This recent update has fixed an issue when using these attacks that would freeze my character in place for a few seconds before the attack going off. Now the attacks go off right away but still no animation
does this happen on a new game with the updated version? I have a feeling these animations dont quite add retroactively during existing savegames, in which case I cant do anything about it as far as I could tell I added any and all missing animation entries, but if someone can confirm this happens on new saves as well I can take another look
The save I was using was existing from an patch 7 so it made sense if that could broken transfering it over however I tested it a few minutes ago with a new save using a quick leveling mod, the same issues in my last comment were still present sadly
The only mods I have for the new save were the required for this mod + that instant level mod
I just tested both classes and all the animations load fine, wouldnt really know what to suggest except maybe clearing out cache? something else is going on your end in any case
Hello I am having the same problem where my main character doesn’t get the new animations but for some reason the satyr hireling (Myra) seems to have them I even started a new game in case that was the problem but the animations are still not working
I am also having the same issue with hexblade curse and drunken moink flurry Update im still having issues with arcane archer as well SStar druid is also getting effected
then I have no answer, like I said I tested all the animations and they all work fine on my end I cannot fix issues I cannot recreate, thats really the end of it for me unless someone else is able to figure out why thats happening
This is the best mod ever! your satyrs are so cute and everything works so well! ^^, I was wondering if there would be a patch for more neutral bodies for 1 like MB1 or TMTS. or how to do your own possibly.
There's an issue regarding the Tag framework. It hasn't been updated, and I wonder if that is still is needed. Causes the game to hardcrash to main menu.
Hi. I have a problem with skin, it's all black and looks like..... sawdust? Broken, to put it simply. I looked for solutions in the comments, in bugs, but didn't find a solution, maybe I didn't look hard enough, or maybe I'm just blind. Can you tell me what could be the problem? I've downloaded everything I need.
thats not a part of that faq question, there might be some clothing mods that add wearable pants for satyr but im not converting any existing armor pants to fit their legs
767 comments
FAQ
Are you going to convert this mod for mod.io?
No, i'd have to completely rebuild the mod in the toolkit, which is time I am unwilling to spend on a hefty endeavour like that. I might change my mind if Larian creates a streamlined way to import third-party mods into the toolkit.
Can I request a CC patch for x?
Yes, but I might decline the request or am unable to get permissions from the original author. You are not allowed to create CC patches for this mod without permission from me, but generally if you're an author looking to patch your mod yourself, I'm happy to give permission if you ask.
Why do the legs glitch with x armor/clothing?
Please see the list for compatible armor/clothing on the main page. I have to manually edit each and every armor's code (and very rarely the model) to remove any pants that could overwrite the Satyr legs. If this happens with compatible armor/clothing, please check your load order. Some mods alter the vanilla armor files (Half-Dragon and Ghastly Ghouls for example) and so the Satyr mod has to be loaded after to fix this issue.
You can request specific vanilla armor/clothing for me to add in a future update. Custom armor/clothing I will not do, at least not for the forseeable future, due to the long and tedious nature of this task!
Why don't the satyr ears work for the half-elf/CC patched heads?
Because each set of ears requires seperate rigging and importing into the game - with the base heads alone that totaled to 5x6=30. Maybe in the future I will add ears to some CC patched heads, if I have permission to do so.
Skinnier legs/other leg designs?
I plan on at some point making a UT add-on that would allow alternate leg designs as one of the options. It's just not much of a priority atm.
Strong bodies?
No, sorry.
Unique Tav support?
See the patch made by KittHaven here!
Can I add/edit x so it more closely fits my satyr's design?
Yes. But only for personal use - this does not give permission for my assets to be used outside of this race! Please also be mindful that using any assets that you don't own might require permission first from the original authors, even if it's for personal use.
Can I use the heads for non-satyr races?
See Faces from the Feywild in my CC mod collection.
--
Faun-tastic Fashion (Outfits and Accessories for Satyrs)
Essentially created new colliders that fit the Satyr bodies. This should affect pretty much all armors that use the stiffer and better cloth physics. Clipping caused due to weights hasn't been affected, this is dependant on the armor model itself.
Due to the recent patch, ImpUI is no longer a requirement as the mod functions as-is without it now - if you still experience UI issues, make sure any UI mods you're using are updated for Patch 8 and otherwise make use of the new lite version of ImpUI. ImpUI is still required if you're playing on Patch 7.
The torso works completely fine, btw. Even when I import the base model of the satyr and export it without adjusting the model in any way, it freaks out, and it looks like the legs are trying to use two textures at once. Something about the process of putting the model into blender and exporting it messes with the file in some way.
One thing I did notice was that when importing the model into blender, the model has two separate meshes, one of the torso and one of the legs. I've tried exporting the file as a GR2 with the meshes separated, but that completely breaks the model. Joining the models with Ctrl + J creates the above image, while keeping them separate makes the model look like this, with the textures super deformed.
(I checked the UV mapping in blender, and nothing was wrong there.)
I have tested with the Unique Tav compatibility mod on and off, I've tried every combination of settings in LSLib Toolkit, and I'm running out of ideas at this point. Something within the process seems to break your model, and if I had to guess, it has something to do with the Import/Export process in Blender, or maybe even the unpacking/repacking process of the BG3 Modder's Multitool. One of those processes seems to screw with the way your model understands which textures to use.
Do you have any idea why this is happening? If you don't wanna bother helping since I am meddling with your model, I understand, but I figured I'd ask anyway since I really wanna get this to work. As per your request, I will not distribute this version of the model.
if this still doesnt resolve the issue there is literally nothing I can do - issues I cannot recreate on my end, I simply cannot fix!
Edit : After trying with the hireling Satyr I found out that it works with the body type 1 but not with the body type 2. The "male" one seems to be the problem...
I've been usint it on Patch 8 and it works well, but the animations usually don't play at all for combat. Haven't used it before patch 8, so I don't know if that is what you meant by animations being janky. If it does then it works the same as before.
which combat animations dont play?
To add to this actually, I'm playing the new druid subclass and spell casting for that specifically is not working
Been doing a drunken sailor with the satyr, by doing the new swashbuckler rogue and drunk monk subclass
For swashbuckler, flick of the wrist's animation doesnt play out neither does sand toss
Way of the drunken master: the drunken technique doesnt show any animation
Im not a high enough level to try any of the other stuff so this is all the info i have on it now
This recent update has fixed an issue when using these attacks that would freeze my character in place for a few seconds before the attack going off. Now the attacks go off right away but still no animation
Though i'm still loving the mod regardless
do anything about it
as far as I could tell I added any and all missing animation entries, but if someone can confirm this happens on
new saves as well I can take another look
The only mods I have for the new save were the required for this mod + that instant level mod
Update im still having issues with arcane archer as well
SStar druid is also getting effected
I cannot fix issues I cannot recreate, thats really the end of it for me unless someone else is able to figure out why thats happening
If you do get the time, I'd love to be able to wear pants with hooves out. Pants are nice.