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DungeonsAndSouls
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Fantastical Multiverse [Patch 6 News]

So Patch 6 has impacted progress to Fantastical Multiverse. It hasn't stopped progression fully but I do have to go back through every released race and new races and fix things that changed during Patch 6.  

What happened?

Several things about how races function in the game have been changed since they changed how referencing a UUID is done. For people unfamiliar with what a UUID is, it's a random set of numbers that is used to call upon a specific property in the game.  The way it is called on has been made easier in the long run but for a mod using the old method with several races using the old method, this has caused a delay.  I have to make sure all the UUIDs match the necessary format. 

I have started working on this originally because I first noticed this issue when I was fixing clothes for Bugbear.  So I'll be updating every race already out and the ones coming out. 


Are publically released files safe?

Yes, for now. Any update that I've done for them currently can't be uploaded till I fix these incompatibilities. Otherwise, you would just crash or armor wouldn't show on the strong bodies.

I'm also not sure if when we get Patch 7 they will be compatible with Patch 7 since I know eventually they may not even be able to be used.  Similar to how the Early Access version of the mod wasn't supported at all with Full Release. So it's likely a matter of time before the old Roottemplate setup no longer is valid at all. 


Are we still getting new races?

Yes, quite a few races are coming the screenshots are showing a few of them. 


Decreasing amount of Faces 

I'm Reducing the amount of heads I make if I haven't already made them, down to 10 heads max per body type. Originally I was making as many as I could make if I felt the heads fit. With the amount of head patch updates I've been requested to make it's just a waste of my time to make a bunch of heads and then make a bunch of patches for heads. I'm also planning to make modular heads in the future so you will be able to swap ears, and maybe eyes (This part I'm uncertain if I will be able to get it to work as intended.) but  I do plan to make modular heads during 2.0+ and 3.0+ updates.


Elemental Hairs for Genasi, Eladrin & Goliath (Revised)

These are now coming in Wave 5, this way I can just push out all the Genasi faster.  Especially with all these fixes I have to do just to be able to finish Wave 4.


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Comments

1) I'm only making 10 heads(Faces) per body type from now on. Since I'm typically requested to make patches for other face/hair mods. Just shortens the workload and allows me to release more races. Alot of time is spent testing faces and cosmetic combos so with less heads to make I can release updates a little faster. 2) There will be skinny versions, and I will try to add legs more like Kobolds just unsure with when I will have the time to do so. I know I plan to add the dinosaur heads around 3.0 though for the Lizardfolk. The reason I may not work on the new body for a while is because I’ll already be making a lot of new bodies during 3.0 and a bodytype similar to Kobold requires me to make edits to vanilla armor. This may change depending on what we get with the official modding tool but I feel like it’s probably going to be like CreationKit at best.

Dungeons N Souls

I've just recently became a pledger to your project and so far I am deeply impressed with how far you've come along. ^_^ Just some quick questions! 1) So every race is getting 10 head types and 10 body types based on what has been shared? 2) Will there be anthro versions of the lizardfolk and dragonborn, as in their leg shape will be similar to the kobold races? I love the base Dragonborn, and was just interested to see if bipedal options are on the table?

Elemental4Pureheart

Do you think you’ll be able to give the goblins some love, too? Maybe a similar system as you’re planning with the kobolds, here. Something like being able to use all the different armor types that the NPCs use act One and Two. Just an idea for way down the line, of course. Just wondering if that could become a reality, eventually. Much love from a long time fan.

Agar Steeljaw

I'm just happy to have the little buggers at long last! Thanks for the update. This side of development is always really interesting to hear, too. :)

Krendius Fox

Kobolds won't be able to wear armor and clothes I'm releasing them early in Wave 4 since people really want them to be playable. During Wave 5 I plan to make an armory mod that will contain magic items I made in Forspoken's Wish Spell, all the hats available for Kobolds, and the singular armor they get with +1-+3 updates for it and a camp version of all those items. That way if someone wants to work on clothes for them, they can because I probably won't have time till the late 3.7-4.1 version of the mod to make my own armor for them. Currently, these are the planned updates for Kobold: • Wave 4 version release will include the animations fixed. I’m still looking into the cutscene fix but all the combat animations will work. They will also now use Kobold sound effects when they attack, and jump. Sadly, they still will have normal talking voices. Eye colors will be changeable, but skin won’t be this is because their skin texture uses the same skin color changes as Dragonborn but I’m still looking for how to change Kobolds to use the same color system as Dragonborn. Since the default is a human skin color system. I will be forcing the presets to use Dragonborn colors though. Along with visual overhauls to their roar, and passive descriptions. • Wave 5 will likely and hopefully have the full fix for the colors, and I’ll unlock the Kobolds so they can run around naked. They won’t have private parts though. This is when I introduce the Armory mod that will contain the camp versions of the armors, the kobold hats/helms, plus a good bit more of 5E weapons/armor. • I wouldn’t expect another cosmetic add-on till 3.0 of Fantastical Multiverse, this is where I’ll likely start by converting all the Dragonborn heads to be compatible with Kobolds, along with the tails. I may start converting some of the starting armor. (This can change depending on what we’re provided in the Official Modding Tool). • I would say probably 3.7+ Fantastical Multiverse is when I’ll try to get more armors to be compatible with Kobolds.

Dungeons N Souls

Great job! I was wondering how much Patch 6 had affected this mod, must be frustrating. Question, will Kobolds be able to wear armor/clothes or will it be like the minotaur? Thanks 🙏

Jesus Castro


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