Ratkin Race

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Author: Cattrina

Last revision: 13 May at 18:44 UTC (2)

File size: 152.68 MB

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Description:

By public request a new race, the Ratkins.

The client of this commission has by the grace of her character allowed to share this mod publicly. And given her permission to use this mod’s assets in derivative works with conditions (see modders section below). She owns the IP of the models.

The Ratkin race comes with full facial shape key sliders, including ear and tail perks, a wide range of skin/fur color and a nice set of velvety normal maps with subdued skinny and muscular definitions.

The playable race comes with typical female and male meshes, but this mod also includes two unique femboy characters, brothers Tobias and Gabriel. They have their own subrace, which is not selectable from game starts.

Tobias you can find randomly in recruit lists or bars. If you want to recruit Gabriel however, you need to first find Tobias.
The entire saga of Gabriel’s recruitment is pretty elaborate and you will need to actually search some UC towns… He is randomly named and generated each new game in a random noble house.

The Ratkin race is fully included in the game world, with many recruitable characters and members of several factions. They do not have their own independent faction. You can find them mostly as citizens of the United Cities, Drifters or Bandits. Generally in the north-eastern section of the map.

I have made a version of most vanilla helmets and footwear suitable for the Ratkin anatomy, researchable and craftable without blueprints. They are crafted from vanilla workbenches.
V5 onwards these items are called Pawkin such and such, because more paw-people mods coming!

Ratkin race comes fully compatible with CBT animations.

This mod also replaces the vanilla long pants and trouser meshes with a slightly wider pant legs towards the back, to better allow room for the Ratkin feet. This should not cause any conflicts, but if you notice Ratkin heels poking from long vanilla pants, load this mod quite low in the load order.

LOAD ORDER,IMPORT and CONFLICTS
No load order requirements. Import or new game is needed. Should not conflict with anything. Let me know.
It is possible, if the other mod needs to replace the vanilla long trouser meshes, there can be a minor conflict. Whichever mod is loaded later will win that conflict.

MODDERS
I am sorry, I do not own the rights to the Ratkin race meshes, nor the Ratkin Adventuring Gear meshes. You may not use those to make independent mods. However, you may use all the vanilla item variations as a base for new items, if you want to.

Also included a mesh for the Ratkin boots, that are similar to the Adventuring Gear boots, but are made by me and with easy-to-texture UV map as a modder’s resource.

You ARE allowed to use the velvety normal maps (head and body) and body skin textures (not head). Do whatever you want 🙂

If you want to make more faces for the Ratkin race, it is allowed for you to use the Face texture, assuming you include this copyright notice on the mod and make this original Ratkin race a dependency for the face mod(which is kind of automatically happening anyways). Same goes with the race meshes, if you want to make more items for this Race, you are allowed to do that using the race meshes, as long as this original mod is a dependency.

All animation, hair, clothing etc. patches to the Ratkin race are automatically allowed. However you may not use the hair meshes in this mod to make new hairdos for other races, but you can use them to make more hairdos for the Ratkin.

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Revisions:

Old revisions of this mod are available below. Click the link to download.