Fantastical Multiverse Delay & Progress Report
Added 2024-09-19 15:53:19 +0000 UTCFantastical Multiverse 2.0 and the standalone single-race files have been delayed with the planned release. Unfortunately, this is taking alot longer than I had hoped but I'm also not trying to ship another Fantastical Multiverse 1.0 so I'm close to being done but there is just enough critical stuff that needs to be rebuilt, & fixed before I ship Fantastical Multiverse and the Species of the Multiverse standalone files. I should have this still done before September, and apologize that I wasn't able to get this done by the 17th. Luckily after the Full Version is released I should have all the standalone versions released by the end of October.
The current plan is to finish up the Fantastical Multiverse full release and then port singular files while finishing getting the standalone files. I'll prioritize the ones that won the votes though from y'all and then mix singular file releases with other mod releases. How this will be done is I'll basically be duplicating the full version and then removing all the parts not needed for that singular making the mod not require any mods other than IMP UI since I'm currently waiting to see if they'll add select passives for races in the base game but still waiting for the decision on that. Regardless the mod will now only ever require IMP UI as of 2.0's release.
What is finished with 2.0?
Passives, all the passives have been ported or made if it's a new race.
Most of the character defaults.
Ported all the heads, and bodies that the already available races used.
Icons on some of the races are now displaying in-game.
Display names & descriptions
Innate Spells are regular spells but have a cooldown so long as you are a spellcaster these will show.
Hair options for races & beard options if they are available.
Porting custom VFX I created for the available races.
Ported RootTemplates from the previously made races.
Most of the passives have been set in the races.
All RootTemplates have been attached to their respective race. This is what allows the race to display in CC and host what their visuals will be, stat blocks, and what race they really are when you disguise self, if this isn't set up when you disguise self and return to normal you will CTD.
Goals before 2.0's Release
Replacing placeholder default looks within the root template for races so they have the correct default appearance.
Porting all my trait actions and spells over.
Create a Kobold animation set - so they shouldn't just idle in cutscenes but won't flicker and majorly glitch like they did when I used Gnome & Kobold animations together. So I'm merging them correctly, making a brand new animation set.
Create a Locathah animation set - Removes the weird animation that plays when leveling up, merge either Dwarf or Human animation based on whichever looks the least weird
Create a fairy animation set - hopefully, pixie animations will work but if not it will essentially use pixie wings animations but contain all the elf animations.
Create Aasimar wing animation set - Wings won't flap when just walking on the ground but when you toggle the Aasimar Radiant Soul flight mode the animations will adjust to factor in any flight you do.
Rename tags so when you're in-game tags won't say "Not Found"
At least have 5 cosmetic heads for all body types for each race. Some may have more especially the races prior to 2.0's full release.
Re-enable all the stat blocks as this is currently causing CTDs with races that where ported into the tool.
Adding private parts to races. Luckily this should just be a copy-paste of the vanilla ones for the most part.
Finish adding all the passive selectors to races & skills selectors.
Why are there no separate races yet?
Was trying to pull them apart but the more I thought on the matter I felt it might be best to hold off till I have some finishing touches because some of the updates I would of been doing immediately after might break your save. I'm trying my best to avoid you needing new playthroughs or at least after this release you shouldn't need to restart that playthrough.
Species of the Multiverse
After I finish making sure everything is secure and won't break your saves in the future I'll be pulling these from first since they got the highest votes from y'all.
Goblin
Dhampir
Kobold [MoTM]
Shadar-kai
Bugbear
Lizardfolk
Eladrin
Then I'll start pulling these ones after the ones above in exact order.
1. Yuan-ti Pureblood
2. Goliath [MoTM]
3. Variant Human
4. Sea Elf
5. Shadow Goblin
6. Minotaur
7. Yuan-ti
8. Astral Elf
9. Dwarf [2024]
10. Reborn
11. Water Genasi
12. Locathah
13. Githyanki [Overhaul]
14. Kalashtar
15. Duergar [Overhaul]
What are the remaining problems that are causing separate file delays?
Waiting for a response to see if it's possible to resolve the bug with Lizardfolk, Dragonborn [2024], and Kobold where which display textures used for Humanoids but these don't change the textures for those races at all so I'd like to do the following:
1. Remove them from the display completely they don't work and I feel like it just confuses players. I'd rather just have the already-made Dragonborn textures show up as options for races like Dragonborn [2024] & Lizardfolk.
2. I want to see if I can set new skin color options in general. For example, if I'm able to just set skin colors up for Kobold that are compatible with the textures they currently use so you can pick and choose what color you want to be this would be more ideal to me than editing an entire material to be like Dragonborns or at least a solid temp fix for Kobolds not being able to change colors. This could also mean if it's possible and not hard coded that I can set up colors for Warforged, Minotaurs, Shade, etc.
The current state of skin colors is I have to re-add all the ones I made for Lizardfolk that were just copies of the Dragonborn ones which then showed up for all races which is not ideal but I'll do it again if I have no other choice.
Not all the skills for the main races listed above are finished being ported. I'm still working on it since it's not as easy of a process as the 3rd Party Manual way.
The easiest way to explain it is the way spells are set up on the Official Mod Tool is it's an Excel spreadsheet which is already more of a hassle since each spell is listed horizontally not vertically like they are when you do them manually (3rd Party) so I'm making my spells over again that I already did because you can't port any .txt files into the official tool. Then I also have to look up the names of the VFX because you can't copy-paste them by the UUID they use like you would do 3rd party. So I pretty much spend time looking up several parts of the VFX for each effect. Since some of these are custom I have to unpack my files and then look for the name I set them as, luckily the Custom VFX is easy to port into the tool just remembering what I named them is not. Regardless I'm hoping to have this portion of the mod finished by the end of this week.
Still finishing re-enabling cosmetic head options, private parts, hairs, horns, and tails.
Would also like to have the icon for the race finished so I don't have to add the code for it later. This is not mandatory though if all the other portions are completed before that happens.
What will be available in Fantastical Multiverse 2.0?
Races:73
Lineages:6
Subraces:57
Lineages typically use singular traits but allow you to play as a different species. Often coming with a Tag add-on and then different body types to fit that Tag.
Lineages:
Dhampir
Hexblood
Reborn
Revenant
Disembodied
Moroi
List of Races, Subraces & Lineages
Dragonborn
Gem Dragonborn
Ravenite Dragonborn
Draconblood Dragonborn
Dwarf
Dwarf Mark of Warding
Elves
Elf Mark of Shadow
Lunar Elf
Pallid Elf
Sable Elf
Shadow Fey
Half-Elves
Drow Mark of Shadow
Aquatic Half-Elves
Half-Elves Mark of Detection
Half-Elves Mark of Storm
Shadar-kai Half-Elf
Eladrin Half-Elf
Halfling
Ghostwise
Mark of Healing
Mark of Hospitality
Lotusden
Half-Orc
Half-Orc
Mark of Finding
Human
Larian
Variant
Mark of Finding
Mark of Handling
Mark of Making
Mark of Passage
Mark of Sentinel
Tiefling
Baalzebul
Dispater
Fierna
Glasya
Levistus
Mammon
Aasimar [2024]
Dragonborn [2024]
Gnome [2024]
Goliath [20224]
Halfling [2024]
Human [2024]
Orc [2024]
Tiefling [2024]
Aasimar
Air Genasi
Bugbear
Changeling
Earth Genasi
Eladrin
Fairy
Firbolg
Fire Genasi
Githyanki
Githzerai
Goblin
Goliath
Hobgoblin
Kobold
Craftiness
Defiance
Draconic Sorcery
Lizardfolk
Minotaur
Orc
Sea Elf
Shadar-kai
Shifter
Triton
Water Genasi
Yuan-ti
Kender
Astral Elf
Dhampir
Hexblood
Reborn
Revenant
Kalashtar
Warforged
Verdan
Vedalken
Locathah
Kobold [Legacy]
Yuan-ti Pureblood
Laneshi
Mystic Caste
Warrior Caste
Ogresh
Disembodied
Downcast
Aurelian
Ulmyrite
Maliganti
Galtian
Dreamers
Darakhul
Shadow Darakhul
Quickstep
Shade
Shade
Stygian Shade
Shadow Goblin
Umbral Human
Gifted
Changeling
Avariel
Celadrin
Crepthari
Grugach
Gwŷddpāla
Hemōnari
Ifrit
Krsnik
Lythari
Malformed
Maraloi
Mušhuššu
Moroi
Nephilim
Tydelvian
Elezen
Wildwood
Duskwight
Hyur
Highlander
Midlander
Roegadyn
Goblin Hairstyles will be available for several races not just goblins.
More NPC Hairstyles & beards
Fixes so that Minotaur, Goliath, Firbolg, and Warforged walk at normal speed but are tall. This should also resolve the DIsguise Self issue.
Cosmetic Subraces, this is attached to races that didn't need a subrace but I wanted variant cosmetic options for you to pick from, races like Fire Genasi, Water Genasi , Aasimar (MoTM) are some examples of races that will have cosmetic subraces.
Fantastical & Multiverse eye color options like the prior version.
Polished previous races cosmetically.
Bug fixes & general improvements.
All of the 1.0 races are being restored and returned in 2.0.
What's not making it to 2.0
Gnolls - Gnolls still need their passives finished to fully be like their Pathfinder 2e versions and just with me having to backtrack and redo previously finished races I decided it was best to shelf them till I can just dedicate time to focus on new races instead of the old. I want them to have as many customization options as they do in Pathfinder 2E so it just needs more time. Likely will see it in 2.2 Fantastical Multiverse as well.
Skeletons [Pathfinder] - Malformed skeletons are making it. The Pathfinder 2e versions of Skeletons aren't making it as I had hoped. They have alot of character options and it would delay the project much further to finish adding these so I'm going to probably introduce them in 2.1 or 2.2.
Balverines - I wanted to make them available but just setting up a bunch of fixes for animation sets and trying to add as many cosmetics as I could just delay this project as well. So you will see them in 2.2.
Aiuvarin - Are in the same boat as Skeletons and Gnolls. Just as I got closer to this deadline I realized I still had so much to do for all of these races so I am delaying their arrivals.
Kobold Color Change - I am waiting on devs to answer a question in regards to the texture problem but I might have to introduce this in like Fantastical Multiverse 2.0.0.1-2.0.0.5. Originally I was just going to edit the material but setting it up like the Dragonborn material was going to take a bit since I'm still getting used to the material editor and the tool doesn't use the same keys as Unreal Engine 5.
Changeling variant option - Won't make it into 2.0 because I'm going to have to fix the texture.
Will I need a new game to run the 2.0 full version?
1.6 race playthroughs might be fine but not sure how compatible it will be with all the new races. Might be best to stick with the standalone versions first or test in a test playthrough first with the current version of Fantastical Multiverse race you're using and then add 2.0 to your game and see the results of the test playthrough.
Can I use an Official Mod Manager standalone version with an old playthrough?
If it's a 1.6 version of a race, yeah that should be fine. I copy pasted those progressions but if you're adding new races I'm not sure how safe and secure that will be in a playthrough.
What about Fantastical Stylist, will that still work?
Yeah with the races patched, those are still safe.
Will you port Fantastical Stylist to the Official Mod Manager (Mod.io)
Probably not anytime soon I'm still waiting to see if alot of cosmetic mods make it over there are a good bit of them missing likely because of the learning curve and time it takes for custom assets to be brought over is my guess? The 3rd party versions still work and it might remain a 3rd-party mod, I'm not sure yet. I'll likely do a update for it after I finish getting everything I planned into the Ofifical Mod Manager.
Do you have a new ETA for Fantastical Multiverse's release?
The goal end of October. Even if it's not fully finished It will be stable and functional enough to at least upload here for Early Access. I'd like it on the Official Mod Manager though on the 30th of October at the latest!
More details coming, working on other posts, which I should have out today, but this post is for all members. Thank you all for your patience and understanding. :)
Comments
Counting down the days! Thank you for all the hard work :)
The D
2024-10-21 22:34:21 +0000 UTCYou’re doing amazing work! Thank you so much!😁
Luke Berty
2024-09-30 17:41:13 +0000 UTCAll your stuff look incredible is not too busy for you ??
Leshyné8
2024-09-26 19:50:57 +0000 UTCInsane, dude. Looks awesome, and I soooooo much appreciate the icons on the races, they look absolutely fantastic and give it that "official" sprinkle. Super excited for warforged and avariel, especially.
thewhitemoe
2024-09-21 13:28:09 +0000 UTCxD That's fair it's just I was really hoping to get it out earlier to y'all and know people look forward to the dates I announce. Larian is working on mods being available on console so hopefully any other friends won't be forced to get a PC xD because I plan to have it on all devices so long as they allow Fantastical Multiverse on other platforms.
Dungeons N Souls
2024-09-20 19:05:16 +0000 UTCHow dare you apologize for the awesome work you’re doing. Take all the time you need. I showed your work to a friend who has it on ps5 and he bought a steam deck and bg3 on pc. This was before patch 7 was announced. Thanks again for all the hard work.
Christopher Ticky
2024-09-20 11:50:50 +0000 UTCThank you for updating us! It looks like it’s going to be awesome, I appreciate your hard work and I can’t wait to check it out
Sabrius
2024-09-19 17:28:33 +0000 UTCThanks for the update! Appreciate all your work. Friend and I are very excited to play through as a kobold and minotaur using your mod.
Brad Durbin
2024-09-19 16:56:38 +0000 UTCThank you for all the hard work you're putting into this!
Kaitlyn Hill
2024-09-19 15:58:30 +0000 UTC