Skyrim Special Edition

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Inscenique

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inscenique

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About this mod

With this small mod rabbits drop rabbit fur, which can be used to create and improve fur items. For now that's the vanilla fur armor set. Rabbit fur is also added to the merchant lists and can be bought and sold.

Requirements
Permissions and credits
Translations
  • German
Changelogs
Rabbits Drop Rabbit Fur

Update: Unfortunately I made a mistake in the patches for SHO and CCOR I uploaded yesterday. Some of them pointed to the wrong file names of the original mod which caused the "missing masters" error. The reason was, I named all versions of the original mod differently (_CACO, _ESL, _CACO_ESL). So the referenced mod files were not found by the patches. I could have made patches for all separate mod files, this would have resulted in a mess of files. So I rather chose to rename the original mod files. They are all called "rabbitfur.esp" now and the error with the patches should be gone.
That means, please download the mod file again, just like a normal update and everything should be fixed.
I also updated the patch files to version 1.1, but actually there is no technical change here.
Sorry for the mess. I really hope everything is fine now. Please inform me if something is wrong.



Here comes another small immersion mod.
Did you ever wonder why (almost) all mammals of the Skyrim wilds drop their pelts, except the one with the most fluffy and probably most warming pelt: the rabbits? This mod finally changes this. Now rabbits drop rabbit fur, which can be used to create and improve fur items. For now that's the fur armor set. Rabbit fur is also added to the merchant lists and can be bought and sold.
The model and HD textures are mostly created from scratch using original rabbit leather and fur textures.

Since I fiddled around with the fur armor set anyway, I also fixed its vanilla armor/weight/price values. They are completely messed up in the vanilla game. For instance, the simple fur shoes were more valuable and had a higher armor rating than the fur boots. Also the fur kilts had the same armor rating as the full fur cuirass. These inconsistencies are fixed now (see also compatibility section). Also the recipes are made to reflect the vanilla look of the fur armor set; and the prices of the required items are lower than the price of the final product in most cases. So, some money could be made from producing them. Fur boots and shoes are the only exceptions here, their prices are too low to make profit. The full fur armor set (with cuirass) has a slightly better armor rating than the hide set, but is also little more expensive. That's nothing new; it was like this also in vanilla Skyrim.

The fur can also be used as a modder's resource (e.g. as room decoration or whatever). I give permission for that but please cite my original mod.


Issues?
I'm no 3D artist, so the fur mesh is not perfect. If you want to improve it, go ahead.
Apart from that there should be no issues. However, if you find some just contact me here. I'll see what I can do.

Update:
FrankBlack kindly made a fluffy version of the fur. You can download it here:
Fluffy Rabbit Fur


Installation

Copy all files to the data folder, overwriting existing files.
Or better use a mod manager to do this.
Place the mod close to the end of the load order since it edits the merchant lists, but it also works without. It should be placed after Weapons Armor Clothing and Clutter Fixes, Complete Alchemy and Cooking Overhaul and Scarcity (these are the conflicting mods that I use).


Compatibility

The mod should be compatible with most mods. It is fully compatible with Weapons Armor Clothing and Clutter Fixes out of the box. Mods that also edit the merchant lists can cause the rabbit fur not to appear in the shops. However, you can still sell them.
Hunterborn is (sort of) compatible. If you use the "Manual Loot" option you will get the rabbit fur and raw rabbit legs as usual. By using the "Harvest Ingredients" option you will get the Hunterborn ingredients (without fur).
I also added a version for use with Complete Alchemy and Cooking Overhaul (CACO). It carries over all CACO changes. All versions are stand-alone. So only use one version of my mod.

New: I added a patch for Simple Hunting Overhaul (SHO). There are two versions of the patch: A normal one and one for CACO users.The patch carries over all changes from SHO (and CACO). The patches are ESL flagged.
And another small patch for Complete Crafting Overhaul Remastered (CCOR). It just adds a recipe for the Fur Plate. Luckily it doesn't interfere with all other patches and files. :)
All patches are ESL flagged.


Rabbit drop Rabbit Fur should be placed after Weapons Armor Clothing and Clutter Fixes, Complete Alchemy and Cooking Overhaul and Scarcity in your loadorder.
If you want to add recipes for creation of other fur items (from other mods), just load my mod in Creation Kit and look for "RabbitFur" to add it to the recipes or contact me here. If its not too many mods that should be patched, I can do it. Basically, I used two rabbit furs instead of one leather in the recipes.
One issue that could arise: I noticed, there are mods that completely change the look of the fur armor set and replace the two fur kilts, e.g. Simply Realistic Armor (NordwarUA Edition). My reduced kilt armor values then may not fit to the new fur armor items. Same for the fur shoes which are often replaced by a different set of fur boots. I recommend to use close to vanilla fur armor texture sets, e.g. Leather Armors Retexture SE , RUSTIC CLOTHING or aMidianBorn Fur Armor.
You can also use SSEEdit to create your own patch for a conflicting mod. There is a nice tutorial video how to do that here: How to Make a Patch with TES5edit. If the kilts are replaced by better armor items in your setup you can just copy the armor/weight/price values of the fur armor cuirass.

Quick fix for Simply Realistic Armor (NordwarUA Edition):
In the folder where you stored the mod (or where Vortex stores it) go to \meshes\armor\. There rename the folder \bandit\ to e.g. \bandit_backup\. Then let Vortex redeploy the mods and accept the changes. This will make Skyrim use the vanilla meshes. To revert the change, rename the folder back to \bandit\ and redeploy.


Thanks

Thanks go to Bethesda for creating Skyrim and all modders who keep Skyrim alive and to the guys who created NIF Skope and SSEEdit.


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