Mods / Skeletons
Author: Maltiez
Side: Both
Created: Oct 12th at 7:01 AM
Last modified: 3 days ago
Downloads: 10233
Follow Unfollow 218
Recommended download (for Vintage Story 1.21.0 and 1.21.2 - 1.21.5):
skeletons_0.5.1.zip
1-click install
Requires Player Model Lib
Adds skeletons as playable race.
You can turn off gameplay effects in config using Config lib to make the mod purely cosmetic.
You need to change class twice after reloading world after changing config for changes to be applied to your existing character.
You can disable this model in config and allow only specific players to use it via commands added by the Player Model lib.
This mod was created for the monthly Unofficial Mod Jam, hosted by Nat. The theme for this month was 'Spooky'.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.5.1 | 416 | 3 days ago | skeletons_0.5.1.zip | 1-click install | ||
|
Added new eyes option for infected, reworked icon for infected, edited descriptions | ||||||
| 0.5.0 | 747 | 3 days ago | skeletons_0.5.0.zip | 1-click install | ||
|
Split skeletons into 3 types. Left previous type as generic one turned off by default. Reset existing configs from previous versions. | ||||||
| 0.4.3 | 1186 | 6 days ago | skeletons_0.4.3.zip | 1-click install | ||
|
Split cosmetic only setting into traits and classes setting | ||||||
| 0.4.2 | 1799 | Oct 24th at 10:04 PM | skeletons_0.4.2.zip | 1-click install | ||
|
Added icons and model group | ||||||
| 0.4.1 | 1413 | Oct 20th at 7:49 AM | skeletons_0.4.1.zip | 1-click install | ||
|
Some fixes to lang file | ||||||
| 0.4.0 | 371 | Oct 19th at 1:09 PM | skeletons_0.4.0.zip | 1-click install | ||
|
Lowered down skull to better interact with armor and clothes | ||||||
| 0.3.4 | 78 | Oct 19th at 10:04 AM | skeletons_0.3.4.zip | 1-click install | ||
|
Fixed config option to disable the model not working | ||||||
| 0.3.3 | 671 | Oct 18th at 6:34 PM | skeletons_0.3.3.zip | 1-click install | ||
|
More config options | ||||||
| 0.3.2 | 358 | Oct 17th at 2:43 PM | skeletons_0.3.2.zip | 1-click install | ||
|
Reworked tumors | ||||||
| 0.3.1 | 22 | Oct 17th at 1:52 PM | skeletons_0.3.1.zip | 1-click install | ||
|
More customization options | ||||||
| 0.3.0 | 49 | Oct 17th at 10:27 AM | skeletons_0.3.0.zip | 1-click install | ||
|
Reworked models | ||||||
| 0.2.9 | 760 | Oct 16th at 11:43 AM | skeletons_0.2.9.zip | 1-click install | ||
|
Some animations rework | ||||||
| 0.2.8 | 137 | Oct 16th at 1:50 AM | skeletons_0.2.8.zip | 1-click install | ||
|
Even more stuff | ||||||
| 0.2.7 | 466 | Oct 15th at 4:01 PM | skeletons_0.2.7.zip | 1-click install | ||
|
More stuff | ||||||
| 0.2.6 | 66 | Oct 15th at 10:37 AM | skeletons_0.2.6.zip | 1-click install | ||
|
Some fixes and more customization options | ||||||
| 0.2.5 | 125 | Oct 14th at 11:31 PM | skeletons_0.2.5.zip | 1-click install | ||
|
Adjusted textures on eyes models | ||||||
| 0.2.4 | 170 | Oct 14th at 12:18 PM | skeletons_0.2.4.zip | 1-click install | ||
|
Added new voices and more nails | ||||||
| 0.2.3 | 49 | Oct 14th at 10:22 AM | skeletons_0.2.3.zip | 1-click install | ||
|
New "Accessories" customization option | ||||||
| 0.2.2 | 519 | Oct 14th at 6:17 AM | skeletons_0.2.2.zip | 1-click install | ||
|
Added inside skull bone color option | ||||||
| 0.2.1 | 385 | Oct 13th at 5:01 PM | skeletons_0.2.1.zip | 1-click install | ||
|
More eyes options | ||||||
| 0.2.0 | 65 | Oct 13th at 3:00 PM | skeletons_0.2.0.zip | 1-click install | ||
|
Added config option to turn of gameplay effects | ||||||
| 0.1.2 | 30 | Oct 13th at 1:37 PM | skeletons_0.1.2.zip | 1-click install | ||
|
Fixed crossbows compatibility | ||||||
| 0.1.1 | 64 | Oct 13th at 10:26 AM | skeletons_0.1.1.zip | 1-click install | ||
|
More customization options | ||||||
| 0.1.0 | 33 | Oct 13th at 8:28 AM | skeletons_0.1.0.zip | 1-click install | ||
|
Reworked customization, you will have to reselect character in existing worlds
| ||||||
| 0.0.3 | 46 | Oct 13th at 4:23 AM | skeletons_0.0.3.zip | 1-click install | ||
|
Some fixes and tweaks | ||||||
| 0.0.2 | 59 | Oct 12th at 10:53 PM | skeletons_0.0.2.zip | 1-click install | ||
|
Some rebalancing | ||||||
| 0.0.1 | 143 | Oct 12th at 5:20 PM | Empty | skeletons_0.0.1.zip | 1-click install | |
This race mod is wonderful! I need more new races with diverse and new stats. 🤩
veinxxx go to official VS discord server in mod-development channel and ask here for help
Maltiez wanted to clarify a few things from prior question since my understanding of things has improved but still pretty braindead at modding and don't know how to properly design a patch, I'm capable of switching numbers in the EN and trait folder, but the skeleton mod seems to have built in classes, which breaks the race completely if its used in tandem with my multiplayer servers other race / class mods, ( gloomeclasses and racialequality ), I can set the skeleton race to visual only like your instructions from the mod description state which fixes the crash problem, but then I can't have the traits be active. How am i to go about just disabling the built in classes with the skeleton, cause the other race mods I've got such as furrdregs / kobolds at one point and the avali bird race mod all have no crash issues while traits are enabled with their race. ( again assuming it's because it doesn't like the built in skele classes conflicting with gloome class' )
additionally unless I learn to patch it I can just change the mod files for the server to have the traits do what i want, but then the display wont show properly unless I do a patch for peoples clients to download and display the proper information is my current understanding of things. Please correct me if I'm wrong on that portion.
I got a crash since the last two updates when trying to choose the skeletons
Running on 64 bit Windows 10.0.26100.0 with 32432 MB RAM
Game Version: v1.21.5 (Stable)
11/4/2025 10:11:42 AM: Critical error occurred in the following mod: playermodellib@1.5.9
Loaded Mods: abelisauridae@1.0.11, alchemytrader@1.0.0, ankylosauria@1.0.19, artemysrustyspoils@1.0.0, bettercrates@1.9.0, BetterGrass@0.0.3, bola@1.4.0, bookends@0.0.8, bovinae@0.3.3, buzzybees@1.1.7, candidstorches@1.0.0, capreolinae@2.0.3, carcharodontosauridae@1.0.7, ceratopsidae@1.2.1, cervinae@0.1.10, chargedjump@1.2.2, cheesemoredelicious@1.0.0, chelonioidea@1.0.5, chiseltools@1.15.3, darcesdriftersredone@1.2.5, deskpictureframe@0.0.4, diversediets@1.0.3, dromaeosauridae@1.0.18, elephantidae@1.0.16, figurines@0.1.5, fixedpaths@1.0.2, floralzonescaperegion@1.0.26, floralzonescaribbeanregion@1.0.21, floralzonescentralaustralianregion@1.0.18, floralzonescosmopolitanregion@1.0.8, floralzoneseastasiaticregion@1.0.16, floralzonesmediterraneanregion@1.0.17, floralzonesneozeylandicregion@1.0.17, foodcrate@2.1.0, glowtorns@1.0.1, hadrosauroidea@1.0.12, hotspringheal@1.0.2, juicyores@1.0.1, macronaria@1.0.21, manidae@1.0.18, metalleaf@1.2.1, millwright@1.3.0, more-chute-rotations@0.0.2, morecrystals@1.3.0, moreicons@1.1.1, mosasauridae@1.0.14, mushroomtrader@1.0.5, ornithomimosauria@1.0.4, pachycephalosauria@1.0.10, particlesplus@2.3.1, playermodellib@1.5.9, plumpkins@1.1.3, primitivesurvival@4.0.0, prospecttogether@2.1.1, rhinocerotidae@1.0.22, rpcommand@2.0.1, scrollrackable@1.4.0, shearsspeedscales@1.0.0, shelfobsessed@1.8.4, shroomies@1.3.5, silentpause@1.0.2, snowcaps@0.0.0, soaplyeandbloom@1.3.6, sonitorecipepin@1.0.1, spawngiantwaterlilies@1.0.0, spinosauridae@1.1.0, spyglass@0.6.0, stegosauria@1.0.2, storagecontroller@1.2.1, tankardsandgoblets@1.3.2, temporalcontainers@1.0.0, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, therizinosauridae@1.0.2, translocatorengineeringredux@1.6.1, tyrannosauridae@1.4.2, valkyrjavesssels@1.0.0, viverridae@1.0.7, game@1.21.5, vsimgui@1.1.14, wolfeyes@1.0.0, yeriksleatherblocks@1.0.2, abcsredux@2.0.5, aculinaryartillery@2.0.0-dev.6, aemonsessentials@0.0.3, airthermomod@0.3.0, alchemy@1.7.21, altmapiconrenderercontinued@1.5.0, antlershorns@1.3.3, apeflowerpots@1.3.1, aslerixsmeteoriccrystal@1.0.1, attributerenderinglibrary@2.4.0, axleinblocks@1.21.1, bettercaveart@1.1.1, betterfirepit@1.2.0, betterruins@0.5.2, bettertraders@0.1.0, butteflydisplay@1.1.0, carryon@1.12.1, chutemod@1.0.0, climbablevines@1.0.0, commonlib@2.8.0, composter@1.2.1, configlib@1.10.8, customwaypointsuggestions@1.0.0, danatweaks@3.6.0, decayingcreatures@0.1.7, desertificationsurfacevariation@1.0.0, easyhammermode@0.0.2, egocaribautomapmarkers@4.0.3, enhancedhandbook@1.7.1, expandedstomach@1.2.6, extrainfo@1.10.1, farseer@1.3.2, feverstonewilds@2.0.0-rc.6, floralzonesxskillsforestrycompat@1.0.0, foodshelves@2.3.2, footprints@1.0.7, fromgoldencombs@1.9.4, glidierglider@0.0.8, goblinears@2.3.2, gourmand@1.7.9, greenhousebuff@1.2.0, hazjackalope@1.0.5, heatretention@1.0.2, hidenametagsmod@1.21.5, hydrateordiedrate@2.2.26, improvedhandbookrecipes@1.1.3, itempickuphighlighter@1.2.2, itempickupnotifier@1.9.0, jaunt@2.1.1, libatex@0.7.0, aaloppatch121@0.0.1, metalpots@1.6.1, metalunittooltip@1.1.1, meteoricexpansion@1.2.6, mineralsoup@1.0.1, minimalcompass@1.1.4, morepiles@2.2.0, multiclass@1.2.2, ndlcoralgrowth@1.0.0, ndlflowergrowth@1.0.1, ndlgrassgrowth@1.0.0, ndltreegrowth@1.0.0, nemi@1.1.0, nogllogspam@1.0.1, novelty@1.0.16, panningmachine@1.0.5, passthruchutes@1.0.2, pauseonstart@1.0.1, pelaguswinds@1.2.2, petai@4.0.1, postsandbeams@1.4.0, purposefulstorage@1.5.0, putitinthebag@1.0.2, rackableplates@1.0.0, realsmoke@1.1.10, remotetradercheckmod@0.3.0, riftworks@1.1.16, rustboundmagic@3.1.3, ruststones@1.2.3, saltandsands@1.1.4, scaffolding@1.2.5, scrollcharactercreation@1.0.3, simpleconcretefork@1.2.7, skeletons@0.5.1, skeletonsanyclasses@0.4.2, spawnhighlight@1.2.0, spearexpantion@0.3.8, speedboat@1.1.0, spyglassinfo@1.0.2, statushudcont@4.0.1, stepfixelk@0.0.3, stonebakeoven@1.2.0, terraprety@7.0.8, th3restock@1.1.2, toggleentityselection@1.1.0, tradie@1.5.1, translocatorgearccost@1.0.3, unbindhotkeys@1.0.1, valrossensmapfilterscontinued@1.21.1, vintagescarecrow@0.0.8, creative@1.21.5, survival@1.21.5, windchimes@1.4.1, wrenchroof@1.3.0, xlib@0.9.0-pre.2, apanserbjornstory@0.10.2, beamtools@1.0.2, draconis@1.1.2, elkjaunt@1.2.0, em@3.3.3, expandedfoods@2.0.0-dev.3, harepet@1.3.1, itemrarity@1.1.5, monoceros@1.3.1, obsidiancraft@1.5.3, passablebranches@0.0.3, pegasus@1.0.1, playercorpse@1.12.0, realsmokeforchiseltools@1.1.1, snowshoes@2.1.3, stonequarry@3.5.1, xinvtweaks@1.8.1, xskills@0.9.0-pre.2, xskillscatchabledinospatch@0.0.1, xskillscatchablefotsa@0.0.2
System.Collections.Generic.KeyNotFoundException: The given key 'skeletons-stable' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at PlayerModelLib.GuiDialogCreateCustomCharacter.<CreateModelDescription>b__65_0(String code) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 1053
at System.Linq.Enumerable.SelectArrayIterator`2.Fill(ReadOnlySpan`1 source, Span`1 destination, Func`2 func)
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext()
at PlayerModelLib.GuiDialogCreateCustomCharacter.AppendTraits(StringBuilder fullDescription, IEnumerable`1 traits) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 1083
at PlayerModelLib.GuiDialogCreateCustomCharacter.CreateModelDescription(CustomModelsSystem system, String model) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 1061
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeModelTab(GuiComposer composer, CustomModelsSystem system, Double yPosition, Double padding, Double slotSize) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 630
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeGuis() in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 353
at PlayerModelLib.GuiDialogCreateCustomCharacter.onToggleModel(String modelCode) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 948
at PlayerModelLib.GuiDialogCreateCustomCharacter.onToggleModelGroup(String groupCode) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 834
at PlayerModelLib.GuiDialogCreateCustomCharacter.<ComposeModelTab>b__46_0(String variantCode, Boolean selected) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 448
at Vintagestory.API.Client.GuiElementDropDown.didSelect(String newvalue, Boolean on) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementDropDown.cs:line 130
at Vintagestory.API.Client.GuiElementListMenu.OnMouseDown(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementListMenu.cs:line 533
at Vintagestory.API.Client.GuiElementDropDown.OnMouseDown(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementDropDown.cs:line 407
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at PlayerModelLib.GuiDialogCreateCustomCharacter.OnMouseDown(MouseEvent args) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 161
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1964
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1939
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 339
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 913
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 203
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/29/2025 10:30:47 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.2025.41914, time stamp: 0x68a4f4f0
Exception code: 0xc0000005
Fault offset: 0x00000000001d34a0
Faulting process id: 0x3eb0
Faulting application start time: 0x1dc48f957859e6f
Faulting application path: C:\Users\luizd\AppData\Roaming\VSLGameVersions\1.21.5\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.20\coreclr.dll
Report Id: 1215742f-a4d3-414f-9a11-0037765a9a3d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/29/2025 9:16:44 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.2025.41914, time stamp: 0x68a4f4f0
Exception code: 0xc0000005
Fault offset: 0x00000000001d34a0
Faulting process id: 0x3938
Faulting application start time: 0x1dc48eef7c2d711
Faulting application path: C:\Users\luizd\AppData\Roaming\VSLGameVersions\1.21.5\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.20\coreclr.dll
Report Id: 4a6e8e49-81b1-459e-af40-6ba05fe11c38
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/29/2025 9:01:07 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.2025.41914, time stamp: 0x68a4f4f0
Exception code: 0xc0000005
Fault offset: 0x00000000001d34a0
Faulting process id: 0x31c4
Faulting application start time: 0x1dc48eccf1be425
Faulting application path: C:\Users\luizd\AppData\Roaming\VSLGameVersions\1.21.5\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.20\coreclr.dll
Report Id: 183552e0-4a06-40c9-bf22-655a20a92277
Faulting package full name:
Faulting package-relative application ID: }
Hi! Big fan of this mod first off. Being a skeleton is one of my favorites. Love the last update in general.
I'm part of a multiplayer server that has many mods on but as of the recent update the Skelton have been acting weird. First off, we have it configured to use other classes and not it's forced classes. We are also using Aldi's Class Mod and I myself am using Mercenary (15% more hunger)
We updated the server yesterday and I have begun to regenerate Satiety. My hunger rate shows at 115% (indoor) but I gain 1 Satiety every few minutes. VERY SLOWLY. It's gone above my max. Below I'll link our entire mod list but I'm looking for advice on this matter or to see if anyone else if having this case.
Edit: I've been informed that this issue came from a different mod, PlayerModelLib
Im consistantly getting a crash when trying to choose the possessed skeleton option, specifically:
Running on 64 bit Windows 10.0.26100.0 with 16311 MB RAM
Game Version: v1.21.5 (Stable)
11/3/2025 10:03:20 PM: Critical error occurred in the following mod: playermodellib@1.5.8
Loaded Mods: ancientarmory@1.1.8, betterbreadsatiety@1.0.0, bloomerydropsupdated@1.0.1, bonebroth@1.2.2, darcesdriftersredone@1.2.5, fadynasties@1.2.2, fagothic@1.3.1, fagreenwich@1.4.1, fahussar@1.1.2, falandsknecht@1.2.2, fatemplar@1.4.3, juicyores@1.0.1, longtermfood@0.5.1, nailsmold@1.0.2, nosurfaceshivers@1.0.0, overhaullib@1.12.19, playermodellib@1.5.8, simplemapicons@3.0.0, soaplyeandbloom@1.3.6, sortablestorage@2.4.3, tanninfromanylog@1.0.1, temporalsymphony@2.2.2, game@1.21.5, vsimgui@1.1.14, zoombuttonreborn@2.0.0, aculinaryartillery@2.0.0-dev.6, animalcages@4.0.1, attributerenderinglibrary@2.3.0, betterfirepit@1.2.0, betterloot@2.0.1, betterruins@0.5.2, bloodtrail@1.1.5, bullseyecontinued@3.4.5, butchering@1.10.10, captions@0.5.0, carryon@1.12.1, combatoverhaul@0.10.12, commonlib@2.8.0, composter@1.2.1, configlib@1.10.8, doorvariants@1.0.0, farmlanddropssoil@1.4.0, farseer@1.3.2, foodshelves@2.3.2, footprints@1.0.7, fromgoldencombs@1.9.4, genelib@2.1.4, hudclockpatch@1.1.2, interestingoregen@2.0.2, itempickuphighlighter@1.2.2, itempickupnotifier@1.9.0, jaunt@2.1.1, kevinsfurniture@1.7.5, koboldrdx@1.1.4, maltiezbows@1.1.0, maltiezcrossbows@1.6.8, maltiezfirearms@1.3.6, mechaseraph@1.0.0, meteoricexpansion@1.2.6, petai@4.0.1, playerlist@2.1.5, purposefulstorage@1.5.0, realsmoke@1.1.10, relictools@1.1.1, resinregrow@1.0.1, rivers@4.7.3, rubberbandaid@1.0.0, rustboundmagic@3.1.3, simpleentityhealthbar@0.0.5, skeletons@0.5.0, smithingplus@1.8.3, sonitodynamictraits@1.0.10, stonebakeoven@1.2.0, substrate@1.1.4, toolsmith@1.2.14, vanvar@7.1.0, vintagebirbs@0.2.0, creative@1.21.5, survival@1.21.5, xlib@0.9.0-pre.2, zippyscattailstew@1.1.0, zippyscroptweaks@1.3.0, zippysreseedingreeds@2.1.0, armory@1.5.3, danacancook@1.0.1, draconis@1.1.2, equus@1.2.0, expandedfoods@2.0.0-dev.3, em@3.3.3, hydraulics@1.1.0, playercorpse@1.12.0, quiversandsheaths@0.5.2, realisticresincrafting@1.1.0, reforgedtools@1.2.51, stonequarry@3.5.1, storageoptions@2.0.0, xskills@0.9.0-pre.2, rustboundmagicxskillsfix@0.2.2, tailorsdelight@2.1.1, xskillgildedpatch@1.1.2
System.Collections.Generic.KeyNotFoundException: The given key 'skeletons-co-magicbindedbones' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at PlayerModelLib.GuiDialogCreateCustomCharacter.<CreateModelDescription>b__65_0(String code) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 1053
at System.Linq.Enumerable.SelectArrayIterator`2.Fill(ReadOnlySpan`1 source, Span`1 destination, Func`2 func)
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext()
at PlayerModelLib.GuiDialogCreateCustomCharacter.AppendTraits(StringBuilder fullDescription, IEnumerable`1 traits) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 1083
at PlayerModelLib.GuiDialogCreateCustomCharacter.CreateModelDescription(CustomModelsSystem system, String model) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 1061
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeModelTab(GuiComposer composer, CustomModelsSystem system, Double yPosition, Double padding, Double slotSize) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 630
at PlayerModelLib.GuiDialogCreateCustomCharacter.ComposeGuis() in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 353
at PlayerModelLib.GuiDialogCreateCustomCharacter.onToggleModel(String modelCode) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 948
at PlayerModelLib.GuiDialogCreateCustomCharacter.ChangeModel(Int32 dir) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 851
at PlayerModelLib.GuiDialogCreateCustomCharacter.<ComposeModelTab>b__46_1(Boolean on) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 598
at Vintagestory.API.Client.GuiElementToggleButton.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementToggleButton.cs:line 201
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 712
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at PlayerModelLib.GuiDialogCreateCustomCharacter.OnMouseDown(MouseEvent args) in D:\Projects\VintageStory\PlayerModelLib\source\GUI\GuiDialog.cs:line 161
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1964
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1939
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 339
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 913
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 203
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/30/2025 9:24:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.6899, time stamp: 0x761b8f73
Exception code: 0xe0434352
Fault offset: 0x00000000000c804a
Faulting process id: 0x5ffc
Faulting application start time: 0x1dc4a04d02e1fb3
Faulting application path: C:\Users\malac\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\windows\System32\KERNELBASE.dll
Report Id: 3717d234-fe67-4ddc-a44d-11da922219f0
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/28/2025 6:07:50 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: ntdll.dll, version: 10.0.26100.6899, time stamp: 0x234c0f50
Exception code: 0xc0000374
Fault offset: 0x0000000000117885
Faulting process id: 0x2378
Faulting application start time: 0x1dc4856ffc8ef2b
Faulting application path: C:\Users\malac\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\windows\SYSTEM32\ntdll.dll
Report Id: 5e770de7-db7e-40ea-8cef-09823c731933
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/25/2025 8:20:29 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: ntdll.dll, version: 10.0.26100.6899, time stamp: 0x234c0f50
Exception code: 0xc0000374
Fault offset: 0x0000000000117885
Faulting process id: 0x5014
Faulting application start time: 0x1dc460e1b719324
Faulting application path: C:\Users\malac\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\windows\SYSTEM32\ntdll.dll
Report Id: d048d870-f655-49a8-9097-3a55f7724b0e
Faulting package full name:
Faulting package-relative application ID: }
YOOOOOO THIS IS THE THING I WANTED! I LOVE U MAN!
Could you do D&D races and make it a mod? (Dwarves, Halflings, Tieflings, Dragonborn, Etc.?)
SuspiciousSalad
It seems like Maltiez didn’t fully understand your request. I took a look at the files, and this is actually pretty easy to do yourself by editing the JSON file in the mod folder.
Navigate to the mod folder.
You can get there from the Mod Manager screen in the main menu.
Open the Skeletons zip folder.
Inside, go to:
assets\skeletons\config\traits.jsonOpen
traits.jsonin Notepad.Scroll down until you find the following section:
{ "code": "skeletons-magicsustenance", "type": "positive", "attributes": { "hungerrate": -0.9 } }Edit the value.
Change the
-0.9to whatever value you want. Then save the file.Replace the original file.
Drag your edited
traits.jsonback into the same subfolder. When prompted to replace the file, select Yes.Restart your game.
Once the game reboots, your changes should take effect.
Maltiez skeletal versions of the popular race mods would be very nice, if it's not too much of a hassle.
Skeletons of furries?
make furries
Hi, so I really like the whole "racial traits" thing, so... lets assume I want to dig around in the files of some player model mods I run and add traits to those races too. I say lets assume, but that's exactly what I want to do, so... BLEH, where am I going with this sentence...
ANYWAY, I found the "traits" file. How would I go about giving other player races traits when the mod doesn't come with them? You're an incredible asset to the modding community, and I thank you for all the things you do to make this game more enjoyable.
Fork? Just learn to use config and json patches, no need to fork anything
What "instructions"?
Maltiez was wondering if there's a way to disable just the class functionality and possibly be allowed to fork the mod, working on a heavily modded multiplayer server with some friends and I'd really like to give the skeleton traits but the class' from the mod are causing a conflict with the gloome class' mod which we're using in addition, in singleplayer I can set the skeleton mod to visual only via the instructions but unsure if that would work for the multiplayer server, and even if it works I can't balance the traits to match our server individually. Any help would be greatly appreciated and or permission to fork the mod post balance if allowed.
A suggestion, not sure it's even possible, but, let's make them undead. Can only be outside from dusk to dawn, take damage in full sunlight. Have night vision. Can only eat rotting meat, poison mushrooms with no adverse effects. But normal food gives adverse effects. No matter, the mod is great.
DollBabyCP You can all you have to do is turn the skeleton cosmetic in the steps listed in mod description. My skeleton is a Rust Mage.
can you add compat with rustbound magic and let the skeleton be rust mage? i really want to be a sick ass skeleton who wields magic
It's less about making them cosmetic and more about being able to toggle specifically their -90% hunger rate. Their Classes are cool, the racial buffs and debuffs are cool, it's only the hunger rate buff I have issue with since it practically removes an entire game mechanic and it's the only part I want to tweak.
Unless I guess the real point of it is to actually handicap your ability to effectively raise your max hp through satiation? effectively keeping you at the low hp -8 base for a really long time? I suppose that could be an argument in it's favor as both a buff and debuff? Still it makes cooking pots feel like a huge waste of time and clay, because then you'd just become the raw fish, berry, vegetable, grain man since that'd be more food group efficient
If it's just editing a file I'll get right on it, but I somehow doubt it's that easy for me to do, but if I can just whip out note pad and tweak a variable, shoot, lemme know, also I'd like to say as well, the mod is very well done and well made, very impressive!
LordNaton you cant patch lang files, you need to create a mod that depends on this mod and adds same lang entry under same domain
Hi this may be a strange one but I am trying to rename the Skeletons in the race selection menu through a patch and I cant for the life of me figure out why this doesnt work. Could you maybe offer some assistance?
You can make skeletons purely cosmetic in config
I know this is a weird ask, but is there any way you could separate specifically the hunger effect from the rest of the skeleton/cosmetic option in the configlib, or is that something I could easily tweak myself? I love playing as skeletons in any game, but having 10% hunger rate is a bit too game-y, killing a whole mechanic pretty much. I don't want to get rid of it for other people, but I'd honestly gladly accept all the other upsides and downsides with normal hunger if it was a check box like making them cosmetic is. I can just make up my own reason why the skeleton needs food. Don't blame you if you don't plan to help, just thought I'd try
Nice mod. I noticed some unique twitching idle animations, which I like. Is there any plan to replace other idle animations like the "stretching" one?
Also, I don't know how possible this is, but is there a way to add a trait which makes skeletons resistant to temperature effects?
Not planned
Can you add an option to have hair? thx for the mod
Is there anyway to alter the minimum and maximum model scale in settings? Playermodel lib has an accessible option you can access with ImGui
Does this mod not work for servers?
JupiterAugust Yeah it is automatically compatable with CO as the creator of this mod also made CO.
Any chance the helmets could be made as hollow so that it would not completely hide the skull?
Any chance of allowing people using the Skeleton model using modded classes (Esp. would like Rust Mage from Rustbound Magic)
Would it be possible to set a setting to only allow specific players to use this race?
is it compat with combat overhaul?
You are my hero
Would make for a cool mob that guards ruins.
sooo my game crashes everytime i try to change color in charactor creator :/
crash report time yaaayy....
+1 to the underwater breathing.
A skeleton appears! Models are fantastic!
this really adds a whole other level to when im annoying my friends by playing megalovania over the instruments mod like usual, cant wait to try it
You now have to keep this updated for the rest of your life thank you.
Possible to make a config for creative players only to be able access? would be neat for a admin ran event
Heck yea, being a skeleton is awesome.
Now, you need to make it that if this mod is installed with player corpse mod you leave a human body when you die in place of a skeleton one.
=D
My kingdom for a proper reaper's robe.
I love this mod. Well done!
a friend reselected his character and took the skeleton model
then crashed when he opened the Trait menu
we do play with The Working Class mod. just saying in case it might be conflicting
but no other trait mods
Wow! Very interesting mod! I need moar player races that change the game dynamics like this one does. 🤩
Truly we are in spooktober.
I love it
Awesome, I laid out an entire skeleton design doc a couple weeks ago and only half finished the mod. Now I don't have to. 🩻
Thanks buddy, now if you can Beat me on the next stage of the mod design document, I won't have to make the gargoyle and then have an update break it. XD
Really though, thanks for all the great mod work. See you at the disco disco. 🫧🫧
Nieb added such config option
is there an option for the model to not have any mechanical effect?
Update the lib
This mod is really cool, however whenever I die on our server my health is going into the negatives. It seems to be in increments of 8 so I'm assuming it has to do with the -8 health trait
Ooh, this one looks fun!
*plays bonetrousle on repeat for 10 hours*
Wow! this is such a cool idea!
Finally, Papyrus cosplay
The Skeleton Appears
Spooky! Thanks for making this!
Can't believe i get to play as sans undertale! :D
TONY my boy TONY
rattle
I absolutely love this mod, but i have suggestions and bug report.
Suggestions:
Make swordsman have blackguard recipe items.
Make a Brute skeleton class, which has higher hp, moves slower.
Make skeletons breath underwater. (with it comes costumization of moss/corals ontop of it and such?)
Make skeleton class which doesnt trigger drifters, locusts etc? (optional, i see why it wouldnt be great or has its own problems.)
Issues:
Once you leave the world, and rejoin it the players health goes to -1, i think its cuz something in your script just puts another -8 health ontop of existing which comes with class.
as of now this is all i have to suggest or report, thank you very much for this mod, i will surely use it in my server.
a race mod that adds in a playable clockwork mechanism that fits with the style of the game would be really cool
oh nice, glad to see someone finally made a mod for this.
let the spooky times begin boys 💀
Rattle me bones!!
nice mod:)