The last two I placed had normal sized boobs, I guess I’ll have to delete them and go Cosby a couple more and see if I have better luck
1 Like
Would this thread have become so popular if the proposed solution (“Orb of Nergal for thralls”) would have been the title?
Oh, probably. After all, we’re intelligent, civilized people that are much too mature to click on boob- or penis-related links.
4 Likes
Teng
47
Fashionist cannot adjust the physics of movement of individual parts of the thrall’s body, for example, the chest.
The only mod that does this, as far as I know, is Tot! Custom. He generally has more possibilities.
Fashionist seems to have stopped developing.
I’m sorry but, I have used tot as well, and I still prefer Fashionist
I think the jiggle in the base game doesn’t need adjustment.
Fashionist can adjust thrall uniforms in mass, while tot requires each to be adjusted individually.
tot also requires TWO tot mods ‘tot sudo’ AND ‘tot custom’ to function. (It’s a preference of mine to keep mod numbers low, 5 to 10max. I run only 3 in my SP)
Plus, tot requires the admin to allow players to have adjustments to thralls.
I just spent a week on a tot server where I was assured that thrall customization was enabled only to find it was not.
Granted tot has great potential, but it’s not there yet imo.
Edit: If there is a way for tot to edit crafter thralls, I haven’t found it.
And that is one of my main desires from a thrall editor. tot is great at changing the player character, but the orb of nergal is in the game already. and I was talking about editing thralls and crafter thralls.
Xevyr
49
Doesn’t work like that… quite the opposite actually…
Splitting up a very large mod into a higher number of smaller mods will significantly increase load time.
So the number of mods doesn’t actually matter in that regard… what matters is what those mods contain and what they do, and ofc that they be compatible with each-other… the number is just that… a number
Any myths circulating around about any “magical number” of mods that you’re not supposed to go above is and has always been utter bullshit.
That being said ofc it’s still up to you how many you use and this is totally unrelated to any of your discussions regarding specific mods 
I’m only going by my own experience, I’ve played on servers that gradually kept increasing mods until they went from loading quickly to taking minutes to load.
And are nearly unplayable once you do get on, because of all the extra garbage.
A good mod to me is one that you hardly even notice.
It’s why I like Fashionist over tot or Emberlight,
both of the latter mods add a lot of unnecessary features.
Xevyr
51
Like you said, that’s anecdotal (and partial) information, since I’m sure it wasn’t the “number of mods” that gradually increased it, but rather the type of mods they added, which you didn’t disclose.
In any case, the reason I commented above was to prevent further misinformation, since there’s all sorts of rumors circulating around already about "how your game will suddenly explode if you happen to install 50 mods, but 49 is so much better
" etc.
Think of mods like sand… the total weight of it will not be less or more just because you split it into tiny piles… however if you have to carry 400 pounds of it from A to B, you might find that it’s easier to do so in multiple smaller trips rather than one big heavy thing that you can’t even move.
But ultimately it will be the content within those mods that dictates how much it bogs down your server.
Okay, though that has absolutely nothing to do with the subject of loading them 
However… since you brought it up… Emberlight will actually increase your load times by a moderate amount since it adds about 500 MB worth of content with a ton of table merges on load etc…
In comparison Fashionist will NOT noticeably increase your load time not even by a second… since it’s a small sized runtime mod. It might increase the load times of individual actors once you’re already in the game, since it has to apply all the changes you set up for them at runtime - thou in most cases it’s still going to be so fast you won’t notice it.
Bottom line… it’s NOT the quantity… but the actual mods that matter.
1 Like
I was unaware of the mod number misinformation.
I will refrain from talking about mod numbers in future.
But my prefrence is still the fewer the better.
2 Likes
Xevyr
53
That part I never intended to change
Apologies if it came across that way.
It’s perfectly understandable if you prefer that and there are even some benefits to it like less hassle during updates or if someone has to manually install them etc. was just trying to make sure you understand these myths regarding mod numbers are just that, myths.
This btw is also why it’s important to know the above 
For example I make a lot of mods, however I try to follow this focused approach so that my mods do exactly what they’re supposed to do and that’s all they do.
This means that if I want to add a new feature to the game, I’m not going to “squeeze” that into an existing mod if it’s not directly related to what that mod does. There are a lot of mods on the workshop which started out as something… and evolved into something totally different due to all the feature bloat… and I try to avoid that.
The result is a lot of small mods that do their own thing, but people who use more than one of them often ask me to “bundle” them together… when I ask why, their reasoning is quite often the above… that they heard from people that less amount of mods somehow is better… so they think by packing all the features of separate mods into one will somehow make it better or faster… I have to explain to them that it’s just not the case…
Not to mention that not everyone might like all of those features… so this way they can combine them in whatever modular combination they prefer 
(Currently my server has 28 mods, most of them are mine and they’re very small while there’s 3 mid-sized content mods: Emberlight, Norther Timber and LBPR-AF. It still loads faster than most… those 3 mods are the ones which actually contribute to load times in a perceivable way.
To give you an idea I just added LBPR-AF recently… before that my game loaded as soon as the skull flashed up on the intro cinematic, before the sound actually started playing… Now that I added this mod which is roughly 600 MB… I can hear the first word of the cinematic before it loads)
Anyway, sorry for the off-topic!
3 Likes
I believe this bug has been around since the start of chapter 2. I noticed that on preview window, when looking at your inventory and stats, my character’s breasts were suddenly bigger than before and no more “flat”, as before that update. Since then I also observed that some thralls have ridiculous size, even bigger than max slider allows. I must admit that I had a good comparison since my character is already “maxed out” in that aspect…
Another issue is with single player, somehow every thrall now has breast size around 50% of slider, no matter the race and tier, and only after they are broken on the wheel, you can see their true appearance. I play on PC, both singleplayer and dedicated server, and only seen this bug in singleplayer. It looks like all NPC appearance is “standarized” before they become thralls. Bug could be related to something with physics or preview window itself, but I am sure no mods interfere as it happens with or without them.
Blyker
55
I noticed this as well but not only with the Cimmerian Berserkers.
I play on a server with a mod that lets you change characteristics of thralls. Since the last chapter i noticed some of the thralls were huge. In that mod they showed as 1.643 size while the mods slider only went to 1.5 and before this latest chapter the largest i ever found in the wild was a 1.48.
Now take a look at these 3 screenshots taken on my Official server. The one i knocked out was huge, but when i put her in the wheel they were smaller. Then when i wanted to place her she was the same smaller size until i actually placed her when she was huge again.
And how she was when placed.
The reason why you see this with the Berserker is because she does not have a set body template like most of the other named in EL do.
MarcosC
56
Well, it counter balances the backpack for sure. 
Damn, I never saw anything like that ever in the game. Those are some serious assets.
3 Likes
Blyker
57
You have a tavern? Just check some of the females out there some i can hardly see their knees (i am not complaining btw)
For me as long as they come out the same way i knock them out or recruit them then it’s ok for me.
MarcosC
58
I know the bug. It’s been around for a while and it’s a nuisance.
If you want to create an adventure in Single Player on console, and want certain features in a npc (a thrall you spawn that will act like one once you remake your character), having to place the thrall to actually check its features really delays the process. As we don’t have mods on console, it’s a pain.
Blyker
59
This is something different. This is purely size related all other features are the same. To me it seems that after the last chapter females got a 15% bonus size that is only active when they are placed in the world and not on their original form that you see when one is on the wheel or on the mouse tip before you place it in the world.
MarcosC
60
Maybe. The bug I’m talking about is thralls on the wheel having the slider on 50% . Once you take them out, you get the real size, that can be bigger or smaller (or the same).
I don’t understand, is this a complaint?
Lol
2 Likes
Raeil
62
I’ve had it go both ways recently. Luba in the wild was normal sized but when placed was back to flat, berserker in the wild was normal sized but when placed ballooned to max. I don’t care much either way at this point but wysiwyg should be the way it works barring an option to adjust after placement.
If I remember right the Improved quality of life mod lets you change thrall looks and proportions. Can’t check ATM.
Maybe funcom is having TSW cat god flashbacks. Gots to be careful when mixing in the head. Else things get all strange in the proportion.