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RacesOfValheimAzuEPICompatPatch
A compatibility patch for displaying Races of Valheim characters correctly in AzuEPI's inventory preview. Also includes additional race appearance improvements.Changelog
1.1.3
- Removed per-vertex dictionary, list, sorting, and delegate allocations from Skeleton armour mesh generation.
- Deferred full midpoint interpolation until an alpha-mask triangle actually requires subdivision.
- Added support for carrying replaced Skeleton meshes and materials into RoV's player model and the AzuEPI preview.
- Added a targeted Viking-rig bind-pose correction for the three Skeleton spine bones while preserving the replacement model's arm, jaw, and remaining bind poses.
- Prevented already generated non-readable
_RoVDoubleSidedmeshes from being submitted for a second index-generation pass. - Known issue: a replaced Skeleton model can remain stale in the main-menu preview until the player enters a world once.
1.1.2
- Added inward-facing armour geometry for Skeleton overlays so collars and sleeves no longer appear transparent from behind.
- Added cached back faces to the chest and leg equipment geometry retained by RoV's normal Skeleton rendering.
- Restored the saved Skeleton aura's head flame in the main-menu character preview.
1.1.1
- Remembers the last progression state reached by each character and uses it for race visuals in the main-menu character preview.
- The main-menu preview also respects that character's saved aura toggle and selected Skeleton appearance.
- The saved state is visual-only in the menu and does not change world progression or race abilities.
- Reduced work performed by the race-change hook for unrelated ZDO updates.
- Race ragdolls now preserve each source renderer's off-screen update setting instead of forcing continuous skinning.
- Made nested race-visual refresh contexts restore the previous player correctly.
- Cached race-visual delegates used by character previews, avoiding repeated reflection lookups and invocation allocations.
1.1.0
- Added an inventory toggle for the damaging passive abilities of Skeleton, Skadi, Aswid, and Trenta, plus Draugh's decorative stench cloud.
- The Skeleton toggle suppresses fire-aura damage and its burning-skull visual.
- The head flame uses the same remapped head anchor as RoV's eye effects on all three Skeleton appearances. Its container remains under the player root to preserve the original particle scale.
- Suppressed the duplicate
fx_Torch_Carriedand separateHeadlamplight that RoV's broad eye-effect copier imports from the Fire Skeleton prefab. - Added the same single head-flame rendering to AzuEPI's disabled preview clone, using its own remapped eye/head anchor and the UI rendering layer.
- Refreshes the AzuEPI character preview immediately after changing the aura toggle or selecting another Skeleton appearance.
- Added a Skeleton model selector containing Automatic and every appearance unlocked by the character's current boss progression.
- Skeleton model selection is visual-only and does not alter progression bonuses or unlocked abilities.
- Attached race controls to the vanilla character-info strip containing the Compendium, Skills, Trophies, and PvP controls; AzuEPI reuses this panel.
- Fixed race controls appearing as an incomplete white rectangle because the current inventory UI contains TextMeshPro labels rather than legacy UI Text.
- Positioned the controls at the upper-left of the character-info strip instead of the player item grid or AzuEPI's separate crafting-panel toggles.
- Shortened the context toggle label to
Auraand reduced both control widths. - Prevented a failed partial UI build from throwing again on every subsequent inventory opening and interrupting AzuEPI preview setup.
- Added per-character visibility controls for equipped Skeleton helmets, chest armour, and leg armour.
- Buttons appear only for the Skeleton race and only on items that are actually equipped.
- Restored hidden helmet geometry directly and added masked skinned overlays for chest and leg armour portions normally painted onto the vanilla body.
- Reduced the armour visibility buttons so they do not cover equipment labels.
- Positioned each button with its centre on the equipped slot's upper-left corner so it sits partly outside the slot.
- Armour overlays now clone the hidden vanilla body's complete final material, preserving its original shader, lighting, normal/metal handling, keywords, and compatible runtime changes from other mods.
- Replaced the substitute cutout material with a cached UV alpha-mask mesh. Boundary triangles are adaptively subdivided with interpolated skinning data, so only armour-covered geometry is submitted to the original body material.
- Cleared cached Skeleton armour meshes when a new world scene is created.
- Added a safety guard for a Races of Valheim/Jotunn prefab-cache failure that could spam an exception every frame from the Skeleton fire-aura VFX after leaving and re-entering a world. Only the cosmetic aura particles are disabled after a failure; the aura's gameplay damage remains active.
- Fixed enabled Skeleton chest and leg overlays not appearing on AzuEPI's preview clone, where equipment is represented by VisEquipment hashes instead of the local player's ItemData fields.
- Kept the armour geometry-mask threshold at 0.15; higher values incorrectly discard valid semi-transparent mask data on some armour textures.
- Synchronized the three visual preferences so other patched clients can see the chosen Skeleton armour appearance.
- Included enabled Skeleton armour pieces in the resulting race-aware ragdoll.
- Kept the inventory integration event-driven, with no per-frame inventory scan.
1.0.2
- Updated the declared Races of Valheim dependency to 1.4.11.
- Added Races of Valheim appearances to player ragdolls.
- Fixed Skeleton ragdolls retaining the vanilla body armour and helmet instead of Races of Valheim's intentionally exposed skeletal appearance.
- Prevented the original vanilla ragdoll renderer from being re-enabled after the race appearance has been applied.
- Preserved race-specific Visual scaling on Dvergar, Furling, Trol, and Sverm ragdolls.
- Fixed Dvergar ragdolls showing the equipped helmet underneath the racial hood.
- Deaths during temporary transformations now produce the race's ordinary player appearance instead of the transformed creature body.
- Prevented temporary creature forms and the original standing player visual from remaining visible after death.
- Fixed bone-attached race details such as Furling ears and the Trenta crown appearing at the grave position instead of following the ragdoll's head.
- Derived Trol ragdoll size from its synchronized progression state.
- Ragdoll visuals are captured and applied once at death, without a periodic update loop.
- Remote ragdolls use the appearance already synchronized to that player by Races of Valheim.
1.0.1
- Fixed periodic freezes caused by rebuilding and rendering the preview in response to repeated equipment refreshes.
- Race visuals now refresh when the inventory preview opens.
- Added a lightweight race/progression watcher that runs only while the preview is visible and refreshes only after an actual state change.
- Updated dependencies to Races of Valheim 1.4.10 and AzuExtendedPlayerInventory 2.4.6.
1.0.0
- Initial release.
- Copies the local character's race data into AzuEPI's inventory preview clone.
- Refreshes race-specific visuals and preview scaling.
- Assigns generated race visuals to AzuEPI's UI rendering layer.


