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Realistic System

Realistic Skinning

The Realistic Skinning system is a freeform and dynamic method for obtaining animal skins and parts. It attempts to work in the same way that skinning does in Red Dead Redemption. Animals will be skinned upon activation, and their model will change to a "skinned" version when finished. An optional animation can also play (configurable in Path of the Woodsman) to show the player getting down to skin the animal, and a (configurable) fade-screen-to-black effect can also show.

As players skin their animals time will pass by. The length of time depends upon the size of the animal.

The skinning systems become available once the player has completed the skinning tutorial quest There's More than One Way to Skin a...although that quest doesn't show the player how the Realistic System works (yet). However there isn't much to know. If enabled, it'll work like in the video below! This skinning system is natural and easily adopted.

This skinning method also supports the Quality Skinning ability, meaning the player will still be able to improve animal skins at Skinning Racks.

Below you'll find a video showing this new skinning method.

Improving Animal Skins

When the player's Skinning Skill is high enough they will be able to unlock the ability to improve animal skins at a Skinning Rack. This ability is known as Quality SkinningImproved Skins come in three grades; Good, Fine, Flawless. Each grade makes the skin more valuable. A full list of all price increases based on grade can be found on the Pelt Prices page.

See the Skinning Skill page for more details on Quality Skinning.

Note: The ability to improve animal skins is also available in the Carcass Skinning System and is identical to the Carcass System version.

Skinning Racks can be found at the following locations:

Under the Hood

When the player activates a dead animal as long as certain conditions are met the animal will be skinned. If the animal has a race that already exists in the game, like DeerRace, then the animal's skin will switch to its skinned version using EquipItem(). If the race is unique (for example added by a mod) but the animal is still recognised because it has the original animal voice type, then the animal disappears using SetCriticalStage(), and a skinned version is spawned in its place. This is why the screen fades to black for mod added animals, to hide the switch. This is because what race an armour object can use is predetermined, which means races added by mods can't be set to use the skinned armour object.
The new skinned model also shows what was removed and not just the skin! Goats will have no horns, Mammoths and Horker have no tusks, Deer and Elk lose their antlers, Rabbits lose their ears, and toothy animals like Wolves and Foxes also lose their fangs! The resolution of the skinned animal texture is currently 2k, however a smaller version will be released soon as an optional download which will include lower res textures as loose files (which will take priority over the 2k ones inside the mod BSA).
During the skinning process the inventory is transferred to the player, and if Clean Skinning is unlocked a second pelt is given to the player at this point.

In order for an animal to meet the activation requirements for skinning, they must have a pelt object on them with the keyword VendorItemAnimalHide, they must be dead, they must not have a carcass object on them, and they must not have already been skinned. If you attempt to activate an already skinned animal, a notification will appear in the top corner of the screen telling you it's already been skinned.

If the animal has no pelt object, the normal inventory window will appear. In the case of animals that have new pelts that I've added, like Mammoths and Trolls, they only receive their new pelt when the log book has been awarded to the player, and when the animal has been killed by the player.
The passage of time is determined by your skill, items in your possession that grant a time bonus, and the size of the animal. The number detailed below represents the size of the animal, and decides how long skinning will take. Time is set forward via script so a real-time view (sunlight level fading) of time passing is applicable.
This system is controlled by hidden perks added to the player which override the default activation of dead animals, and calls a function in my Realistic Skinning Script depending on the animal. For example SkinBear(akTargetRef, 2). The int argument decides how much blood is splattered on-screen.