F.A.Q.
Why did you get rid of the non-Script Extender version?
Why do you use Script Extender/Compatibility Framework for a hair mod?
Short answer: I'm a doofus who misunderstood how the framework works, but at this point I might as well just keep it.
Long answer:
I like using the Compatibility Framework because compatibility can be pretty much entirely done on my end. If I add more hair extension options in the future, I just need to add entries for them to the file in the Script Extender folder... unfortunately, the framework is not psychic and will not pick up on other autosnap hairs unless the mod author also configures their mod to use CF. (Plus, Script Extender doesn't work on Mac computers)
I've also opted this mod into Padme4000's "Patches for CC Mods", and usually give her the info for hairs I plan on adding in my next update ahead of time so that there generally shouldn't be any issues with new hairs not showing up.
Can you do _____?
At the very least, if you do want to leave a suggestion, please keep it to just vanilla hair parts, not to make something longer or shorter or what have you. My time and especially my energy are quite limited.
Do they have physics?
Why does _______ act weird when I use it with a hair that has physics?
Adding physics to a hair involves assigning a skeleton resource in the _merged entry for it, and the mesh having the appropriate vertex groups that go with that skeleton (plus weight painting, my beloathed). Pairing two hairs that have physics together can cause the skeletons to basically fight for the space they occupy, which may result in one hair pushing the other to the side, or flying up, or the both of them rotating around each other, or other weirdness.
Note that a lot of hairs in Tav's Hair Salon have skeletons assigned to them; hairs that don't have a skeleton resource assigned to them have to be conformed via Lslib or else they can get deformed in game, but if you don't want to run it through Lslib (i.e. if you're making a BUNCH of different hairs and want to save time/energy) then you can simply assign a skeleton to it in order to conform the hair. This means that even those the hairs don't actually have physics (because they don't have the specific vertex groups that go with the skeleton assigned to the hair) they will still interact with hair extensions that do use physics. There's not really anything I can do about this; Toarie would have to go back and remove the skeleton resources assigned to all those hairs AND run the meshes through Lslib. Which would be extremely tedious.
I can't find the hair extensions, where are they?
Is this mod compatible with _____?
To be compatible with other hair mods that edit the Races.lsx file (usually autosnapping hair mods), you will need the "Patches for CC Races.lsx" file from Padme4000's "Patches for CC Mods".
However, if you are using the Plus UI mod, you will not be able to select "Hide clothes" in CC. I am not Raizans, I do not control how Plus UI works.
What is "autosnap"?
How did you learn how to mod?
Initially I just wanted to customize the colors and stats of some items from Basket of Equipment and I used AnteMaxx's various sample mods to figure out how to do that. Ever since moving on to mesh editing, I have relied heavily on the BG3 Wiki's Modding Resources and the help of the Down By The River discord server. I usually mention in the "Thanks" section of my mod pages specific tools and whatnot I used. I just started learning to make my own mods in October 2023 and thanks to the numerous templates and resources and helpful people and my excess of spare time I've come a long way. I highly recommend trying to get into it yourself if you want to better customize your game experience (although I don't recommend posting every mod you make online if you're easily stressed out unless you turn off all comments/forums/bug reports).
Why isn't the mod working?
Will there be any issues if I have both the Compatibility Framework and Padme's CC patch?
There shouldn't be.
Will you add these hairs to other slots?
Probably not.
Why did you remove the "Mod Manager Download" option?
See Troubleshooting Tip #1
Troubleshooting Tips:
- If you're using Vortex, there's not much I can do to help you. Vortex is known to cause issues with BG3 mod load orders, as well as a host of other bugs. Using Vortex for BG3 modding is like using All-in-One Shampoo/Conditioner/Body Wash: yeah it technically does the job, but you're better off using individual stuff made for each purpose. I promise that the BG3 Mod Manager is very easy to use (and doesn't take up much space), please save yourself and others the headache and just use it.
- Make sure that all dependencies are installed/updated/active. For example, the Compatibility Framework recently updated to be dependent on the Community Library. This means you need both of them if you're using the SE version of this mod.
- (P.S. Yes you need Mod Fixer. It mostly only causes problems when you have a bunch of mods that have it included, or on saves used in Patch 4. If you try to start a new save without Mod Fixer, you will visit the Realm of the Naked Men instead of the character creator.)
- Try deleting the mod and redownloading it. Sometimes files accidentally get corrupted while downloading from Nexus. You'd be surprised how many times I've told people to do this (or done it myself) and it fixed the problem.