After 12 years, I decided to play Skyrim again and what I don't come across...exactly the kind of mode that perfectly complements my retexture mode. Thank you for it and if you don't mind, I've attached a link to this mod to mine and added a picture to your library. There is beauty in simplicity. Thanks
Because the eye holes are black on the texture. This mod only replaces the models, not the textures, so it'll use whatever custom texture you've got for the guard and stormcloak helms. These textures are generally made with the vanilla model in mind, which has no physical eye holes.
I'm not the author of either of those mods. I can tell you how to make them work together yourself, though.
Both mods use a plugin to make the wearer's head visible underneath the helmet. You can overwrite ICH's guard/stormcloak helm models by extracting them from Semi-Open Guard Helmets' .bsa archive using BAE. Both mods appear to use the same file naming scheme, so as long as SOGH's meshes are loose, they should appear ingame instead of ICH's.
ICH also does the same thing as SOGH but on a broader scale, so you should be able to safely disable the latter's plugin. All you need are the models.
Apologies for posting about a topic other than this mod, yet I was unsure how else to reach you.
I noticed your comment on Biggerer Argonian Tails that you were having issues editing the mesh, as whenever you tried to do so it would never appear in-game. I am also having the same issue, which only seems to occur when I edit the .Nif from that mod and no other tail mods. Did you ever discover a solution?
I'm considering the prospects of making a patch or two to that mod, possibly combining Weight Slider Effected Tails so that way lower weight characters can have a smaller sized tail unlike the original mod. Any insights you have would be extremely helpful.
Oh, yeah! It turned out that whenever I imported the .nif directly into Blender using PyNifly and then re-exported it, it would have the block just under BSTriShape incorrectly set as BSDismemberSkinInstance instead of NiSkinInstance. When I converted the block in NifSkope, it became visible again. I ended up having weird physics behaviour after that, though, so I kinda gave up on using my high-poly mesh edit and just rearranged the pose in nifskope instead. The tail would lift up and spasm, and I wasn't sure what to do to solve it.
Combining Weight Slider Affected Tails with it sounds like a fantastic idea, by the way! Best of luck with that idea, I'm not sure how to implement that kind of weight morph + physics combo but I'd love to see it done if you can figure out how to make it.
The physics will definitely be difficult, and I myself am unsure how I'll solve it currently. I'm currently just working on a 1.0 version purely to have a light-weight tail mesh and heavy-weight tail mesh, probably both with the same length and physics to begin with. Giving me a tangible base to test out any changes to the physics later.
I've also reached out to the original mod author in hopes of getting their insight into the matter.
While I can't confirm any finished mod will come from my efforts, I'm giving it a solid try.
I hope you can find a solution for the physics. It probably doesn't help that the base Argonian tail pose for Equipable Beast Tails isn't a straight reference pose - it curves downwards. There's a chance you might need to figure out how to replicate what it does from scratch.
Would you like me to pass you my subdivided tail models?
Awesome mod! Works flawlessly installing mid-save. One just has to load this one below all other mods that touch these helmets (both on the left and right plugin side in MO2) and it works. I initially loaded it prior to a SAM Light mod that touched vanilla armours and then I got bald guards without helmet.
im still dealing wuth the issue on my end. I'm really looking for a mesh only replacer but I can't seem to figure out why this is making the heads invisible?
Argh, I thought I had it figured out. I’ll give it another look. Unfortunately, I can’t have visible heads under the helmets without a plugin because of the way the mesh part flags are set up in vanilla.
Do you have any other mods that might make changes to armour records? Try disabling everything else except this mod, and re-enable them bit by bit until your guards lose their heads again.
scratch that it does appear to be working now but I'm still having problems with some stormcloaks, however I think thats because I haven't strated a new game as a had a previous mod installed that altered the helmet record. I had semi-open guard helmets installed but for some reason when I uninstalled it vortex left the esp in load order. I hate when vortex does that
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Both mods use a plugin to make the wearer's head visible underneath the helmet. You can overwrite ICH's guard/stormcloak helm models by extracting them from Semi-Open Guard Helmets' .bsa archive using BAE. Both mods appear to use the same file naming scheme, so as long as SOGH's meshes are loose, they should appear ingame instead of ICH's.
ICH also does the same thing as SOGH but on a broader scale, so you should be able to safely disable the latter's plugin. All you need are the models.
I noticed your comment on Biggerer Argonian Tails that you were having issues editing the mesh, as whenever you tried to do so it would never appear in-game. I am also having the same issue, which only seems to occur when I edit the .Nif from that mod and no other tail mods. Did you ever discover a solution?
I'm considering the prospects of making a patch or two to that mod, possibly combining Weight Slider Effected Tails so that way lower weight characters can have a smaller sized tail unlike the original mod. Any insights you have would be extremely helpful.
Thank you for your time!
I ended up having weird physics behaviour after that, though, so I kinda gave up on using my high-poly mesh edit and just rearranged the pose in nifskope instead. The tail would lift up and spasm, and I wasn't sure what to do to solve it.
Combining Weight Slider Affected Tails with it sounds like a fantastic idea, by the way! Best of luck with that idea, I'm not sure how to implement that kind of weight morph + physics combo but I'd love to see it done if you can figure out how to make it.
The physics will definitely be difficult, and I myself am unsure how I'll solve it currently. I'm currently just working on a 1.0 version purely to have a light-weight tail mesh and heavy-weight tail mesh, probably both with the same length and physics to begin with. Giving me a tangible base to test out any changes to the physics later.
I've also reached out to the original mod author in hopes of getting their insight into the matter.
While I can't confirm any finished mod will come from my efforts, I'm giving it a solid try.
I hope you can find a solution for the physics. It probably doesn't help that the base Argonian tail pose for Equipable Beast Tails isn't a straight reference pose - it curves downwards. There's a chance you might need to figure out how to replicate what it does from scratch.
Would you like me to pass you my subdivided tail models?
Do you have any other mods that might make changes to armour records? Try disabling everything else except this mod, and re-enable them bit by bit until your guards lose their heads again.