Somehow the wrong ESP got put into the NPC files and I lost the edits. Those have been taken down and will be replaced once I can get around to redoing it. :(
Hi ShiningStar112! I don't know if you're still active on the Nexus or not, but I wanted to thank you again for making my Argonians look so good these past few years, I still enjoy these horns and feathers very much.
And I finally realized I should probably share the tweaks/fixes I did to my file for those who don't know how to do that themselves, and while I was at it I did the other file versions too, so anybody who wants a non-ussep or light-flagged replacement of the esp can get that here: https://www.nexusmods.com/skyrimspecialedition/mods/133529/
Thank you again! Still my favorite horns in Tamriel <3
30 minutes ago, as of writing, i just finished making myself a custom hairstyle for my female Argonian using vanilla headparts, and was thinking of making a mod exactly like this.
In other words: thanks for doing the work for me :P
?Having a glitch atm. I am using this mod and BAT - Bigger Argonian Tails SE and when i launched the game the first time it was working, then i launched a second time and as shown in the photo link, i'm having issues. Help? [Image]?
The tail feathers are separate from the tail, and thus will still appear when the tail is hidden by things like the cloak which uses the tail slot. Does the issue persist when the cloak is off?
Was really looking forward to trying this out but the dependence on USSEP is really sucky, because so far I haven't figured out a way to remove the dependency of this mod without actually installing USSEP which I simply refuse to do. Was worth a shot I guess lol. I hope this gets updated with an ESP that doesn't require USSEP soon.
Technically not, I just sort of unintentionally selected it when making this and am still very new at using things like xEdit to clean files. I don't believe it actually touches on anything from USSEP so cleaning it's masters should remove that and be safe as far as I know. Feel free to test that out and let me know.
So I downloaded the tail feather version, but I'm only just now noticing that for some reason, all the NPCs that get tail feathers have the black face glitch. Works just fine on me, and NPCs without tail feathers are fine, but if an NPC gets tail feathers from this, they get blackface. Any idea how to fix this or if anyone else has gotten this problem?
This is due to facegen issues, I didn't include any in that version of the mod. If you have access to the CK, go in and export the facegen of all effected npcs to get the darkface bug to go away. If you do not, I highly suggest Face Discoloration Fix; I use it myself and it tends to solve that issue without need to re-export facegen, for both this mod and others.
It's really easy if you want to learn. (Probably a lot easier than making hair lol...at least to someone like me who is awe of that skill!) You can do it in the CK or in SSEEdit. (The tricky part comes in deciding which mods can be compacted and which should not be; opinions differ, but basically as long as you stick to the simple stuff you're fine.) In CK, under File there's an option to "Compact Active File Form IDs." All you have to do is click it and the program will take care of the rest. In SSEEdit, right-click on the mod name and select "Compact Form IDs for ESL" (it's about halfway down the list of options) and again the program will take care of the rest. (Because of the way the Creation Kit works, you do need to compact IDs again every time you add a new entry to a mod you're making, though, you can't just do it once and flag it as light and trust the program to know it's supposed to stay that way lol.)
Then all you have to do is "flag" the mod as ESL, which you can do in SSEEdit by right-clicking the mod's Record Flags and selecting Edit. That will bring up a pop-up window and you just select the ESL check-box. Vortex will also let you flag mods as "light" right in its plugin list as long as their IDs are already compacted and/or innately small enough; I don't know which if any other mod managers have that feature built-in but it's very handy if that's the mod manager you happen to use.
Because compacting changes the Form IDs, it "breaks" existing saves since any existing elements that have been given new IDs will vanish, so you don't want to do it on a mod that you've already had active in your game or on a mod that you think another mod is likely to use as a master (because their IDs won't match). Admittedly I've broken the "not if it's already active in your game" rule a lot with little mods like this that add hair or clothes or things like that where I know it won't actually cause problems if a few items disappear from my inventory, but I'm probably not a good example to follow lol. I hope that helps! I've found it a very useful trick for squeezing a lot of little mods into my game without affecting my plugin limit.
These horns are amazing! I just spent like twenty minutes making myself an Argonian-NPC-Overhaul using these and everyone looks so stunning. While still fitting into the vanilla aesthetic -- just better. I can't wait to see them in-game. Thank you for sharing these!
Of course! I wanted more variation and ultimately decided to just play around with what vanilla provided since I've got 0 modeling or texture creating experience. There might be some combinations I forgot to be honest, I tried to make each without making a duplicate and avoiding anything that would clip but I can already see I forgot the featherless versions for the male hairs I made and likely did for the females as well. Still, 142 new hairs total is a lot of variation already! I'm mostly happy I was able to get the jewelry to work for male argonians, always thought it was odd they didn't have any.
Feel free to add images if you want, I'd love to see them in people's games!
Well they look great. And I love that you added the tailfeathers, too! (I knew I had to re-do my little overhaul when I saw that update, and it was so worth it.) I'm pretty crap at taking screenshots tbh, but I've uploaded some anyway. As I get a chance to explore and bump-into more lovely lizards, I'll add a few more! Thanks again for making this.
Oh btw I don't know if this was on purpose or if it matters at all, but I noticed that Male Hairs 50, 54, 56, and 60 are not set to HeadPartsArgonianAndVampire.
Yeah I noticed that in my own game long after the fact. I'll go in and fix it when I get the time but I don't believe it's too much of an issue since those showing on humans would be by player choice.
21 comments
EDIT: Fixed and the NPC version is back up.
And I finally realized I should probably share the tweaks/fixes I did to my file for those who don't know how to do that themselves, and while I was at it I did the other file versions too, so anybody who wants a non-ussep or light-flagged replacement of the esp can get that here: https://www.nexusmods.com/skyrimspecialedition/mods/133529/
Thank you again! Still my favorite horns in Tamriel <3
In other words: thanks for doing the work for me :P
LOVE argonians more then any other race.
[Image]?
This is a request, not a question.
Then all you have to do is "flag" the mod as ESL, which you can do in SSEEdit by right-clicking the mod's Record Flags and selecting Edit. That will bring up a pop-up window and you just select the ESL check-box. Vortex will also let you flag mods as "light" right in its plugin list as long as their IDs are already compacted and/or innately small enough; I don't know which if any other mod managers have that feature built-in but it's very handy if that's the mod manager you happen to use.
Because compacting changes the Form IDs, it "breaks" existing saves since any existing elements that have been given new IDs will vanish, so you don't want to do it on a mod that you've already had active in your game or on a mod that you think another mod is likely to use as a master (because their IDs won't match).
Admittedly I've broken the "not if it's already active in your game" rule a lot with little mods like this that add hair or clothes or things like that where I know it won't actually cause problems if a few items disappear from my inventory, but I'm probably not a good example to follow lol. I hope that helps! I've found it a very useful trick for squeezing a lot of little mods into my game without affecting my plugin limit.Feel free to add images if you want, I'd love to see them in people's games!