I've bundled in the models from TDN Equipable Horns so you no longer need to download the original mod to use mine (Permissions on the original mod page allow this)
I've also bundled in models from Faelrin's Wearable Dragon Horns and Tails with permissions from the Author.
The FOMOD install options will stay the same as a result - the new files are just part of the Base Mod now. If you happen to run this mod alongside any of the original mods I've bundled in, let my mod overwrite their files.
If any of you happen to use GrimSovereign's Elf Ears mod (no longer publicly available), there is a Horn model from it that can be used with this Slider. My All Ears mod contains optional support for GS's mod and if you choose it, it also adds that Horn Model to the Horn slider if Horns Aplently is present.
Custom Races do not currently work out-of-the-box - there's not really an elegant way around it on my end. Luckily the solution on the user end is fairly simple. Just find the races.ini file in my mod under Meshes\actors\character\FaceGenMorphs\NK_HornSlider.esp and add the internal names of the races you're using. Basically add two lines to the bottom of the .ini that look like what I've pasted below, except replace the names of the race with whatever your Custom Race calls itself in the CK for the first line, and whatever the Vampire version of that race is called for the second line. Repeat for multiple Custom Races.
The main reason I haven't packaged the mod with these lines for custom races out of the box is that I don't have time to test all of the Custom Races out there and make sure they actually work if you add the lines, and I don't want to claim I'm supporting something I haven't tested. Also because there's a ton of Custom Race mods out there and I don't feel like taking the time to find out what all of their internal names are. It'll work for like 90% of them, though if you just manually add it on your end.
Feel free to reply to this comment with any Custom Races you've gotten to work with this mod (and what their CK names were) so others will know what works, and so I know what races I can add on my end in a potential future update.
Anyone trying to find out why their horns slider is empty but nothing edits the HeadPartsAllRacesMinusBeast formid, check if you have Headpart Whitelist installed. I just fruitlessly struggled for 30 minutes trying to get my horns to appear before I remembered I had this installed.
That's what you get from not reading nexus pages, folks. I thought it was a curated list of headparts which shouldn't be used, not a global blacklist lmao
THANK YOU! I noticed the other day that I couldn't change horns. It's been awhile since I have and had no idea why it wasn't working anymore. Disabled Headpart Whitelist for the time being until I learn how to edit PDB files. Luckily it's a DLL so disabling it shouldn't have a big impact (if at all) on my save file.
I sure appreciate when people post their fixes. kudos given.
BRO you just saved my one of my strongest headaches. I used to be able to change ED horns and GRIM elf ears in Racemenu, and all of the sudden I couldn't anymore, thanks to your comment I remember I had that mod active.
OMG I spent so long trying to figure this out >.< You don't have to disable it though, you can just add the name of the ESP ("NK_HornSlider.esp" in this case) in the default.ini in Headpart Whitelist
Horns for Vampire characters bugged and stuck on each other. When i also wanted to change eye colour, but not allowed by Majesty of Todd Howard, i created this mod to fix this, and its seems so this mod also fixes Horns Issue for Vampires. https://www.nexusmods.com/skyrimspecialedition/mods/130290?tab=description
Hey, I'm hoping someone knows how to address this issue, previously I played skyrim on GOG version 1.6.659 and it worked swimmingly with just about all my mods, well, GOG forced an update on the game and I can't go back to 1.6.659 now, so I was forced to swap to Steam Skyrim and downgrade to 1.6.640, which works swimmingly with virtually all my mods. Except for with the Horns Slider, it acknowledges the mods, and if I adjust the slider, the horns show, but if I go into a new instance or I put on headgear, anything that involves having to reload the head, the horns turn invisible until I manually adjust the slider again.
Just in case you still want it, you can open NK_Hornslider.esp in SSEEdit, then in the headpart just add new one, copy the mod's entry then fill out the path to your horns' .nif and .tri files. I can get it to show up in racemenu this way.
I am getting this error message in my games folder skee64.log:
Users\ron\Documents\My Games\Skyrim Special Edition\SKSE\skee64.log: 2 NetImmerse Override Enabled 3 config path = F:\Games\SkyrimSE\CharGrinn\Stock Game\Data\SKSE\skse.ini 4: ReadRaces Error - Line (57) failed to load slider map for 00DZW_WoodElfRaceVampire from Meshes\actors\character\FaceGenMorphs\NK_HornSlider.esp\races.ini.
So what is a 00DZW_WoodElfRaceVampire? At first I thought it was a high-poly head version of the WoodElfRaceVampire, but that mod uses a different naming convention. Is this a skee64 bug?
344 comments
I've bundled in the models from TDN Equipable Horns so you no longer need to download the original mod to use mine (Permissions on the original mod page allow this)
I've also bundled in models from Faelrin's Wearable Dragon Horns and Tails with permissions from the Author.
The FOMOD install options will stay the same as a result - the new files are just part of the Base Mod now. If you happen to run this mod alongside any of the original mods I've bundled in, let my mod overwrite their files.
ArgonianRace = sliders\human.ini
ArgonianRaceVampire = sliders\human.ini
The main reason I haven't packaged the mod with these lines for custom races out of the box is that I don't have time to test all of the Custom Races out there and make sure they actually work if you add the lines, and I don't want to claim I'm supporting something I haven't tested. Also because there's a ton of Custom Race mods out there and I don't feel like taking the time to find out what all of their internal names are. It'll work for like 90% of them, though if you just manually add it on your end.
Feel free to reply to this comment with any Custom Races you've gotten to work with this mod (and what their CK names were) so others will know what works, and so I know what races I can add on my end in a potential future update.
LykaiosRace = sliders\human.ini
LykaiosRaceVampire = sliders\human.ini
Edit: nvm, found an addon. https://www.nexusmods.com/skyrimspecialedition/mods/116494?tab=description
That's what you get from not reading nexus pages, folks. I thought it was a curated list of headparts which shouldn't be used, not a global blacklist lmao
I sure appreciate when people post their fixes. kudos given.
I used to be able to change ED horns and GRIM elf ears in Racemenu, and all of the sudden I couldn't anymore, thanks to your comment I remember I had that mod active.
Thank you!
When i also wanted to change eye colour, but not allowed by Majesty of Todd Howard, i created this mod to fix this, and its seems so this mod also fixes Horns Issue for Vampires.
https://www.nexusmods.com/skyrimspecialedition/mods/130290?tab=description
Users\ron\Documents\My Games\Skyrim Special Edition\SKSE\skee64.log:
2 NetImmerse Override Enabled
3 config path = F:\Games\SkyrimSE\CharGrinn\Stock Game\Data\SKSE\skse.ini
4: ReadRaces Error - Line (57) failed to load slider map for 00DZW_WoodElfRaceVampire from Meshes\actors\character\FaceGenMorphs\NK_HornSlider.esp\races.ini.
So what is a 00DZW_WoodElfRaceVampire? At first I thought it was a high-poly head version of the WoodElfRaceVampire, but that mod uses a different naming convention. Is this a skee64 bug?
https://www.nexusmods.com/skyrimspecialedition/mods/106165?tab=posts