Care to share about what bash tags to use with Better Beasts?
Let me see... I didn't try it out myself yet, as already stated, but if everything works as expected,...
Better Beasts contains settings for which textures and meshes to use for both genders in the Body Data tab of the Argonian and Khajiit racial settings.
So "Body-M" and "Body-F" would be mandatory.
Then, I admit I'm not very fond of Scanti's Merged Teeth for the Argonians, as it was obviously created from the Bethesda default teeth, which clip with the lips and don't equally stand out. BlackWood created fixed meshes for these, but they're two seperate files again. As there are no things to occupy the vacant teeth slot in BB I prefer to use BW's meshes instead.But anyways, Argonians as well as Khajiit (the whiskers) have some changes to the teeth slots in the Face Data tab as well, so "R.Teeth" would be advisable here.
Now, as far as I know there's nothing more altered in BB's ESP, so we would be done with those 3 tags.
I will give it a try myself soon... as soon as I get some time to actually play again for some minutes or less that is.
edit: Almost forgot about RBP having some of these tags as well and loading later into the bashed patch...
Maybe you could make BB load "after" RBP but only so it incorporates its changes into the bashed patch but isn't actually "loaded"? I was thinking somewhere along the line of "virtually active", but still I'll have to give it a try myself first before I can say anything definitively.
I'm having a problem with Scripted Argonian Feet. Although it appears to initialise properly (at least the pop-up says so), it doesn't appear to be giving the NPCs any feet. They aren't footless, they just have the normal human feet w/claws. I really like the new tails...those spikes look sharp!
Now, that's weird. If the pop-up occurs, it should be working, OBSE should be present and of a sufficient version and Pluggy should be present as well.
The only cause I can think of is, your Argonians are neither of the Vanilla race "Argonian" nor are they affected by the Vanilla Argonian racial ability "Immunity to poison". Those are the 2 properties I used to detect if an actor IS an Argonian. But I fail to see anything in your load order which could be causing this.
Make sure you have the latest release of SAF as well as the latest OBSE (at least 0016) and a fairly recent Pluggy. Though the array functionality I'm using from it is quite old already I assume. Make also sure your game is patched to 1.2.0416 and there are no plugins of a foreign language (non-english), as those might change your races' IDs and my scripts won't recognize them anymore. (This is what causes the silent dialogue issue as well btw.) I got reports about mysterious crashes whenever you came close to an Argonian, which were caused by the game not being properly patched, but I still wonder how my plugin could get started at all then, given it was created in the 1.2 CS in the first place.
Dammit, I really need to release my latest SAF scripts soon! I can't even ask you to try my debug functionality, as I don't even remember anymore if it's already inside the current release or still only dormant on my drive!
did u tag it with Invent? if not, then be sure to do so and rebuild bashpatch
If I know my own mod well enough, this shouldn't do anything, as there aren't any changes to NPCs' inventories at all. This is all done during runtime via scripts ingame, there shouldn't be anything mergeable or tag'able at all. It won't hurt trying, but I strongly doubt it will have any effect. Please correct me, if I'm wrong. :confused: