The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

256 ratings
Lizards of Skyrim
File Size
1.099 MB
Jun 2, 2012 @ 2:04am
Sep 17, 2013 @ 9:10am
14 Change Notes ( view )

Subscribe to download
Lizards of Skyrim

Hey, you! Do you like Argonians?

This mod changes the playable races' appearance into Argonians. This mod affects children as well. Dragons are NOT affected, despite being named Lizards of Skyrim.

All racials traits and skills remains but facial features including hair, beards and facemarks are NOT carried over from the previous looks, but skull form and other adjustments does.

This is a variation of my mod Cats of Skyrim, however there is a few differences. Children now kept their default citizen clothes since default children clothes works well enough on Argonians, unlike Khajiits.

What has changed:
-All playable races looks like argonians.
-Hair and beard have been removed from new argonians.

What hasn't changed:
-Existing argonians are unchanged.
-Monsters, Animals, Dremoras and Undead are untouched.
-Racial skills and traits remains unaltered.
-Text and voice are the same.

Version 1.03b

This mod uses default head meshes, so some conflicts may happens with mods that changes the default head meshes or body skeletons. Custom races that depends on default data will also be affected.

And of course, you can't use Cats of Skyrim at the same time!

This will stay live on the Workshop for a week or so before I upload it on Nexus, as I'm trying to work out some slight aesthetic modifications. It should still be fully functionnal already.

Note: You may notice that Argonians' eyes blinks bottom to top: That's normal. However, since head data morphs are carried over from the old races, eyes may look wonky for some heads.

Have fun.


September 18th 2013 news:

Ther user dragoninahuman has gracefully worked on a graphic patch to address the unnatural argonian faces the on races that have been turned Argonians. If you would like to see and download the patch, go to the mod address linked below.
Derp Face Cure, by dragoninahuman
Derp Face Cure with DLC/non-DLC variation, hosted on Nexus, by dragoninahuman
< >
XenomorphBob Aug 28, 2017 @ 1:14pm 
lizard illuminati confirmed
Deathclaw Lord Aug 26, 2017 @ 7:52pm 
ok, just asking.
Fluffy  [author] Aug 26, 2017 @ 7:22pm 
I play both the regular and special edition. This mod is for the regular edition, the version redesigned for the special editions is on the nexus because it requires extra data that is too much to upload on
Deathclaw Lord Aug 26, 2017 @ 3:04pm 
Whats the game your play Skyrim the Special Edition?
Dragon Stone Addict Jul 17, 2017 @ 3:15pm 
I can kind of imagine this as being some sort of alternate reality scenario where the raiders from Black Marsh came to Skyrim, overthrew the province, and became its dominant race. Hence why the only nords are the ones buried in the tombs from an age long past. Definitely going to use this mod at some point when I want to just explore the Argonian world with that kind of headcanon in mind.
Dr. Kaiser Jul 17, 2017 @ 5:44am 
Surprised there is no Naga, lol.
Gylph Jun 26, 2017 @ 11:59am 
Thank you for the detailed explanation!
Fluffy  [author] Jun 26, 2017 @ 7:32am 
Once that's done, return to the RACES tab and go edit the Face Data tab and set the head to have the face, hair, eyes, eyebrows you want. To change the mouth, you have to drag the mouth from the Headparts window to your race editing window. You can also edit the Tinting tab too, and it comes with a copy and paste feature. Child actors might be tricky to edit as only certain headpart categories pertain to them. You'll have to set some parts to child, or none.

After that, go test it out. There is a part where you should be reloading every existing NPC's FACEGEN data, but that's not a big deal on regular Skyrim, only on SkyrimSE. The game will try to create a .BSA file that you can delete it so that it uses your custom skeleton, body replacers and such.

That's all~ I've been using CBBE and HDT Physics alongside this and that has been working fine for me, so I hope you can find a way to make your mod setup work.
Fluffy  [author] Jun 26, 2017 @ 7:31am 
I don't know how the shape atlas mod works, but I can tell you how mine works.

It's an old and rather brute technique that only requires the game, the creation kit and a .BSA unpacker. First, you will need to have your data\meshes\actors\character folder unpacked from Skyrim - Meshes.bsa in the default folder location first. You don't have to overwrite anything, it just need to exist in your data folders since what you need is the path of the files, not the files themselves.

In the RACES tab, you can simply individually change each playable race's body by changing the armor/morph, skeletons and skin on the first and second tab. That's all you need for the body.

For the head, you'll then have to setup things in the HEADPARTS tab first, and change every existing relevant head part(head, eyes, brows, mouth)'s data by loading your intended race's .tri files as well as selecting the associated category. This part takes several hours.
Gylph Jun 25, 2017 @ 8:12pm 
Just wondering how you went at making this. I've been trying to get it to work with the Shape Atlas body conversion mod, but run into texture issues. I've tried moving around files and editing the Shape Atlas files, but to no avail. The only way I found the textures working properly was when I went into console, selected an NPC, and then changed their race to Argonian. Does this mod just apply a mask of some sort over the NPC?