Since a couple people have asked what the correct load order for this is. I'll post what's working for my game. Fallout4.esm All DLCs Unofficial Fallout 4 Patch CaN.esm **ALL OTHER MODS** RaceCustomizer.esp RaceCustomizer - Far Harbor Compatibility Patch.esp (if you need it) **CaN - Addons** CaN - Companions.esp CaN - Player Pony.esp (DISABLE THIS IF YOU WANT TO PLAY AS A ZEBRA/PRODITOR) Zeeb - Player Zebra/Proditor.esp (THESE ARE TO PLAY AS ONE OF THESE RACES. ONLY HAVE ONE OF THESE ENABLED) Fallout Equestria - Season Pass **Fallout Equestria addons** Zeeb - NPCs.esp (Make sure this is absolute last in load order)
Thanks for posting this because it is useful, but personally I am still having a problem with the load order.
See I was able to make this work when I used Vortex and LOOT, but now I use MO2 and MO2 seems to lock certain esps to a certain range of positions in the load order. If I try to manually move an esp above or below that range, MO2 will force it back to where it previously was. I did not lock the esp load order position myself, MO2 is acting like it was already locked to a position begin with. If anyone who's good with MO2 knows a fix, then please let me know.
Okay I tried making a new mod profile where I enabled all the mods associated with CaN and Fallout Equestria first, then I tried to sort those mods before enabling any others. That seemed to help a little but I still could not get that exact load order.
Although I did discover from that test that you should not have CaN Skeleton Fixes and Zex Skeleton Extension enabled together.
I don't know what changed between now and my last update but I am still having problems. This time I was able to get the pony player character to look right (just Nate and Nora) but all the NPCs have vanilla human heads. They aren't the deformed heads with human textures, they are normal human heads that are oversized and have no facial animations. The rest of the NPCs' bodies from the neck-down look like how they should with these mods installed.
I created a test profile using only the mods associated with CaN (including the skeleton fixes), Fallout Equestria, and utilities such as the Address Library, Baka Framework, and UFO4P. I sorted the esp plugins according to what you have posted and locked their load order with MO2 without using the embedded LOOT function. The glitch triggers anyway.
I play the NG update version 1.10.984 and use MO2 as my mod manager. I also recently installed the NG version of Buffout 4 and X-Cell. Those are engine fixes though and should not effect anything related to the game actors, but I would not know. The issue might be a simple matter of compatibility between the game or mod manager. Again, I don't know.
Proditors are zebras that have painted their stripes in protest of the tribes. In Project Horizons, they painted their stripes red to protest the war with the ponies, and many actually fought FOR the ponies.
For some reason the stripes aren't working properly, and there is a permanent dark eyeshadow around the player zebra's eyes. Is there something wrong with the mod itself?
It really doesnt seem to work anymore, havent seen a single zebra in the entire game... Eli also wont turn into a zebra it seems, neither does Preston. What exactly is th eload order?
So when i try and make a new game (or load another one) without the pony player plugin and instead with the zebra plugin or proditor plugin it IMMEDIATELY crashes, Is it something ive done or havent done? (edit) in case you were wondering when i start or load a game with both zebra (or proditor) and pony player plugins the pony is all that shows up edit 2: nvm it took me two days but i figured out it was mah damn load order
Good evening, What loading order are you using? I have the same concern as you about not being a zebra. I turn off the proditor and the zebra, and it crashes the game. Thanking in advance for a quick response, the mod is great, just to find out how we disable the mod only for the player. Good night...
First, nice Raider and Kid icon. Second, yeah but at the same time, Synths based on changelings would mean you'd never see their original form because there'd have to be something added that changes the synth character's race on death and I don't know if there's actually a way to script that. Either way, it's WAY beyond my capabilities.
From what I saw, Tinker Tom and Glory have missing Head Part references, and from the ID those references very likely come from CaN Mane &Tail Addon, but this mod doesn't require it as master file, is this a bug?
it requires Fallout Equestria 4, which requires the mane and tail addon, but you're right. I should probably set my Mane and Tail addon as a requirement as well. I'll fix it when I can.
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Fallout4.esm
All DLCs
Unofficial Fallout 4 Patch
CaN.esm
**ALL OTHER MODS**
RaceCustomizer.esp
RaceCustomizer - Far Harbor Compatibility Patch.esp (if you need it)
**CaN - Addons**
CaN - Companions.esp
CaN - Player Pony.esp (DISABLE THIS IF YOU WANT TO PLAY AS A ZEBRA/PRODITOR)
Zeeb - Player Zebra/Proditor.esp (THESE ARE TO PLAY AS ONE OF THESE RACES. ONLY HAVE ONE OF THESE ENABLED)
Fallout Equestria - Season Pass
**Fallout Equestria addons**
Zeeb - NPCs.esp (Make sure this is absolute last in load order)
See I was able to make this work when I used Vortex and LOOT, but now I use MO2 and MO2 seems to lock certain esps to a certain range of positions in the load order. If I try to manually move an esp above or below that range, MO2 will force it back to where it previously was. I did not lock the esp load order position myself, MO2 is acting like it was already locked to a position begin with. If anyone who's good with MO2 knows a fix, then please let me know.
Okay I tried making a new mod profile where I enabled all the mods associated with CaN and Fallout Equestria first, then I tried to sort those mods before enabling any others. That seemed to help a little but I still could not get that exact load order.
Although I did discover from that test that you should not have CaN Skeleton Fixes and Zex Skeleton Extension enabled together.
I don't know what changed between now and my last update but I am still having problems. This time I was able to get the pony player character to look right (just Nate and Nora) but all the NPCs have vanilla human heads. They aren't the deformed heads with human textures, they are normal human heads that are oversized and have no facial animations. The rest of the NPCs' bodies from the neck-down look like how they should with these mods installed.
I created a test profile using only the mods associated with CaN (including the skeleton fixes), Fallout Equestria, and utilities such as the Address Library, Baka Framework, and UFO4P. I sorted the esp plugins according to what you have posted and locked their load order with MO2 without using the embedded LOOT function. The glitch triggers anyway.
I play the NG update version 1.10.984 and use MO2 as my mod manager. I also recently installed the NG version of Buffout 4 and X-Cell. Those are engine fixes though and should not effect anything related to the game actors, but I would not know. The issue might be a simple matter of compatibility between the game or mod manager. Again, I don't know.
Is it something ive done or havent done?
(edit) in case you were wondering when i start or load a game with both zebra (or proditor) and pony player plugins the pony is all that shows up
edit 2: nvm it took me two days but i figured out it was mah damn load order
What loading order are you using?
I have the same concern as you about not being a zebra. I turn off the proditor and the zebra, and it crashes the game.
Thanking in advance for a quick response, the mod is great, just to find out how we disable the mod only for the player.
Good night...
CaN.esm - MISSING
ples help :c