(for people using curvy bodytypes, bodyslides are working you just need to load a body reference + your preset on top, than use the brush tool to fit the outfit to the bigger size, since the original body type shape came with this is very thin.)
Wrong syntax. You've already assigned an Object by player. .additem here becomes a function of the Object and applies the result to the Object, to the player. right? No need to double the assignment and write 14 And don't forget to replace xx by hexadecimal load order of the equestrienne.esp.
Didn't work player.item 113000f9a the 113 is my order from vortex i know this is simple but for some reason I don't get the load order thing guess I'm crazy lol
I am the same to start with, vortex load order number does not seem to be right, i ran a report on the mod then save the report, counted the number in the load order covented and then it worked
Beaut Thanks Annarietta(Beaut name) and Yep instead of having some of the useless Creatures in the Commonwealth, Beth could have added horses like Skyram , i would myself but not fortunate enough minded on the Modding Side.
Yes, as in the real history, horses would be desired in a post-nuclear world, where you just can't find or deliver fuel. But according to the Fallout wiki article, they died out. So, Toddy and the command had no choice. Add by mod? That's a very complicated task, the modder should create the animations, AI rules, get the sounds, meshes, textures. So I don't think that mod like that is even possible.
They were going to but never got around to it - add robot horses full sized giddy up's.
But there is a mod for that. https://www.nexusmods.com/fallout4/mods/23963 There are also several other ridable creature mod's.
Sorry I could not resist the minute I saw this "Lady Chatterley's Super-mutant" jumped into my head like a steeplechase of bad and stupid thoughts - I had better hide behind the hedge while the going is good, by the way great work even though I expect to see an angry mutant fox taking offense at this.
I think it was a bad move by Bethesda not to have horses as well and the institute could have put them in the commonwealth as well since they cloned gorilla's another supposedly extinct species in the fallout universe - the fallout Universe though they never made it to any of the game's also had talking intelligent near human sized racoon's that were the result of an experiment and escaped from the laboratory called the S'Lanter. Think Rocket (GOG) but a whole tribe of him. So why no horses, imagine Fallout NV with horses - the world was too small but what if it was bigger and had horses? - and that is probably there real reason for not putting horses in the game, one if you move too fast over the map the engine struggles to keep up and two it would make the game world feel smaller since you could then get to places faster. I really think Bethesda should bring back horses to the fallout franchise especially if they ever make a true open world fallout game (that would probably require them to use a better engine than the dated gamebryo or it's derivatives tough - ah imagine how good the game would look on unreal engine 4 or 5 with it's ability to render, animate and run AI for hundreds of onscreen NPC's, make far larger worlds and provide more graphical assets on screen - but I guess pig's would fly before Bethesda did that, then again Microsoft own them now so maybe they will force them to move with the time's at last).
The dead horse thing is easily one of the laziest parts that interplay implemented into fallout, the idea bovines would survive while equines didn't was legit just lazy writing on their part for wanting to make the protag in fallout 1 have to walk everywhere. They keep rewriting things with fallout 76 and I hope now that Microsoft owns Bethesda that we will see better choices with the franchise(seeing as Bethesda used to be owned by a board of directors that all had major interests OUTSIDE media and software and didn't have clue 1 on how to manage their assets within a studio like Bethesda.) This mod is lit, thank you no doubt. WONDERFUL outfit and us horse lovers will just have to hope Microsoft does what Microsoft does when they get a hold of content that has been mishandled the way Bethesda has been(lets stop blaming todd an no im not a todd fan girl its just not productive).
I don't think so. But a palette is very simple, it's not a problem to significantly change the main colors in the diff. Use HUE/SAT adjustment to change any non-black color or Channel mixer to shift the black to some saturated space and then HUE/SAT for the more precise dyeing. Also, in the working files archive you can find masks for the maps 02 and 03. These maps contain UVes from the several shapes, so it could be useful to avoid the recolor in the undesirable places.
Hey if this is CBBE/Bodyslide compatible should probably put that in the description so that people don't come here and ask the same question over and over, like I was about to.
39 comments
(for people using curvy bodytypes, bodyslides are working you just need to load a body reference + your preset on top, than use the brush tool to fit the outfit to the bigger size, since the original body type shape came with this is very thin.)
You've already assigned an Object by player.
.additem here becomes a function of the Object and applies the result to the Object, to the player. right?
No need to double the assignment and write 14
And don't forget to replace xx by hexadecimal load order of the equestrienne.esp.
I type player.additem xx000f9a nothing
i know its me and I usually don't spend much time trying to figure this stuff out but its a really cool outfit
The hexadecimal would be 71
And entire command player.additem 71000f9a
player.additem 72000f9a vortex load order is 114 conversion is 72 nope
503 downloads and i had to be the one really sux it doesn't work
The problems on your side, man.
IE
Number of load order in vortec 66
covet 42
Real Number of in load order 28
Covet 1c
Hope this helps
Add by mod? That's a very complicated task, the modder should create the animations, AI rules, get the sounds, meshes, textures. So I don't think that mod like that is even possible.
But there is a mod for that.
https://www.nexusmods.com/fallout4/mods/23963
There are also several other ridable creature mod's.
Sorry I could not resist the minute I saw this "Lady Chatterley's Super-mutant" jumped into my head like a steeplechase of bad and stupid thoughts - I had better hide behind the hedge while the going is good, by the way great work even though I expect to see an angry mutant fox taking offense at this.
I think it was a bad move by Bethesda not to have horses as well and the institute could have put them in the commonwealth as well since they cloned gorilla's another supposedly extinct species in the fallout universe - the fallout Universe though they never made it to any of the game's also had talking intelligent near human sized racoon's that were the result of an experiment and escaped from the laboratory called the S'Lanter.
Think Rocket (GOG) but a whole tribe of him.
So why no horses, imagine Fallout NV with horses - the world was too small but what if it was bigger and had horses? - and that is probably there real reason for not putting horses in the game, one if you move too fast over the map the engine struggles to keep up and two it would make the game world feel smaller since you could then get to places faster.
I really think Bethesda should bring back horses to the fallout franchise especially if they ever make a true open world fallout game (that would probably require them to use a better engine than the dated gamebryo or it's derivatives tough - ah imagine how good the game would look on unreal engine 4 or 5 with it's ability to render, animate and run AI for hundreds of onscreen NPC's, make far larger worlds and provide more graphical assets on screen - but I guess pig's would fly before Bethesda did that, then again Microsoft own them now so maybe they will force them to move with the time's at last).
Now I need to get my magic wand and kill s#*! with it around the commonwealth. I thank you for it.
Also, in the working files archive you can find masks for the maps 02 and 03. These maps contain UVes from the several shapes, so it could be useful to avoid the recolor in the undesirable places.
Good mod btw