Yes, unless you merge it by copying the entries for p_c_horse_01_hand/head_000_c0_000_ab and pasting them into the assetsanimal section in Whyem’s assets_albedo
Where do I add it? I tried to copy the line from 338290 “<item> <!—new hair_0–>” till the end of your file and put it in whyEm’s Dlc asset_albedo and the game became unresponsive, also your code structure is vastly different from his asset_albedo code structure
Unless the file is hashed, there should be an <albedoAnimal> in the file which you can find using ctrl + f. After that, paste the two entries (starting with <Item> and ending with </Item>) for the textures from my mod which I believe are at or near the bottom directly below <albedoAnimal> in Whyem's file and it should work.
So i tried to change my current horse(bay mustang) into this and it just doesnt work, I get horse without skin/fur, invisible, I see only mane, tail, eyeballs and teeth/tongue part of horse. It got taller then before tho. I have lml and scripthook( i have modded horses and know how to change them) I put the ymt file with changed name to "a_c_horse_mustang_wildbay.ymt" and all other files where they should be but all I got is what I described.
Used different mod to change the horse and it worked as should.
Do you have the files in the right place? The folder labelled "2K Horse" with all files kept inside of it should be placed in your LML folder, if this is done exactly correctly I'm not really sure what your issue might be.
Could be due to mod conflicts? Lots of mods use assets_albedo; you also want to make sure everything's streamed properly and the like. Otherwise, I'm not exactly sure what might be the issue.
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did I try copy the entries in a wrong manner?
Used different mod to change the horse and it worked as should.