If you are a Skyrim Anniversary Edition user, please download the AE patch update.
AE UPDATE This file reverts the Anniversary edition changes made to horses, has no ESP, and it's compatible with all SE based horses mods,it'll simply swap the vanilla mane mesh, with an empty one.
If you are a CC Wild Horses user, use this instead, it'll give newmane and horse model to wild horses, and effectively work as AE patch.
CC Patch by Dudel Original patch made by DudelSaur, however had an issue with the folder structure, turning the horses hairless. I have uploaded the corrected version here, and you can read the description\comment section of the original mod here:
If you are using Mod Organizer and your horses are missing their manes, it's not this mod causing it, it's the CC Wild Horses and Zzjay's HO mod. The mod author has packaged his mod incorrectly, so when you install it you get a Data folder and the .esp together, instead of the textures + meshes folder and the .esp in the same folder. You need to bring the textures and meshes folders to where the .esp is and remove the Data folder. That should fix your bald horses.
It is actually 100% possible since the CC wild horses use the vanilla mesh and therefore are compatible with any retextures also compatible with the vanilla mesh, since they are also compatible with this mod's mesh. Just extract the BSA for the wild horses addon to see the texture names and file structure, then rename your chosen textures and then copy and paste to overwrite the textures in the addon with the ones you want. I personally use Slof's, but I did experiment with the ones from the description and they worked fine. Just make sure you are running the cc patch as well and you shouldn't have problems
By the look of it, i think these mods both edit some of the same files, so i don't expect both of them to fully work. nothign gamebreaking will happen, but it's one of those things tha mostly overwrite eachother.
In the description you have a tutorial on finding out mod compatibility in Xedit, maybe it could help you, and maybe you could see if you can get rid of some of the conflicts.
Seems like something got messed up in my game and after installing this, Riften horses suddenly have white manes and tails instead of the usual black... is that intentional or a bug? How could one reverse this color change?
EDIT: Nvm it's the patch by DudelSaur that messed this up, had to disable it for the mane/tail color to go back to normal.
yes, don't usethe patch, i havent been able to contact him, but a user explained how to fix the patch: . The reason that people are having issues with the mane not appearing is you've packaged the meshes and textures into a Data folder. MO2 acts as the virtual data folder, so when people install your mod via MO2, it won't be registering the meshes or textures inside due to them being in an unknown folder: Data > Data.
For those who want to fix this before Dudel potentially uploads a quick fix, simple drag the contents of the Data folder (Meshes and Textures) outside of the folder so that the <data> header can read the folders.
the patch is not mine, so i dont think if i can reupload it
I understand, however it's wrong only for one horse type... All horses have the mane colors like they had in vanilla (that is, new textures and models, but in correct colors), but the Riften horses have the color swapped with the patch, resulting with white mane instead of black. Without patch the color is correct.
EDIT: including image to maybe explain this better
the person who made the patch probably made a mistake on that horse (or a stylistic change). I cannot edit the ESP, because i don't have Creation club content, so neither CK, nor Xedit will load it to allow me to edit.
If you can go in either ck or Xedit and change it, i'll glady upload the edited version, otherwise i recommend to use the NO CC patch, which has no wild horses content.
Aah, makes sense. Really sorry about bothering you like that, I'm grateful for your patience and the explanation. :) Unfortunately I don't know crap about modding, so I'm not sure if I can do much; for now I just won't use that patch. Maybe the original author of this patch will fix that eventually. :'D
I was able to patch the manes in 2 seconds w xEdit! Simply pull up the WH patch and under the Armor tab, select "SkinHorseGrayHide" and carry over the "NakedHorseManeDarkAA" from Update.esm to overwrite the LightMane.
Here's the fixed esp (I flagged it as esl, also): Google Drive
thank you :) I do not doubtit was an easy task, however i dont hae anniversary update, so i'm locked out from opening the plugin bin both Xedit and normal CK.
If there's more patches you can do, please feel free to share :) Will update asap!
How do i explain this? the mods are not compatible, and they edit the same fiels and record.
The problem you have is related to mesh, it's not texture. The fluffworks mod works by duplicating, the horse mesh (so nif) and creating an illusion of fur (very loose explanation)and adding a blurred texture on top of this new mesh. On top of that they edited the nif paths of the vanilla horses, all except i believe the brown default horses (so all those in carriages and Whiterun Stables) this is why your brown horses look different fromt he rest, but they are actually the only horses that are "working".
So you sohould not install both mods at the same time. I believe i made a Saddles only version, for problems like these.
You can also read in the description page, a quick method to verify mod compatibilities, but i'l tell you here already if a mod contains Horse meshes (horse.nif etc...) it's not compatible, so your only option is to use the Saddles only version.
Keep in mind that fluffworks inflaters the horse size, so there's a good chance hat stuff will clip. If you would like to make a patch feel free to do so, as long as you do not redistribute the mod in all it's parts.
Hi, where could i find this saddles only version? I would like to use fluffworks with just the saddles from this mod. But can't seem to find a saddles only option either in the files or the FOMOD.
Hi. I installed IH mod. Then this mod, main file, chose IH version in fomod and of top of that 1st AE patch (00 - AE) from the files section. And for integration with CC wild horses this Patch. Is that right combo? Thanks.
Sorry if this question is a bit dumb, but is it safe to turn this mods .ESP into a .ESL?
Same question would go with the (now fixed) patch from Dudel as they both take up an .ESP slot.
Outside of that, thanks for all the awesome mods. I really love all of your The Witcher based mods and Skyrim Attire is also awesome! Really, thanks a lot for your great work.
00 - AE Patch > can be use dwith immersive horses, and any other variation of this mod.
01 - AE + CC Wild Horses, will only work for the base version of the mod, and not immersive horses (as IH is not directly compatible with CC Wild horses). This version will extend the new mane and look to CC horses.
Which version you'll use depends entirely on you. if you have the standard bae mod, you can use the CC Wild horses patch, and if you do use immersive horses version, you''ll need to use the AE base version.
for whatever reason when i download this the esp isn't showing up and the mod doesn't appear in my plugins. the fomod popped up and it seemed to install normally, any ideas why that would be?
270 comments
AE UPDATE
This file reverts the Anniversary edition changes made to horses, has no ESP, and it's compatible with all SE based horses mods,it'll simply swap the vanilla mane mesh, with an empty one.
If you are a CC Wild Horses user, use this instead, it'll give newmane and horse model to wild horses, and effectively work as AE patch.
CC Patch by Dudel
Original patch made by DudelSaur, however had an issue with the folder structure, turning the horses hairless. I have uploaded the corrected version here, and you can read the description\comment section of the original mod here:
https://www.nexusmods.com/skyrimspecialedition/mods/63935/
-------------------------------------
Some have asked about horse textures.
The horse textures you add in the description, how do I apply them to CC horses?
Great mod
EDIT : These horses look really cute!
In the description you have a tutorial on finding out mod compatibility in Xedit, maybe it could help you, and maybe you could see if you can get rid of some of the conflicts.
EDIT: Nvm it's the patch by DudelSaur that messed this up, had to disable it for the mane/tail color to go back to normal.
. The reason that people are having issues with the mane not appearing is you've packaged the meshes and textures into a Data folder. MO2 acts as the virtual data folder, so when people install your mod via MO2, it won't be registering the meshes or textures inside due to them being in an unknown folder: Data > Data.
For those who want to fix this before Dudel potentially uploads a quick fix, simple drag the contents of the Data folder (Meshes and Textures) outside of the folder so that the <data> header can read the folders.
the patch is not mine, so i dont think if i can reupload it
EDIT: including image to maybe explain this better
If you can go in either ck or Xedit and change it, i'll glady upload the edited version, otherwise i recommend to use the NO CC patch, which has no wild horses content.
Unfortunately I don't know crap about modding, so I'm not sure if I can do much; for now I just won't use that patch. Maybe the original author of this patch will fix that eventually. :'D
Here's the fixed esp (I flagged it as esl, also): Google Drive
I do not doubtit was an easy task, however i dont hae anniversary update, so i'm locked out from opening the plugin bin both Xedit and normal CK.
If there's more patches you can do, please feel free to share :)
Will update asap!
I'll let you know if I make any more patches!
The problem you have is related to mesh, it's not texture. The fluffworks mod works by duplicating, the horse mesh (so nif) and creating an illusion of fur (very loose explanation)and adding a blurred texture on top of this new mesh.
On top of that they edited the nif paths of the vanilla horses, all except i believe the brown default horses (so all those in carriages and Whiterun Stables) this is why your brown horses look different fromt he rest, but they are actually the only horses that are "working".
So you sohould not install both mods at the same time. I believe i made a Saddles only version, for problems like these.
You can also read in the description page, a quick method to verify mod compatibilities, but i'l tell you here already if a mod contains Horse meshes (horse.nif etc...) it's not compatible, so your only option is to use the Saddles only version.
Keep in mind that fluffworks inflaters the horse size, so there's a good chance hat stuff will clip. If you would like to make a patch feel free to do so, as long as you do not redistribute the mod in all it's parts.
EDIT: Found it in the file archive!
Beware it's not meant to work with fluffywrks, and thush there may be clipping of various degrees.
but it should be fine.
Same question would go with the (now fixed) patch from Dudel as they both take up an .ESP slot.
Outside of that, thanks for all the awesome mods. I really love all of your The Witcher based mods and Skyrim Attire is also awesome!
Really, thanks a lot for your great work.
For example the IH version, is a no. and if you plan on swapping betyween versions ESL is also a no.
00 - AE Patch > can be use dwith immersive horses, and any other variation of this mod.
01 - AE + CC Wild Horses, will only work for the base version of the mod, and not immersive horses (as IH is not directly compatible with CC Wild horses). This version will extend the new mane and look to CC horses.
Which version you'll use depends entirely on you. if you have the standard bae mod, you can use the CC Wild horses patch, and if you do use immersive horses version, you''ll need to use the AE base version.