Hi, i want to use this mod with Immersive Horses but i'm not using the horse visuals from that mod, so i took the optional esp for bringing vanilla horses back and when i enable this mod the horses wont load up correctly. Is there any way to make it compatible or i'm just dumb and i'm missing something else?
Hi there. Immersive Horses has its horse meshes packed in a BSA file, and I'm not sure how that would solve conflict wise with my mod's loose files. I believe in your case the BSA is taking priority and overwriting my horse meshes. Unfortunately I am no expert in this regard. My best guess would be that you would need to unpack the BSA, replace the horse meshes with my ones and then re-pack the BSA again. I have never done this myself though, so I'm not sure if that would actually solve the issue. Sorry I can't be of more help.
Thanks for replying Pieter82, all my mods are actually unpacked bsa's, using only loose files.. only original game BSAs, DLC's and CC (and USSEP) are loaded with BSA's. I double checked if i was overwriting the files correctly and the conflicting ones are only two assets, horse.nif and shadowmere.nif. I will try tomorrow and see what the esp's are trying to load from Immersive Horses, it could be something else the mod is doing with the default horses.. If i find a solution or something i will tell you! thx :)
Okay, it was actually very easy to fix, the immersive horses - ""vanilla horses"" esp is trying to load some alternate textures from the custom horses not completely vanilla ones... so i just removed the dirty edits to make them completely vanilla, that's it, just make the esp look the same as skyrim.esm [repeat on all 6 Armor Addon edits] And i discovered that this fixes the double mane bug in AE due to mods using custom mesh path for their nifs and the game tries to load vanilla assets, or you could use an invisible mesh for vanilla mane. Hope this helps anyone with Immersive Horses!
Great stuff! Glad you managed to get it sorted. I'm gonna pin your post here for anyone else who might run into the same issue. Thanks for sharing your solution.
It should, as it is only a mesh replacer. I can not confirm this though, as have rolled back my AE to SE V1.5.97 so I can carry on developing and testing SKSE dependent mods.
Oh, okay, but SKSE has been updated, and from what I've seen, all of the most important SKSE dependant mods have also been updated. Thanks for the quick awnser!
Thanks for the update. Last time I checked, even though SKSE was updated, a lot of the dependent mods still had to be updated and I was in the middle of testing a new release. So I decided to just roll back until the dust has settled. Luckily my main mod list is for VR (witch is unaffected by the AE update) and I mainly use SE/AE to test mods in development and take screen shots for my mod pages ;D
I noticed with the horse Queen Alfsigr in Whiterun, if I look at her from the side while riding, the cloak constantly clips/tears.
Here's how the cloak looks normally from the side.
Now notice the area with the green box around it, part of the cloak missing.
Every few steps I take, it constantly does this every few seconds, part of the cloak disappear/clipping and reappearing.
Your mod is not causing this, nor am I familar with any of my mods that would cause this to the horse, and I was hoping, since you made this High Poly mod for the horses, that it might be within the scope of your mod, that you could possibly figure this out and create a fix for it?
That seems to be an issue with how the horse mesh transforms during animation, causing it to clip through the saddle mesh. I believe this has something to do with the bone weight values assigned to the animation skeleton (I did not change this with my mod), but I have very limited knowledge about this so I could be wrong. Do you have the same issue when disabling my mod, so when using the vanilla horse mesh?
Something you can try is Heartland Horses. It makes changes to the animation skeleton and is safe to install and remove mid save for testing.
Thanks for this! I would love to see High Poly Mammoths someday... I hate to see those jagged horrible tusks that don't even match the high polyness of the separated tusk mod that I'm using xD
Hi. I just did a quick test with Convenient Horse and the vanilla AE version of my mod (Main File 2) and I see no issues, so I do not think CH is the problem. This is a simple mesh replacer, so unless my meshes are being overwritten by something else I really can't think of any reason it won't work. What main file are you using?
That is very odd. My mod will affect all horses including Shadowmere and Frost. You are not maybe using something like Witcher Horse Expansion or something similar? It will not show any conflicts in your mod manager as it swaps the meshes via its plugin.
Hi, is there any solution for fur clipping through the saddle when using fluffy works? I;ve got your load order from decription with Fluffyworks on the bottom. Cheers!
Hi there. I recently uploaded a version of my high poly saddle specifically for Fluffworks. Simply replace "Higher Poly Vanilla Saddles SE" with "Higher Poly Vanilla Saddles SE for Fluffworks". It is the second main file on my Higher Poly Vanilla Saddles mod page.
Hi there. I wasn't aware of zzjay's horse overhaul. I just had a look at it on the Nexus and it looks really good. I can't promise anything, but I'll see if a patch is possible. Thank you for the suggestion.
Hi there. Unfortunately, after spending many hours trying various things, I am unable to get a patch working correctly with for zzjay's overhaul. Something in the ESP is making my modified meshes bug out in game, and as I do not know much about creating plugins, I am unable to problem solve the issue. I think your best solution would be to approach the original author and see if they are willing to make a patch. My mods are published with open permissions so they are welcome to use my assets without having to ask my permission.
Hello. New models look really damn good! Would it be weird to ask for Fusa-Fusa patch? I know it's old, but there are some reasons why I use it, and I can't really tell how hard it would be to make one
I actually use both Fusa Fusa and Fluffworks, as both mods cover creatures the other doesn't, but I give Fluffworks priority on the models that conflict i.e. the horses. Making a patch for Fusa Fusa should be similar to the Fluffworks one I imagine, so it shouldn't be too much effort. I'll give at a go, and if I can get it to work I'll upload that as well.
Unfortunately I am unable to get a patch working for FusaFusa. I ran into the same problem trying to do a patch for zzjay's Horse Overhaul. It seems like the ESP is doing something that is conflicting with any modified mesh I patch in. I do not know how to manipulate mesh properties using a plugin and hence can not even begin to fault find the issue. Even if I could, I do not wish to publish modified / patched plugins, it is just not my field of expertise. I think your best solution would be to approach the original author and see if they are willing to make a patch. My mods are published with open permissions so they are welcome to use my assets without having to ask my permission.
I'm grateful that you even considered doing that! Unfortunately, I really don't think Vcin is gonna give Fusa-Fusa any support. I use it because it looks more "vanilla+" to me than very realistic fur from Fluffworks lol. But it's been largely overtaken by the latter in terms of support and popularity.
As for what .esp is doing, it's actually just reroutes each horse .nif to Fusa-Fusa .nif like this. Vanilla Skyrim uses those records to just apply various texture colors to horses, but Fusa-Fusa changes the whole model path to its own model. Maybe it can help you with compatibility for zzjay's Horse Overhaul, though I'm not familiar with the mod.
69 comments
Immersive Horses has its horse meshes packed in a BSA file, and I'm not sure how that would solve conflict wise with my mod's loose files. I believe in your case the BSA is taking priority and overwriting my horse meshes.
Unfortunately I am no expert in this regard.
My best guess would be that you would need to unpack the BSA, replace the horse meshes with my ones and then re-pack the BSA again. I have never done this myself though, so I'm not sure if that would actually solve the issue.
Sorry I can't be of more help.
And i discovered that this fixes the double mane bug in AE due to mods using custom mesh path for their nifs and the game tries to load vanilla assets, or you could use an invisible mesh for vanilla mane.
Hope this helps anyone with Immersive Horses!
https://i.imgur.com/zY4LLoy.png
Glad you managed to get it sorted.
I'm gonna pin your post here for anyone else who might run into the same issue.
Thanks for sharing your solution.
I can not confirm this though, as have rolled back my AE to SE V1.5.97 so I can carry on developing and testing SKSE dependent mods.
Last time I checked, even though SKSE was updated, a lot of the dependent mods still had to be updated and I was in the middle of testing a new release. So I decided to just roll back until the dust has settled. Luckily my main mod list is for VR (witch is unaffected by the AE update) and I mainly use SE/AE to test mods in development and take screen shots for my mod pages ;D
First let me say, thanks for this amazing mod, makes the horses look much nicer.
I'm running SSE 1.6.640.0 and these are the only two horse mods I'm using besides yours;
HD Reworked Horses 2K-1K
Simplest Horses (and other mounts)
I noticed with the horse Queen Alfsigr in Whiterun, if I look at her from the side while riding, the cloak constantly clips/tears.
Here's how the cloak looks normally from the side.
Now notice the area with the green box around it, part of the cloak missing.
Every few steps I take, it constantly does this every few seconds, part of the cloak disappear/clipping and reappearing.
Your mod is not causing this, nor am I familar with any of my mods that would cause this to the horse, and I was hoping, since you made this High Poly mod for the horses, that it might be within the scope of your mod, that you could possibly figure this out and create a fix for it?
THANKS
That seems to be an issue with how the horse mesh transforms during animation, causing it to clip through the saddle mesh. I believe this has something to do with the bone weight values assigned to the animation skeleton (I did not change this with my mod), but I have very limited knowledge about this so I could be wrong.
Do you have the same issue when disabling my mod, so when using the vanilla horse mesh?
Something you can try is Heartland Horses. It makes changes to the animation skeleton and is safe to install and remove mid save for testing.
I would love to see High Poly Mammoths someday...
I hate to see those jagged horrible tusks that don't even match the high polyness of the separated tusk mod that I'm using xD
High poly mammoths... I like it.
Think I'll add them to my ever growing to-do list
Thanks for the suggestion.
Any suggestion?
I have convenient hources, but see no conflict in meshes.
I just did a quick test with Convenient Horse and the vanilla AE version of my mod (Main File 2) and I see no issues, so I do not think CH is the problem.
This is a simple mesh replacer, so unless my meshes are being overwritten by something else I really can't think of any reason it won't work.
What main file are you using?
So ye, i have no conflicts, but for some reasons horses looks same before/after.
With model, texture and sadle mods i literally see no difference.
Maybe i checking wrong horses?
My mod will affect all horses including Shadowmere and Frost.
You are not maybe using something like Witcher Horse Expansion or something similar? It will not show any conflicts in your mod manager as it swaps the meshes via its plugin.
Thanks for getting back to me.
I recently uploaded a version of my high poly saddle specifically for Fluffworks.
Simply replace "Higher Poly Vanilla Saddles SE" with "Higher Poly Vanilla Saddles SE for Fluffworks". It is the second main file on my Higher Poly Vanilla Saddles mod page.
Wish it was compatible with zzjay's Horse Overhaul :(
I wasn't aware of zzjay's horse overhaul. I just had a look at it on the Nexus and it looks really good.
I can't promise anything, but I'll see if a patch is possible.
Thank you for the suggestion.
Would be greatly appreciated.
Unfortunately, after spending many hours trying various things, I am unable to get a patch working correctly with for zzjay's overhaul.
Something in the ESP is making my modified meshes bug out in game, and as I do not know much about creating plugins, I am unable to problem solve the issue.
I think your best solution would be to approach the original author and see if they are willing to make a patch. My mods are published with open permissions so they are welcome to use my assets without having to ask my permission.
Would it be weird to ask for Fusa-Fusa patch? I know it's old, but there are some reasons why I use it, and I can't really tell how hard it would be to make one
I actually use both Fusa Fusa and Fluffworks, as both mods cover creatures the other doesn't, but I give Fluffworks priority on the models that conflict i.e. the horses. Making a patch for Fusa Fusa should be similar to the Fluffworks one I imagine, so it shouldn't be too much effort. I'll give at a go, and if I can get it to work I'll upload that as well.
Unfortunately I am unable to get a patch working for FusaFusa. I ran into the same problem trying to do a patch for zzjay's Horse Overhaul.
It seems like the ESP is doing something that is conflicting with any modified mesh I patch in. I do not know how to manipulate mesh properties using a plugin and hence can not even begin to fault find the issue. Even if I could, I do not wish to publish modified / patched plugins, it is just not my field of expertise.
I think your best solution would be to approach the original author and see if they are willing to make a patch. My mods are published with open permissions so they are welcome to use my assets without having to ask my permission.
Unfortunately, I really don't think Vcin is gonna give Fusa-Fusa any support. I use it because it looks more "vanilla+" to me than very realistic fur from Fluffworks lol. But it's been largely overtaken by the latter in terms of support and popularity.
As for what .esp is doing, it's actually just reroutes each horse .nif to Fusa-Fusa .nif like this. Vanilla Skyrim uses those records to just apply various texture colors to horses, but Fusa-Fusa changes the whole model path to its own model. Maybe it can help you with compatibility for zzjay's Horse Overhaul, though I'm not familiar with the mod.