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At wit's end... gendered Immersive Horses?


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Posted

So, I'm trying to gender the "Immersive Horses" (IH), but without loosing the 2k texture sets from "Realistic Primitive Horse Breeds" (RPHB).

I've DL'd More Nasty Critters (MNC) and I'm trying to swap meshes/textures & mucking around in TES5Edit trying to get the MNC IH &/or the MNC RPHB patch to jive for the female horse mesh, but the texture sets are not referenced at all.  I can't see a way to get the RPHB textures onto the MNC female meshes.  

 

Has anyone created a quality texture set for the male & female gendered horses?  I do not want to actually use MNC, I don't need animations or any of that.  I just want horses to look realistic/immersive.  I got then male horse mesh to work.  That was easy as the schlong is just added to the vanilla horse mesh and has it's own texture set (...though right now all my horses use the same color texture... small detail, but I can live with that.)  But I believe all the purchasable horses are female, so right now I'm riding around on a female horse with a schlong!  

 

Preferably I'd like a mix of male & female horses in the world, but I'm ok if I can just get all horses to be female.

 

Thank you kindly for any assistance!

Posted
11 minutes ago, malisbad1 said:

Preferably I'd like a mix of male & female horses in the world, but I'm ok if I can just get all horses to be female.

 

Thank you kindly for any assistance!

If the UVs of the texture sets are the same for the meshes (and I don't think they are), then it can work with simple drag and drop in TESEdit.  There is no need for the male/female meshes to be from the same mod/package at all.

 

I think you just need to take notes of what you are doing and get organized.  This process isn't that tough, but it does require attention to detail.

Posted
3 hours ago, Seijin8 said:

If the UVs of the texture sets are the same for the meshes (and I don't think they are), then it can work with simple drag and drop in TESEdit.  There is no need for the male/female meshes to be from the same mod/package at all.

 

I think you just need to take notes of what you are doing and get organized.  This process isn't that tough, but it does require attention to detail.

Would be awesome if it were that easy.  But no, the textures appear to be formatted completely differently, even though the nif looks the same (other than the obvious genitalia on one).  Dragging the textures paths wouldn't work.

Posted
11 hours ago, malisbad1 said:

Would be awesome if it were that easy.  But no

 

See spoiler

 

Spoiler

1433Capture.jpg.38e3bd38fc7d70ecfb320ee02cebe613.jpg

 

In this case, the female horse models were for Kritta Kitty's textures (renamed the model to KKhorse.nif), so I made new texture sets for them*.  I've kept the males using MNC defaults, except with the Horses Gone Wild horses, which I diversified with every available SLOF texture and created multiple additional breeds to make wild horses actually look different (gotta catch em all).

 

*(For whatever reason, those textures seemed to have the eye/tail nifshapes backward, resulting in eyeballs all over the tail, so I had to renumber them to make it apply right.  Might have been an error on my end though, as I did this years ago and don't recall.)

 

The "final version" of each goes into a patch to make sure it overwrites everything else.

 

If you are having issues doing this, I recommend you determine the correct model and texture sets for each gender/version that you want to keep, then make your own copies of them with a different file path to avoid unintentional overwrites.

Posted

Yes, for IH I'm also using the KK models & textures.  And this is the part I don't understand:

   "For whatever reason, those textures seemed to have the eye/tail nifshapes backward, resulting in eyeballs all over the tail, so I had to renumber them to make it apply right. "

That's what I got (eyes on tail, etc) when I applied the KK textures to the MNC nif, but I don't understand what you mean by backwards & renumber...  

What I'd like to do is just replace the horse nifs in the IH mod (instead of making a patch) and adjusting the IH esp if needed.  A lot of these mods are stable & unchanged for a long time so prob won't be updated again...  So, I'd replace the KKHorse.nif with the MNC HorseBlackF.nif, then point the IH esp to it.  But I get eyes on tails and such like you mentioned...

 

Apologies if i'm coming off rather dense, but I do greatly appreciate your help !

 

Edit:  On 2nd thought, I have a Requiem patch for IH, so going to copy over all changes for it & the MNC retex to a new patch and unify it all.  Probably better that way...

 

Aaaaand, this is the result of pointing the KK textures onto the MNC nif...  At least she doesn't have eyes on her tail!

Grey Fell.png

Posted
12 hours ago, malisbad1 said:

Is this where you "renumbered" the textures?

T5E-1.PNG

(Would have replied faster if you had quoted or tagged, sorry.)

 

Yes, that is where the renumbering happens, but if you are trying to mix textures with a mesh they were never meant for, that isn't going to work, ever.

 

If you open the nif up, the names of the shapes should correspond to what is in the texture set info, numbering from 0,1,2,etc

 

Curious why you would want MNC meshes for a female horse though?  No real point to that.

Posted
6 hours ago, Seijin8 said:

(Would have replied faster if you had quoted or tagged, sorry.)

 

Yes, that is where the renumbering happens, but if you are trying to mix textures with a mesh they were never meant for, that isn't going to work, ever.

 

If you open the nif up, the names of the shapes should correspond to what is in the texture set info, numbering from 0,1,2,etc

 

Curious why you would want MNC meshes for a female horse though?  No real point to that.

No need to apologize!  You are helping me.  I'm VERY thankful for your time.  This is such a small detail, but for some reason it bugs me that I don't have it working.  

 

So as long as the nif is appropriate for the texture (of course) I just need to verify the numbers in T5E under "3D Index" correspond to the numbers here:

Capture2.PNG.61e2b65d6b9e6ebd76345d8cd17aa78f.PNG

 

And that these are pathed correctly: 

 

Capture3.PNG.e3f9191fe4b21584d6ed702f70b73b42.PNG

 

And I should be good to go?

 

So, the KK textures will not work on any MNC horse mesh?  I noticed one female horse mesh in one of the MNC patches has the hoof and the cheeck/neck fuzz as separate nifshapes, but the nif in the MNV patch has them as the same nifshape.  That mesh won't work for the KK textures...  Best I can tell from all the patches, if I want female horses I'lll have to use the lower-quality textures from MNC...  Are there any good quality (KK comparable) textures that work on the female horses?  I'm sorting through the MNC patches... 

 

Hehe, as to why; the same reason people use 4k textures over 2k, and same reason I have MNC meshes for most of the larger creatures, but don't want to use the actual MNC mod...  it just looks better :-)  I have zero interest in creature sex, but I like the aesthetic of schlongs hanging on trolls as they charge.  Having male & female horses is a small detail I want in my game :-)  Yeah, 'muh immersion!' kind of thing.  

 

Thanks again for your time!

 

Posted
16 minutes ago, malisbad1 said:

I just need to verify the numbers in T5E under "3D Index" correspond to the numbers here:

In the image you provided, the texture set data on the ARMA/Armor Addon record in T5E would need to look like:

Spoiler

 

horse:0

[whatever the ID/link for the texture set/TXTS is]

0

 

horse:1

[TXTS link]

1

 

horse:2

[TXTS link]

4

 

horse:3

[TXTS link]

2

 

horse:4

[TXTS link]

3

 

 

So while it would be helpful if those were in the right order, they aren't, so you need to set it up as above.

 

23 minutes ago, malisbad1 said:

And that these are pathed correctly: 

 

That file path looks right, though note that texture sets don't care where the original model's textures point to, they only care about where they are aimed from the texture set itself.

 

Note that the file paths in the nif have to start with "texture\actors\..." whereas the texture sets in T5E start with "actors\..."  (Basically, nifs always start by looking in the data directory, and the individual game elements already know where they are supposed to be, so texture sets assume the search starts in "textures".)

 

26 minutes ago, malisbad1 said:

Hehe, as to why

I get that, just in the case of female horses, the difference in the default mesh (or many good mesh replacers) and the maybe one mesh I've ever seen that had actual female horse genitalia... well, it is barely noticable and there are higher-quality options for them.

 

Also, adding a schlong to a horse mesh is really easy, especially if you don't care if it works or not.

 

(Of course, color-matching against the fur/hair is always fun with that.  I don't want to think of how many hours I've spent making sure my fifty or so werewolf textures actually look right "down there".)

 

Anyway, best of luck.

  • 7 months later...
Posted

I did that with a massive Edit/Overhaul to the Gender Horses mod from nexus. But I can't run Skyrim on my PC. So I Ported it Over to Xbox. I would upload it here. But I don't want to piss off any mod authors for not getting permission for their textures and assets. Too many mod authors to ask and who knows if they'd allow it. So once in awhile I publish it on bethesda.net for the xbox one users. I leave it up for 15 minutes. But just recently someone reported it when I last had it uploaded. So I'm not uploading for awhile. Unless I update it for my friend.

  • 3 years later...

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