The author has uploading the 1. file as PTF and it is the only one that works at the moment. Practically, if you use that one and replace yourself the data in it with the one you like, it will work. It needs some trial and error but it is not that difficult.
That is exactly what I ended up doing, but I really appreciate the comment. I mostly wanted to post this to let anyone who was searching to figure out which mod they were using was causing the bug to see it, and not have to search thru their mods, one by one, to figure it out.
HEY, IVE NO IDEA IF U WERE DONE WITH THE DARK BROWN ONE(JUST LIKE THE ACORNS), BUT IF U HAVE DONE WITH IT, COULD U SHARE UR EDITD FILE WITH ME? ITS MY FIRST TIME TO DEAL WITH MOD, A LITTLE HARD FOR ME TO FIX IT. MANY THANKS!
So, with this I hoped to be able to mod a bit, but somehow it doesn't work for me xD
I downloaded Pebbles and Herring Bitterklee, extracted the files with 7-Zip and opened the xml file with editor I think so far this is all correct?
Then I wanted to try a bit, as I saw that those lines at appareance_horse.xml are basically copy paste. I copied for example the code from Soldier into Pebbles and the code from a black horse into Herring and saved. Then WinRar -> Add to Archive, then I changed the format from RAR to ZIP and made sure to uncheck Hih precision time format Then I saved it as Libs.pak I changed the load order multiple times but nothing happens ^^'
So... what did I do wrong? I would be grateful if you helped me or somebody would ^^'
Did you save as lib.zip and then rename it to lib.pak? And what code did you change in horse_appearance?
<rule name="x"> //do not change this <selectors> <hasName name="x" /> //do not change this </selectors> <operations> <setBody name="x" /> //okay to change but setting components is better in CharComp.xml <setHair name="y" /> //okay to change </operations> </rule>
Could be the same issue I was running into for a while. I had to download the pakker mod from nexus to archive the files. My 7zip wasn't recognized by the game engine that it was packed properly. Once I started using that, it finally started working for me.
If I may ask, did you also had the problem that if you started the game that pebbles didn't look like pebbles, but also not like the horse you changed her into? And not only her, but somehow all horses were broken, despite me only changing one line of code?
No, my issue was I downloaded the PFT version and no matter what I did it broke until I downloaded the pakker just to troubleshoot. My code was right and nothing was out of place so that was my next conclusion.
OP, you're official my favourite person now. Following your instructions, I was able to make myself the draft-y palomino Pebbles of my dreams.
If anyone else wants a light palomino pebbles (the body of Bill with light braided mane & tail), I'll share the code I used below. Make sure you follow the brilliant mod creators instructions on how to edit the files, including all of the archiving bits. (i hope it's okay to share my edit, please lmk if you would rather i delete this, don't want to step on anyone's toes!)
This will be your end result when following my instructions:
Start by downloading this mod's file named "Pebbles and Herring Black w White Braids". This is the specific file I chose to use as a base, as it already came with the white braided mane & tail that I wanted. But you can obviously still change the mane and tail to any combination that you like or use any other file as a base.
Then follow the mod creators instructions from the mod description on how to access the file for body editing.
Once you're in this file, find "sedivka" which is Pebbles. When using the base file I used, the code will initially look exactly like this:
This is the code for Pebbles with the current Attila coat. To change this and make Pebbles a palomino, make sure you change the above code to exactly this:
Feel free to change the body morphs here, if you don't like the thick drafty look or if you want a stallion. All of the features, scratch level, diffuse and material are directly taken from Bill's code, so I haven't experimented with changing any of those. Changing those components could lead to weird visual bugs in-game, so do it at your own risk.
Save your file and then once again follow the mod creators instructions on how to re-archive the file. And then you should be good to go! Pebbles is now a cute Palomino :)
I don't know where to start with this. I was looking at making my own horse because I have odd tastes, and I have another mod installed I want it to be compatible with. (Better Horses)
I currently have Hair and tails stolen from Vidlak pond near the fisher's house. I like a darker body with the red main and a braided red tail also, but I also wanted the hooves and body of soldier. I am completely lost on where to start. If I need to alter Soldier to get it done that is fine. Hair and Maine has a natural red iridescence on the hair parts.
If you're editing Pebbles or Herring and want to use my mod as a base, I would get the 1st file since its already in PTF format so it won't conflict with mods editing horse farms. The description has a pretty detailed guide on how to edit the files, you'll probably want
for the hair in the horse_appearance_x.xml file and then "23_Chocolate" (darker red/brown) for the body1, body2, and head in the character component. Or "Fur_noble_black_neutral" (black) for body1 and body2, and "Fur_noble_black_marking" for the head.
Then switch the morph to noble, if there's no morph for herring just copy and paste it from Pebbles. IDK what hooves soldier has, so you'll probably have to look in your base game files, it's in tables.pak.
If you use the PTF, both horses should also be labeled
Ok, I am getting nowhere. I don't know what is going wrong. codes should be fine but horse shows up as base model no alterations. It is packed properly. Nothing else has been changed.
The default CharacterComponent will be in the same directory as the modded one > Data\Libs\Tables\Character They have to keep the same structure so you can find any file by looking at the structure from the mod.
And the name of your CharacterComponent should match the mod ID in the mod.manifest. The default from mine was like pebandher_t, so it'd be renamed to CharacterComponent__pebandher_t.xml
All of that is the same still. I just cut and showed the only section I altered. I am looking at it again now that I am in Semine and can see both in front of me.
I'm not sure, but I believe the furry hoof is in horse_appearance under hair, although I could be wrong. Shlammak "kmal_horseForSale_4" has furry hooves so I'd guess ones like heavy_hair_white include leg fur, but I could be wrong
<Body Name="Shop_kmal_horseForSale_4" ScratchLevel="1" Morphs="#horse_draft"> <Elements> <SkinElement EquipmentPart="horse_torso" Material="horse_body_marking_05.mtl" /> </Elements> <Features> <Feature Name="HorseBody1" Material="10_Buckskin_neutral_plush_marking" /> <Feature Name="HorseBody2" Material="10_Buckskin_neutral_plush_marking" /> <Feature Name="HorseHead" Material="10_Buckskin_neutral_plush_marking" /> <Feature Name="HorseHooves" Material="Fine_black_smooth" /> <Feature Name="HorseShoe" Material="Pearl_silver_smooth" /> </Features> This is what my CharacterComponent.xml shows so I'm not sure. Also "Soldier" sold at Semine has the hoof fur I believe it is Shop_ksem_horseForSale_3 has just numbers and no real hoof material. I will look at hoof and play with it tonight.
102 comments
If this was made into a PTF it would solve the problem.
Could a pure white one be added? pls
Nvm, I'm blind
I downloaded Pebbles and Herring Bitterklee, extracted the files with 7-Zip and opened the xml file with editor
I think so far this is all correct?
Then I wanted to try a bit, as I saw that those lines at appareance_horse.xml are basically copy paste.
I copied for example the code from Soldier into Pebbles and the code from a black horse into Herring and saved.
Then WinRar -> Add to Archive, then I changed the format from RAR to ZIP and made sure to uncheck Hih precision time format
Then I saved it as Libs.pak
I changed the load order multiple times but nothing happens ^^'
So... what did I do wrong?
I would be grateful if you helped me or somebody would ^^'
<rule name="x"> //do not change this
<selectors>
<hasName name="x" /> //do not change this
</selectors>
<operations>
<setBody name="x" /> //okay to change but setting components is better in CharComp.xml
<setHair name="y" /> //okay to change
</operations>
</rule>
I only changed Body name and Hair name, for example (I really just copy pasted it), from your mod Pebbles and Herring like Bitterklee:
<rule name="body_tsem_sedivka">
<selectors>
<hasName name="tsem_sedivka" />
</selectors>
<operations>
<setBody name="Shop_tsem_horseForSale_3" />
<setHair name="horse_curly_hair_01_brown" />
</operations>
</rule>
to, for example:
<rule name="body_tsem_sedivka">
<selectors>
<hasName name="tsem_sedivka" />
</selectors>
<operations>
<setBody name="Shop_kgru_horseForSale_4" />
<setHair name="horse_braided_hair_01_brown" />
<setBeard name="braided_tail_01" />
</operations>
</rule>
If anyone else wants a light palomino pebbles (the body of Bill with light braided mane & tail), I'll share the code I used below. Make sure you follow the brilliant mod creators instructions on how to edit the files, including all of the archiving bits. (i hope it's okay to share my edit, please lmk if you would rather i delete this, don't want to step on anyone's toes!)
This will be your end result when following my instructions:
Start by downloading this mod's file named "Pebbles and Herring Black w White Braids". This is the specific file I chose to use as a base, as it already came with the white braided mane & tail that I wanted. But you can obviously still change the mane and tail to any combination that you like or use any other file as a base.
Then follow the mod creators instructions from the mod description on how to access the file for body editing.
Once you're in this file, find "sedivka" which is Pebbles. When using the base file I used, the code will initially look exactly like this:
<Body Name="Unique_Sedivka" ScratchLevel=".73" Morphs="#horse_noble #horse_light">
<Elements>
<SkinElement EquipmentPart="horse_torso" Material="horse_body_grulla.mtl"/>
</Elements>
<Features>
<Feature Name="HorseHooves" Material="Animal_hooves_black_shiny"/>
<Feature Name="HorseTeeth" Material="Fake_material"/>
<Feature Name="HorseBody1" Material="Fur_noble_black_bergov_neutral"/>
<Feature Name="HorseBody2" Material="Fur_noble_black_bergov_neutral"/>
<Feature Name="HorseHead" Material="Fur_noble_black_bergov_neutral"/>
<Feature Name="HorseShoe" Material="Animal_hooves_black_shiny"/>
</Features>
</Body>
This is the code for Pebbles with the current Attila coat. To change this and make Pebbles a palomino, make sure you change the above code to exactly this:
<Body Name="Unique_Sedivka" ScratchLevel="1" Diffuse="#FFE3C1" Morphs="#horse_female #horse_heavy">
<Elements>
<SkinElement EquipmentPart="horse_torso" Material="horse_body_marking_03.mtl"/>
</Elements>
<Features>
<Feature Name="HorseBody1" Material="11_Bay_dun_marking_kgru"/>
<Feature Name="HorseBody2" Material="11_Bay_dun_marking_kgru"/>
<Feature Name="HorseHead" Material="11_Bay_dun_marking_kgru"/>
</Features>
</Body>
Feel free to change the body morphs here, if you don't like the thick drafty look or if you want a stallion.
All of the features, scratch level, diffuse and material are directly taken from Bill's code, so I haven't experimented with changing any of those. Changing those components could lead to weird visual bugs in-game, so do it at your own risk.
Save your file and then once again follow the mod creators instructions on how to re-archive the file. And then you should be good to go!
Pebbles is now a cute Palomino :)
it to be compatible with. (Better Horses)
I currently have Hair and tails stolen from Vidlak pond near the fisher's house. I like a
darker body with the red main and a braided red tail also, but I also
wanted the hooves and body of soldier. I am completely lost on where to
start. If I need to alter Soldier to get it done that is fine. Hair and
Maine has a natural red iridescence on the hair parts.
Any help would be greatly appreciated.
<setHair name="horse_hair_000_flipped_chestnut" />
for the hair in the horse_appearance_x.xml file and then "23_Chocolate" (darker red/brown) for the body1, body2, and head in the character component. Or "Fur_noble_black_neutral" (black) for body1 and body2, and "Fur_noble_black_marking" for the head.
Then switch the morph to noble, if there's no morph for herring just copy and paste it from Pebbles. IDK what hooves soldier has, so you'll probably have to look in your base game files, it's in tables.pak.
If you use the PTF, both horses should also be labeled
I will keep looking though and update once I Figure it out. Thank you again.
codes should be fine but horse shows up as base model no alterations. It is packed properly. Nothing else has been changed.
<Body Name="Unique_Herynk" ScratchLevel=".1" Morphs="#horse_noble">
<Elements>
<SkinElement EquipmentPart="horse_torso" Material="horse_body_solid_legs.mtl" />
</Elements>
<Features>
<Feature Name="HorseMouth" Material="Face_darker" />
<Feature Name="HorseBody2" Material="23_Chocolate"/>
<Feature Name="HorseHead" Material= "23_Chocolate"/>
<Feature Name="HorseBody1" Material="23_Chocolate" />
<Feature Name="HorseHooves" Material="Fur_noble_chocolate" />
They have to keep the same structure so you can find any file by looking at the structure from the mod.
Your code in CharacterComponent should have this
<?xml version="1.0" encoding="utf-8"?>
<database>
<CharacterComponents>
<Component Name="Horse">
<DerivedComponents>
<Component Name="Body">
<DerivedComponents>
<Body Name="Shop" DistributionWeight="0">
<DerivedComponents>
<!-- Herring -->
<Body Name="Unique_Herynk" ScratchLevel="0.1" Morphs="#horse_noble">
<Elements>
<SkinElement EquipmentPart="horse_torso" Material="horse_body_solid_legs.mtl" />
</Elements>
<Features>
<Feature Name="HorseBody2" Material="23_Chocolate" />
<Feature Name="HorseHead" Material="23_Chocolate"/>
<Feature Name="HorseBody1" Material="23_Chocolate"/>
<Feature Name="HorseHooves" Material="Fur_noble_chocolate" />
</Features>
</Body>
</DerivedComponents>
</Body>
</DerivedComponents>
</Component>
</DerivedComponents>
</Component>
</CharacterComponents>
</database>
And the name of your CharacterComponent should match the mod ID in the mod.manifest. The default from mine was like pebandher_t, so it'd be renamed to CharacterComponent__pebandher_t.xml
And to still figure out the furry hoof.
<Elements>
<SkinElement EquipmentPart="horse_torso" Material="horse_body_marking_05.mtl" />
</Elements>
<Features>
<Feature Name="HorseBody1" Material="10_Buckskin_neutral_plush_marking" />
<Feature Name="HorseBody2" Material="10_Buckskin_neutral_plush_marking" />
<Feature Name="HorseHead" Material="10_Buckskin_neutral_plush_marking" />
<Feature Name="HorseHooves" Material="Fine_black_smooth" />
<Feature Name="HorseShoe" Material="Pearl_silver_smooth" />
</Features>
This is what my CharacterComponent.xml shows so I'm not sure. Also "Soldier" sold at Semine has the hoof fur I believe it is Shop_ksem_horseForSale_3 has just numbers and no real hoof material. I will look at hoof and play with it tonight.
<setBeard name="curly_tail_01" />
Should be below both body and hair in the operations element, you can do it for pebbles or herring.