When it said "Horse Animation Fix" I thought it would be smoother and cleaner animation and perhaps a little more variety in idle movement, perhaps some head movement like when thy try to get the flies away from their eyes, but I don't think you have had much if any experience with real horses because you've paralyzed them in a very unrealistic manner.
Although the original idle animation with the horse moving and lifting its legs may not be the best animation, it is magnitudes closer to reality and was obviously taken from real life motion capture of a real horse. Only the most thoroughly trained show horses will stand there without repositioning and moving their legs, and even they wont practice such stillness control outside of training and showtime.
Your fix is backwards. What I would wonder and request, is for a true fix that gives all of the other horses more active idle animations so that they all have more movement in their legs and perhaps a little head movement. It seems R* just didn't use the motion capture animations on the other horses.
Look for <Name>0x90683CA4</Name> This is the unruliness stat. Below that you will see this every time: <UNK_MEMBER_0x8CBBCC3A value="xxxx"/> ---> the xxxx stands for a number between 0 - 100 to get rid of this twitchiness you will need to change the value to ''0''
BE careful DO NOT change every 0x8CBBCC3A value to 0, only if its under <Name>0x90683CA4</Name>
Thank you so much for this! It's always bugged the s#*! out of me how much those horses freaking twitch. I tested it and it seems the Tiger Striped Mustang is still twitchy though, just fyi.
(do you think you could make something to have the Ardennes have a regular horse voice? I never liked how deep it is. It would be the cherry on top of this, imo, essential mod, but no worries if I'm out of line for asking)
The tiger striped Mustang is set to 50 out of 100. Every other horse he listed is set to 100 out of 100 (all others in game are set to 0 by default) he probably set it to replace 100 with 0 so the Mustang got skipped. It's an easy fix, just download the Horse Names and Stats mod, open that mods pedattributes.ymt in notepad++, then just search for 0x8CBBCC3A and if the value= isn't 0 just change it to zero.
Or you can do the exact same thing to this mod. I just like the other mod because it includes the horse breed and coat name so it's easier for me to make edits.
haha, well it fixed the mustang, but now all the other horses are twitchy again. I reckon the horse names and stats conflicts with this one. But hey, now I know a way to fix it, just gotta choose one mod or the other. Thanks friend
Zarkii is right I just replaced all 100 values to 0, I will update the mod soon to fix the horses that aren't getting affected, ty for bringing this to my attention
The tiger striped Mustang is set to 50 out of 100. Every other horse he listed is set to 100 out of 100 (all others in game are set to 0 by default) he probably set it to replace 100 with 0 so the Mustang got skipped. It's an easy fix, just download the Horse Names and Stats mod, open that mods pedattributes.ymt in notepad++, then just search for 0x8CBBCC3A and if the value= isn't 0 just change it to zero.
Or you can do the exact same thing to this mod. I just like the other mod because it includes the horse breed and coat name so it's easier for me to make edits.
"0x8CBBCC3A" seems to designate many values which are not related to this, listed under various headings referring to aspects like handling, health, stamina, and courage. In this mod's own .ymt file, which presumably has already been (almost) correctly edited to fix every horse except the mustangs, I'm seeing varying values of 90, 10, 0, 50, and 100 when searching "0x8CBBCC3A". So changing all such values to 0 pointed to by searching "0x8CBBCC3A" seems to be extremely unwise.
Would it be possible to edit horse gallop animation as well? Bigger horses' gallop animation seems slow compared to the smaller ones when in full sprint. like the Thoroughbreds and the Arabians for example. I also noticed two kinds of sprint strides for the horses, the one where the left hind leg moves last to complete the stride, and the other has the rear right move last, would it be possible to bind only one? It's just a nitpick for me because seeing the rear right move last seemed like the horse moves sideways even though it's not haha. It doesn't look right for me when the camera positions the horse to the left :D
What do you mean by putting it in the lml folder? I putted the whole thing there and when i tested it arthur looked wierd he had all long arms and his neck went forward.
I have not installed this mod but the file structure appears correct so placing the mod folder in lml should install it correctly. Considering it's been downloaded 175 times with no bug reports yet I would guess you have another mod that has the pedattributes.ymt file, creating a conflict.
I'm looking into the pedattributes file and was just curious as to how this mod was made. Did you just set all the unruliness stats to 0 for the horses? That's what it looks like but I wanted to see if anything else was done
Really good to know, I've suspected as such ever since I saw the stat and noticed that Arabians, Fox Trotters etc. moved more but was told by others that it didn't have to do with the horse's movement freQuency which through me off
22 comments
Although the original idle animation with the horse moving and lifting its legs may not be the best animation, it is magnitudes closer to reality and was obviously taken from real life motion capture of a real horse. Only the most thoroughly trained show horses will stand there without repositioning and moving their legs, and even they wont practice such stillness control outside of training and showtime.
Your fix is backwards. What I would wonder and request, is for a true fix that gives all of the other horses more active idle animations so that they all have more movement in their legs and perhaps a little head movement. It seems R* just didn't use the motion capture animations on the other horses.
This is the unruliness stat.
Below that you will see this every time:
<UNK_MEMBER_0x8CBBCC3A value="xxxx"/> ---> the xxxx stands for a number between 0 - 100
to get rid of this twitchiness you will need to change the value to ''0''
BE careful DO NOT change every 0x8CBBCC3A value to 0, only if its under <Name>0x90683CA4</Name>
(do you think you could make something to have the Ardennes have a regular horse voice? I never liked how deep it is. It would be the cherry on top of this, imo, essential mod, but no worries if I'm out of line for asking)
Or you can do the exact same thing to this mod. I just like the other mod because it includes the horse breed and coat name so it's easier for me to make edits.
It's been 84 years...
"0x8CBBCC3A" seems to designate many values which are not related to this, listed under various headings referring to aspects like handling, health, stamina, and courage. In this mod's own .ymt file, which presumably has already been (almost) correctly edited to fix every horse except the mustangs, I'm seeing varying values of 90, 10, 0, 50, and 100 when searching "0x8CBBCC3A". So changing all such values to 0 pointed to by searching "0x8CBBCC3A" seems to be extremely unwise.
like the Thoroughbreds and the Arabians for example. I also noticed two kinds of sprint strides for the horses, the one where the left hind leg moves last to complete the stride, and the other has the rear right move last, would it be possible to bind only one? It's just a nitpick for me because seeing the rear right move last seemed like the horse moves sideways even though it's not haha. It doesn't look right for me when the camera positions the horse to the left :D
I putted the whole thing there and when i tested it arthur looked wierd he had all long arms and his neck went forward.
( I'am giving an opinion with minimal notation of what I'm talking about)
Thank you so much