Jump to content

A mod for Female Horses Genitals


Svenv

Recommended Posts

So I eveyone, I want to ask if there is already a mod for female horses genitals. I looked for it but didn't any. if not is it possible to make one or to port over to SSE the one made for Skyrim (Not Special Edition) I may think it's possible but didn't asked yet, soooo yep, there is the request. Here is the link to the other mod for Skyrim (normal) :

 

https://www.nexusmods.com/skyrim/mods/60289/?

 

Thanks in advance and I hope there's someone who can do it.

Link to comment
Share on other sites

Aside from the wanks who I'm sure are snickering behind their monitors...lol You could try porting it over yourself. It's not hard. I literally just posted this in another thread a half hour ago:

Shalikran posted this thread to show how x64 has changed and how to port things over. There's not a lot to it.

Basically:

1. DL the mod manually, extract the BSA (if there is one) to a temporary folder using BSAOpt.

2. Inside the Data folder of the mod (if there is one, usually for mods that put new assets into the game you can use, like armor for instance), there will be a mesh folder. You're going to want to fire up NIFOptimizer, and then point it to that folder (the Meshes folder) and run. Bam. NIFs have just been ported.
3. Open the CK (DL it by going to bethesda.net and DL the launcher) and under File>Data... open the .esp file (if there is one). Check ONLY the .esp you're porting over and set it to Active File--it will load the masters it needs. Do a fake edit. In the Cell View Window, look for aaaMarkers. Right click it. Duplicate. Open the duplicate up by double clicking on it. Change the name to HeyYouGuys. Save. Now, in the cell view window, delete the duplicate. Done. Fake edit achieved. Save the esp.
4. Re-zip that temporary folder with the .esp and the Data folder, and then install it through NMM by pointing the mod manager at it with the giant + symbol on the left.
5. Activate the mod in your plugin list, run LOOT, run WryeBash and make sure nothing is orange.
6. ???

7. Profit.

There ya go. That's all there is to porting the mods (unless it requires some tricky fine-tuning on the NiTriStrips, in which case, you're SOL because that is beyond my skill level.

 

Hope this helps!

:smile:

Link to comment
Share on other sites

Aside from the *censored*s who I'm sure are snickering behind their monitors...lol You could try porting it over yourself. It's not hard. I literally just posted this in another thread a half hour ago:

 

Shalikran posted this thread to show how x64 has changed and how to port things over. There's not a lot to it.

 

Basically:

 

1. DL the mod manually, extract the BSA (if there is one) to a temporary folder using BSAOpt.

2. Inside the Data folder of the mod (if there is one, usually for mods that put new assets into the game you can use, like armor for instance), there will be a mesh folder. You're going to want to fire up NIFOptimizer, and then point it to that folder (the Meshes folder) and run. Bam. NIFs have just been ported.

3. Open the CK (DL it by going to bethesda.net and DL the launcher) and under File>Data... open the .esp file (if there is one). Check ONLY the .esp you're porting over and set it to Active File--it will load the masters it needs. Do a fake edit. In the Cell View Window, look for aaaMarkers. Right click it. Duplicate. Open the duplicate up by double clicking on it. Change the name to HeyYouGuys. Save. Now, in the cell view window, delete the duplicate. Done. Fake edit achieved. Save the esp.

4. Re-zip that temporary folder with the .esp and the Data folder, and then install it through NMM by pointing the mod manager at it with the giant + symbol on the left.

5. Activate the mod in your plugin list, run LOOT, run WryeBash and make sure nothing is orange.

6. ???

7. Profit.

 

There ya go. That's all there is to porting the mods (unless it requires some tricky fine-tuning on the NiTriStrips, in which case, you're SOL because that is beyond my skill level.

 

Hope this helps!

 

:smile:

Actually it's not the case, I like my Skyrim to be realism, tho even if i'm saying this it just word so yeah we can think of what we want :) as the proverb goes Live And Let Live.

 

Anyway thanks for your tips, i'll probably test it myself. Good day to you.

Link to comment
Share on other sites

 

Actually it's not the case, I like my Skyrim to be realism, tho even if i'm saying this it just word so yeah we can think of what we want :smile: as the proverb goes Live And Let Live.

 

It is fine and no one should be judging. Although, for me, Skyrim has plenty of realism issues before female horse genital would make my list.. For example, there aren't any real bathrooms in Skyrim. Also, when you swing your sword on a block of ice, the ice does not chip away. You never have to repair your armor or weapon either. Your horses never have to eat or sleep - it just stands there. The merchants seem to have limitless supply of items and they are regularly supplied to them every two days., with a fixed amount of gold to their inventory... and you seem to be the only person ever doing the buying and selling - no one else ever buy anything from any store, and the items will always be waiting for you if they are not sold. The candles never run out of wax to burn. The torches guards carry never go out. You can take a couple hundred pounds worth of items in your inventory but they never show up on your character - even if you use a backpack mod, there are still way too much junk for any reasonable portable container for you to haul. The NPCs never age - you can play for 5 years in real life and the children will remain the same age. The NPCs also run out of things to say and begin repeat themselves after the first 5 hours of gameplay. Each major capital of the hold has less people than the street I live on in real life, yet they call themselves cities. Guards and soldiers of both sides of the war don't seem to have any relatives and they also just come out of nowhere - same thing with bandits. Flowers respwan after a few days instead of each year at certain season. Thieves say they have seen you at the Flagons, but you have never seen them. Tonilia fences your goods, but she never leaves the Ratways and you never see people coming and going to transport those items. Each shop has a business ledger, but not every one of them have inkwells and quills, so what do they write their ledgers with? There are plenty of books in Skyrim, but you never see a single printing press despite of the fact that many of these books are clearly printed with typefaces. Every journal and notes you find in the world has the same handwriting style - they were all written by the same person? And the worst thing... the worst thing that bothers me the most, is that you never see your character or NPC actually open a door and go into a building. The doors always just open a little bit, then the screen fades to black, and then you are inside! Plus a huge array of missing animations - accidentally knock drinks off someone's hands, tripping on your untied shoelaces, climbing mountains with ropes and pickaxes, picking up water with buckets, applying poison on your weapons. And, really? 6 bears and 3 giant spiders between Iverstead and Riften every three days? Where do they even come from?

Edited by yian
Link to comment
Share on other sites

 

Aside from the *censored*s who I'm sure are snickering behind their monitors...lol You could try porting it over yourself. It's not hard. I literally just posted this in another thread a half hour ago:

 

Shalikran posted this thread to show how x64 has changed and how to port things over. There's not a lot to it.

 

Basically:

 

1. DL the mod manually, extract the BSA (if there is one) to a temporary folder using BSAOpt.

2. Inside the Data folder of the mod (if there is one, usually for mods that put new assets into the game you can use, like armor for instance), there will be a mesh folder. You're going to want to fire up NIFOptimizer, and then point it to that folder (the Meshes folder) and run. Bam. NIFs have just been ported.

3. Open the CK (DL it by going to bethesda.net and DL the launcher) and under File>Data... open the .esp file (if there is one). Check ONLY the .esp you're porting over and set it to Active File--it will load the masters it needs. Do a fake edit. In the Cell View Window, look for aaaMarkers. Right click it. Duplicate. Open the duplicate up by double clicking on it. Change the name to HeyYouGuys. Save. Now, in the cell view window, delete the duplicate. Done. Fake edit achieved. Save the esp.

4. Re-zip that temporary folder with the .esp and the Data folder, and then install it through NMM by pointing the mod manager at it with the giant + symbol on the left.

5. Activate the mod in your plugin list, run LOOT, run WryeBash and make sure nothing is orange.

6. ???

7. Profit.

 

There ya go. That's all there is to porting the mods (unless it requires some tricky fine-tuning on the NiTriStrips, in which case, you're SOL because that is beyond my skill level.

 

Hope this helps!

 

:smile:

Actually it's not the case, I like my Skyrim to be realism, tho even if i'm saying this it just word so yeah we can think of what we want :smile: as the proverb goes Live And Let Live.

 

Anyway thanks for your tips, i'll probably test it myself. Good day to you.

 

No, I understood what you meant. I'm not getting down on you at all. You want horses to appear more realistic and in more variety, and that mod gives that and the ability to breed horses, if I understood correctly.

 

Hope it ported over well for you! :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...