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Fixed horse tails (no more shiny horses!)

by simsi45 Posted 3rd Apr 2021 at 10:32 PM - Updated 4th Apr 2021 at 12:52 AM by simsi45
 
19 Comments / Replies (Who?) - 9 Feedback Posts, 9 Thanks Posts
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Field Researcher
THANKS POST
#2 Old 3rd Apr 2021 at 11:36 PM
Many thanks! A much needed mod!!!
Field Researcher
THANKS POST
#3 Old 4th Apr 2021 at 1:17 AM
And here I thought it was just an issue with my graphics settings. Thanks for the fix I didn't know I needed!
Theorist
THANKS POST
#4 Old 4th Apr 2021 at 11:43 AM
I don't like the name of this mod cause it become more useful then name says. It fixes not only tails but whole skin glazing. But I don't know the right name for it anyways.
Oh wait. What did you made with braid tail? I see at your pic before/after you changed horse tail. Does that mean you had made it overiden? That could make sense actually cause this horse tail is too special. I'll never made any horse with this tail.
Regards Vic ^_^
Field Researcher
Original Poster
#5 Old 4th Apr 2021 at 12:20 PM
@Victor_tor No I didn't overwrite it! Like I mentioned the braided tail is unfixable so I used it in the pictures to show how the "broken" horses look when equipped with the broken tails in comparison to the new overriden ones. All I did with the braided tail was to disable it for randomly generated horses so they won't spawn with it. You can still choose it in cas if you want.
Instructor
THANKS POST
#6 Old 4th Apr 2021 at 1:49 PM
I'm so glad you did ALL the tails (excpet the 2 as noted)! A version of this mod existed from the now defunct Equus site, but it was only 2 of the tails. Other versions of this 'fix' were not overrides! I'm so glad to have the whole set as overrides now!
Field Researcher
THANKS POST
#7 Old 6th Apr 2021 at 12:33 AM
Thank you very much, the one from Equus sims was quite a nuisance to find and didn't do all the tails. Very much appreciate this!!
Lab Assistant
THANKS POST
#8 Old 7th Apr 2021 at 9:08 PM
Awesome! Now I don't have to dig around in the Equus cc graveyard anymore! XD
Lab Assistant
THANKS POST
#9 Old 8th Apr 2021 at 4:59 AM
Oh yes, certainly someone with a little reason in this nonsense! Thanks!
Test Subject
#10 Old 21st Apr 2021 at 8:06 PM
The Horse tail fix download says its an override fix, does this need to go in the Override folder? I felt like I asked this before on another one of your mods. I might not understand what the Override folder does. I do know a very few mods require them to go in there. Thanks.
Field Researcher
Original Poster
#11 Old 24th Apr 2021 at 12:40 PM
@Raven_2012 Usually the Overrides folder has higher priority than the Packages folder which means its contents are read first when you launch the game. To put it simply, this is usually used for mods that override other parts of other mods in the Packages folder (but not limited to that)

Most of my mods go to the Packages folder (unless I've specifically specified somewhere else in the description) but usually if any mod (mostly override mods) you have in the Packages folder doesn't appear in your game it's always a good idea to try and move it in your Overrides folder too as it may need that higher priority to appear in your game.

So to answer your question, even though this mod is an override mod in my tests it works fine when you put it in the Packages folder, which is why I haven't specified another location. If for some odd reason it doesn't work for you move it in the Overrides folder and test again (like I mentioned above) Hope this helps!
Test Subject
#12 Old 26th Apr 2021 at 3:33 AM
Quote: Originally posted by simsi45
@Raven_2012 Usually the Overrides folder has higher priority than the Packages folder which means its contents are read first when you launch the game. To put it simply, this is usually used for mods that override other parts of other mods in the Packages folder (but not limited to that)

Most of my mods go to the Packages folder (unless I've specifically specified somewhere else in the description) but usually if any mod (mostly override mods) you have in the Packages folder doesn't appear in your game it's always a good idea to try and move it in your Overrides folder too as it may need that higher priority to appear in your game.

So to answer your question, even though this mod is an override mod in my tests it works fine when you put it in the Packages folder, which is why I haven't specified another location. If for some odd reason it doesn't work for you move it in the Overrides folder and test again (like I mentioned above) Hope this helps!

Thank you for explaining it. Makes sense.
Forum Resident
THANKS POST
#13 Old 6th Jul 2021 at 1:41 AM
This is amazing, had lost all hope that shiny horses could be fixed! Thank you so much.
Test Subject
#14 Old 20th Sep 2021 at 9:23 AM
Firstly, thanks for this mod! I still get horses spawned with shiny coats, though. I have to go into CAS to fix them. Is this override not supposed to fix random spawned horses too?
Field Researcher
Original Poster
#15 Old 23rd Sep 2021 at 9:02 PM
@sabal Are you sure those horses weren't already spawned in? From my tests all the newly generated horses function fine.
Test Subject
#16 Old 23rd Sep 2021 at 11:13 PM Last edited by sabal : 23rd Sep 2021 at 11:49 PM.
Quote: Originally posted by simsi45
@sabal Are you sure those horses weren't already spawned in? From my tests all the newly generated horses function fine.


Wild horses that spawn in a brand new empty world have the shiny coats. I could still undersand if the horses in Appaloosa Plains are shiny because they don't get spawned randomly. I will go take some screenshots tomorrow.
Test Subject
#17 Old 24th Sep 2021 at 11:45 AM Last edited by sabal : 24th Sep 2021 at 12:17 PM.
4 wild horses in an empty world with just my Sim and 2 of his own horses:

1. green arrow: 1 fixed long tail on the light grey (working as expected, no shiny)
2. red arrow: 1 fixed long tail on the bay (same tail as on the grey, shiny!)
3. blue arrows: 2 different CC braided tails on the palomino and dark grey (no shiny)

It seems that it works intermittently? The same tail giving a reflective or non-reflective coat? Maybe it's the mane? The bay has an EA mane, the others have CC manes. I used NRaas Mastercontroller to check in CAP which tails and manes were assigned just to confirm that the light grey and the bay have the same tail.
Screenshots
Test Subject
#18 Old 24th Sep 2021 at 12:10 PM
And here's the foal that was just born to my Sim's 2 horses (so not a wild horse but still auto-generated).
Screenshots
Test Subject
#19 Old 24th Sep 2021 at 12:13 PM
I took the foal into CAP and changed the tail (medium foal tail to another one and then back again) and now the shiny is gone.
Screenshots
Test Subject
THANKS POST
#20 Old 1st Jan 2022 at 3:10 PM
Thanks for this! Any chance we could get a tutorial so we can do this to CC tails or can I message you a link to a CC tail that has the shiny-ness in my game?