Skyrim Horse Cock Mod

โก ๐๐ป๐๐ป๐๐ป INFORMATION AVAILABLE CLICK HERE ๐๐ป๐๐ป๐๐ป
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) :ย
Thanks in advance and I hope there's someone who can do it.
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:
ย
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.
twowolves80, on 30 Nov 2017 - 12:58 AM, said:
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:
ย
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.
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.ย
Anyway thanks for your tips, i'll probably test it myself. Good day to you.
Svenv, on 01 Dec 2017 - 08:15 AM, said:
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.
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?
Svenv, on 01 Dec 2017 - 08:15 AM, said:
twowolves80, on 30 Nov 2017 - 12:58 AM, said:
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:
ย
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.
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.ย
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!
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Original upload
12 February 2012 9:53PM
Turning the horses of Skyrim into mares!
Gary's Real Mare Horse Mod
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If anyone knows how to get a working custom made ! IDLE ! - Animation of a Horse (including animation of the body, the head and hair/tail) into Skyrim or what to change in the editor to make this possible, please let me know.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
---------------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>>> New Version 0.3 ! ESP and loose files <<<<<<<<<<<<<<<<<<<<<<<<
Version 0.3 with again greatly improved meshes and textures is here!
*****************************************
Update file as fix for wrong textures of shadowmere uploaded.
Shadowmere is using the original mesh, I have to evaluate, if I can attach the mare mesh, first.
*****************************************
Now as 4096 texture size, 2048 texture size and a 4096 texture size without tail version!
Version 0.3 improvements:
- Fixed eye texture
- Fixed seams on ass and mesh of that area
- Fixed seams on vulva
- New UVW alignment for all meshes
- Better buttocks at vulva/ass region
- Smoothed meshes
- Texture sizes for 4096 and 2048
- much rounder teats and udder, better textures
Extract the bsa- and esp-files of version 0.3 into the Data folder:
Steam\SteamApps\common\skyrim\Data
--------------------------
To use the mod with the HighResTexture-Pack from Bethesda, do the following:
1. Go to your Skyrim Data Folder (Steam\SteamApps\common\skyrim\Data) and move the files
HighResTexturePack01.esp and HighResTexturePack02.esp to a different backup folder (doesn't matter where, they just must not be in the Data folder any more). But leave the files HighResTexturePack01.bsa and HighResTexturePack02.bsa in the Data-folder!
2. Go to your Skyrim Ini Folder (C:\Users\YOUR_WINDOWS_USERNAME\Documents\My Games\Skyrim) and open the Skyrim.ini file
Change the following line
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
to
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa
Active the Mare Mod and start Skyrim (the HighResTexturePack.esp's don't show up any longer in any mod manager, but the HighRes-Textures are loaded from the bsa-files.
--------------------------
Credits:
This mod wouldn't have been possible without the help of theese members of the Nexus community, please give them Kudos and endorsements:
zdzichorowerzysta and his Pony Horse mod - http://skyrim.nexusmods.com/downloads/file.php?id=6436 and his great editing tutorial:
http://forums.nexusmods.com/index.php?/topic/558012-about-changing-monsters-meshes/
Thank you for bringing me on the right path how to mod a mesh
Nivea - for help and motivation
SilverfeetStudio - for testing, helping and motivation
Shogun3d - for superior horse textures and permission to use them in this mod
Enhanced Horse Skins
http://skyrim.nexusmods.com/downloads/file.php?id=596
Xazomn - for my favorite horse texture and permission to use it in this mod
Frost and Solitude Horses White Retex
http://skyrim.nexusmods.com/downloads/file.php?id=3706
Zira - for superior horse textures and permission to use them in this mod
Retextured Horses
http://skyrim.nexusmods.com/downloads/file.php?id=2231
Thank you all!
--------------------------
Deinstallation:
Just delete the files.
--------------------------
Permission:
You can use my mod in your mods, but you first have to fetch permission from Shogun3d, Xazomn and Zira first. Additionally, you have to give credits to Shogun3d, Xazomn, Zira and me.
You are not allowed to upload this mod or parts of it to Steam Workshop.
--------------------------
Here's another tutorial about changing the horse mesh by me:
http://forums.nexusmods.com/index.php?/topic/562202-tutorial-editing-the-horse-mesh/
--------------------------
Todo's:
Litte textures alignment
Animation
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