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1) put this mod BEFORE the conflicting mod in the mod order (which mod is responsible may take some testing to determine. Worst case scenario you can test one by one If youre not sure, its probably one that affects domestic animals or graphics in general even if they dont affect domestics).
2) in the conflicting mod (i.e., not this mod) check for "creature_domestic.txt" in any of the mods subfolders.
3) Delete "creature_domestic.txt" (obvious note: don't do this if the "mod" is "vanilla_creatures".
You should be done! This is what ended up working for me. If your mod replaces domestic animals wholeheartedly, this may be an issue, but if it just makes dwarves look like Patrick or something, you should be okay.
(1) the vanilla hunting dog graphic looked too aggressive/feral, and (2) it didn't make sense that a brown puppy would become a black Doberman just because it's trained for war like it evolved from training; this game ain't pokemon lol ~Lovin' this mod.
I do know it works with Naut's, as that's the exact mod I tested removing the vanilla creatures graphic line with.
Note due to the '[REQUIRES_ID_AFTER_ME:vanilla_creatures_graphics]' line in the mod's info.txt it does 'require' vanilla_creatures_graphics to be in your mod load order to allow you to create a world, but the mod itself doesn't actually require it.
If you have another mod replacing/removing vanilla graphics, you can remove this line from the info.txt and have them work together. As long as this mod is placed BEFORE whatever is replacing vanilla graphics.
*Thank you.* Flavor or no, these mods add a lot to my games. Nothing brought me as much joy as the variants in my kitty cats, and now I can have that for more than just my kitty cats.
RIP Caboose's Horses Expanded.