fingerscrossed Posted June 13, 2021 Posted June 13, 2021 Riding Styles 2 SE (6-13-21) View File This is the SE port for the Riding Styles 2 mod. I do not primarily play on SE, and the SE version has not been as bug tested as for the LE version, but the functionality seems to work. For LE version or additional help, see: Version 5.0 is a major update to the mod, fixing a lot of issues and adding some new capability. This mod is now a framework/esm designed with two things in mind: Better stability and the ability to be used in other mods. To help facilitate this, I'm now including the source code for the mod in the downloads. INFO FOR V5.0 UPDATE (Read This to Understand how the mod now works! Seriously!) This mod now supports Four (4!) different methods for mounting up and riding. These are described below: Method 1: Menu Spoiler This is the previously available method. Using the Menu key (assignable in the MCM), you can target creatures to convert them into mounts, assign riders, or dismount riders, including the player. This works basically the same as the previous version, though it should be work a bit better and more consistently. Method 2: Summoned Creatures Spoiler Riding Style Summon Creatures have returned! A toggle in the MCM will dump the slew of Riding Style spells on the player, including 5 summon spells corresponding to the 5 different races that can currently be mounted using the Mod. These are Horse, Giant, Wolf, Werewolf, and Frost Atronach. After summoning the creature, the player can simply ride the summon like a normal mount and will be able to use the mods alternate riding animations. Method 3: Spells Spoiler A set of additional spells for controlling and mounting have been added. The spell names should be fairly straightforward, but they allow the player to choose a mount and a rider and have the rider mount the mount using the alternative animations. IMPORTANT NOTE: CURRENTLY THE DISMOUNT SPELL DOESN'T WORK FOR THE PLAYER, SO IF YOU MOUNT THE PLAYER VIA SPELLS YOU WILL NEED TO DISMOUNT VIA THE MENU KEY. The spells are: RS Choose Mount - Targets the mount you are trying to get the rider to mount RS Choose Rider Target - Chooses a non-player actor to be the rider RS Choose Rider Self - Chooses the Player to be the rider RS Dismount - Dismounts the target. Can target either the rider or the mount. As soon as a valid mount and target are fed in, they will mount up. There's a time out of 30 seconds if you select one but not the other, and if you target two mounts in a row or two riders in a row, the new one will replace the old one in the queue. Method 4: Followers Using Mounts Spoiler Ok, this one was a bit more challenging. IMPORTANT NOTE: THIS WILL REQUIRE YOU TO HAVE A MOD THAT HAS FOLLOWERS USE HORSES SUCH AS ATF. The actual implementation is fairly simple. The player has a spell called RS Set Mount Ownership. Use this spell on the rider/follower and the mount that you want for them to ride. This can be one of the summoned mounts added from the spell, or a creature of the appropriate base type should work as well. After casting on both of them, when the PC mounts their horse, the follower should mount the mount using an alternative riding animation if you have an appropriate mod to let them do this installed. The player can ride either normally or use one of the RS alternative riding animations. Riding Outfit Spoiler There is now an option in the MCM to set a "riding outfit". By pressing this option, the mod will take a capture of the players currently equipped gear. After this, if the "Use Riding Outfit" option is selected, any time a rider (player or NPC) mounts up to a target, it will unequip all of their armor and then equip the riding outfit (it should check to see if they have a copy of any particular piece of riding equipment before adding a new one). WARNING: FOR NPCS, IN ORDER TO NOT HAVE THEIR BASE ARMOR USED, THIS WILL REMOVE BOTH THEIR DEFAULT AND SLEEP OUTFIT. IF THIS IS A PROBLEM FOR YOU, DO NOT USE THIS OPTION. There were several additional bug fixes that can be seen in the bug notes. End V5.0 Update IMPORTANT UPDATE: As of Version 2.0, Creature Framework is a hard dependency of the mod. This also means that the animals will have dicks now. What is this mod: This mount adds and enables alternative riding styles to be called. More succinctly, it's a bestiality/bondage based mod revolving around riding several different types of animals found throughout Skyrim. Using The Mod, or How does it work: Spoiler Currently, there is only a basic implementation in this file. Hopefully some creative modders will use this to make fun plug-in mods and creative scenarios. For this framework, the only way to currently get an actor riding is to target an individual and use the menu key. The menu key can be set inside of the MCM, and the default key is is the Numpad (-) key. Once you're inside the menus it should hopefully be fairly intuitive. You will not mount anything in an alternative style if you attempt to use the regular action key. Unlike previous version, you can now turn any valid race into a mount, meaning you can use your favorite pet horse and no longer have to summon them. However, currently there are only 4 slots for riders/mounts. If needed/requested I might extend this in the future, but for the time being it is good enough. In order to change the rider position, use the X, Y, and Z keys that can be set in the MCM. By holding the shift direction key (default bind is Left-Shift) you will change the position in the negative direction. The position will not update while riding, but should update upon remounting. Currently, the mount MUST be one of the following races: HorseRace, WolfRace, GiantRace, AtronachFrostRace, WerewolfRace. Custom versions of these races WILL NOT WORK. (As of the new version, additional races can be added by other mods). If you are having trouble getting the mod to work, before posting do the following: Spoiler 1) Re-run FNIS to make sure that the animations are loaded. 2) In game, open the console and type "Stopquest _RS2Quest", and then "Startquest _RS2Quest". There is a space between the startquest/stopquest and the questname (_RS2Quest in this case). 3) If BOTH of these fail to fix the problem, when you post requesting for help, take a screenshot of the target you are trying to mount, with the console window open and the target selected and post it when asking for help. Installation Instructions: Spoiler If you have a previous version of this mod, nuke it from orbit and then make a clean save before installing this new version. Steps: 1) Download the mod 2) Install the mod (recommending use of a mod manager) 3) Run FNIS to generate the animations 4) Load into a clean save and try it out Requirements (New Requirements as of V2.0): For all of these, I would recommend using the latest versions of them. Skyrim Script Extender (SKSE) Fore New Idles in Skyrim (FNIS) Mod Configuration Menu (MCM) NiOverride Creature Framework How do I make a mod to plug in to this? Spoiler Making a mod connect to this should (hopefully), be fairly simple. Load the Riding Styles mod as an ESM and connect your script to the _RS2Functions script (Property should look something like _RS2Functions Property RS2Functions Auto). Once connected there are a few functions of interest: 1) MountActor(Actor Mount, Actor Rider, String Modname, Int Index) As you might have guessed from the name, this function attempts to mount the Rider actor on the Mount actor, and if a Modname and Index are provided, attempts to use the animation registered to the mod at the index location for the mounting. If Modname or Index aren't provided it chooses a random available animation for that race. 2) DismountActor(Actor Mount, Actor Rider): Like the previous, but in reverse! 3) SetMount(Actor Mount): Sets an actor to be a riding styles mount Registration Functions are given in the _RS2RegisterFunctions script. Hook into it the same way as with the other functions, and this is where you can do all the new registration things with your mod. (It might looks like _RS2RegisterFunctions Property RS2Reg Auto) 1) RegisterNewMountAnimation(String ModName, Int Index, Race Mountrace): Registers a new set of AA animations for a Mountrace (which will propagate to all members of that "race" behaviour set, such as all types of horses, or all types of giants, that are registered). The ModName is the ModName FNIS is using for the animation set (not the Prefix), the Index is the index location of that AA set (From 0-9). Once this is registered, RidingStyles will attempt to use these animations as part of it's repertoire. 2) RegisterNewMountRace(Race MountRace, Formlist MountRaceFormlist): This is relateively straight forward for registering new races to work with Riding Styles animations. The race is the race you want to register to, and the MountRaceFormlist is one of the formlists you can find in the Riding Styles Mod. For example, if you are trying to register a new race to the horse block, you would choose _RS2HorseRaces as the MountRaceFormlist. If you are trying to register, say, a Spider, you want to register to the _RS2SpiderRaces. If you are unsure where you register the race to, look to the path of the races skeleton and go there. If a formlist for that race doesn't exist, let me know and I'll add it. Finally, there is one more set of function locations, which _RS2AAScript (Hooking into which may look like _RS2AAScript Property RS2AA Auto). There is only one function of importance that you should be calling here, which is: 1) InitAnims(String ModPrefix, String Modname): ModPrefix is the 3 letter prefix associate with FNIS and Modname is the Modname associated with FNIS. This is what lets Riding styles find the appropriate AA animations to play from your mod. So, to put all of this together, you may have an initializing script that looks like: RS2AA.InitAnims(MyModPrefix, MyModName) RS2Reg.RegisterNewMountRace(MyNewMammothRace, _RS2MammothRaces) RS2Reg.RegisterNewMountAnimation(MyModName, 0, MyNewMammothRace) And a different script that looks like: RS2Fun.SetMount(MammothMount) RS2Fun.MountActor(MammothMount, Player, MyModName, 0) (Some other code that waits while we ride around) RS2Fun.DismountActor(MammothMount, Player) If you have any issues or want more information on how the mod works, I'm happy to try and help. Known Issues with current version: I have had a report of this causing issue with FNIS PCEA2 (Disabling the animations from the mod) and that certain other mods that add events while riding cause the character to, at least temporarily, break out of animation. Animations are bad/misaligned/etc. Yes, I know. Go convince one of the excellent animators on LL to make new ones and I'll happily replace everything. As always, I love to see your screenshots of using the mod! Permissions: You are free to use this mod as a part of another mod as long as you are not redistributing it. If you let me know where you are using it, I am happy to update the mod page and let others know where this mod is being used. Thanks and Credit: Special thanks to Haeretic who helped me out with a lot of the initial thoughts on the new framework EternalBlack for making the mountings for the horse/wolf harnesses Gone for several of the meshes/textures in this mod Zaz for originally giving me this idea with the Oblivion Mod Bethesda for Skyrim and making me waste far too much trying to make their freaking horse system work like I want Unnamed People - There are probably some people from whom I have used their work, either getting permission at some point and then forgetting from who or possibly not getting permission. If you recognize a nif/texture etc in the mod and you know where it comes from, and they aren't listed here, please let me know. I want the original authors to get the credit they deserve. Submitter fingerscrossed Submitted 06/13/2021 Category Adult Mods Requires SKSE, FNIS, MCM, NiOverride, Creature Framework Regular Edition Compatible No 4
LostDremoraDream Posted June 13, 2021 Posted June 13, 2021 @fingerscrossed does this mean you're taking over development of the mod to some degree, or are you simply providing updated files for the rest of the community to use? Either way, I'd love to see some support of being able to ride a troll in a strapped on position, and then control the troll itself...
fingerscrossed Posted June 13, 2021 Author Posted June 13, 2021 13 minutes ago, LostDremoraDream said: @fingerscrossed does this mean you're taking over development of the mod to some degree, or are you simply providing updated files for the rest of the community to use? Either way, I'd love to see some support of being able to ride a troll in a strapped on position, and then control the troll itself... I'm not sure what you mean by taking over development, since I'm the original mod author. I'd had the mod up for adoption for a while, but no one had expressed any interest in taking it over. I made several bug fixes and updates a week or two ago and had a lot of people asking for a SE version in the LE thread. I ended up making a SE port of the mod (same functionality, animations, etc.) for what I have for LE, and after someone in the LE thread confirmed it worked (with some of the usual issues of the mod) I posted it here in the SE forum for people to be able to find. As far as future development goes, it looks like: Things I may work on: Bug fixes Scripting/engine updates Additional functionality (i.e. multiple riders) Support mods that add quests/in game use for the mod Things I won't be doing: Updating or adding animations Updating or adding new armor/items I've talked about this some in the other thread, but while I made the original animations, I lost both the files I used to make them and access to the software I used for animating and I don't have the interest, time, and energy to relearn animation to make them. If another modder/animator is interested in making new or updated animations, including animations for races that don't currently have them, I have the back end of the mod set up in a way that it should be very easy to incorporate or update them. As of yet, no one has expressed any interest (and, prior to ~2 weeks ago, the mod was in a much worse state in terms of the back end working, so I wouldn't have expected them to be). As far as Trolls go, I'd agree! Hopefully someone can make a troll animation.
LostDremoraDream Posted June 13, 2021 Posted June 13, 2021 33 minutes ago, fingerscrossed said: I'm not sure what you mean by taking over development, since I'm the original mod author. Thanks for answer, I jumped to conclusions and assumed you just converted it! My mistake for not recognizing or missing that you're the author! Hopefully this version may generate interest...animating is beyond me so for now I'll just have to wait for the addition of new creature features
adle Posted June 13, 2021 Posted June 13, 2021 Hello, im a bit confused with the X Y Z settings. As you said, its only possible to adjust in negative direction. Sadly my character to low and if i try to adjust she just sinks into body. How can i move the body more into Up Position?
fingerscrossed Posted June 13, 2021 Author Posted June 13, 2021 35 minutes ago, adle said: Hello, im a bit confused with the X Y Z settings. As you said, its only possible to adjust in negative direction. Sadly my character to low and if i try to adjust she just sinks into body. How can i move the body more into Up Position? Direction of adjust can be changed by holding the shift key.
fingerscrossed Posted June 13, 2021 Author Posted June 13, 2021 42 minutes ago, LostDremoraDream said: Thanks for answer, I jumped to conclusions and assumed you just converted it! My mistake for not recognizing or missing that you're the author! Hopefully this version may generate interest...animating is beyond me so for now I'll just have to wait for the addition of new creature features No worries! Originally, other people had converted the mod, but were having issues. After discovering that I actually did have SE (and just haven't played it) I did a conversion to try and get it to be a more proper conversion. As mentioned, the mod had been up for adoption for a while, and I support very intermittently (before recent patches, last update that left it relatively broken was ~3 years ago).
KalBreen Posted June 14, 2021 Posted June 14, 2021 Excellent mod. It would be nice to see other mod developers incorporate this into their own mods. 1
tonitrulupus Posted June 15, 2021 Posted June 15, 2021 Just installed this , good idea in summoning, seen some issues on a fresh game, unable to dismount horse once mounted, took 10-20 tries just to munt a horse, when I mounted the werewolf that worked but stayed clothed (this was with both mounts) I dismounted and my character was face planted in to the ground feet in the air like I was riding a horse , was able to become up right in attack/defend mod, still needs work but is getting there. Horse once chosen for the mount kept running in to me and pushing me no option to ride or talk to the horse.
Qorl4016 Posted June 16, 2021 Posted June 16, 2021 When I run Nemesis after installing this file, I get a lot of notifications about 32bit hkx files not being compatible with the current version of Skyrim, example: Quote WARNING(1027): 32bit hkx file detected. This file is not supported by current skyrim's architecture File: E:\Steam\steamapps\common\Skyrim Special Edition\data\meshes\actors\character\animations\RidingStyles2\HorseIdle1.hkx When I later attempt to use this feature in-game, I see the horse's model change to include wooden harnesses (or if using a frost atronach, the collar and cuffs are equipped) and it moves towards me, but nothing actually happens: the horse just keeps trying to run into me, my character stays standing and unmounted, and pushing E on the horse gives the little "this doesn't work" click (so I can no longer mount it normally). There doesn't seem to be anything relevant on the console. Does FNIS handle 32bit hkx files differently than Nemesis does? I believe I'm using one of the mods that FNIS won't run in conjunction with, so I'm a bit stuck there. Do I need to convert the hkx files manually using something like Cathedral Asset Optimizer? I was very interested in this mod when it was LE-only and was considering running that, but I figured the SE version would have already covered that conversion. Is the behavior I described consistent with the animation not being present? 1
Dovahbear91 Posted June 17, 2021 Posted June 17, 2021 On this version I still run above my mount with normal running animations. Could this be because im using the XMPSE skeleton? Im pretty sure 90% of people on SE are also using the skeleton. The textures for the banners and scaffold (dunno the name) are working just fine but I think someone needs to make an additional patch
Dovahbear91 Posted June 17, 2021 Posted June 17, 2021 12 minutes ago, Dovahbear91 said: On this version I still run above my mount with normal running animations. Could this be because im using the XMPSE skeleton? Im pretty sure 90% of people on SE are also using the skeleton. The textures for the banners and scaffold (dunno the name) are working just fine but I think someone needs to make an additional patch no errors when I run fnis btw. But it says Riding style V4.0? Reading NibblesAnims_Creature_Object V1.0 ... Reading PsycheCreature V1.0 ... Reading RidingStyles V4.0 ... Reading SexLab V1.63 ... All Anim Lists scanned. Generating Behavior Files... No GENDER directory male No GENDER directory female Alternate Animation mods: 5 sets: 46 total groups: 234 added file slots: 1835 alternate files: 1329 Create Creature Behaviors ... Reading Billyy_CreatureConstructs V1.0 ... Reading MoreNastyCritters V1.0 ... Reading Babo Creature V1.0 ... Reading Anubs Creature V1.0 ... Reading Billyy_Creature V1.0 ... Reading Billyy_CreatureBeasts V1.0 ... Reading NibblesAnims_Creature V1.0 ... Reading SexLabCreature V1.63 ... Reading Billyy_CreatureHumanoids V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_CreatureInsects V1.0 ... Reading Billyy_CreatureMisc V1.0 ... Reading NibblesAnims_Creature_Object V1.0 ... Reading PsycheCreature V1.0 ... Reading Lords_Creature V1.0 ... Reading SexLab_Aroused_Creatures V1.0 ... 7183 animations for 32 mods successfully included (character) 5408 animations for 16 mods and 45 creatures successfully included.
Dovahbear91 Posted June 17, 2021 Posted June 17, 2021 By the way, once its up and working. It would be cool to get this working with Sexlab Separate Orgasms. Pleasure of both parties building during ride that kind of thing
southpawrc Posted June 17, 2021 Posted June 17, 2021 Hello there, So first off this is a great mod, well done! Second, I'm running FNIS, XP32 Extended, and all the animations work perfectly. The only issue I'm having is when I dismount the horse, occasionally my character and the horse freeze up during the dismount, leaving my character stood up in the middle of the horse, I am unable to access the items/spells/map menu as I have no control of the character, I can't wait as it says "you cant wait whilst in the air". So I have to load up my last save... Any thoughts on what might be causing this? I'm running 426 mods sooo... there might be a conflict?
harems Posted June 24, 2021 Posted June 24, 2021 On 6/17/2021 at 10:20 PM, Dovahbear91 said: By the way, once its up and working. It would be cool to get this working with Sexlab Separate Orgasms. Pleasure of both parties building during ride that kind of thing Do you have success in this mod ? im still have a problems in running above the horse On 6/18/2021 at 2:41 AM, southpawrc said: Hello there, So first off this is a great mod, well done! Second, I'm running FNIS, XP32 Extended, and all the animations work perfectly. The only issue I'm having is when I dismount the horse, occasionally my character and the horse freeze up during the dismount, leaving my character stood up in the middle of the horse, I am unable to access the items/spells/map menu as I have no control of the character, I can't wait as it says "you cant wait whilst in the air". So I have to load up my last save... Any thoughts on what might be causing this? I'm running 426 mods sooo... there might be a conflict? do you using FNIS XXL ?
Dovahbear91 Posted June 29, 2021 Posted June 29, 2021 On 6/24/2021 at 7:34 AM, harems said: Do you have success in this mod ? im still have a problems in running above the horse do you using FNIS XXL ? I used the mod provided but used Nemsis behaviour engine instead of fnis. This seems to work great. It replaces all the functionality of fnis and self updates so you can get away with only using Nemesis
harems Posted June 30, 2021 Posted June 30, 2021 19 hours ago, Dovahbear91 said: I used the mod provided but used Nemsis behaviour engine instead of fnis. This seems to work great. It replaces all the functionality of fnis and self updates so you can get away with only using Nemesis OOps, how do you using NEmesis + FNIS ? I have tried some method but it not working with my FNIS XXL, maybe because i have FNIS Creature and too much animation ? i have around 13k Could you have some guide to using FNIS + nemesis ?
Dovahbear91 Posted June 30, 2021 Posted June 30, 2021 13 hours ago, harems said: OOps, how do you using NEmesis + FNIS ? I have tried some method but it not working with my FNIS XXL, maybe because i have FNIS Creature and too much animation ? i have around 13k Could you have some guide to using FNIS + nemesis ? I dont do anything special. Just run fnis first and then nemesis after. I dont even think I need to run fnis generally. I think nemesis supports up to 18k so just run it and test. This shouldnt cause any issue with creatures or xxl as nemesis to my knowledge handles creatures and tons of animations itself.
DSAdam97 Posted July 5, 2021 Posted July 5, 2021 (edited) I spent so long trying to get this to work, but for some reason my nemesis kept crashing with this enabled. Found out by trial and error that apparently, the fix for nemesis crash is to go to the nemesis.ini file and set the animation limit to some crazy high value. It's at 60k for me. So happy that it's working now Edit: Sprinting or jumping messes up the animation though Edited July 5, 2021 by DSAdam97
gufengwei Posted July 7, 2021 Posted July 7, 2021 ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
effrenatus Posted July 13, 2021 Posted July 13, 2021 (edited) I just want to express my eternal gratitude for continuing this mod!! ❤️ EDIT: Sorry but I can not use it, the mounting animations don't work. Generated with FNIS. Please have another look at it, dearest modder! Edited August 4, 2021 by effrenatus
Physxcore Posted August 4, 2021 Posted August 4, 2021 (edited) For some reason I can't get it to work correctly, I mean, everything works in terms of scripts and setting mounts, mounting etc, however, for some reason instead of the Face Up Face down animations, the character uses animation from either devious devices or zaz, the hopping one on top of the horse. I run FNIS and then Nemesis. And have Riding Style 2 load after both zaz and devious devices yet the issue preceeds to occur. Any idea what else could be causing it? I tried reloading creature framework mods, re-register animations, new save, nothing seems to work. Edited August 4, 2021 by Physxcore 1
FredOof Posted August 11, 2021 Posted August 11, 2021 The mounting animations work perfect for ALL creatures for me. However there is just one thing that only the schlong of horse gets into the right state, that of the rest of the creatures remain flaccid.
nunyabee Posted August 31, 2021 Posted August 31, 2021 On 8/4/2021 at 4:56 AM, Physxcore said: For some reason I can't get it to work correctly, I mean, everything works in terms of scripts and setting mounts, mounting etc, however, for some reason instead of the Face Up Face down animations, the character uses animation from either devious devices or zaz, the hopping one on top of the horse. I run FNIS and then Nemesis. And have Riding Style 2 load after both zaz and devious devices yet the issue preceeds to occur. Any idea what else could be causing it? I tried reloading creature framework mods, re-register animations, new save, nothing seems to work. did you ever find a solution, because this is happening to me 2
Captialism Posted September 2, 2021 Posted September 2, 2021 (edited) Thank you for the update! I'm happy to see this mod is still being developed. Nemesis complained about the hkx files being 32 bit but a quick run through Cathedral Assets Optimizer fixed that. I haven't tested the mod too much yet but the menu method is working fine. I'm mostly only interested in the horse portion and I'm happy it works on my personal pet horse. Mounting and dismounting requires me to use the menu key but that could be because of a conflict with Convenient Horses. edit: What does the Face up/Face down option in the MCM do? Edited September 2, 2021 by Captialism
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