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SOLVED: How to 'stop' mounting a horse or force it in script


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Posted

Dear reader. 

 

There are mods out there where you may be able to click on a target, be it an apple, an activator or even a creature to bring up a window-like menu.  I have been able to do this to a fair degree. But one thing that I have had issues with, and that is when applying this to a horse.

 

When clicking upon a ride-able mount such as a horse, the player immediately begins mounting the creature. Even if the intended menu appears, it is fairly superceded by the built-in riding feature.  This is a pretty good-sized problem.

 

What I would like is to be able to click a mount to bring up a simple menu:

 

MOUNT

CREATURE MENU

 

The idea is pretty much short and sweet.  Clicking on the mount, a small window with these two options appear.  Clicking on the MOUNT option then closes this window and then makes the player mount the horse.  And clicking on the CREATURE MENU option closes this menu and activates the normal creature menu that would normally appear for non-rideable creatures.

 

But for that, I need to know how, if possible, to stop the mounting feature altogether, and be able to perform a separate routine to mount the designated creature.

 

Any ideas?

 

Posted

Lovers horse rider.  You don't mount the horse when you click it, a menu opens. mount, mount below the horse, fuck, do nothing

 

|Mount|Get mounted|Service|Exit

Posted

Quite appreciated.  However, the script used by HorseRider (xLoversHorseRiderSCRIPT) works only for custom horses and part of the horses' overriding makeup.  Because this defines a custom 'onActivate' for these horses, it actually overrides the default click response that I must use.  By that, Godiva horses cannot receive the slave pop-up menu with LoversSlaveTrader.

 

What I use attaches to the native 'onActivate' response on objects and determines the nature of the object.  This is carte blanche, so it works with all creatures by default. And while what I have can detect if the target is a horse, the action begins the horse riding process. Halting the mount on the default onActivate click is what I need.

 

Hopefully, something I may use will appear. Otherwise, I will find that mounted creatures may not be subject to what I have need.

Posted

Then use the SlaveTrader Script. The LST horse don't have a added script, they are in a faction.

But the script starts when you activate the horse.

 

Now you add a model check like in Lovers Bitch the dog check

If model path ...

 

Then the menu opens and you get options you can do.

 

And if the model path is right AND the horse is in the LST faction you get a extended menu with the trainer options.

 

Without any kind of script, you cannot turn off the mount.   Something should happen when you activate the horse. Only block mounting it's pointless.  So you will always have problems when different mods want to add menus for horses. And do you already know how to make horse rider compatible?

 

Posted

You misunderstand.  I'm looking for a means to disable horse mounting FOR the LoversSlaveTrader OnActivate script.  It is that script within LST that 'attaches to the native 'onActivate' responses' that I mentioned.

 

Within the script for LST, I can detect if what I clicked was a mount, even more accurate than detecting if the model was horse or dog.  But on the click for any horse you can mount, you immediately begin to get on the horse. It is this which I need to halt.

 

Making a patch to make the LST menu available for LoversHorseRider isn't an issue.  That is easy as it basically means manipulating/altering LHR's script to alter ITS menu for Mount|Get Mounted|Slave Commands|Service|Exit.   WIth that menu, I'd just pass command to activate the CreatureSlave quest system.

 

But making the LST OnActivate command itself halt horse activation...  That is the issue.  LoversSlaveTrader 'detects' if you clicked an object(creature) first... which triggers horse riding... then performs its contents.  I am getting less and less sure the solution I am looking for is possible.

Posted

Yes... but I still don't understand.

 

I translated this part  

Within the script for LST, I can detect if what I clicked was a mount, even more accurate than detecting if the model was horse or dog.  But on the click for any horse you can mount, you immediately begin to get on the horse. It is this which I need to halt.

 

???  When I click a LST horse I don't mount = fine. I want the trainer menu and get the menu. ( The only problem I see is that you can't mount  trainer horses )

And if I click a "normal" no trainer horse I mount it = fine, that's what I want.  Because there is nothing else I can do with a horse, no talking , no ask for rumours or quests.

As soon as I add the horse in the LST faction I get the trainer menu.

 

So activate scripts blocks mounting  and no scripts let you mount a horse.

 

????

Posted

This is the issue.  I have a very BASIC setup for LAPF right now.  No Tamago, No Hooker... I basically started from near scratch, with a MBP/LAPF only setup.  I have a folder that has various 'starting setups', one being an install that specifically has no other LAPF mods... just in case I need to do a restart.

 

And my current WIP folder has LAPF with only the three LAPF mods, LoversCreatures and LoversSlaveTrader, and LoversSlaveTrader v 1.0 Final in my data folder... this last mod for comparative checks.  So what I am to relate happens with by Dukky and original 1.0 Final.

 

Whether or not the horse is enslaved, the horse-mounting occurs.  Even if it is enslaved, clicking the horse forces the horse-mounting system.  Yes, the menu appears, but it appears while you are getting on top of the horse.  This both for Dukky and for original 1.0 Final.  And this if I do not have LoversCreatures running either.

 

 

Or in simpler terms, this is what I have with either LST version, and want changed:

  • I click a non-enslaved horse... I mount the horse (FINE)
  • I click an enslaved horse... I mount the horse while the menu begins to pop (BAD)

I do not know what cannot be understood.  It is THIS which I need... the HALT to horse mounting before the menu appears.  This is the entire point of the request.

 

 

3 hours ago, fejeena said:

The only problem I see is that you can't mount  trainer horses

Of that... I would like to know how that may be attained, or if you had received some form of workaround.  If these are horses from LSTBravilUnderground, you may wish to see if they are defined as Horses in the database or Creatures (non-rideable by default). If the latter, that does me no good.

 

I cannot go LoversHorseRider's route as it would require a custom script added to each horse in the database, belying the notion that this could be used for other mounted beasts.

 

And again, this is a nearly barren setup with no other LAPF or creature controlling mods in play.

Posted

That never happend in my game. How you can use in the menu the option "Train me" when you sit on the horse ? Does it crash the game ? Can sex start ?  

And if you use "train that slave" are you sitting on the horse while it fucks the slave ?   :classic_biggrin:

 

Also with Horse Rider no mounting , just the menu.

 

And all LST horses would be rideable without the menu.  But with a changed menu like the Horse rider menu, with a option to mount it can be done.  ( but I would block the horses in the BravilUndergrount stable. Player should not steal the horses.  But with new trainer horses/ensalved horses it should be possible to ride.

 

 

What have you changed in your game that you mount the LST horses ?

Posted
5 hours ago, fejeena said:

That never happend in my game. How you can use in the menu the option "Train me" when you sit on the horse ? Does it crash the game ? Can sex start ?  

And if you use "train that slave" are you sitting on the horse while it fucks the slave ?   :classic_biggrin:

When you click the horse, the mounting procedure begins before the menu is generated.  Yes, the menu appears, but while you are already in action to either get on or off the horse (or so-like creature to my knowledge). This because they are not 'creatures', 'daedra', or 'undead', but 'horses' by Creature Type.

 

[5:Training]  - Yes, the menu appears while attempting to mount the horse.  And the Training option appears.  However, decisions made with the training system are non-functional.  Good luck attempting to make the Player train with the Horse... It is not going to happen.  And if you click to dismount and attempt to use the Training option, you have just as much luck attempting to train the Horse... None.

 

[4:Luggage]  - There are issues with the Luggage/Inventory function.  However, the Luggage function DOES work when attempting to mount the horse.  On the flip side, it kicks you off the horse.  So if you click the horse, see the menu appear as the player begins to mount, and click Luggage, the Luggage-Inventory menu DOES appear. And on exit, you're off the horse.  Meanwhile, clicking the horse while already riding it, and bringing up the Luggage menu also allows/enacts immediate horse dismount.

 

Oddly, the LUGGAGE option above makes me think that the LSTTempChest001.Activate Player command in the luggage script is entertainingly superceding Mounting....  I may get back to you on that.

 

 

 

5 hours ago, fejeena said:

Also with Horse Rider no mounting , just the menu.

Yes, but only for select horses.  The custom menu ONLY appears for those custom horses for the mod because they have an attached 'xLoversHorseRiderSCRIPT' script which overrides the native OnActivate system built-in. Likewise, only those horses with the custom script do not have the automated horse mounting functional.

 

5 hours ago, fejeena said:

What have you changed in your game that you mount the LST horses ?

First...  Nothing.  Second....  I repeat that I have tested with both mine and  "LoversSlaveTrader 1.0 Final", with the same results.  Horses, enslaved or otherwise, do get mounted... IF the horses are actually in the database as 'Horses'. 

 

Horse.jpg

This is key.  The above is for the classic Bay Horse.  The Database has a HORSE subcategory for creatures.  And the Creature Type for the Bay Horse is 'Horse'.

 

NotHorse.jpg

The above pic is instead for "LSTaddonInH" by you, and adds the LST BravilUnderground Stallions that I believe you are suggesting.  Note that these are not classified as a Horse Creature Type, but their Creature Type is flatly just 'Creature'.  They cannot be mounted at all.  So yes, the Creature Menu could work on these with no issue.


Ergo, I changed absolutely nothing to allow me to mount LST horses.  The horses you designed are not rideable at all, and never were.  And LSTBravilUnderground itself has no horses defined.

 

Posted

Now I got it and checked it.

 

Horse set as creature:

I use the LST horses, yes they are set as creatures.

(I don't need/use my Addon H version because in my game all horse use the body with dick. The H version I made for people that don't use a creatures replacer with  dick ( there was no LC2.5 when I made the Mod )

 

And yes no mount, not even the start of mounting. And inverntory works too.

 

------------------

Horse set as horse:

inventory works well, I only have the hands on the back of the horse and menu opens, I click luggage and inventory opens, I close it and stand next to the horse. No mounting.

 

But training with player or slave not possible does not work.  I change the skeleton,  horse skeleton without entry Point bone but the player still mount the horse ( only the animation is wrong Without the entry point the player does not mount from the side but from the middle.

 

--------------

All Bravil underground creatures are in LST esp. Only the arena creatures are in BravilUnderground esp

And in my addon I used copies of the LST horses with changed body nifs. No settings changed. The LST horses are set as creatures.

 

Result: If you can mount a horse it can not mount you.  If you can not mount a horse  it can mount you.

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