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Posted

NPC mounts (BETA)

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Info:

Changed the five purchasable horse from each Skyrim holds to human and made them ridable to an extend. 

Normally if you just try to ride a human npc by giving them the keyword Actortypehorse, you just end up controlling the npc while your PC learn how to levitate. This can be fix by adding a saddlebone to their skeleton, but if you try to added a saddlebone, the npc just end up in the ground. How did I fix all this?  I didn't

This mod basically cover up the fact both actor are using the horserider animation by making the mountnpc use a different animation through Dynamic Animation Replacer.

Why did I made this? Boredom and hoping someone see this and could do it better!

 

This mod should be compatible with almost anything that isn't immersive or convenience horse cause those mods mess with horse Ai. It does work really well with Dragonkiller Cart (https://www.nexusmods.com/skyrimspecialedition/mods/6521) though if you want them to pull a carriage( walking toggle is recommend)

Also don't make them follower, if you want one, just go into creation kits, choose your follower of choice and add Actortypehorse to their keyword list. Follower can mount npc mount if you have that type of mod install though it kinda buggy during dismount(disable and enable them to fix their ai).

NPC looks and body will be based on whatever mod you used. BeastRace currently don't work(I'm working on it, just got bored from this)

 

Requirement:

XP32 Skeleton extended

Dymanic Animation Replacer

 

Installation:

Pick your gender M or F

Just install it with your favorite mod manager

Make sure it overwritten XP32 Skeletons as this mod modify male and female skeleton.nif

 

This mod is safe to remove whenever since it's just a replacer with no scripts involved, uncheck the mod with your mod manager or remove its content completely.

You might still have human npc instead of horse but just click on them in console and use this command Setrace Horserace

 

Bugs and Problems you might run into from my testing: 

DO NOT JUMP OR FALL as it's update the actor and making them realize they're not on a horse. If you do, just dismount. I don't think this can be fix since Skyrim Ai is strange.

I removed the dismounted animation as for the problems above so that you won't be stuck in midair and have to restart the game. Also now, the dismount will be a super fast dismount

When mounting, the npc will become an abomination of horror cause they are trying to fill a skeleton of a horse in said animation. This is easily fix if you change the sharekillmount file with another sharekill.hxk file, I didn't add one cause I'm still trying to figure out how to use blender.

You and the NPC might end up in the floor when you dismount, just jump and it will fix itself (disable and enable for the npc or just wait)

You can't mount an npc in certain interior space, side of a mountain or steep slope( PC will just freak out). Why? I have no clues if someone figure it out and fix it, please tell me cause you can if the mount is Tpose(I don't fully get it). Sometimes combat also make them unmountable, fast travel to somewhere like whiterun stable to fix it.

 

Credits:

DarkAngel1265 for "the crawl on all four" mod and alhaquin for the conversion

XP32 skeleton, and Dynamic Animation Replacer

 

Tl:dr? It kinda work

 

 

 

 

 

 


  • Submitter
  • Submitted
    06/30/2022
  • Category
  • Requires
  • Regular Edition Compatible
    Not Applicable

 

Posted

Thanks. Actually I tried to use that mod, but I never got that mod to work and my game just end up Tposing when Riding style is installed. :(

Posted

Greetings,

 

a very interesting development, sir @Rings1018

Now, I can't help but wonder if it would be possible to make it seem like the rider is actually being carried, instead.

 

Like so:

-) Move the saddlebone on the "horse" to it's shoulder area

-) Make the "horse" assume a kind of "carrying-something-over-his-shoulder" animation through DAR

-) Make the "rider" assume a "being-carried-over-shoulder" animation through DAR

 

This is my entirely naive and uneducated idea, mind you. Like, I don't know if the skeletons saddlebone can be moved easily. Or at all, for that matter.

Concerning the animations at least, I believe Bakafactory has something in one of his packs, which could fit the bill.

 

Anyway, I would very much like to hear your thoughts/insights on this.

 

Regards, s3ngine

Posted
On 7/13/2022 at 8:52 AM, Terrarium said:

Can you make Nazeem a rideable mount?

Yeah, if he has the keyword actortypehorse, though he in whiterun so it buggy if you try to ride him, funnily enough if you use open city, you can ride him in town but that mod is a compatibility nightmare :(

On 7/12/2022 at 2:24 AM, s3ngine said:

Greetings,

 

a very interesting development, sir @Rings1018

Now, I can't help but wonder if it would be possible to make it seem like the rider is actually being carried, instead.

 

Like so:

-) Move the saddlebone on the "horse" to it's shoulder area

-) Make the "horse" assume a kind of "carrying-something-over-his-shoulder" animation through DAR

-) Make the "rider" assume a "being-carried-over-shoulder" animation through DAR

 

This is my entirely naive and uneducated idea, mind you. Like, I don't know if the skeletons saddlebone can be moved easily. Or at all, for that matter.

Concerning the animations at least, I believe Bakafactory has something in one of his packs, which could fit the bill.

 

Anyway, I would very much like to hear your thoughts/insights on this.

 

Regards, s3ngine

Yeah, that should be possible. You can move the saddlebone anywhere though you need edit the y and x axis so it look right, and if you switch all the file in my mod with walking animation, which will make the rider look like they are being carry on the "horse" shoulder.

  • 4 weeks later...
Posted

Just the other day I was thinking of using DAR and a skeleton node to do just this, just with different animations. The original idea was to actually pick up an injured follower and carry it to safety, or maybe just pick up your wife, or your pet (cat, rabbit, etc) or drag a dead npc's corpse around and hide it. This could become a great mod framework! Congrats sir.

  • 5 months later...
Posted
On 7/11/2022 at 11:24 PM, s3ngine said:

Greetings,

 

a very interesting development, sir @Rings1018

Now, I can't help but wonder if it would be possible to make it seem like the rider is actually being carried, instead.

 

Like so:

-) Move the saddlebone on the "horse" to it's shoulder area

-) Make the "horse" assume a kind of "carrying-something-over-his-shoulder" animation through DAR

-) Make the "rider" assume a "being-carried-over-shoulder" animation through DAR

 

This is my entirely naive and uneducated idea, mind you. Like, I don't know if the skeletons saddlebone can be moved easily. Or at all, for that matter.

Concerning the animations at least, I believe Bakafactory has something in one of his packs, which could fit the bill.

 

Anyway, I would very much like to hear your thoughts/insights on this.

 

Regards, s3ngine

 

I've seen this done on a chinese skyrim modding website.

 

I believe they used Human female npc meant to represent one of the games dragons ( alduin or something) but you were able to hop on her shoulders and get carried around just like you describe.

  • 6 months later...
  • 8 months later...
Posted
On 8/10/2023 at 12:45 PM, Guy LeDouche said:

Would it be possible to have the roles reversed, and have an npc riding the player?

 

I was wondering if this was feasible as well. I had a go kind of haphazardly. Added a simple quest that adds the ActorTypeHorse keyword to the player however the character still registers as "not mountable". I'm out of my depth past that ha.

  • 2 months later...
Posted (edited)

 

Coming back to this after a long while :)

It seems that XPMSE now incorporates the saddle bone as standard. However the problem remains: when you try and mount the NPC, the animations play but then you just fall off.

 

When I worked with T.ara on the mountable NPC function in Zaz Animation Pack, she added a bunch of stuff to the XMPSE skeleton (an extra human upper torso of all things). I still have that skeleton and it works: I can ride around on NPCs if I give them a ZAP crawling collar.  However that special skeleton is based on an older XMPSE version and is not compatible with a number of bodies such as CBBE 3BA.

 

I've been trying to add T.ara's stuff to the latest XMPSE skeleton with NifSkope, but the game just crashes... I only have a very vague idea of what I am doing anyway in there.  I'll keep trying; the NPC riding function in ZAP works pretty well with the old skeleton. If there's anyone able to help with NifSkope, I'd be really happy.

 

For the curious: ZAP 8+ and 9 incorporate the riding function using the crawling collar. Not sure if it has the right skeleton though.

 

EDIT: Turns out XPMSE does not include the right saddle bone, but the skeleton in this mod works with the ZAP crawling animation.  I can't see where the saddle bone was added by the mod author in NifSkope though.

 

 

On 4/12/2024 at 6:34 PM, darkevilhum said:

 

I was wondering if this was feasible as well. I had a go kind of haphazardly. Added a simple quest that adds the ActorTypeHorse keyword to the player however the character still registers as "not mountable". I'm out of my depth past that ha.

 

This is hard, I've tried a lot of different ways but it seems that player character cannot be made mountable. I've tried cloning the player to an NPC and have the other NPC ride the clone. Kinda works but the cloning doesn't work exactly right.

 

The other approach is to have the player mount the NPC as normal, but then swap the animations around. The tricky part is to have the mounted NPC animate accurately as if walking.

 

I kind of gave up on this part. But as you say we all get bored from time to time and maybe I'll come back to it; I still want to be carried by an NPC :)

Edited by Musje
Posted

Glad to see someone is still working on this. I like this concept and am trying to incorporporate it in a mod. 

 

The bug that bothers me is when you try and unsuccessfully ride the NPC in certain areas. The player either goes on a seizure and/or levitate in the air. 

The OP said, it doesn't happen if the NPC was on a Tpose. 

 

For the npc mounting the player. I was thinking along the lines of Ride Sharing mechanic. Give medallion to NPC, you summon an invisible mount, mount the mount, the NPC follows, and all the anims gets replaced by OAR. 

 

Posted (edited)
39 minutes ago, Dkspcy said:

Glad to see someone is still working on this. I like this concept and am trying to incorporporate it in a mod. 

 

The bug that bothers me is when you try and unsuccessfully ride the NPC in certain areas. The player either goes on a seizure and/or levitate in the air. 

The OP said, it doesn't happen if the NPC was on a Tpose. 

 

For the npc mounting the player. I was thinking along the lines of Ride Sharing mechanic. Give medallion to NPC, you summon an invisible mount, mount the mount, the NPC follows, and all the anims gets replaced by OAR. 

 

 

Funny you should mention Ride Sharing, that works with riding NPCs as well so the poor guy has to go around with 2 people on his back 😛

I added some janky code to ZAP crawling collars to handle certain cases like crossing cell boundaries or unsuccessful mount / dismount attempts. It's not perfect but almost always works, well enough to risk riding someone from Riften to Winterhold. I meant to continue work on this for a long time, finally got the skeleton fixed again, and got the animation tools installed as well.

 

I started adding this to PAH Slave Cart, so you can order a follower to carry a slave after you capture them, using this mechanism :)

 

Some technical stuff:

The advantage of the ZAP system is that you mount the player by dialog or script, and they get slotted into a script RefAlias that gives them the "ridable" keyword. So you can talk normally to them when you are not riding them. That also allows to catch a few cases like zoning, loading, saving and so on.

Edited by Musje
Posted (edited)

Nice! Looking forward to see that feature. :D

 

May I ask what was the reason it was causing the bug? 

 

I noticed that if I put SetMotionType(4) then setting it off afterwards, I could ride in areas that I couldn't back then if I backtrack there.

Example is when, I exit Helgen cave, I am unable to successfully ride a ridable NPC right after. But if I go to an area where I could successfully ride him, and return near the exit of Helgen cave, and then mount it successfully does so. 

Edited by Dkspcy
  • 3 months later...
Posted
On 1/29/2023 at 4:39 AM, venomr said:

 

I've seen this done on a chinese skyrim modding website.

 

I believe they used Human female npc meant to represent one of the games dragons ( alduin or something) but you were able to hop on her shoulders and get carried around just like you describe.

 

I understand it's been quite a long time ago, but... do you happen to remember what site it was? 

Posted
3 hours ago, xiwibik30 said:

 

I understand it's been quite a long time ago, but... do you happen to remember what site it was? 

 

I think it was the chinese site called billibilli. I'm bad at navigating that place though.

Posted
22 hours ago, venomr said:

 

I think it was the chinese site called billibilli. I'm bad at navigating that place though.

 

Looks like it's a video site. Well, I guess I won't be able to find it :(

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