Fraying9981 Posted August 13 Posted August 13 View File Ulfber - On-Demand Cart Rides from Any NPC Every NPC is your Uber now. One key. Anywhere. Express mode optional. Helmets not included. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Disclaimer ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - This mod is in beta. - This is my 2nd mod ever, so please understand I am still learning the whole Papyrus / CK / ESP compilation process. - This mod has been developed using AI (Opencode x GLM 5.2 x Grok 4.5 x Nanobanana) so if you don't like AI, don't use this mod. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ What This Mod Is About ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Uber for Skyrim: target an NPC, set your destination, and go. The NPC pulls you there in a cart (navigation and most assets provided by the base mod). Enjoy the ride. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Features ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - One hotkey opens a unified Prisma UI menu on the crosshair NPC (no spell cast, no messageboxes) - Bookmark Any location! And reuse it as a reference! You can go anywhere you want now. Your mods' locations are automatically imported once you launch the app for the first time - Set driver, spawn cart, then GO when ready. NPC takes you to the destination in a cart (base mod pathing and tether) - Change cart speed mid-ride! Watch out for the express mode, Ulfber won't be liable for personal injuries. - Track your trip mmid ride with real world map markers and remaining distance! - Interrupt (dismount, keep the rig) and Reset (full release, cart despawns) - Configurable hotkey via UlfberUI.ini (default Shift+V) - ESL-flagged plugin. Original mod and dependency is .esp ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ What Not to Do ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ If you don't do any of these, you and your save should be fine: - Use Ulfber on any super important and/or busy NPC (obviously). - Let your ride go indoors/go through a door -> can lead to crash (base mod limitation) - Call a Uber while you are having sex. - Etc. (insert kink here) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ If You Want To Support ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Report bugs with log UlfberUI.log (Documents/My Games/Skyrim Special Edition/SKSE/) - Send me SVGs/icons, graphic assets (png is fine) I could use for the mod - Share your location .json files - Send me cool cart/carriage models ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Credits ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - DarkMaster13 for creating the original mod this plugin is based on: https://www.loverslab.com/topic/60786-paradise-halls-home-sweet-home-sele/page/95/#findComment-2630325 - Prisma UI - DD team, Pahe team(s) for inspiring so many ideas ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Permissions ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - You may use, modify, or build on this mod as long as you credit me and let me know. - Do not reupload this mod or a modified version of it to any site other than LoversLab. - If you make a variant, link back to the original page here. Submitter Fraying9981 Submitted 08/12/26 Category Regular Mods Requirements See Install Instructions Regular Edition Compatible No Install Instructions Hard Requirements: - Prisma UI - Cartbeta: https://www.loverslab.com/topic/60786-paradise-halls-home-sweet-home-sele/page/95/#findComment-2630325 - ZaZ (cartbeta requirement) - SkyUI (cartbeta requirement) Soft requirements: - Skyrimnet - Devious Devices NG - DOM 1
Fraying9981 Posted August 13 Author Posted August 13 (edited) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Roadmap ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Gameplay - Physics & Navigation - Ragdoll, stagger and stop events when stamina runs out. Work your mount to the death. - DD/ZaZ equipment impacts driver performance (configurable). - Animal mount spawn e.g. horses, mud crabs... - Player as driver. - Multiple mounts (using leash framework) driving the cart. - DOM training/traits impact driver performance (configurable) - Race/gender impacts driver performance (configurable) - Full minigame to manage your driver (optional, current gameplay will persist as god mode) - Integration of horses, animals, vehicles (from Modern Scrolls) Gameplay - Economy - Pay per ride system. - Tipping system. - Cart/mount acquisition & dealership system. - Player as driver & entrepreneur: Uber logic with notifications to take nearby rides. Gameplay - Roleplay - Skyrimnet prompt integration with faction prompts ("Ulfric is currently driving..."). Already implemented: SkyrimNet Narration. Visual / Sound - More cart models. - Lively cart animation integration https://www.nexusmods.com/skyrimspecialedition/mods/70595 - Play a sound when speeding up (whip + Skyrimnet verbatim) - Improve "your driver is arriving" screen Infra - Proprietary faction system to track state and be used by other mods (e.g. Skyrimnet): current_speed, various per NPC stats and calculations. - Driver rating based on NPC stats. - Eslify the source mod to save a slot. Quality of Life / Safety - ETA calculation and display - Stop before going indoors/taking a door. - Feedback to user when location is unreachable (NPC can't find a path, doesn't move after X seconds) / NPC is figuring out a route. - Track travel stats to optimize destination suggestions (YOUR TRAVEL DATA WON'T BE SHARED WITH GOOGLE) Edited 11 hours ago by Fraying9981
Fraying9981 Posted August 13 Author Posted August 13 (edited) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Troubleshooting ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - My driver is not moving at all -> Likely Navmesh issue. You are using the mod in a place that hasn't been properly nav meshed by the author. Try in another location. - My driver gets stuck mid-ride (wall, rock, etc.) -> Skyrim Nav issue. Just wait a bit, they will find a different way. If not simply reset the ride. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Known Bugs ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Navigation is approximate (base mod + game limitation). In particular, if you try to use it on mods that add new locations and have not been navmeshed for NPCs, NPCs won't be able to navigate. There is nothing that can be done about this: use location mods that are properly navmeshed. - If your driver's GPS must take you guys through a door: well, they will leave you behind. Reset and find another ride. - If your driver is ragdolled due to collision, they may detach from the cart. You will need to reset the ride. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Uncertain Behavior ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Cart Physics are unpredictable (base mod limitation). - Not sure what happens if you DON'T release a driver after a ride, and let them there for a couple of hours. Untested for now. - Call a ride while having sex. Untested, wouldn't recommend. Edited 11 hours ago by Fraying9981
StuffedNinga Posted August 14 Posted August 14 Oh, neato! I don't suppose for a little fun side immersion mod if you could just replace the horses in carriages with ponygirls? =D
Fraying9981 Posted August 14 Author Posted August 14 1 hour ago, StuffedNinga said: Oh, neato! I don't suppose for a little fun side immersion mod if you could just replace the horses in carriages with ponygirls? =D thanks for the feedback! You can already do that: just equip pony gear on any girl you meet.
Fraying9981 Posted August 14 Author Posted August 14 (edited) v0.13 - New feature: Bookmark Any location! And reuse it as a reference! You can go anywhere you want now. - New Guardrail: Prevent use while indoors (no signal) - New Guardrail: Deactivated source mod activation option while already on a ride. No risk of accidental activation of the base mod when you are riding now. - Backend infrastructure overhaul: removed the typed `QF_aaaNPCPonyGirlQuest_03003322` member variable (replaced with an on-demand `SrcQuest()` cast helper), stripped dead gait-alias state from the abandoned Attempt-4 package-driven gait system (GaitAlias, GaitWalkAlias, GaitSprintAlias, GaitGV, savedSpeedMult, originalSpeedMult, FillGaitAlias, ClearAllGaitAliases), cleaned the ESP of all unused records (3 gait packages, 4 aliases, 1 global, and the redundant UlfberNative script attachment on the quest VMAD), and unified cart teardown to use the source mod's alias state as the single source of truth for ride lifecycle. - Bug fix: Release driver now clears the active driver from state, and the home screen shows a "No driver selected" slot when none is assigned. Edited August 14 by Fraying9981
StuffedNinga Posted August 14 Posted August 14 27 minutes ago, Fraying9981 said: thanks for the feedback! You can already do that: just equip pony gear on any girl you meet. I mean the actual horse that's hitched to carts in vanilla. They're horses, not women in pony gear. Or have I been missing a cool mod all this time? Like for Animated Carriages, it would be awesome if the horses were women instead! =D
Fraying9981 Posted August 14 Author Posted August 14 4 minutes ago, StuffedNinga said: I mean the actual horse that's hitched to carts in vanilla. They're horses, not women in pony gear. Or have I been missing a cool mod all this time? Like for Animated Carriages, it would be awesome if the horses were women instead! =D yes I understood. this mod is human riders only for now. It sits on top of a base mod that allows that, I just built a modern UI and workflow to use it reliably. check the screenshots, try it out! this is the base mod https://www.loverslab.com/topic/60786-paradise-halls-home-sweet-home-sele/page/95/#findComment-2630325
Fraying9981 Posted August 14 Author Posted August 14 Ulfber 0.147 — Change Log - NEW: Pick a driver from a nearby NPC list. No need to target a NPC anymore. - Many UI/design fixes - Bug fix: Stopping mid-ride then resuming should now work properly. - Bug fix: Fixed comfort-speed rides starting with the player standing through the cart: the driver now travels at default speed while the player is seated at ride start, then drops to comfort gait once the seated pose has locked (comfort target also raised from 25 to 50 speedmult, above the pose-breaking crawl band).
Ixmore Posted August 14 Posted August 14 Any chance we could register as a "driver" for a set of NPCs.
authentycity Posted August 14 Posted August 14 love this, can't wait to try it. could the mod be used somehow to swap the NPC and PC roles--so player is the one pulling the cart? The NPC acting as "driver" because they're on the cart
Fraying9981 Posted August 14 Author Posted August 14 23 minutes ago, Ixmore said: Any chance we could register as a "driver" for a set of NPCs. wdym? if you want to be the driver, it's on the roadmap. I hadn't set it as high priority. but given the feedback I might change my mind In the meantime, there is this mod (haven't tried it, too invasive/restrictive imho): 18 minutes ago, authentycity said: love this, can't wait to try it. could the mod be used somehow to swap the NPC and PC roles--so player is the one pulling the cart? The NPC acting as "driver" because they're on the cart thanks for the support. see above.
Fraying9981 Posted August 14 Author Posted August 14 Ulfber 0.155 — Change Log - NEW QoL Feature: Live trip tracking, with World-space destination marker, and in-app remaining distance tracking + has_arrived status. - NEW visual ugprade: stock portraits per race and gender for drivers. - QoL upgrade: Nearby drivers auto-refresh. - Fixed the ride-ended screen showing a double thank-you ("Thank you" + "Thanks for riding"). The subtitle now reads "You arrived at <destination>" (title-cased), and is omitted when the destination is unknown. - Fixed player controls remaining disabled after getting off the cart or arriving at the destination in several edge paths (new ride over an existing session, cart teardown, stumble rebuild, save/load mid-ride).
Fraying9981 Posted August 16 Author Posted August 16 Ulfber 0.199 — Change Log - NEW Gameplay: the driver now comes to pick you up. Request a cart and he/she jogs over to you pulling it; a "driver on the way" screen shows the live distance until your ride is ready. - NEW Visual: destination pin reskin + the destination pin now glints when you get close, a gentle shimmer within 50 m and a faster, brighter flash in the final 10 m. - NEW Visual: speeding up mid-ride now plays a random whip-crack gesture (taunt, door bang, or attention call) from the cart seat. - Qol Upgrade: getting off the cart now places you on the ground in front of the driver, facing them at a 3/4 angle, instead of inside the cart. - UI Fix: invalid or duplicate bookmark names now show a red error above Save and the form stays open, instead of closing silently. - FIXED: the driver's outfit being reset to their default when starting a ride (Go). The outfit is now snapshotted before the ride-start actor reset and restored immediately after, so custom clothing stays on the driver for the whole trip. - FIXED: the cart not following the driver after a ride start in some situations (stale attachment state on the driver). The cart rebuild at Go now matches the source mod's reset sequence, wrapped in the outfit protection above. - FIXED: the player occasionally drifting into a standing pose mid-ride. The seat pose is now re-locked automatically every few seconds, with a rare cart-driver sway mixed in for variety. - INFRA: new native AI helpers `UlfberNative.ForceEvaluatePackage` / `ForceResetAI` (immediate package re-evaluation and full AI reset, same as the `resetai` console command) for deterministic travel launch at ride start. - INFRA: plugin and UI internals reorganized into focused modules for faster and safer updates, no behavior change.
whyy? Posted August 16 Posted August 16 (edited) Last properly working version for me is 0.147. Newer ones don't spawn cart after pressing "request cart". I also noticed that in versions 0.155 and 0.199 Scripts/Source folder is empty... Could it be that you forgot to ship files in latest patches? Using ones from older versions doesn't help (Obviously, was worth a try though). Otherwise, great work sir. Edited August 16 by whyy?
johntrine Posted August 16 Posted August 16 when it comes to choosing the npc, has anyone tested what happens if you choose a follower that is actively following you
Fraying9981 Posted August 16 Author Posted August 16 (edited) 6 hours ago, whyy? said: Last properly working version for me is 0.147. Newer ones don't spawn cart after pressing "request cart". I also noticed that in versions 0.155 and 0.199 Scripts/Source folder is empty... Could it be that you forgot to ship files in latest patches? Using ones from older versions doesn't help (Obviously, was worth a try though). Otherwise, great work sir. please share the log 2 hours ago, johntrine said: when it comes to choosing the npc, has anyone tested what happens if you choose a follower that is actively following you It should work fine. the follower would get its package overriden for the duration of the ride, then reset to what it was before. Let me know if it's not overriden, I could increase the package priority of my mod. Edited August 16 by Fraying9981 1
whyy? Posted August 16 Posted August 16 32 minutes ago, Fraying9981 said: please share the log Nevermind that, I figured the issue. After initial test and making sure everything works on older version I might have ESLefied cartbeta.esp After rolling that back, 0.199 works just fine.
Fraying9981 Posted August 16 Author Posted August 16 (edited) 4 minutes ago, whyy? said: Nevermind that, I figured the issue. After initial test and making sure everything works on older version I might have ESLefied cartbeta.esp After rolling that back, 0.199 works just fine. no worries! thanks for reporting back. I will explore at some point eslfying the source .esp to save a slot. But indeed in the present state, this will likely break references. Edited August 16 by Fraying9981
Fraying9981 Posted Tuesday at 01:15 PM Author Posted Tuesday at 01:15 PM Ulfber 0.1999 - Change Log - NEW QoL: destination search now stays in your current world by default; click the loop icon in the search bar to browse every location, with unreachable cross-world ones greyed out, grouped at the bottom, and labeled with their world name (still selectable). - QoL: rescue option on the approach screen teleports a stuck driver and her cart to you so the pickup can complete. - FIXED: bookmarks saved in modded worldspaces (Underworld City, Modern Scrolls, and others) no longer place the destination marker in the wrong world; an unreachable destination now fails clearly instead of quietly starting a broken ride. - FIXED: reachability detection no longer breaks after load order changes (stored world IDs are re-resolved live), and new bookmarks record the correct owning plugin and world name. - Visual: minor spacing fix for the previous drivers badge on the driver select screen.
Fraying9981 Posted Tuesday at 11:16 PM Author Posted Tuesday at 11:16 PM Ulfber 0.221 - Change Log - NEW QoL: location auto-import. Every discovered map marker across all your mods becomes a searchable, ridable destination. Offered once on first launch (Terms of Carriage screen), re-runnable from the settings panel. - NEW QoL: search results are paginated (10 per page), both while typing and in browse mode. - QoL: every destination row shows live distance; browse mode sorts nearest-first. - QoL: bookmark names infer the nearest vanilla location ("near rorikstead 001"); far or mod-world bookmarks get "custom bookmark" names instead of wrong placeholders. - QoL: new debug action (settings) resets a frozen driver's AI mid-ride without ending the ride. - QoL: increase speed animations have been disabled for now - too unstable. - FIXED: destinations in another world can no longer be picked; you get clear feedback instead of a ride that can never move. - FIXED: hard reset now also flushes the driver's AI, fully recovering a wedged driver without relaunching the game. - Infra: ride heartbeat telemetry (distance trend, speed, active package, every 2s) so stalled drivers are diagnosable from the log.
Fraying9981 Posted Friday at 11:49 PM Author Posted Friday at 11:49 PM Ulfber 0.231 - Change Log - NEW QoL: game keystrokes are blocked while the menu is focused so hotkeys and movement do not fire underneath the panel. - QoL: ride telemetry is off by default; set RideTelemetry=true in UlfberUI.ini only when diagnosing a stalled driver.
Fraying9981 Posted 11 hours ago Author Posted 11 hours ago Ulfber 0.233 - Change Log - NEW Gameplay: SkyrimNet driver thoughts on ride beats (harness, approach, go, gait, stop, arrive, end). New soft dependency: SkyrimNet required. Mod will work without SkyrimNet/Update safe.
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