Beef Cheeks Posted October 6, 2020 Posted October 6, 2020 On 10/1/2020 at 9:12 AM, bnthg2020 said: so from my understanding the entire mod(script wise) works for sse its just the animation files that are not working for sse if this helps See MadMansGun's reply earlier. The animations rely on a certain saddle node being in the skeleton. It does not exist for any of the SSE skeletons currently, I believe.
bnthg2020 Posted October 8, 2020 Posted October 8, 2020 On 10/6/2020 at 6:23 PM, XenoDrake said: See MadMansGun's reply earlier. The animations rely on a certain saddle node being in the skeleton. It does not exist for any of the SSE skeletons currently, I believe. I've fixed this issue by using Catheredral and now it kinda works but the textures are missing from the download file itself
Beef Cheeks Posted October 8, 2020 Posted October 8, 2020 5 hours ago, bnthg2020 said: I've fixed this issue by using Catheredral and now it kinda works but the textures are missing from the download file itself How would a weather mod fix this? I don't believe that is possible as they don't even touch the same records in the game.
bnthg2020 Posted October 8, 2020 Posted October 8, 2020 1 hour ago, XenoDrake said: How would a weather mod fix this? I don't believe that is possible as they don't even touch the same records in the game. i'm refering to the asset optimiser
Beef Cheeks Posted October 8, 2020 Posted October 8, 2020 49 minutes ago, bnthg2020 said: i'm refering to the asset optimiser Be careful what options you choose in the optimizer. Most textures do not actually need conversion for SSE. It's mainly the meshes that sometimes need optimization. Running it for me, it only needed to optimize the nif's with "necessary optimization" checked. But the issue still lies that people cannot get the animations to load. Have you had any luck?
snorp69 Posted October 11, 2020 Posted October 11, 2020 Here is an SE port of RidingStyles v2, done with FingersCrossed's permission. ? I did encounter some oddities but the core functionality appears to work just fine. Minus key on the numpad worked; MCM showed up after a save and load from said save. RidingStyles2V3.0-SE.7z 8
Nooky monster Posted October 12, 2020 Posted October 12, 2020 I used to have the original riding style mod, that worked well. Now with ver.2 or 3 my game crashes instantly every time. Even on a new game, any help would be nice. BTW. Yes I run FINIS and all
hana120 Posted October 13, 2020 Posted October 13, 2020 I tried the mod. The equipment looks good on the horse, but when I step on it, it's a T-character above the horse.
zerozerosix Posted November 1, 2020 Posted November 1, 2020 How do we change animations? Mcm menu doesn't have change animations for all rideable characters. Also the animations doesn't seem to work. I choose ride mount and the animation plays but I'm just hanging in the air while the creature is somewhere else. I really hope someone takes over this mod and makes it better. Still a great mod.
neneXgod Posted December 14, 2020 Posted December 14, 2020 Any update for SE version? I like the idea of this mod. 1
Wonders of Eros Posted December 22, 2020 Posted December 22, 2020 Any update for SE version? I like the idea of this mod. I would not get my hopes up. At least five individuals have made attempts at porting the mod to SE, but none of these ports have functioned as intended. I know of two who looked into it in depth, making multiple ports for me to try out. Of those, only one made any progress. Using it the animations would work every once in a while upon a brand new save game, but the saddle function would later break once all my other mods had been enabled in-game.
EFHT Posted January 16, 2021 Posted January 16, 2021 If manual adjustments are not required, this MOD will be the only reason I use horses to travel on the map. ( just silently looking forward to some day this mod become plug-and-play .) 1
RevanCathal Posted January 23, 2021 Posted January 23, 2021 On 10/11/2020 at 1:32 PM, snorp69 said: Here is an SE port of RidingStyles v2, done with FingersCrossed's permission. ? I did encounter some oddities but the core functionality appears to work just fine. Minus key on the numpad worked; MCM showed up after a save and load from said save. RidingStyles2V3.0-SE.7z 4.12 MB · 540 downloads The animations work but ran into a texture issue that wound up corrupting my game entirely after trying to manually apply ICY Gear to my PC. Also adding bodyslide files for the various body replacers out there for said icy gear would be a plus.
decaluka Posted February 5, 2021 Posted February 5, 2021 I really hope this gets updated to fix its remaining issues someday (and maybe to make sure it 100% works with ABC?).
BadBear69! Posted February 8, 2021 Posted February 8, 2021 If anyone is still watching this mod and willing to help, I have some bugs. None of the textures (straps and wood pieces, things to "mount" the player to the thing) have no textures, the position on the wolf is wrong and there's no MCM to fix it.
tonitrulupus Posted April 7, 2021 Posted April 7, 2021 On 2/8/2021 at 1:19 AM, BadBear69! said: If anyone is still watching this mod and willing to help, I have some bugs. None of the textures (straps and wood pieces, things to "mount" the player to the thing) have no textures, the position on the wolf is wrong and there's no MCM to fix it. I am finding the only mount that looks right is the horse all the other the PC is off to the side some plat and "static" but this is for the SE ver.
tonitrulupus Posted April 7, 2021 Posted April 7, 2021 On 10/11/2020 at 12:32 PM, snorp69 said: Here is an SE port of RidingStyles v2, done with FingersCrossed's permission. ? I did encounter some oddities but the core functionality appears to work just fine. Minus key on the numpad worked; MCM showed up after a save and load from said save. RidingStyles2V3.0-SE.7z 4.12 MB · 869 downloads I am finding the only mount that looks right is the horse all the other the PC is off to the side some plat and "static"
fingerscrossed Posted June 6, 2021 Author Posted June 6, 2021 Contemplated whether or not to make a post before I had a finished version update, but I decided to make one to get any feedback I am missing. After a long period of time, I am looking at this again to make an update with some changes/fixes. A few months back, I was able to set up a fairly clean install that I can use for actually testing/debugging outside of my normal Skyrim game. I hadn't looked at this in quite a while, but decided to return and see if I could fix a few things now that I'm more experienced, or something. Also, I see a lot of posts tagging the topic asking people to fix it. IMPORTANT NOTES: I use LE and I do NOT have SE. I know someone has made conversions to SE before, and they have my permission to. This will ONLY be on the code base/engine. Several years back I lost the animation files I had used and I no longer have access to the animation software I originally used. If someone wants to make new animations, I am happy to include/update but that is NOT something I am doing myself I have bugs that I am tracking that I can replicate. If you have bugs you want to see fixed, I need as much info as possible (Are you running LE/SE? When does the bug happen? Etc.) Okay, so with that out of the way, here's where I'm at: Things I have confirmed on my game: I can, using the menu, convert all of the types of base creatures into their mount form, mount them as the player, and have the mounted animation play. The Horse, Giant, and Wolf equip the saddle gear for the animations when I mount them. Bugs Being Tracked/Fixed/Worked on: Mounting via menu always selects a random mount animation If you dismount then remount too quickly afterwards, a riding animation won't play - Fixed The giant penis no longer appears to be in the correct position (Might be an issue with some change in the skeleton?) Sprinting while mounting causes issues (there is currently no Sprinting AA). This breaks the mount animation for Werewolfs. I have seen several posts on missing textures, but it is not an issue I am able to reproduce at the moment. I am looking into the mod packaging. The blowjob AA set for the giant doesn't seem to be working. Updates I am currently working on: More fluid mount/dismount - Completed (A bit more fluid with mount/dismount in terms of timing. Mounting still requires the mount animation and dismount currently still requires a ragdoll) Spells to summon riding versions of Creatures (with spells added to player via MCM) - Completed Ability for Mounts summoned by spells to be ridden without need for menu - In Progress Spells to use as an alternative to using the menu for mounting/etc. - In Progress Ability to toggle on/off debug notifications via MCM since I have a lot of them I've used for tracking where things go wrong. Things I might do: Based on some other mods, I figured out a way a little while back on how you could potentially have a rider underneath a horse and a rider on top. I don't have any of the code for this implemented and I'd have to find the notes/information again, but if the other aspects go well, I may add this. Riding outfit storage system: basically a way to save "outfits" that an individual riding would wear. I figured out how to do this in another mod I worked on, and may try and find my code and port it over. Please note that it's been about 3 years since I've looked at the code for this particular mod, so I'm not making any promises on fixing all of the issues or adding all of the above updates. 8
fingerscrossed Posted June 6, 2021 Author Posted June 6, 2021 Quick update and a request: Request: Can someone who has had issues with textures not loading in LE please post a screenshot of what textures are not loading? Bugs Being Tracked/Fixed/Worked on: Mounting via menu always selects a random mount animation - Fixed If you dismount then remount too quickly afterwards, a riding animation won't play - Fixed The giant penis no longer appears to be in the correct position (Might be an issue with some change in the skeleton?) - Fixed (Needed to update to more recent MNC Skeleton as base, adding saddlebone. There would be a much better solution to discuss with MNC or similar to have them add a saddlebone to their base skeletons to prevent similar issues in the future, but this works for a temp fix) Sprinting while mounting causes issues (there is currently no Sprinting AA). This breaks the mount animation for Werewolfs. - Partial Fix - Added Run AA as Sprint AA which seems to work for nearly all of the mounts except werewolf. I have seen several posts on missing textures, but it is not an issue I am able to reproduce at the moment. I am looking into the mod packaging. - See request above. (I have decided that, rather than try and sort through all of the textures, I would wait to see what people post as missing since all of them load properly for me) The blowjob AA set for the giant doesn't seem to be working. - Fixed (It would just never be chosen previously, but still exists and works) Updates I am currently working on: More fluid mount/dismount - Completed (A bit more fluid with mount/dismount in terms of timing. Mounting still requires the mount animation and dismount currently still requires a ragdoll) Spells to summon riding versions of Creatures (with spells added to player via MCM) - Completed Ability for Mounts summoned by spells to be ridden without need for menu - Completed (Pending bug testing, it seems to work for player. Not sure if it would work for NPCs. Additionally missing a few things you can do with the menu version such as adjusting/updating position). Spells to use as an alternative to using the menu for mounting/etc. - In Progress Ability to toggle on/off debug notifications via MCM since I have a lot of them I've used for tracking where things go wrong. - In Progress Overall pretty good progress. I know that a lot of people were annoyed when the ability from the earlier version of the mods to just use a spell to summon a mount and ride it using the animations, so I've tried to make that back available. 8
fingerscrossed Posted June 7, 2021 Author Posted June 7, 2021 Ok, new version about to go live. I've done a decent bit of testing, but I'm honestly too tired to recheck everything after compiling into a zip for installation. I still need to update front post since there's a good bit of new information/stuff. This version should be much better than previous versions, so if you have a chance to test it out let me know what you think. With that said, bug tracker/etc. Bugs Being Tracked/Fixed/Worked on: Mounting via menu always selects a random mount animation - Fixed If you dismount then remount too quickly afterwards, a riding animation won't play - Fixed The giant penis no longer appears to be in the correct position (Might be an issue with some change in the skeleton?) - Fixed (Needed to update to more recent MNC Skeleton as base, adding saddlebone. There would be a much better solution to discuss with MNC or similar to have them add a saddlebone to their base skeletons to prevent similar issues in the future, but this works for a temp fix) Sprinting while mounting causes issues (there is currently no Sprinting AA). This breaks the mount animation for Werewolfs. - Partial Fix - Added Run AA as Sprint AA which seems to work for nearly all of the mounts except werewolf. I have seen several posts on missing textures, but it is not an issue I am able to reproduce at the moment. I am looking into the mod packaging. - See request above. (I have decided that, rather than try and sort through all of the textures, I would wait to see what people post as missing since all of them load properly for me) The blowjob AA set for the giant doesn't seem to be working. - Fixed (It would just never be chosen previously, but still exists and works) Icy gear won't equip - Fixed Crash Fix - Fixed - I'm an absolute dumbass who had something I was apparently testing in the last version (2 quests related to Slave Carts, i.e., a player/NPC under the horse on a cart pulling it) that had 6-8 scripts between them, and none of the scripts were included in the download. This was contributing to instability at loading and has been removed. Updates I am currently working on: More fluid mount/dismount - Completed (A bit more fluid with mount/dismount in terms of timing. Mounting still requires the mount animation and dismount currently still requires a ragdoll) Spells to summon riding versions of Creatures (with spells added to player via MCM) - Completed Ability for Mounts summoned by spells to be ridden without need for menu - Completed (Pending bug testing, it seems to work for player. Not sure if it would work for NPCs. Additionally missing a few things you can do with the menu version such as adjusting/updating position). Spells to use as an alternative to using the menu for mounting/etc. - Completed Ability to toggle on/off debug notifications via MCM since I have a lot of them I've used for tracking where things go wrong. - Partial Fix - I just decided to comment out some of the unnecessary debug notifications. If needed for player side debugging, I'll return them. Followers Ride assigned Mounts in a riding style - Completed - see below/front page Riding Outfit Storage - Completed - See below/front page Followers Riding Mounts: Followers can be assigned a mount that they will gain ownership of and use while player is riding a mount if you have an appropriate mod installed (i.e., ATF) that allows followers to use horses. I ended up having to use a non-ideal method to get this to work (setting up a script to essentially poll the rider after they are given possession of a mount to see if they are riding it) because the game does really strange things. See front page for more info. Riding Outfit Storage: Player can equip an item and then use a button in the MCM to store that outfit as a riding outfit. Whenever a player or NPC begins the riding animation, if the toggle for using the riding outfit is enable, they will remove all of their items and equip the items in the riding outfit (note that for NPCs this will remove both their normal and sleep outfits). Better Stability: As mentioned above, I found out going throw some papyrus crash/debug logs that I screwed up and included references to scripts that didn't exist in the mod (or dependencies, or, well, anywhere you could get them). This has been removed, so the mod should be appreciably more stable. Code Rewrite: I promised myself at the start of this that I wasn't going to rewrite any code that technically worked to make it better. I told myself that bold face lie and several hours later the code back end looks a lot better and is much better futured proofed. Sanity Check: If you're seeing this and have gotten this far, please check out the new version and let me know if everything is working. 6
fingerscrossed Posted June 7, 2021 Author Posted June 7, 2021 Sorry for double post, but I wanted to make one more comment before I head to bed and forget. As a reminder, it is outside of my skill set and interest to learn at the moment to update/improve/add: New animations New Meshes New Textures If this is something that you'd like to add to the mod, either directly or via a .esp plugin, now that the mod is (hopefully) no longer quite as much of a dumpster fire, please let me know and I'll be happy to work with you on the framework side. And now, with that, let the bug reports roll in. 3
M. Fraise J. Posted June 7, 2021 Posted June 7, 2021 I am really happy you didn't abandoned this mod and fixed most issues. I will check this for issues right now. This mod is really good and haves nice riding animations
M. Fraise J. Posted June 7, 2021 Posted June 7, 2021 First possible issue (maybe just me): Banners aren't working during Horse Riding, used a clean save, banners don't work. Other problems weren't still found, and i hope there is no more problems.
fingerscrossed Posted June 7, 2021 Author Posted June 7, 2021 27 minutes ago, MaJaNamesuu said: First possible issue (maybe just me): Banners aren't working during Horse Riding, used a clean save, banners don't work. Other problems weren't still found, and i hope there is no more problems. Banners completely slipped my mind to check because I never ends up using them. I'll try and take a look at it tomorrow. If that ends up being the only issue, though, I'll be pretty pleased compared to last release.
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