Jump to content

Recommended Posts

Posted
55 minutes ago, Seabook00 said:

no i have skyrim legendary edition and yes i have run fnis i even tried starting a new game and my chracter mount the horse and then it start running on top of the horse

and the message trying to change aa set appears

I honestly don't know why... Try using summonned horse from mod, if it wont work... Try the old technique. Set 5.1 on top of 3.0, always works(it is almost meme like reboot your pc if something is broken) ?
Important question: Do you use MO2 for this? If yes, try to set highest priority and sort loading list, maybe it haves some effect too.

Posted
48 minutes ago, MaJaNamesuu said:

I honestly don't know why... Try using summonned horse from mod, if it wont work... Try the old technique. Set 5.1 on top of 3.0, always works(it is almost meme like reboot your pc if something is broken) ?
Important question: Do you use MO2 for this? If yes, try to set highest priority and sort loading list, maybe it haves some effect too.

ye i use mo2 and i did the stopquest _rs2quest and startquest _rs2quest command and it got fixed, i totally forgot that part in the mod description page

Posted

Slightly confused as to how the follower and play mount the same mount. Is it possible to have the follower ride the mount normally and have the player using the alternative animations on the same mount?

Posted
3 hours ago, Crota said:

Slightly confused as to how the follower and play mount the same mount. Is it possible to have the follower ride the mount normally and have the player using the alternative animations on the same mount?

 

Currently no, there is no way to do this.  It is possible to have the follower and player mount different mounts, with either one or both using the alternative animations.

 

It's something I've looked into, but is non-trivial to implement.

Posted (edited)

Very excited to see this update, thank you Fingerscrossed! Time to test it out... *fingers crossed* ?

 

EDIT: I've had a few minutes to test it and it works! I mean, not ALL of it naturally, but most of it! Here's the two main issues I found:

 

1) When setting new adjustment keys, you have to back all the way out of MCM and go back in to set the next key.

2) Adjustment keys do not appear to do anything, despite the messages at the top.

3) Atronarch's penis is slightly off center, so it doesn't actually sit between the players legs. Not sure if that is an asset you can change.

 

Sadly, my character is not quite in the right position for the wolf or horse, so I will have to be satisfied with other mounts.

Edited by deeyock
Posted

Has anyone had any luck with porting 5.1 to SE ?
seen here and there some say its working to some degree but i cant find any files for it.

Posted
38 minutes ago, Vulgein said:

This loosely worked for me though the harness are kinda untextured. :(RidingStyles2V5.1.rar

Special Edition? If yes, well. This is not a surprise as mod is not supported on SE right now, and much textures are lost. If Legendary Edition... I dont know why, i have all needed textures

Posted
1 hour ago, ther1pper said:

Is there a list of creatures this mod works on, or is it just the Ice Atronok, Wolf, and Horse?

Ice Atronach, Wolf, Horse, Giant and Werewolf for now

Posted (edited)

Question for the author. I'm working on a mounting mod and wondering if you know how to make npcs stay on their mounts, while the mount fights, during a battle.

Edited by Relevant Halo
Posted (edited)
On 6/10/2021 at 10:46 AM, deeyock said:

Very excited to see this update, thank you Fingerscrossed! Time to test it out... *fingers crossed* ?

 

EDIT: I've had a few minutes to test it and it works! I mean, not ALL of it naturally, but most of it! Here's the two main issues I found:

 

1) When setting new adjustment keys, you have to back all the way out of MCM and go back in to set the next key.

2) Adjustment keys do not appear to do anything, despite the messages at the top.

3) Atronarch's penis is slightly off center, so it doesn't actually sit between the players legs. Not sure if that is an asset you can change.

 

Sadly, my character is not quite in the right position for the wolf or horse, so I will have to be satisfied with other mounts.

 

1) Hmm, I'd have to look into this some.  I'm not too familiar at the proper way to set up all of the MCM options (I just used the MCM guide that came with it).

2) I checked and they worked fine for me, but I think I know what the issue is.  Due to the way that the mounting is handled, only mounting done by the Spell or Menu can use the adjustment keys.  Followers mounting via the ownership options or the player mounting a summoned mount by the activate key can not currently use the adjustment keys.  I think I'd need to rewrite that whole function/storage to make it work for that to be the case.

3) Ok, this one took me a minute to solve.  The short of it is, when this mod first came out and I was making the first version, there was no penis for the frost atronach, so I hacked together my own mesh for it and essentially made that the stock mesh for the Frost Atronach.  That didn't get added to the most recent releases.  But, because of this, the Frost Atronach penis that was added later through MNC isn't in the same spot. The solution appears to be just have the Riding Frost Atronach continue to use the old animation and the old .nif of the naked frost atronach with penis.  If someone wants to update or make a new animation, I can change this to new the new more "official" penis, but this should hopefully work in the interim.  I will try to add this back in for a V5.2 release, but I've run into a really strange issue:  The penis renders in nifscope, and it renders in CK, but it doesn't render in game.

Edit: Figured this out.  Turns out if you want to see updates you make in the creation kit take effect in game, you have to actually use the .esp/,esm file you are saving the changes to.  Who would have guessed?

 

4 hours ago, ther1pper said:

Is there a list of creatures this mod works on, or is it just the Ice Atronok, Wolf, and Horse?

 

Frost Atronach, Wolf, Horse, Werewolf, and Giant.  There's actually some backend support already in place for extended that to other races (Chaurus, Spiders, etc.) but no animations exist for them, so it is currently just those 5.

 

1 hour ago, Relevant Halo said:

Question for the author. I'm working on a similar mounting mod and wondering if you know how to make npcs stay on their mounts, while the mount fights, during a battle.

 

To clarify, are you asking how to essentially have the mount fight while the rider sits there, vs preventing the mount from fighting?  If the goal is to have the mount fight, this is actually pretty tricky to do using Skyrim's horse system, particularly for NPCs, and I think doubly so if you want the mount to be the one fighting instead of the rider.  My current thought on how to do this would be pretty janky:

1) Don't use normal mounting system

2) Use a havok ball and socket to connect the rider to the mount as a vehicle.

 

 

Edited by fingerscrossed
figured out an issue
Posted

Update on something I was looking into today:

 

It's been discussed before about the idea of essentially having tandem riding (one above riding normal, one below riding bound).  I looked into this today and what I found is that it is definitely possible, but implementation is actually worse/more difficult than I previously expected.  The solution comes from the ride sharing mod (which lets essentially like a follower mount up behind you and ride with you).  In this mod, it basically attaches the follower to the player, using the player as the vehicle for the follower (it's a bit more complicated, but this is the high level method).

 

The issues I have are this:

 

1) The solution actually only works attaching a secondary (or potentially tertiary) actor to an actor who is actively riding a mount.  This is because the havok constraints will fall off if you attach them normally to a living actor (but because of the way riding a mount works, you can attach them to the rider)

2) This means that I can't attach the havok directly to the mount (since it is a living actor) like I was originally planning, which would have allowed me to only need to have 1 animation/set of offsets (since the rider should likely always be riding relative to the mount in the same way).

3) This means that instead both riders will have to be linked together, which means that offsets would have to be done potentially for each animation.

4) Havok constraint doesn't have a rotation offset (that I've seen) that can modified, just a distance/positional offset.

5) This means that it would either require a special animation, or additional use of an NINode offset (like I've done with some of the actor positioning).

6) It also means that the top rider would have to dismount whenever the bottom rider dismounted and that there will need to be some additional tracking to get it to work in terms of quest scripts.

 

 

Typing it out, I'm thinking there is actually probably a solution here I could implement without outside help.  When I was working on it earlier, using the NINode Offset didn't cross my mind until I typed it out, so what would likely have to happen would be:

 

For case of Bottom Rider, Top Rider, and Mount.

 

1) Top Rider would have to watch via script or event for Bottom Rider to start riding Mount.

2) Once Bottom Rider was on, havok constraints would be placed and connected to bottom rider then top rider.

3) The animation being used by bottom rider would be looked up, then based on that animation top rider would be re-positioned using an Ni Override.

4) Top Rider would then need to monitor for a specific dismount message sent to them, or bottom rider being dismount to remove Ni override and havok constraints.

 

Overall, this seems like it would be a very unstable solution with a lot of issues, so I'm not sure if I'm going to go for it (the large offset between the two actors makes me think that the top actor would be flying all over the place).

Posted

image0.jpg

 

 

Sorry, im playing SE, and when i using your mod with CAO convert, it still become like this :(

Can you guide us for solve this problems, i really love your mod.

 

I have tried some mod some guys post above, but it still not work

when riding it still say " trying to change AA set " then become like this :(

Posted
5 hours ago, fingerscrossed said:

 

To clarify, are you asking how to essentially have the mount fight while the rider sits there, vs preventing the mount from fighting?  If the goal is to have the mount fight, this is actually pretty tricky to do using Skyrim's horse system, particularly for NPCs, and I think doubly so if you want the mount to be the one fighting instead of the rider.  My current thought on how to do this would be pretty janky:

1) Don't use normal mounting system

2) Use a havok ball and socket to connect the rider to the mount as a vehicle.

 

 

 

Yes, trying to make the mount fight, while the rider sits there..

Right now, when a battle starts, the rider immediately dismounts and fights on foot.

Posted

It's crazy that you came back to edit this mod, you are doing Gods work. And i appreciate the hell out of you. Modders dont get the love they deserve. 
I've got my eyes glued, waiting for that SE to work but Im enjoying the ride (pun intended) of watching how great of an author you are

 

Posted
14 hours ago, harems said:

image0.jpg

 

 

Sorry, im playing SE, and when i using your mod with CAO convert, it still become like this :(

Can you guide us for solve this problems, i really love your mod.

 

I have tried some mod some guys post above, but it still not work

when riding it still say " trying to change AA set " then become like this :(

 

I have the same issue, waiting for a solution.

 

Posted

So, it turns out I do actually have SE purchased in steam, I've just never used it and probably bought it one night when I was drunk.

 

I don't have a fully modded out Skyrim for SE, and I just grabbed a random save file online to use for a very quick test check out.  I make no promises that this fully works.  I make no promises that I tested anything other than a quick mount up and verify that animations/items load and fixed a few quick issues. I make no promises that I will continue to support SE. 

 

Try this out, and if it does work, let me know and I will look to update the main page with a download for it.  If it doesn't, let me know what the issue is.

 

On a related note, I was thinking I'd set up a relatively stable SE installation, but then I realized just how many things I need to reacquire (even without going for 150+ mods like in LE, but just getting outfits, etc.)

 

 

RidingStyles2V5.1se.7z

Posted

I spent a while yesterday looking for a mod that I remembered but could find anywhere.  It was a mod revolving around the carriage system that essentially added carriages that had Zaz furniture on the back that passengers would lock into, and I vaguely remembered modding it to accept a Riding Styles rider for the carriage horse.  I looked and looked and felt like I was going crazy, because the closest thing I found (the PAH Slave Cart mod) was definitely not it.  I was just about to assume it was all a fever dream when I realized that I was an idiot.

 

Turns out what I was remembering was the Riding Styles Quests mod I had worked on some as a potential companion to Riding Styles, so I was searching online for my own unpublished mod. 

 

Before it gets asked, no, it's not currently in a state to be released, but I may work on it some.

 

Screen shot below to give an idea of what it looks like.  Currently the driver won't sit right because he's an asshole.

 

Spoiler

20210612191416_1.jpg.23a4b33a0cb38e1398a54f1d5af99b5d.jpg

 

Posted
On 6/11/2021 at 7:39 PM, fingerscrossed said:

Frost Atronach, Wolf, Horse, Werewolf, and Giant.  There's actually some backend support already in place for extended that to other races (Chaurus, Spiders, etc.) but no animations exist for them, so it is currently just those 5.

Thank you.

Posted (edited)
12 hours ago, fingerscrossed said:

So, it turns out I do actually have SE purchased in steam, I've just never used it and probably bought it one night when I was drunk.

 

I don't have a fully modded out Skyrim for SE, and I just grabbed a random save file online to use for a very quick test check out.  I make no promises that this fully works.  I make no promises that I tested anything other than a quick mount up and verify that animations/items load and fixed a few quick issues. I make no promises that I will continue to support SE. 

 

Try this out, and if it does work, let me know and I will look to update the main page with a download for it.  If it doesn't, let me know what the issue is.

 

On a related note, I was thinking I'd set up a relatively stable SE installation, but then I realized just how many things I need to reacquire (even without going for 150+ mods like in LE, but just getting outfits, etc.)

 

 

RidingStyles2V5.1se.7z 3.6 MB · 20 downloads

Thanks you for your hard work. Here is my image that I test in SSE with Riding Styles 2 + Creature Framework V2.02 + More Nasty Critters ( I installed MNC to see how it would look with Riding Styles 2 ). No CTD or anything for me after half an hour. Mounting is a bit out of align for me, maybe because I use BHUNP body type?. 

 

Spoiler

ScreenShot10.png.19c0ff9f4957e2f9c1e6691f80d82dbe.pngScreenShot11.png.55dead140192f18e0c9ae43679e99a56.pngScreenShot12.png.3e6bf182dd99efebcdbad9cf04bd1d8d.pngScreenShot13.png.43f7810c722283f8c335bcd26eb76b63.pngScreenShot14.png.79ac3404639c8fc341ff3b4267bbca52.pngScreenShot15.png.35acd8c4f4e16b006d7d7123dbe4cdf5.pngScreenShot16.png.81354a26d5f349c08636b01f225968bf.pngScreenShot17.png.7f37a3123878ef4edd46e750a86f34d2.pngScreenShot18.png.12311063210041aeb54291ec3aa79f6d.png

 

Edited by neneXgod
Posted
6 hours ago, neneXgod said:

Thanks you for your hard work. Here is my image that I test in SSE with Riding Styles 2 + Creature Framework V2.02 + More Nasty Critters ( I installed MNC to see how it would look with Riding Styles 2 ). No CTD or anything for me after half an hour. Mounting is a bit out of align for me, maybe because I use BHUNP body type?. 

 

  Reveal hidden contents

ScreenShot10.png.19c0ff9f4957e2f9c1e6691f80d82dbe.pngScreenShot11.png.55dead140192f18e0c9ae43679e99a56.pngScreenShot12.png.3e6bf182dd99efebcdbad9cf04bd1d8d.pngScreenShot13.png.43f7810c722283f8c335bcd26eb76b63.pngScreenShot14.png.79ac3404639c8fc341ff3b4267bbca52.pngScreenShot15.png.35acd8c4f4e16b006d7d7123dbe4cdf5.pngScreenShot16.png.81354a26d5f349c08636b01f225968bf.pngScreenShot17.png.7f37a3123878ef4edd46e750a86f34d2.pngScreenShot18.png.12311063210041aeb54291ec3aa79f6d.png

 

 

Hmm, yeah.  There are a lot of things that can affect alignment (body type might, scale, etc.).  Several of the animations are even a bit misaligned in the LE version, which was why I added the alignment keys (and even with using the alignment some of them don't fully sync up).  Since the SE port seems to be working, I'll go ahead and post it in the SE section so that people can find it.

Posted

enb2021_6_14_02_49_17.jpg.1c5cda1de17fefe24bdb201a4a38e012.jpg

 

@fingerscrossed

I installed the your se mod, but i still fail

it still have the running on the horse and running with giant like that

 

i have try the stop/start quest

but it not work, still like above

 

Posted
12 minutes ago, harems said:

enb2021_6_14_02_49_17.jpg.1c5cda1de17fefe24bdb201a4a38e012.jpg

 

@fingerscrossed

I installed the your se mod, but i still fail

it still have the running on the horse and running with giant like that

 

i have try the stop/start quest

but it not work, still like above

 

Just verifying, but you have run FNIS after installing the SE mod I sent, correct?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...