nali_m Posted September 13, 2021 Posted September 13, 2021 ths for the mod. one question: summoned a horse and then i summon again,the one i summoned before wont be disappered,then there will be more and more horses in my game...
fingerscrossed Posted September 14, 2021 Author Posted September 14, 2021 On 8/31/2021 at 10:14 PM, spicysauce said: Spoiler hello, I'm having a hard time setting up everything after doing the self troubleshooting that was in the front page. i got nothing. for some reason all the dicks will not get hard when i mount. I provided the load order and stuff. it is all the creatures. I don't believe i am the only one dealing with this, but I cant seem to find the solution in this chat after some looking. Thank you! Let me know if you guys need anything else! An initial guess looking at load order is it might be an issue of mount skeleton getting overridden. Try moving xpmse above MNC/CreatureFramework in load order (I believe those are where the skeletons needed are from). IIRC, there is a specific bone in the skeleton that CF looks for in order to mount a dick. On 9/13/2021 at 8:47 AM, nali_m said: ths for the mod. one question: summoned a horse and then i summon again,the one i summoned before wont be disappered,then there will be more and more horses in my game... This is intentional by design in case you wish to have followers riding summons as well as players. I thought I had a spell that could be used to unsummon all mounts or a target mount but it may have gotten removed at one point. As a note for SSE users who were experiencing the issue of standing on the horses/mounts instead of riding them with animation, I've written up a bit on that in the SSE thread, but the long and short of it is that, at the moment, I don't understand what's causing the problem.
nali_m Posted September 15, 2021 Posted September 15, 2021 5 hours ago, fingerscrossed said: An initial guess looking at load order is it might be an issue of mount skeleton getting overridden. Try moving xpmse above MNC/CreatureFramework in load order (I believe those are where the skeletons needed are from). IIRC, there is a specific bone in the skeleton that CF looks for in order to mount a dick. This is intentional by design in case you wish to have followers riding summons as well as players. I thought I had a spell that could be used to unsummon all mounts or a target mount but it may have gotten removed at one point. As a note for SSE users who were experiencing the issue of standing on the horses/mounts instead of riding them with animation, I've written up a bit on that in the SSE thread, but the long and short of it is that, at the moment, I don't understand what's causing the problem. I need that spell which can unsummon all mounts !!,or some console scripts?
gisdaman Posted September 21, 2021 Posted September 21, 2021 (edited) It would be cool, if the mod can be made compatible with SkyTrek, or have an autopilot feature to go to marked destinations or follow an NPC. Or be able to ride around like a strapped-in meat armor or human cocksleeve, to a combat controllable frost atronach, giant, lurker, etc. Unfortunately, that is beyond my zero abilities to program and animate. Edited September 21, 2021 by gisdaman missing words 1
spicycrunchypants Posted September 28, 2021 Posted September 28, 2021 With this new load order i am unable to get the mounts erected, I am also unable to bring the Xpmse above the creature framework in the load order, at least when it comes to the plugins. Ive put Xpmse below and above creature framework on the left side. i made adjustments but i am still having the issues. current load order:
fingerscrossed Posted September 30, 2021 Author Posted September 30, 2021 On 9/14/2021 at 9:29 PM, nali_m said: I need that spell which can unsummon all mounts !!,or some console scripts? Hmm ... looks like it may have been in a previous version, but if I get some time I'll see if I can write a little script/spell that can do that. On 9/21/2021 at 4:46 AM, gisdaman said: It would be cool, if the mod can be made compatible with SkyTrek, or have an autopilot feature to go to marked destinations or follow an NPC. Or be able to ride around like a strapped-in meat armor or human cocksleeve, to a combat controllable frost atronach, giant, lurker, etc. Unfortunately, that is beyond my zero abilities to program and animate. Autopilot, like SkyTrek, actually isn't too hard to make (but can be very tedious). The basics of what you need to do to get it to work are pretty simple (and I've done before in a lot of personal mods I have that focus on player AI/automation), but what's tends to be most tedious/time consuming for something like that is registering all of the different locations a player can go. It makes things go a little bit faster when you are using a script with boxes like SkyTrek (vs when I've done it before with dialogue options. So many dialogue boxes ...) but it's still a bit of a tedious pain. Depending on how other things I'm working on go, I might be able to put something together to add this capability, but I make no promises on it or any timelines. As far as the combat controllable goes, with the way that Bethesda implemented mounts, I don't know of a way to do this, and I don't know of anyone who has found a way to do this. As near as I can tell, somewhere in the backend of Skyrim when an actor is converted into a mount it disables it's ability to attack. On 9/28/2021 at 3:15 AM, spicysauce said: With this new load order i am unable to get the mounts erected, I am also unable to bring the Xpmse above the creature framework in the load order, at least when it comes to the plugins. Ive put Xpmse below and above creature framework on the left side. i made adjustments but i am still having the issues. current load order: XPMSE needs to either be above MNC/Creature Framework or, upon installation, you need to have XPMSE NOT overwrite the skeletons from them. XPMSE skeletons for the actors in Creature Framework DO NOT have the necessary bones in their skeletons. Check the MNC/CF files for more details.
gisdaman Posted October 5, 2021 Posted October 5, 2021 Thanks for your reply: On 10/1/2021 at 8:59 AM, fingerscrossed said: Autopilot, like SkyTrek, actually isn't too hard to make (but can be very tedious). The basics of what you need to do to get it to work are pretty simple (and I've done before in a lot of personal mods I have that focus on player AI/automation), but what's tends to be most tedious/time consuming for something like that is registering all of the different locations a player can go. It makes things go a little bit faster when you are using a script with boxes like SkyTrek (vs when I've done it before with dialogue options. So many dialogue boxes ...) but it's still a bit of a tedious pain. Depending on how other things I'm working on go, I might be able to put something together to add this capability, but I make no promises on it or any timelines. I can get SkyTrek to work, but what happens is that it forces the player to mount on the horse as normal, rather than the Riding Styles version. So, instead of building it from the bottom up, I think that if there is a possibility for a compatibility patch, so that the player is not forcefully dismounted from their Riding Styles position, while SkyTrek is active; it would probably be less work to develop. I've also found that, if my horse happens to run off a high terrain and lands, the player mounts on the horse normally, rather than maintaining the Riding Styles position. On 10/1/2021 at 8:59 AM, fingerscrossed said: As far as the combat controllable goes, with the way that Bethesda implemented mounts, I don't know of a way to do this, and I don't know of anyone who has found a way to do this. As near as I can tell, somewhere in the backend of Skyrim when an actor is converted into a mount it disables it's ability to attack. Oh, I think I did not explain what I meant properly. Say that the PC is mounted on a Frost Atronach, or a Giant, then the PC becomes the meat armor of the creature; while the player operates the Frost Atronach or Giant, using its movement and skill set. ie, It's kind of like Alternative Actor, where you now play as the creature, rather than the PC; where the PC is more of a pilot, to the creature mech. Of course, I don't know what the limitations are for the Skyrim game engine, so I'm not even sure, if that is possible. Can player-controlled mounts perform other actions, besides move?
fingerscrossed Posted October 6, 2021 Author Posted October 6, 2021 Spoiler 16 hours ago, gisdaman said: Thanks for your reply: I can get SkyTrek to work, but what happens is that it forces the player to mount on the horse as normal, rather than the Riding Styles version. So, instead of building it from the bottom up, I think that if there is a possibility for a compatibility patch, so that the player is not forcefully dismounted from their Riding Styles position, while SkyTrek is active; it would probably be less work to develop. I've also found that, if my horse happens to run off a high terrain and lands, the player mounts on the horse normally, rather than maintaining the Riding Styles position. Oh, I think I did not explain what I meant properly. Say that the PC is mounted on a Frost Atronach, or a Giant, then the PC becomes the meat armor of the creature; while the player operates the Frost Atronach or Giant, using its movement and skill set. ie, It's kind of like Alternative Actor, where you now play as the creature, rather than the PC; where the PC is more of a pilot, to the creature mech. Of course, I don't know what the limitations are for the Skyrim game engine, so I'm not even sure, if that is possible. Can player-controlled mounts perform other actions, besides move? SkyTrek doesn't provide source scripts, so it would likely be easier to do something rather than try and hack together a patch since it's like inside of the unchangeable scripts that they handle the mount/dismount. The falling is an issue that's existed from the beginning in the mod and it's an issue that stems from, essentially, when you begin falling from a high enough height or a certain velocity (not sure what the trigger is, and I think there can be other triggers) somewhere in the game backend it gives you an animation reset which cancels the mods Alternate Animations. There may be an event I could set something to watch for it, but I'm not aware and I'd rather not set up a constantly polling event to reset AAs. As far as the meat armor goes, I understand what you mean with the idea and the issue is that the base action of mounting in the engine, as near as I can tell, disables the ability for the mount to attack (even if you send it an event to attack, it won't). As far as I can tell, this is handled in the C++ code that makes up the back end of Skyrim and I don't have a way of accessing or interacting with that. If someone has an alternate thought, or is aware of a mod where the mount is able to attack and not just the rider, I'm definitely willing to look into it, but many hours previously of doing so resulted in a bust.
gisdaman Posted October 6, 2021 Posted October 6, 2021 2 hours ago, fingerscrossed said: Reveal hidden contents SkyTrek doesn't provide source scripts, so it would likely be easier to do something rather than try and hack together a patch since it's like inside of the unchangeable scripts that they handle the mount/dismount. The falling is an issue that's existed from the beginning in the mod and it's an issue that stems from, essentially, when you begin falling from a high enough height or a certain velocity (not sure what the trigger is, and I think there can be other triggers) somewhere in the game backend it gives you an animation reset which cancels the mods Alternate Animations. There may be an event I could set something to watch for it, but I'm not aware and I'd rather not set up a constantly polling event to reset AAs. As far as the meat armor goes, I understand what you mean with the idea and the issue is that the base action of mounting in the engine, as near as I can tell, disables the ability for the mount to attack (even if you send it an event to attack, it won't). As far as I can tell, this is handled in the C++ code that makes up the back end of Skyrim and I don't have a way of accessing or interacting with that. If someone has an alternate thought, or is aware of a mod where the mount is able to attack and not just the rider, I'm definitely willing to look into it, but many hours previously of doing so resulted in a bust. Fair enough. There are certainly some limitations to game engine and the sandbox environment. Thanks for your ongoing efforts and considerations. Cheers.
Johny Brown Posted October 25, 2021 Posted October 25, 2021 hi will this mod ever be avaliable for skyrim special edition ?
fingerscrossed Posted October 25, 2021 Author Posted October 25, 2021 5 minutes ago, Johny Brown said: hi will this mod ever be avaliable for skyrim special edition ? SE Edition exists and has for a little while: 2
Johny Brown Posted October 25, 2021 Posted October 25, 2021 3 minutes ago, fingerscrossed said: SE Edition exists and has for a little while: Thank You
Elgate Posted October 30, 2021 Posted October 30, 2021 Greetings, I have a slight issue, I don't know how to reset the mount offset. I have played with it by msitake (like a lot) and now my character is flying when I use it. Is there an easy "reset" button? Or a way I can modify this with console command to avoid pressing 200 times the keys? Thank you
spicycrunchypants Posted November 2, 2021 Posted November 2, 2021 I somehow managed to make the adjustments asked by you but it still does not show as erected.
Ucragnian Posted December 19, 2021 Posted December 19, 2021 Awesome MOD ... Can't seem to keep the cuffs from clipping through when horsey runs .... But big fan anyway ..... Not as big a fan as Vilja is though ... She REALLY loves her Bruise
monty359 Posted January 3, 2022 Posted January 3, 2022 Would it be possible to use the animations of this mod with DAR? The idea is to make the riding animations with horse, that are in this mod to complement the vanilla riding animations. Anyone any idea, how DAR works with additional equipment (straps and binds)?
shadowzedX Posted January 5, 2022 Posted January 5, 2022 some problem; 1. If I understand correctly, this mod works like this: Change the creature's race during the scene When the scene is over, cancel the race changes. 2. assumpt mod add a follower based on custom race. I want to make this follower turn into a mount.What should I do? must i write script for it? It's difficult(I know nothing about mod structure and papyrus)
shadowzedX Posted January 5, 2022 Posted January 5, 2022 I copy the formlist _RS2HorseRaces to esp and add the new race. but it doesnt work.
XPCrusader Posted February 24, 2022 Posted February 24, 2022 (edited) The game crashes to desktop shortly after launch (even before loading main menu). I installed mod using instructions from the first post. What can cause the crash? UPD: Somehow my mods were desorganized, just checked it and all works now. Edited February 28, 2022 by XPCrusader
Betris Posted February 26, 2022 Posted February 26, 2022 I have an issue trying to install this mod Every other mod I have and FNIS works perfectly but the moment I add this one FNIS gets a warning but I don't know how to view what that warning says (if FNIS is supposed to tell me after it finishes, it isn't. Just says "1 warning" and that's it) and all the characters and player are frozen in an A pose in game. I disable the mod and everything in game goes back to normal. I have all the requirements. All I could think of is the mod isn't compatible with SE 1.6.353 but I couldn't find any info on it so I came to ask here Can anyone give me some advice with this?
Sillius_Maximus Posted March 3, 2022 Posted March 3, 2022 Has anyone seen any adons - aka a mod where you get to fly with a chaurus hunter, or other creatures?
Kohvalii Posted March 27, 2022 Posted March 27, 2022 i don't suppose you could make a version that's compatible with vr
fingerscrossed Posted May 5, 2022 Author Posted May 5, 2022 Haven't caught up on this thread in a while, but answering a few posts: Spoiler On 12/19/2021 at 5:44 AM, Ucragnian said: Awesome MOD ... Can't seem to keep the cuffs from clipping through when horsey runs .... But big fan anyway ..... Not as big a fan as Vilja is though ... She REALLY loves her Bruise Glad you are enjoying it, and sadly I could never think of/find a good way to align the character to the cuffs. Spoiler On 1/3/2022 at 4:20 AM, monty359 said: Would it be possible to use the animations of this mod with DAR? The idea is to make the riding animations with horse, that are in this mod to complement the vanilla riding animations. Anyone any idea, how DAR works with additional equipment (straps and binds)? From a quicklook at DAR, you probably could replace the animation, but I'm not sure about the equipment. I haven't used DAR, so I don't really have much/any insight to offer. Spoiler On 1/5/2022 at 10:07 AM, shadowzedX said: some problem; 1. If I understand correctly, this mod works like this: Change the creature's race during the scene When the scene is over, cancel the race changes. 2. assumpt mod add a follower based on custom race. I want to make this follower turn into a mount.What should I do? must i write script for it? It's difficult(I know nothing about mod structure and papyrus) On 1/5/2022 at 11:13 AM, shadowzedX said: I copy the formlist _RS2HorseRaces to esp and add the new race. but it doesnt work. There is base functionality in the mod that should allow this to work. Create a script that has the following: _RS2RegisterFunctions Property Reg Auto Formlist Property _RS2HorseRaces Auto; This is for registering it as a horse race Race Property YourCustomMountRace Auto (Put some way of triggering your script here) Reg.RegisterNewMountRace(YourCustomMountRace , _RS2HorseRaces ) That should register the race. Though, taking a quick look at the Race registration function it looks like I don't check to see if it's already enabled, so try not to set it up to repeatedly call it. Spoiler On 2/25/2022 at 11:51 PM, Betris said: I have an issue trying to install this mod Every other mod I have and FNIS works perfectly but the moment I add this one FNIS gets a warning but I don't know how to view what that warning says (if FNIS is supposed to tell me after it finishes, it isn't. Just says "1 warning" and that's it) and all the characters and player are frozen in an A pose in game. I disable the mod and everything in game goes back to normal. I have all the requirements. All I could think of is the mod isn't compatible with SE 1.6.353 but I couldn't find any info on it so I came to ask here Can anyone give me some advice with this? Are you using the SE version? And I have not made any changed to the SE version when the latest large SE patch dropped, so that could be the issues. Spoiler On 3/2/2022 at 8:29 PM, Sillius_Maximus said: Has anyone seen any adons - aka a mod where you get to fly with a chaurus hunter, or other creatures? I am not aware of any addons anyone has made for the mod to add new races or new animations. Spoiler On 3/27/2022 at 6:22 AM, Kohvalii said: i don't suppose you could make a version that's compatible with vr I'm not sure what is needed to be done for VR compatibility, but someone in the SE thread mentioned being able to get the mod working for VR. As a few notes, I am not actively working on this mod at the moment as most of the functionality is in place and what the mod really would primarily need (in my opinion) is more animations which I don't have the time or desire to make. As always, there is API in the mod for adding new animations, and if someone would like to do that and needs any assistance they are welcome to reach out to me and I am happy to try and help. Similarly, I have in my back pocket of "things I might finish one day" a quest mod that adds some quests/uses for the mod in the game, but I have other projects I am working on and pretty limited time so I'm not anticipating working more on it in the near term. Similar to the above, is someone is interested in working on that aspect of things I am also happy to provide help/insight. 3
Yepgill Posted May 13, 2022 Posted May 13, 2022 Apologize for my poor english first. I downloaded this mod and tried it,and found some problems.Everything works well first,but when i jump from a height,the animition changed back to normal riding.And after i unmounted,i found i lost all my belongings,even after toogled the option to give them back.And after testing many times,i find it hard to mount in cities,the mounting animation is always stuck because PC always try to mount from one side which is too close to the wall.
Monoman1 Posted June 1, 2022 Posted June 1, 2022 Sorry if this has been asked before but would it be possible for an npc to enter the proper mounted position on a horse while the player is underneath? I'm thinking dominant follower mods etc that give the impression that your follower is doing the navigating while still giving the player full control I'm going to guess no though since vanilla doesn't allow a 2 actor mount system...? 3
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