[REL] Convenient Horses

Post » Sun May 27, 2012 4:50 pm

Convenient Horses by Alek

Allow me to present you my latest creation. Utility horse mod that has features you won't find anywhere else. Check out the http://youtu.be/wqDf4beJDLs that has been made before new SKSE features were implemented, it should give a good insight. http://skyrim.nexusmods.com/downloads/file.php?id=14950

Features:
- Maximum compatibility with mods that add custom horses or modify the existing ones.
- Switchable faction relations (friendly or neutral).
- Cinematic instant horse call.
- Mounted herb gathering.
- Mounted conversations.
- Smart horse follow.
- Fast dismounting with automatic combat weapon draw.
- Auto-transferable horse inventory with easy access.
- Your horse will gain 100 additional stamina and should be able to sprint as twice as much.
- Slightly increased running and sprinting speed of all horses and swimming speed to match player's.
- Multi Tap or Bound Key control modes (Bound Key requires SKSE 1.5.4 or greater).

Control Modes:
Spoiler
There are two control modes and mod will switch between them automatically depending on whether you are using gamepad (even if you plug in/out the gamepad while in the game) or if you do not have SKSE installed.
Bound Key mode is prefered mode and requires usage of mouse/keyboard and having Skyrim Script Extender v1.5.4 or greater properly installed and game started via "skse_loader.exe" (make sure that you also install script files that are included with papyrus version of SKSE). Bound Key mode extends the existing features and allows customizable keyboard or mouse keys.
Multi Tap mode is selected if you are using a gamepad or do not have required SKSE version installed. In this mode you will be able to access mod features by activating your horse with single, double or triple activate button tap (Keyboard [E], Gamepad [A]). You can also force Multi Tap mode via console (set CHForceMultiTap to 1).
Control mode message will appear every time game is loaded to inform you of a currently selected mode and it can be disabled with (set CHForceLoadMessage to 0). Messages will still appear if mode has been changed.

Bound Key Mode Controls:
- Horse inventory [X], works while mounted and dismounted, must be near horse for normal access, hold key for easy access (only works while in major cities, stores or player houses).
- Horse follow toggle [V], must have line of sight with the horse, distance doesn't matter.
- Mounted conversations [Left Mouse Button], must be mounted.
- Mounted herb gathering [Right Mouse Button], can hold button, must be mounted.
- Fast dismounting [Middle Mouse Button], weapon will be drawn if in combat.

You can customize these keys by assigning http://wiki.tesnexus.com/index.php/DirectX_Scancodes_And_How_To_Use_Them to the following variables: CHInventoryKey, CHFollowKey, CHTalkKey, CHHarvestKey, CHDismountKey. Example assignment using console: (set CHTalkKey to 256).

Multi Tap Mode Controls:
Multi Tap Mode Controls:
- Horse inventory [Double-tap activate], must be dismounted and out of combat.
- Horse follow toggle [Triple-tap activate], must be dismounted and out of combat.
- Mounted conversations [Multi-tap activate], must be out of combat, overrides herb gathering.
- Mounted herb gathering [Multi-tap activate], must be out of combat.
- Fast dismounting [Activate], weapon will be drawn, overrides all when in combat.

Multi Tap Delay:
Multi-tapping uses Papyrus script's multi threading capability to work properly which might cause slow response on some old CPUs. That's why it is important to set the tap delay properly according to your CPU performance or you might end up getting mounted or dismounted when you just want to use one of additional features. Note that by increasing the delay you will also wait that much longer to perform standard activation when you tap the activate key only once to mount or dismount. Delay is in seconds and you can change the value via console (set CHDelay to 0.3) which is default value, or you can use any other value that might suit you.

Faction Relations:
Spoiler
When you first time load the mod new friendly faction relations will be established and horse should never attack or participate in combat. This is a lengthy procedure because there are over thousand of factions and it might take up to a minute to complete. You will be notified of the progress and it is best not to save the game while faction relations are being updated. If you use a battle mount or wish to turn off this feature you can do it at any time in the game via console (set CHFriendlyFactions to 0). To make your horses friendly again (set CHFriendlyFactions to 1). If you wish to re-update relations just repeat the last used command. Mod will not recognize factions from other mods and your horse might still get attacked in that case.

Horse Call:
Spoiler
Before you can start using a horse call you must buy Horsecaller's Horn from any stable master. You must have a horse and 500 gold or dialogue will not appear. Once you buy the horn Horse Call ability will be available. Use it to call your horse and you should appear mounted after a short cinematic. Only works in Tamriel outdoor worldspace. Avoid using it in tight and closed locations. Note that if you're using ENB Series and it is set to override game shaders, fade out/in shader will not display properly and you will be able to see horse teleport, position shuffle and mount animation which will break the immersion.

Smart Horse Follow:
Spoiler
By default horse will not follow you. "Smart" means that horse will temporarily stop following you if you are sneaking and will not follow you into most dangerous zones (bandit camps, forsworn camps, giant camps, hagraven nests, military camps/forts, orc strongholds and ship wrecks). Following will resume as soon as you leave these zones and stop sneaking. Horse will follow while you're in combat but will try to maintain safe distance. You can also toggle this feature via console (set CHFollow to 1) and (set CHFollow to 0).

Mounted Herb Gathering:
Spoiler
This feature works by scanning for nearby harvestables. Due to the nature of script functions returning only one plant at a time and without possibility to filter out harvested ones I had to code for multiple passes and each pass scanning different sector around the player. This can sometimes have slow execution time or miss the herb you are trying to pick. Bound Key mode allows continuous harvesting if button is being held and uses even more sophisticated logic.

Mounted Conversations:
Spoiler
Unlike herb finding this feature use a bit different approach to find valid conversation targets to avoid returning the player or player's horse as valid targets. There are two zones (http://static.skyrim.nexusmods.com/downloads/images/14950-1-1334851020.jpg) so pay attention to the horse position when trying to engage in conversation with an NPC.

Horse Inventory:
Spoiler
If you decide to switch between different horses script will automatically transfer all shared items to a new horse. If your horse dies you will be able to manually recover all the items from its corpse and if you stop the quest to uninstall the mod all items will be recovered automatically. Bound Key mode allows easy access to help with the issue of being over-encumbered when you want to take all the items in order to sell them to a merchant or store in your house. By holding the inventory key for a second you will instantly go to the horse, automatically access the horse inventory and go back to the same location as soon as you close the inventory (only works while in major cities, stores or player houses).

Fast Dismounting:
Spoiler
In Multi Tap mode standard dismount will be automatically replaced with a fast dismount if you're in combat. You will start drawing your currently equipped weapon/spell at the same time while jumping off the horse back landing just behind the horse, ready to fight back. In Bound Key mode you can access this feature separately and combat state will decide whether you'll draw or not.
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Kellymarie Heppell
 
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Post » Sun May 27, 2012 10:41 pm

Looks good Alek. I'll be checking this out.
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Chris BEvan
 
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Post » Mon May 28, 2012 12:44 am

Features:
- Maximum compatibility with mods that add custom horses or modify the existing ones.
Just so we are completely clear, does this mean it will work with the better horses mod?
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helliehexx
 
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Post » Sun May 27, 2012 6:08 pm


Just so we are completely clear, does this mean it will work with the better horses mod?
No, it will have conflicts with similar mods or any mod that use script to manage horse including summoned horses. What I meant by maximum compatibility is horse mods like horse armor or custom mounts. There is compatibility info on Nexus.
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John N
 
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Post » Sun May 27, 2012 10:42 pm

mounted conversations and plant gathering. That sounds great.

What about mounted companions?
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joeK
 
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Post » Mon May 28, 2012 12:47 am

I've been using this with mounted followers for a few versions now. Been working well with my last few plays.
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Richus Dude
 
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Post » Sun May 27, 2012 11:37 pm

As many problems as I've had with mod interactions - I've become a fan of the all inclusive approach.

But good to know. thanks

of course also that request may be more the domain of companion mods. I think several of them do offer that.
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Phoenix Draven
 
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Post » Mon May 28, 2012 3:08 am

This sounds like a very nice mod. And I liked the video. :)
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Matt Fletcher
 
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Post » Sun May 27, 2012 2:44 pm

I dont understand, I thought I had this mod already installed....i just noticed the past few days that I can't mount my horse, and that same horn you mentioned is gone from my inventory. I was pretty sure i subscribed to this very mod in steam workshop...........
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Manny(BAKE)
 
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Post » Sun May 27, 2012 3:03 pm

Wow....so I just saw some information on youtube that other people have had the same problem as me. So apparently a modder can remove something from Steam Workshop and the player is screwed because now they no longer have the mod files. This is stupid [censored].

Doesn't make sense that a modder can renig and we lose the mod from our local system. bah
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Thema
 
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Post » Sun May 27, 2012 11:56 pm

Yeah I didn't know that by removing from Workshop it also delete mod from the subscribers but anyway it was neccessary thing to do because of mod auto update would screw people saves. Will put it back on steam when mod reach final stage.
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CORY
 
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Post » Sun May 27, 2012 7:17 pm

Checked out the video, and this looks fantastic. Question: does your horse's inventory have a max carry weight for storage?
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Miranda Taylor
 
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Post » Sun May 27, 2012 8:45 pm

Really liking the features in this but having a lot of trouble as I'm coming from better horses...removing that mod really messes things up! :down:

EDIT:

OK unfortunately I can't enjoy your mod at all the horses are to screwed removing BH and your features don't work properly with the uninstaller active and it's not possible to not have it active or horses simply don't work. Have to wait for the next play through :down: :down: :down:
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Amysaurusrex
 
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Post » Sun May 27, 2012 5:40 pm

Really liking the features in this but having a lot of trouble as I'm coming from better horses...removing that mod really messes things up! :down:

EDIT:

OK unfortunately I can't enjoy your mod at all the horses are to screwed removing BH and your features don't work properly with the uninstaller active and it's not possible to not have it active or horses simply don't work. Have to wait for the next play through :down: :down: :down:
You're not the first person to tell me that and I'm sure you'll come back. :wink:

Checked out the video, and this looks fantastic. Question: does your horse's inventory have a max carry weight for storage?
As much as horse can carry, should be somewhere around 800 I think do not remember exactly. There is a trick though that this mod use to store items from a horse into a remote container to avoid problems with disappearing armors.
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Rowena
 
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Post » Sun May 27, 2012 1:14 pm

Thanks Mitch - I'll keep an eye out for your mod on the steam workshop. Sounds like risky business if i try and manually install it through nexus. I'll just wait for the workshop final
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how solid
 
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Post » Sun May 27, 2012 1:35 pm

Thanks Mitch - I'll keep an eye out for your mod on the steam workshop. Sounds like risky business if i try and manually install it through nexus. I'll just wait for the workshop final
You can go to nexus and download version 1.3.2 it is a last version that was available on steam and probably the one you were using. You will have to download it anyway to make a clean save with it before you go for the newer versions now or in the future.
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evelina c
 
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Post » Sun May 27, 2012 3:00 pm

You can go to nexus and download version 1.3.2 it is a last version that was available on steam and probably the one you were using. You will have to download it anyway to make a clean save with it before you go for the newer versions now or in the future.

I upgraded to the latest, after following the proper uninstall steps. I went to the latest you have on nexus. How come i can't "favorite" the horse callers horn? Makes it tedious to go through the menu to use the horn. The older version allowed me to favorite it
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naome duncan
 
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Post » Sun May 27, 2012 12:27 pm

Btw - for lazy people, could you edit your description of SKSE and make it a hyper link to find info on it?
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Hannah Whitlock
 
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Post » Mon May 28, 2012 3:13 am

I upgraded to the latest, after following the proper uninstall steps. I went to the latest you have on nexus. How come i can't "favorite" the horse callers horn? Makes it tedious to go through the menu to use the horn. The older version allowed me to favorite it

DISREGARD....i just noticed that you have now put it as a Power, so i can favorite it from there. I did not see this in the change log, if it isn't there...i'd suggest adding that so wankers like me know ;)
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Phoenix Draven
 
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Post » Sun May 27, 2012 2:49 pm

You don't remember correctly because horn was never usable before, it was the power ever since. There is a SKSE thread on this forum you might go there ask for help if it is related to SKSE. I already provided the link to download location and told the version requirement, documentation is in the archive.
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Anne marie
 
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Post » Sun May 27, 2012 1:52 pm

Glad you made a thread here on the official forums.
This mod needs more attention. It's a very clean, great working mod that adds a lot of features and makes horses viable!

What I love even more is that you made the mod so good that it's highly compatible with other Mod added horses! The custom horses get ALL the features that the Vanilla ones get, wonderful integration!
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Adriana Lenzo
 
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Post » Sun May 27, 2012 10:24 pm

... documentation is in the archive.

Actually it's not. :) That was one request I was going to make: could you please add a readme to the download package on Nexus? Something that includes all the commands and configuration parameters. Thanks!

This is loading up fine in my game. Now to check out all these nifty functions.
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Gill Mackin
 
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Post » Mon May 28, 2012 1:23 am

Excellent mod, I think I found my file of the month. Love love love the animations, so much better than dialogue boxing a horse and adorable. You just have so much visual flair, you somehow managed to make fast dismounting look good and even the way the mode information appears is very cinematic! Brilliant

and thanks for including the pscs, I only need mounted conversations, inventory and commands so I customised it. I had a headache tracking down why everything but inventory stopped working but finally found that the horn cannot be deleted. I'm really curious why is that? Where else is it referenced apart from horse calling(I use enb so...) It took a while because it really was the least obvious suspect and I had to narrow it down.

Lastly, is weapon drawing on dismount working for everyone else?(didn't touch that part of the script). Using 2.1.
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Hearts
 
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Post » Sun May 27, 2012 2:15 pm

Actually it's not. :smile: That was one request I was going to make: could you please add a readme to the download package on Nexus? Something that includes all the commands and configuration parameters. Thanks!
Granted.

and thanks for including the pscs, I only need mounted conversations, inventory and commands so I customised it. I had a headache tracking down why everything but inventory stopped working but finally found that the horn cannot be deleted. I'm really curious why is that? Where else is it referenced apart from horse calling(I use enb so...) It took a while because it really was the least obvious suspect and I had to narrow it down.

Lastly, is weapon drawing on dismount working for everyone else?(didn't touch that part of the script). Using 2.1.
You can simply not buy a horn. If you already bought it and want to get rid of it (you will still be able to purhcase it though) then stop the quest "StopQuest CH" change variable "set CHBuyHornCompleted to 0" and "StartQuest CH". Horn is just a gimmick for immersion purposes and actual Horse Call power is part of HorseCaller alias, when player is assigned to that alias he can cast the power.
You must be in combat for weapon draw dismount to work.
Lastly I will not support modified scripts, do it at your own risk as long as it is for personal use. And if you want to use latest version you will have to modify new scripts every time. My advice is to not touch the scripts and use Bound Key mode instead where you can assign 0 to key variables whose feature you want to ommit.
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Sheeva
 
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Post » Mon May 28, 2012 12:18 am

Can I ask what the situation with this and Amazing Follower Tweaks? Because some people are saying it works beautifully and others are saying the complete opposite so just want your take on it.
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Ells
 
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