[Relz] Horse Management

Post » Wed Mar 30, 2011 11:34 am

I'm not sure, to be honest. The stable marker/city stable scripts (as you probably expect) use AddScriptPackage with a StayPut package on all the stabled refs fairly often to keep them "tethered". In beta testing, all manner of things were tried to "break" the process, like waiting and restarting the game and pcb'ing etc... over various time intervals ranging from a week to three, as well as just plain playing the game while various horses were stabled in various ways in various places. However, just this week, I lost a horse from a stable marker after playing through some of Tears of the Fiend, which required my character to take far more naps than she otherwise would. This varies from the several game weeks I spent beta testing another mod. During that time, my character was mostly sequestered in that mod's location, but Shadowmere was where I left her when I got home. :shrug: In any case, I has some thinking to do. Input welcome!


Interesting. You know, in my case, the gate to the corral was closed and so was the gate to the courtyard, so I really suspect the game teleported PM's horse to Weynon and he didn't walk back.
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Euan
 
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Post » Wed Mar 30, 2011 11:34 am

Interesting. You know, in my case, the gate to the corral was closed and so was the gate to the courtyard, so I really suspect the game teleported PM's horse to Weynon and he didn't walk back.


Hmm, that gives me an idea. If that happens to you again, or you still have a save where the horse was back at Weynon, could you use GetCurrentPackage on the horse from the console and tell me the ID it prints? Please & thank you in advance!
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John Moore
 
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Post » Wed Mar 30, 2011 10:07 am

Yeah, I'll still have the save, but I don't know if I have one with the right timing. I figured he had returned to Weynon so I went ahead and did some other stuff first. Then looped around to Weynon to verify. I'll see if I have a save from right after I saw he was gone - I think I do. If so, I'll get you the info.

Edit: Ok, I had saved right before nappy time, as I suspected. So I ran outside and PM's horse was still stabled. AI package: 2C000EE0. Take a nice long sleep (9hrs). Sure enough when I went back outside, he was gone. Hopped on Shadowmere and fast-travelled to Weynon. Sure enough PM's horse was there. AI package: 2C000EE0. No change! Hope that helps :D
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Ann Church
 
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Post » Wed Mar 30, 2011 8:45 am

Yeah, I'll still have the save, but I don't know if I have one with the right timing. I figured he had returned to Weynon so I went ahead and did some other stuff first. Then looped around to Weynon to verify. I'll see if I have a save from right after I saw he was gone - I think I do. If so, I'll get you the info.

Edit: Ok, I had saved right before nappy time, as I suspected. So I ran outside and PM's horse was still stabled. AI package: 2C000EE0. Take a nice long sleep (9hrs). Sure enough when I went back outside, he was gone. Hopped on Shadowmere and fast-travelled to Weynon. Sure enough PM's horse was there. AI package: 2C000EE0. No change! Hope that helps :D


That does help! Thank you very much! I haz plan. :toughninja:
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Kelsey Hall
 
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Post » Wed Mar 30, 2011 12:43 am

Great! Glad to hear it :D
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alyssa ALYSSA
 
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Post » Wed Mar 30, 2011 4:14 am

for some reason TES Alliance doesnt let me download, any solution ?
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Kayleigh Mcneil
 
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Post » Wed Mar 30, 2011 12:33 pm

for some reason TES Alliance doesnt let me download, any solution ?


That would be something to ask at TES Alliance. Their site staff would be happy to help you. :yes:
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Danny Blight
 
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Post » Wed Mar 30, 2011 10:32 am

Nice mod Khettienna. :goodjob:

I'm trying to use it alongside kuertee's excellent Horse commands, that adds a feature that makes the horse follow/stay/return to city etc., as well as adds saddlebags, stolen horse recognition and other great features.

Playing with both yours and kuertee's mods, I stable my horse at a city stable, pay the stablehand to look after my horse, enter the city, and the horse follows me. Of course, horse has a "stolen" tag as I haven't paid the stablehand yet.

Seems kuertee's script overrides yours. Any suggestions to make them compatible? Although, I like kuertee's commands as it provides multiple options to the player (horse stay, horse follow, return to city, return home etc.), but I also would like the horse to not follow me once I have it stabled.

Yes, this is what i've been waiting for also. Will give a try after its compatible with. Any progress so far ?
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 8:06 am

None yet. I've had a full plate lately with beta testing and family stuff, and to be honest haven't worked on anything of my own for a while, except for a quick update to another mod. It's still on the list, of course. :D
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Jade Payton
 
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Post » Wed Mar 30, 2011 6:48 am

Wonderful Mod Khett, i was just looking for help for a buddy who is playing OB for the first time and she has two horses she bought and they both wander off and end up at Anvil usually but not always...and neither will stay put in the last left location. So this may solve that problem and i love the added features of food and water and even a heater! My faithful horse Max has been with me for four years now, and he is very patient. But i think he gets tired of apples left around on the ground ...thanks so much for the wonderful mod. I am a member at TESS A..so i hope to catch up with you here or there to say thanks in person.
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Facebook me
 
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