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xebeth

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About this mod

Horse Commands 1.41 by Xebeth ============================= ============================= Changelog ============================= 1.41: * moved the model detection procedure from the stable door to Snak Gra\'Bura * added extra safety measures to prevent null references in scripts 1.4: * town travel should work properly

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Mirrors
Horse Commands 1.41 by Xebeth [05/05/06]
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=============================
Changelog
=============================
1.41:
* moved the model detection procedure from the stable door to Snak Gra'Bura
* added extra safety measures to prevent null references in scripts
1.4:
* town travel should work properly
* reworked the code for efficiency
* caution now cancel to follow
* changed the call distance to 9000
* added an option to prevent the horses from going back to their home stable
* town travel is now an option
* added a new sound to distinguish between commands and cancels
* fixed call, you don't have to cancel before casting again once the horses reached their destination
1.3:
* horses are now able to follow you in towns.
* the "auto caution" feature is now active when you sneak
* removed the hay marker visibility due to unexpected behaviour (position updated but marker not showing).
* added extra checkings on AI package removal to prevent crashes
1.21:
* fixed the quest used to find your horses, most horses weren't showing on the map.
Thanks to JHunz on the Official Forum for reporting it.
* fixed CTD when loading interiors.
* fixed the Call command not working correctly due to moveto function weirdness (now using setPos instead).
1.2:
* changed almost everything -see description-

Description:
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This mod adds 3 lesser powers to command your horses:
- Follow: Your horse follows you
- Call: A marker is placed and your horse come to it
- Caution: Your horse will follow you but only if the distance between you and him is greater than 1900 game units
All three commands are made to toggle. The commands only work within a 9000 game unit radius. (to give you an idea of distance, AFAIK the default actor fade is roughly 2000 g.u.). You'll receive the powers within 5 seconds (depending on quest script refresh rate) if you own at least one horse.

It also adds a quest used to locate your horses. It is first activated when you cast a command and no horse is able to hear it. This only works when the quest is active. Once the quest is active, a message will show how many horses didn't hear your command and quest markers will be activated for them. Should you find the messages annoying you can use the console to deactivate them by typing 'set HCMDMainQuest.hideMsg to 1' (without quotes). Set it to 0 to re-enable them.

It works with the 9 horses you can buy/quest that come with the game unmodified:
- Skingrad Bay
- Bravil Bay
- Cheydinhal Black
- Chorrol Chestnut
- Bruma Paint
- Leyawiin Paint
- Anvil White
- Shadowmere
- Prior Maborel's Horse
Other horses don't respond to your commands since they don't belong to you :P

Command details:
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During this description I use 'horse' but it could be 'horses' if you have more than one. Commands are unusable in interiors. Going into a building will cancel all commands. When you cancel a command, all horses will go back to his life except the one you last rode (that means they might wander off). I could prevent this by using the function setRestrained (check Wiki) but I won't. This function could lead to A LOT of unforseen consequences. Basically, a restrained actor will react to his environnment but won't be able to move. That means you could end up with a stuck horse.

Horse Command: Follow
(Uses the AI package Follow)
=====================
The simplest of all commands, it makes all the horses you own follow within a 256 g.u. radius. This means the horse will come to you if he is further than that. If your horse is following you, casting Follow again will make him stop following.

Horse Command: Call
(Uses the AI package Travel)
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Upon casting this command will place a marker. All the horses within the 6000 g.u. range will come to it. If you cast the command again before all the horses have reached the marker, it will cancel the command and remove the hay. If the marker is further than 2000 g.u. its position will be reset on next cast.

Horse Command: Caution
(Uses the AI package Follow)
======================
This command is the same as Follow but the horse won't follow you within a 2000 g.u. radius. This is useful in combat situation, the horse won't follow you in battle. However if you need to flee, the horse will always stay within range for another command. If this command is cast again, it will resume the previous command. Eight copies of a book on Horse Training (see Credits) are placed in the game. I'm not telling you where but you should find them easily if you actually search for them. When you read this book, you'll be able to choose if you want your horse to receive the Caution Command automatically when you enter a combat (even if you didn't start it) or sneak mode.

Mod/Version conflicts:
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This mod doesn't modify any of the horses nor their scripts so it should be compatible with any mod modifying horse scripts (i.e. Saddle Bags). It may cause unexpected results with mods using AI Packages on the horses (Call steed). If you use any kind of mod to remove quest markers, the horse markers won't show but there is nothing I can do about it. Blame yourself! (or God ;)

Installation notes:
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1. Just to be safe, make a backup of your saves before trying any mod.
2. Unzip the archive in your game Data folder.
3. Using the launcher, activate the mod (Data files).
4. If you have installed a version older than 1.2 before, you can safely remove the file 'whistle.wav' under Data\Sound\fx\spell.
5. Enjoy. ^^

Credits:
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Everyone on the official thread for showing their support and providing help. Thank you.
Yanie from the Official Mods Forum for the toggle idea.
The text in the book added by this mod was taken from an article found here (no I didn't ask ^^'):
http://www.horses-and-horse-information.com/articles/horse-training-young.shtml