Horse commands by kuertee
Skyrim » Creatures
Added: 15/04/2012 - 02:48PM
Updated: 28/06/2015 - 04:43PM

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0.808 Latest version

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Uploaded by kuertee


Last updated at 16:43, 28 Jun 2015 Uploaded at 14:48, 15 Apr 2012

Horse commands

Note that a copy of this document exists in the Skyrim\\Data\\Docs folder.

Version: 0.808
Date: 29 June 2015
Author: kuertee


Optional other mods:

  • Simple multiple followers allows you to have more than one follower.
  • FISS allows you to import and export your mod settings to and from an external XML file.


  • Any actors that are a member of the CurrentFollowerFaction will ride available horses.
  • Horses that updates the player's last ridden horse variable (e.g. not stolen horses) will receive the horse behaviours and saddle bag.

Short description

Adds saddlebags, makes horses intelligent (I.e. it stays or follows your depending on your situation.) and allows followers to ride your free horses.

Quick start

  • Step 1: Quickly read only 3 sections: the "Requirements" (above), the "Install" (or "Updating") and the "Uninstall" sections, all below.
  • Step 2: Read the "Cheat sheet" section below. And do a very quick scan for available configuration settings by reading the "Configuring the mod" section.
  • Step 3: Play.
  • Step 4 (when something is wrong): Only when you think something is wrong, or when you don't understand how a feature works, should you open this document again. Also search for keywords to quickly "jump" to a possibly relevant section. It's better than reading this from top to bottom.
  • Step 5 (when something is REALLY wrong): If you feel that something is really wrong in your game, read the "Troubleshooting", "Creating a clean save", and "Script logging" sections below. A log of your game session really helps in determining a problem and in finding solutions for it.

Updates since last release (0.807)

    0.808, 29 June 2015:
  • New feature: You can set so that horses automatically stay when you dismount. This is OFF by default. I.e. they will automatically follow you when you dismount.
  • Bug fix: Horse's "Intelligent" AI was broken. They were ignoring the whistle command, not returning to you after you put your weapon away, finish sneaking or after combat. Their dynamic AI is detailed in the Cheat Sheet below.
  • Tweak: Better detection of Fast Travel.
  • Bug fix: Sometimes the items in the saddlebag weren't getting transfered to the dead horse.


  1. Simply deactivate and uninstall the previous version then install and activate this version. Note that you do not need to stop the mod in-game. If you do, you will lose your accumulated mod-specific data. Let the new version back-up the data of its old version, clean-up the old data (i.e. zero-out) by stopping itself, restart itself and restore the data of the old version.
  2. After the update is finished, the message "kuHCb v0.808" will appear.
  3. If the MCM fails to start, simply type "startQuest kuHCbxMCMQ" in the console.

Cheat sheet

Key: ")0" - Whistle. Or returns the horse Track-cam to you.

Key: "O" (for open) - opens the saddlebag while mounted. Or opens the horse command menu when a horse is in your crosshair.

Keys: "y" and "h" controls the horse's speed.

Buy more horses: After the hostler rejects your "Can I buy a horse?" because you've bought his last one, select "Are you sure I can't buy another?" to buy more horses.

A drawn weapon while charging deals 25% more damage to the charge - which is calculated by the distance of the charge.

In the MCM, there's a button to teleport horses to your position. This is useful to unstick stuck horses.

This is the horse's Intelligent AI:

  • When you use the whistle when within 500 units distance to any horse, ALL following horses will interpret it as a "stay near this horse" command. Following horses that are a far (e.g. after they flee from a recent combat) will move towards the horse near you and stay.
  • When you use the whistle when no horse is near, ALL following horses will interpret it as a "come here and follow me" command. They will follow you but not get closer than about 500 units distance.
  • If the horses are currently following you but none are within 500 units distance, another whistle call will force them to follow you closer - to within 250 units distance. You can use this "double whistle" command when you're too lazy to walk up that 250 units difference.
  • After fleeing from combat, they will revert to their behaviour before combat started. I.e. if they were following you before combat, they will follow you after combat. If they were in their stay behaviour before combat, they will be in their stay behaviour after combat. Note that sometimes, they may still be skittish from non-engaging enemies. Call them with the whistle. E.g. This is more obvious when wolves "flee" with my other mod, Fight or Fly mod.
  • They automatically stop following you when you start to sneak or when you take out your weapon. Without using the whistle, they should come to you and follow you when you stop sneaking and put your weapon away.
  • All horse stay near your last ridden horse. If they are far from that horse, they will travel to that horse and wait for you to call them. Note: this is separate from their "go to" behaviour when you tell them to go to a town or a custom marker.

Gameplay changes

Adds saddlebags, makes horses intelligent (I.e. it stays or follows your depending on your situation.) and allows followers to ride your free horses.

Intelligent horses

Description: Horses will stop following you in these situations: sneaking, in combat, or when you have a weapon drawn. They will move towards you when you leave any of these situations. If you find yourself more than 10000 distance from the horse (e.g. you exit a dungeon at a different place), the horses will not automatically look for you. You'll have to use the whistle to call them or return where you left them. This will prevent them from trying to reach you when you exit a dungeon at an unreachable place (e.g. a mountain peak). Sometimes horses will get stuck when they try to look for ways to your unreachable place.

Horse command whistle

To use: key-press named userWhistleKey (default = 11, which is the ")0" key)

Suggested player usage: Tag the horse whistle armor item as a Favourite. When required, simply click on it once in the Favourites panel. You can bind it to a number key, if you wish. But that will take up a number best used for spells, weapons, or potions.

Suggested player usage: Using the whistle will focus the 3rd-person camera to a recently deceased horse.

Description: When used when any horse is nearby (within 1000 distant), the whistle command will be interpreted as a Stay command. When used when no horse is nearby, it will be interpreted as a Follow command. The horse will stop fleeing from combat and approach you regardless of any other condition. E.g. even if you are in combat or is sneaking. Note that only horses that are following you will obey this whisle commands.


Cancelled with: key-press named userWhistleKey (default = 11, which is the ")0" key)

Description: When using the whistle to call, the camera will automatically move to and track a called horse or a recently deceased horse. The camera will return to the player after 5 seconds, or when the horse arrives at the player or when the player or the horse enters combat, or when the whistle is used again while the track-camera is active. The whistle is a good way to find recently deceased horses.

Horse command menu:

To open: key-press named userSaddlebagKey (default = 24, which is the "O" key, for "open") while a horse is targetted

Alternative method: activate a horse while sneaking

Description: The horse command menu is accessed by pressing O (for "open") while the horse is targetted (rather than sneak-activating the horse). While riding, the saddlebag can also be accessed by pressing O or by the previous method of pressing the Sneak key. Change this key by setting userSaddlebagKey with the MCM, the console, or INI file.

Stay: The stay command will make the horses ignore the behaviour described in "Intelligent horses" section, above, and will not move from its location - even if you call for it with the whistle.

Follow: The follow command will return the behaviour described in "Intelligent horses" section, above, to the horse. It will also start obeying your whistle commands.

Flee from combat, Engage cautiously: will set its Confidence to 0 - making it to always flee from combat. The command Engage cautiously will set its Confidence to 1, allowing it to defend itself.

Go to...: will make the horse go to any of these 5 cities: Markath, Riften, Solitude, Whiterun, Windhelm or a custom marker that you set. Note that it will run to the city. You'll need to catch it if you wish to change your command. It will also start ignoring your whistle commands.


To open: key-press named userSaddlebagKey (default = 24, which is the "O" key, for "open") while mounted

Description: Acces the saddlebags pressing the userSaddlebagKey while mounted or while a horse is targetted.

Mounted followers

Description: Horses that are following you will be used by your followers.

Horse charge attacks

To use: sprint at an enemy while mounted

Description: When sprinting, you effect a charge which causes damage (calculated with the distance of the charge) and knockback. Damage is 25% more when you have your weapon out. Note that you do not have to swing your weapon for this bonus damage. You simply need to have your weapon out. If you do swing and hit, you add that damage to the damage caused by the charge attack.

Horse encumbrance

Required setting: userHorseGetsEncumbered = True (default)

Other settings: userHorseEncumberance (default = 300), userHorseGreatEncumberance (default = 450), userHorseMaxEncumberance (default = 500)

Description: The horse can carry 300 units without any ill effects. More than 300, and it will suffer a speed loss of 25%. More than 450, the penalty is 50% speed loss. At 500 or more, the horse will not move.

More information

All horses you are allowed to use get a saddlebag.

When the horse is commanded to Flee from combat, its Confidence is set to 0. When commanded to Engage cautiously, its Confidence is set to 1. When called with the whistle, it's Confidence is set to 1 only if the player is in combat. Otherwise, its Confidence is not changed.

Horse speeds

Use the "y" and "h" keys to increase and decrease the horse's speed by 25% increments. Available speeds are: walk (25% normal speed), trot (50%), canter (75%) and gallop (normal speed). Sprinting is available with its normal key, of course.

Horse names

When you first aquire a new horse, you are presented with a list of names. Choose one to name the horse.

Configuring the mod

Method 1: SkyUI's MCM
You can configure this mod with SkyUI's MCM or manually as described below. Ignore the rest of this section.

Method 2: FISS
The SKSE plug-in, FISS (, is required for this. With FISS installed, you can (1) export your settings from the MCM to the XML file, SKSE\\plugins\\FISS\\kuertee\\kuerteeHorseCommands.xml, (2) edit this file outside the game with a text editor, (3) then import it again for any save game.

Method 3: INI file
Another way to configure this mod is to use its INI file. Note, however, that every time you change an value in the INI file, you'll need to execute it from the in-game console by typing {bat "ini\\kuerteeHorseCommands.ini"} (without the brackets).

Method 4: Console
A less efficient way to configure this mod is by using the console command {SetPQV kuHCbQ option value}. Option is the name of setting. And value is your new value for it.

Below are the various settings that you can change, their default values and a short description.

setPQV kuHCbQ userWhistleKey 11
Default 11. The key to use the whistle.

setPQV kuHCbQ userSaddlebagKey 24
Default 24. The key to access the saddlebag while riding.

setPQV kuHCbQ userSprintingHorseCharge 1
Default TRUE. When false, the charging attack features are disabled.

setPQV kuHCbQ userHorseChargeKnocksPlayerChance 0.125000
Default 0.125000. Chance the player is knocked-back and damaged from charge attacks.

setPQV kuHCbQ userHorseChargeKnocksPlayerRiderChance 0.000000
Default False or 0. Chance the player, when on a mount, is knocked-back and damaged from charge attacks.

setPQV kuHCbQ userHorseChargeKnocksRidersChance 0.250000
Default 0.250000. Chance an actor, when on a mount, is knocked- back and damaged from charge attacks. Note that all actors not on a mount will always be affected by the charge.

setPQV kuHCbQ userHorseChargeFriendlyHits 0
Default False or 0. Charge attacks do not affect friendly units. set this to True to allow friendly charge attacks. Note: it gets annoying coming from followers.

setPQV kuHCbQ userHorseGetsEncumbered 1
Default TRUE.

setPQV kuHCbQ userHorseEncumberance 300.000000
Default 300.000000. If the horse carries more than this amount in its saddlebag, it will suffer a 25% speed loss.

setPQV kuHCbQ userHorseGreatEncumberance 450.000000
Default 450.000000. If the horse carries more than this amount in its saddlebag, it will suffer a 50% speed loss.

setPQV kuHCbQ userSneakActivateEnabled 0
Default False or 0. Enables the sneak-activate on horses to show the Horse commands menu.

setPQV kuHCbQ usersetCameraToHorseWhenCalled 1
Default False or 0. When the whistle is used to call your horses, the camera will be moved to your last ridden horse.

setPQV kuHCbQ userHorseMaxEncumberance 500.000000
Default 500.000000. If the horse carries more than this amount in its saddlebag, it won't be able to move.

setPQV kuHCbQ userEssentialHorses 0
Default False or 0. Horses are essential - and cannot die.

setPQV kuHCbQ userHorseChargeOnlyWithWeapon 0
Default False or 0. Charging damage and knockback are applied only when a weapon is out.

setPQV kuHCbQ userHorseSpeedControls 1
Default TRUE. Allows you to control the speed of your ride from a walk (25% speed), trot (50%), canter (75%), gallop (100%).

setPQV kuHCbQ userIncreaseHorseSpeedKey 21
Default 21. Increase the horse's speed with this key.

setPQV kuHCbQ userDecreaseHorseSpeedKey 35
Default 35. Decrease the horse's speed with this key.

setPQV kuHCbQ userLookFowardWhileRidingKey 0
Default False or 0.

setPQV kuHCbQ userLookRightWhileRidingKey 0
Default False or 0.

setPQV kuHCbQ userLookBackWhileRidingKey 0
Default False or 0.

setPQV kuHCbQ userLookLeftWhileRidingKey 0
Default False or 0.

setPQV kuHCbQ userExtraHorseCost 1500.000000
Default 1500.000000. The gold value of extra horses.


  1. Use Wrye Bash ( or another mod manger to install this mod. Note that the package is only a normal ZIP file that follow the game's default file structure. If you know the game's mod file structure, install it manually.
  2. Configure the mod as described in the "Configuring the mod" section.
  3. Activate the mod.

Starting from a downloaded saved-game

(Thanks to Restutitor Orbis for this suggestion on how to jump-start my mods when playing from a downloaded saved game.)

"Starting another character from a DLed saved game file in Helgen, I came upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20This ends the LAL quest and re-enables the MQ101 update that you are supposed to get when you complete your escape, but was initially disabled by LAL.
That way you can do the vanilla MQ without switching to the LAL beginning if you want to."
-Restutitor Orbis


  1. In the console, type {SetPQV kuHCbQ uninstallNow True} (without the brackets). Or with Sky UI's MCM, set the uninstallNow toggle to True then exit the menus.
  2. Wait for a message confirming the uninstallation. Save the game.
  3. Deactivate the mod in your mod manager. If you installed this manually, simply delete all the files you installed.


  • You can reset the mod by typing {SetPQV kuHCbQ resetNow True} (without the brackets) in the console. Or with Sky UI's MCM, set the resetNow toggle to True then exit the menus.
  • When it resets it will ask you either reset all of its data or continue with the current data. Resetting all its data will remove all your settings and set the mod as if you have first installed it.
  • You can check all the mod's data by typing {SQV kuHCbQ} in the console. You can check if your settings were set in the mod properly with this.
  • If you find that your changes (with the command SetPQV or from executing the INI) do not appear in the mod, check the command again for spelling errors. Then try again.
  • If you find that resetting (with resetNow) and uninstalling (with uninstallNow) don't seem to work, the mod may have been suspended. It is best to simply start-over (i.e. reinstall the mod) after a "clean" save.

Creating a clean save:

  1. If you can, uninstall the mod from the console with {SetPQV kuHCbQ uninstallNow True}.
  2. Wait for the mod to confirm the uninstallation. It may take a minute. If no confirmation appears, then simply continue to the next step.
  3. Save the game manually from the console by typing {save uninstalledMod}.
  4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game folders. Make sure that none of the mod's Scripts are left. A mod manager like Wrye is best used for this.
  5. Load the "uninstalledMod" save.
  6. Save the game manually again from the console by typing {save cleanSave}. Because all of the mod's files were removed, all of its data will be "zeroed" in this game.
  7. Use these features of the "Save Game Script Cleaner" ( to remove the "zeroed" data physically from your save file:

    1. Fix script instances
    2. Delete all #
    3. Clean other
    4. Del. broken actives

  8. Play from this save.

Script logging

  • As a last resort, you can enable script logging and investigate the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" and/or "Documents\\My Games\\Skyrim\\Logs\\Script\\kuHCb*.log" files. Or send them to me. Contact me first either on TESNexus or the official Bethesda forums.
  • To enable script logging, set bEnableLogging, bEnableTrace and bLoadDebugInformation in the Skyrim.INI file. More information about this is described in this thread in the official Bethesda Creation Kit Forum:
  • Also, you can set mod specific logging by setting debugMode to 10 in either the MCM or in the console by typing {SetPQV kuHCbQ debugMode 10} (without the brackets). Mod specific logs are found in "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuHCb*.log".
  • Play the game for 5 minutes or so - enough time for the game to capture logging events.
  • If the "Papyrus.0.log" contain "Suspended stack count is over our warning threshold, dumping stacks:", then your game is suffering very badly. I've written a guide on how to clean your game and recover from this problem in Bethesda's official forums:
  • Feel free to send me (kuertee at gmail dot com) the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log", "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuHCb*.log" to investigate the problem.


    0.807, 6 June 2015:
  • New feature: Control using the "y" (increase) and "h" (decrease) keys the speed of your horse. Available speeds are: walk (25%), trot (50%), canter (75%), normal (100%). Of course, the sprint speed is available with its normal key.
  • New feature: Name your horse. Select a name from a given list.
  • New feature: Assign a "Simple Multiple Follower (SMF)" follower to your horse.
  • New feature: Buy more horses. Additional horses from the hostler costs 1500 gold.
  • Tweaks: newly coded features: whistle command, horse AI and horse-follower pairing, better support for SMF.
  • New feature: If userHorseChargeOnlyWithWeapon is True, charge knock-back and damage is applied only when a weapon is out - even if the horse is sprinting.
  • 0.803 fix, 22 April 2015:
  • Bug fix: When you have more followers than horses, a follower will sometimes try to use a horse that was already assigned to another follower.
  • 0.803, 20 April 2015:
  • New feature: Support for Simple Mutliple Followers mod's new looting AI.
  • Bug fix: Previously, followers would get stuck either trying to mount horses or would refuse to dismount. Only a keypress (whistle or command) or a load or save operation would unstick them.
  • Tweak: Having a melee weapon out while charging increases the charge damage by only 25% instead of doubling it as in previous versions.
  • 0.802, 23 January 2015:
  • Bug fix: In this version, saddlebags are hidden containers instead of the horse's actual inventory like in previous versions. In the last version, items were disappearing from the horse's inventory. I'm not sure what changes I made to the code caused this. Also, when these items disappeared, no event was triggered, and so, the horse's encumberance didn't change. I do know that when an actor is reset by the game, all it's inventory is also reset to its default items. Why the game would reset horses in the last version and not in the other versions before, I don't know. With the new version's hidden containers, no items will be lost when the horse is reset by the game.
  • Tweak: The whistle will now call horses if any of them are far from you. In previous versions, the whistle always commands horses to stay if any of the are near you regardless of whether any of them are far from you. When no horses are far from you, the whistle will command your horse to stay.
  • Tweak: Key-press commands responds better in this version. The mod still waits until its next "tick" before processing your key-press, though. The re-organisation of the code for processing horses produces a better response in this version.
  • Bug fix: When the camera is forced on a horse (e.g. when you call it but it is dead), the camera now stays on the horse for 5 seconds, allowing you to find it.
  • Bug fix: The horse track-cam was getting used when moving through a "load" door from an exterior cell to another exterior cell.
  • Bug fix: Follower's horses will stop trying to go to them if they are in beyond a "load" door.
  • 0.8, 9 February 2014:
  • Tweak: Set the mounted follower AI Package to be disabled when the player is in an interior cell.
  • Bug fix: Some followers were still not getting assigned a horse. This generally happened when one of the followers is waiting elsewhere while others after them in the list need a horse. Or when a horse is commaded to stay elsewhere while others after it in the list need a follower. Fixed now.
  • New feature: "Don't use any of my horses, please." and "You can use any spare horse that I have." dialogue options to support custom followers with their own horse-riding script. Note that because the mod doesn't keep track of the follower when they are not following you, you'll need to ask them to stop using your horses when you recruit them.
  • New feature: userEssentialHorses. Default = false. When set, horses are essential and cannot die.
  • Bug fix: The horse-track-cam when calling them didn't work when you're in first-person view. In this version, it is not used unless you're in third-person view.
  • Bug fix: Previously, the horses would forget your command and walk back to their original stables.
  • 0.740, 28 December 2013:
  • New feature: When calling a horse and it is more than 2500 distance away, the camera will be set to it. Set userSetCameraToHorseWhenCalled to False to disable this feature.
  • New feature: userHorseMaxEncumberance default 500. If the horse carries more than this amount in its saddlebag, it won't be able to move.
  • Bug fix: Far away horses were moving away from their player-commanded stay markers.
  • Bug fix: Previously, the player couldn't mount a horse while in combat.
  • Bug fix: Some horses' agression were getting reset at game loads. This is because Agression, Confidence and Assistance are not saved in the saved file for some actors. From this version on, these are automatically restored from the mod's internal data.
  • Tweak: Charging Magic Effect, Spell and Script tweaks.
  • 0.737, 2 August 2013:
  • Tweak: The stay marker of following horses are now moved to the horse when it is teleported near your last ridden horse when you fast travel, move into new Worldspaces or move in and out of interior cells. Previously the markers were not moved with the horse causing, for example, your following horses to stay where they were while your last ridden horse has moved to the stables.
  • New feature: The horses' encumberance is now displayed in their menu. Thanks to WuphonsReach for the suggestion.
  • Returned feature: Sneak-activating a horse now presents it's menu. This was a feature that I deactivate since SKSE was released with OnCrosshairRefChange () function. Reenable it by setting "userSneakActivateEnabled" To True. Thanks to Thingamajig for the request.
  • 0.736, 10 July 2013:
  • New feature: You can now force-teleport your horses to you. However, this is simply meant to be for emergencies and is hidden as an MCM or console feature. In the console type {setpqv kuHCbQ userForceCallFollowingHorsesNow True} without the brackets to teleport all horses that are following you to you. Type {setpqv kuHCBq userForceCallAllHorsesNow True} to teleport all your horses to you. Or simply go to the Troubleshooting section of this mod's MCM and click on the appropriate option.
  • Bug fix: Horses have started to wander off, returning to their original locations, since the last version with the changes to when you fast travel or move in/out of interior cells. I've added a new Procedure to their AI Package to counter this.
  • Bug fix: Some followers, particularly special actors like Katria that follow you in special conditions, were not being removed from the mod's list of current followers - even after they have left. But this could be the case only for these "special" followers like Katria.
  • Tweak: You can now change user settings before the main quest is at stage 5 (e.g. before leaving Helgen).
  • Bug fix: Fixes to the MCM's ping-back code. This will be the last time this bug will resurface - I hope. I found another instance when the RegisterForModEvent () for the ping-back is not registered or loses its registration in the previous version.
  • 0.735, 30 June 2013:
  • Bug fix: Previously, the encumberance check on horses would stop working.
  • Tweak: When you Fast Travel or end-up in a location (e.g. when leaving a dungeon at a different exit) that your last ridden horse is not permitted (e.g. on a mountainous peak), your other horses will not teleport to you anymore. They will always be with your last ridden horse.
  • Tweak: When you Fast Travel or end-up in a location far from your horse (e.g. when leaving a dungeon at a different exit), your horses will automatically get the "temporary" stay command - as if you used the whistle when near one of them. This will prevent them from following you even in places not appropriate for horses - e.g. the vampire castle in Dawnguard.
  • Tweak: Followers are now found by checking if they are a member of the CurrentFollowerFaction. Previously, they were found by checking their IsPlayerTeammate () flag. However, some mods set this to True (for one reason or another) even on NPCs that are not your followers. So my mod would find these NPCs and make them use your horse.
  • Tweak: The main package and the MCM can now be merged manually (with TES5Edit). Removing the reliance on GetFormFromFile () from the MCM discovery code made this possible. In this new version, SendModEvent () is used by the main package and the MCM to "ping" each other.
  • 0.734, 10 April 2013:
  • Tweak: Recompiled the main mod with Skyrim's 1.9 patch and the MCM component with SkyUI's 3.4 patch.
  • Tweak: You don't have to hold down the horse whistle key to use it. You can simply tap it and it will be triggered the next time the mod receives its CPU time slice from the engine. I.e. It is not immediate and it may take a second or two. This lag is intended. Like the Open saddlebag key (or any key presses in all my mods), I didn't want to interrupt the engine with the processes attached to key presses. Intead, I prefer the processes attached to key presses to run when it's the mod's turn to be enacted by the game engine.
  • Bug fix: The game's last ridden horse variable is set to none when you command your last ridden horse to stay. This will prevent that horse from following you when you fast travel.
  • Bug fix: Your followers would sometimes be considered a horse thief which then added to your Horses Stolen statistics - even if all tagged horses and tagged followers are added to Factions and the horse was not stolen. Several versions ago, I removed the forced-set-ownership of horses for possible bugs it may cause. I've returned that with more checks to prevent the bugs that were associated to that old version. Also, forcing ownership of horses will addresses this current version. In this version, only horses with no ownership or with player ownership are temporarily given to the follower riding it. Otherwise, the follower WILL be considered a horse thief.
  • 0.732, 25 February 2013:
  • Tweak: Refined the horse-teleport-to-player feature. This feature activates when the player fast travels or when the horse gets stuck.
  • Tweak: Refined the mount/dismount/npc jump off horse process. In this version, when getting on a horse, the horse and NPC runs towards each other. When within 250 distant, the npcs is teleported to the side of the horse the mount-animation occurs. The NPC then activates the horse. Teleporting the NPC this way stops the occurence of the pathing system taking them a circuitous way around the 3d model bounding boxes of obstancles - resulting in a long process of the NPC mounting the horse that was prevalent in previous versions. When dismounting, the NPC dismounts as normal. If the NPC gets stuck on a horse (which used to happen in previous versions), the NPC then jumps off the horse.
  • Tweak: Refined the AI Packages for horses and mounted NPCs.
  • Tweak: Set the horse's Agression to 0 when commanding it to Flee from combat. Previously, only Confidence was set to 0.
  • Bug fix: Previously, followers who were reserved by a Quest were ignored by the mod preventing some followers to ride your horses.
  • 0.731, 21 February 2013:
  • New feature: With SKSE 1.6.8 beta, the horse menu is accessed by pressing O (for "open") while the horse is targetted (rather than sneak-activating the horse). While riding, the saddlebag can also be accessed by pressing O or by the previous method of pressing the Sneak key. Change this key by setting userSaddlebagKey with the MCM, the console, or INI file.
  • Bug fix: Previously, the horse's Faction and ownership were adjusted to allow followers to mount it. The problem with this is that when the follower dismounted the horse, its ownership didn't return to the original owner. An related bug prevented the follower from riding it after the first time. In this version, the horse's ownership is never adjusted. As previous versions, if you steal a horse, the mod will give it a saddlebag and make its AI start to follow your commands. In this version, the same will happen but followers will be forced to mount it. The unmodded game prevents NPCs from mounting horses that they do not own. In this version of my mod, the NPC follower is forced to Activate the horse for it to mount. With the horse's ownership not adjusted, the follower may get accused of horse stealing.
  • Bug fix: Reprogrammed the horse-follower attachment and AI packages portions of the code. These bugs were fixed: Dismissing the follower sometimes didn't dismiss them, When the horse dies while the follower is riding it, the follower will get bugged, When the follower dies, while riding a horse, the horse will get bugged.
  • <!--
  • New feature: Horses that are following you, including those mounted by your followers, have increased speeds when more than 2500 distant to help them catch up to you. Thanks to Prophesor for the suggestion.-->
  • Bug fix: Previously, when an NPC who is not a teammate rides a horse that the mod has attached to you, that horse's AI will continue to follow you after that NPC has dismounted. In this version, any horse that was ridden by a non-teammate NPC will be removed from your list of owned horses and so it's AI will revert to its original.
  • Bug fix: Previously, horses followed incorrectly or not at all after a teleport (i.e. Fast travel or being moved to another location by script (e.g. horse cart or boat ride)). In this version, horses will be moved to the position of your last ridden horse after a teleport.
  • Bug fix: Previously, when updating, your horse "stay" commands were ignored by the horse AI - even if they are set correctly in their Aliases.
  • Tweak: Better key-presses handler.
  • Tweak: Better handling of While...EndWhile loops when the game first loads or when the mod is uninstalling.
  • Compatibility: Previously, when in a special form (e.g. Vampire Lord or Werewolf), the script failed. It resumed when the player reverts back.
  • 0.727, 16 December 2012:
  • Bug-fix: Rebuilt the charge system. It may have not applied the charge effects (e.g. damage, knockback, etc.) on Actors that have already received it. Also, only actors in front of the horse now gets the charge effect.
  • Bug fix: The "Lost horses" now works. This is a message that notifies you of any horses that has died. It appears when you call them with your whistle.
  • Bug fix: Previously, a dead horse transfers its encumbrance across to a new horse. Fixed in this version.
  • Tweak: Rebuilt the Mounted AI package. In the default game, actors mounting a horse far from them WALK to the horse - regardless of how far the horse may be. And, with my mod including previous versions of it, the horse runs towards the rider. The bug in the default game is that the rider doesn't update his/her AI so he/she will walk to where the horse was - extending the time it takes for a mount. In this version, the rider will not mount a horse unless the horse is within 500 distance from them.
  • Tweak: Removed the internal code for OnMenuMode since it is not required.
  • 0.723, 29 November 2012:
  • Tweak: If you exit a dungeon far from your horse, your horse will not automatically look for you. You'll need to manually call them with the whistle. This prevents them from trying to look for paths to you that don't exist - e.g. when you end up at a peak when exiting a dungeon.
  • Bug-fix: Followers usually got stuck when on a horse when they encounter combat. They stopped following you when this happens. This is fixed in this version. The cause of this is the use of the Condition IsInCombat in the AI Packages. In this version, GetCombatState is used instead.
  • 0.6394, 10 October 2012:
  • New feature: Horse encumbrance. The horse can carry 300 units without any ill effects. More than 300, and it will suffer a speed loss of 25%. More than 450, the penalty is 50% speed loss. These can be configured in the console or in the INI by changing userHorseEncumberance and userHorseGreatEncumberance.
  • Bug-fix: Followers were sticking to you even after you've dismissed them. This version fixes that.
  • Bug-fix: Dogs were still being considered as a ride-capable follower. This version prevents that. However, it seems like Bethesda's native GetIsCreature () is bugged. I've had to use the GetIsVoiceType () and IsCommandedActor () as filters for followers.
  • 0.634, 2 October 2012:
  • New feature: Horse charge attacks: When sprinting, you effect a charge which causes damage and knockback. Damage is doubled when you have your weapon out. Note that you do not have to swing to effect this bonus to normal charging bonus. You simply need to have your weapon out. If you do swing and hit, you add that damage to the damage caused by the charge attack. Followers also have this ability but they don't know how to use it - yet.
  • Bug fix: Followers were not fighting in the previous version, 0.627. Fixed in this version.
  • New feature: You won't lose your previous horses AIs when updating from this version on. Previously, when updating this mod, your horses will forget their given command. From this version onwards, the mod will save a backup of your data before updating itself.
  • 0.627, 25 September 2012:
  • New feature: Quick dismount (i.e. jump-off horse) when in combat or when you have a weapon equipped. It was lucky that my Oblivion method of quick dismounts (to prevent the Oblivion bug of getting your player stuck while dismounting when in combat) works here in Skyrim as well. (Skyrim doesn't have the same bug, of course.) This saved me doing research. :P
  • New feature: A message is shown of how many horses you've lost when you use the whistle.
  • Bug fix: Creature followers (e.g. dogs) will not be registered as a teammate.
  • Tweak: When followers need to ride a horse, they and their horses now meet up instead of the follower getting teleported to their horse.
  • Tweak: Streamlined the code that processes the horses and the code that cleans up dead horses and followers.
  • Read-me update on how to I use the whistle: I use the whistle like this: Tag it as Favourite. When required, I simply click on it once in the Favourites panel. You can bind it to a number key, if you wish. But that will take up a number best used for spells, weapons, or potions.
  • 0.623, 10 July 2012:
  • Tweak: You need to ride on horses for the mod to apply its changes (i.e. AI, saddlebag, etc.) to them. In previous versions, I was trying to detect when it changes its AI to one of the standard Player horse AI. This was too unpredictable.
  • Tweak: Streamlined the detection of key presses.
  • Tweak: Rebuilt the ESP. Its filename and in-game objects are now labelled with "B". You need to uninstall the previous version completely before updating to this version. Read the Updating from previous version below.
  • 0.621, 30 June 2012:
  • Bug fix: Followers weren't getting found by mod, so they weren't hopping on the horses. This version fixes this bug.
  • 0.62, 19 June 2012:
  • Bug fix: The previous version made horses you're not allowed to ride your own. This version reverts that ownership. However, in this version, only horses you have ridden and are not stolen will receive the saddlebag and obey your commands.
  • 0.61, 11 June 2012:
  • New feature: Custom markers. You can set one custom marker. All horses commanded to go to the custom marker will go there.
  • New feature: userSneakKey. Set this to one of these key codes for use as the saddlebag access key while riding.
  • New feature: userWhistleKey. Set this to one of these key codes for use as the trigger for the whistle.
  • New feature: Stay whistle and Call whistle sounds.
  • Bug-fix: Followers shouldn't dismount unless they are nearby.
  • Big-fix: When a horse dies, you'll be able to loot it. Previously, you couldn't.
  • 0.6, 1 June 2012:
  • New feature: You can have multiple horses. Any free horse will be used by your followers. Note that you can only still buy one horse per stable. You need to buy horses from other stables to have more than one horse. (I'm not willing to change any of the vanilla scripts to enable multiple horse purchases per stable. Sorry.)
  • New feature: Go to Markath, Riften, Solitude, Whiterun, Winterhold commands.
  • Tweak: The whistle commands horses to stay if you use it when near a horse (< 1000 distance). When no horses are nearby, it will call them. Note that I've removed how the whistle toggled between stay and come here from the previous versions. It was too ambigious and I was often confused on whether I needed to use it again when no horse came.
  • Tweak: The follow distance of the horse has been increased preventing it from trying to follow you into small places like the Riverwood forge.
  • Tweak: You can access the saddlebag while riding by pressing the CTRL key.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you escape from Helgen.
  • 0.53, 25 April 2012:
  • New feature: Flee from combat/Engage cautiously commands.
  • New feature: Horse command whistle. When used when your last ridden horse is nearby (within 1000 distant), it will interpret the command as a Stay command. When used when the horse is no where near, the horse will interpret the command as a Come here command. The horse will stop fleeing from combat and approach you regardless of any other condition. E.g. even if you are in combat or is sneaking.
  • Bug-fix: Horses you dismount will always automatically follow you. I.e. If it was issued a Stay command, it will be removed will be removed when you dismount from it.
  • Bug-fix: Other horses will not follow you anymore. Only your last ridden horse was intended to receive the AIs.
  • 0.52, 22 April 2012:
  • Tweak: The mod Actor Events is not required.
  • Bug-fix: Previously, sometimes you can't loot the corpse of your horse. This version fixes that.
  • 0.51, 18 April 2012:
  • Tweak: All horses now have saddlebags. You can access them even if you do not own them. It will be a crime, however.
  • Tweak: Your last ridden horse will now always look for you - regardless of how far you are from it. Previously, the horse needed to be in a location that is loaded in memory.
  • Tweak: Removed the "Cancel" option from the menu.
  • Bug-fix: In the previous version, horses became non-activatable in some instances.


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Tools Used

Creation kit -


You can do whatever you want with this mod but all I ask in return is that you give me credit. I would also like to be contacted when you include this mod in part or in full in a public release.