SKYRIM
Horse commands by kuertee
Skyrim » Animals, creatures, mounts & horses
Added: 15/04/2012 - 02:48PM
Updated: 23/01/2015 - 09:54AM

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0.802 Latest version

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Uploaded by kuertee

Description

Last updated at 9:54, 23 Jan 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: 0.801
Date: 23 January 2015
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/15225
Requirements:

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.

Compatibilities:
  • 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 for now: 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 (0.8)


    0.801, 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.


Updating


  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 v0.801" will appear.


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.

A drawn weapon while charging deals extra damage.

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

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 you have a weapon drawn. They will move towards you when you leave any of these situations. When you are near a door, or a crafting station, horses will stop following you. This should prevent them from going into cairns or into alcoves like blacksmith porches. You can still call to them with the whistle, however. So good, I thought of using distance from doors for this. The horses crowding you near small spaces have been bugging me since the Oblivion version of this mod. 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 paths 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.

Track camera

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.

Saddlebags

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 and knockback. Damage is doubled 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.

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 (http://www.nexusmods.com/skyrim/mods/48265/), is required for this. With FISS installed, your settings will be saved in SKSE\\plugins\\FISS\\kuertee\\kuerteeHorseCommands.xml. And it will be loaded at every game-load and start. Any changes you make in the MCM will be saved in this file. You can also edit this file outside the game with a text editor.

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 kuHCb userWhistleKey 11
;Default 11. The key to use the whistle.

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

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

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

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

setPQV kuHCb 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 kuHCb 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 kuHCb userHorseGetsEncumbered 1
;Default TRUE.

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

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

Install


  1. Use Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install this mod. Just drag the package (which is a normal ZIP file) into Wrye Bash's Installers tab. However, the package is only a normal ZIP file, so if you know the game's mod file structure, install it manually. Other mod managers (e.g. NMM) that support ZIP files that mirror the file structure of the game can also be used.
  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


Uninstall


  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 with Wrye Bash. If you installed this manually, simply delete all the files you installed. (Wrye Bash keeps track of files used, so installing/uninstalling the mod with it is 100% simpler.)


Troubleshooting


  • 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. Play from this game.


Script logging

  • As a last resort, you can enable script logging and investigate the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" file and/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: http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-some-things-to-try/.
  • Also, you can set mod specific logging by setting debugMode to 1 in either the MCM or in the console by typing {SetPQV kuHCbQ debugMode 1} (without the brackets). Mod specific logs are found in "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuHCbQs.0.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: http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-our-warning-threshold/.
  • 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\\kuHCbQs.0.log" to investigate the problem.


Credits


kuertee in http://www.bethsoft.com/bgsforums/

Tools Used


Creation kit - http://www.creationkit.com

Licensing/Legal


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.