SKYRIM
Horse commands by kuertee
Skyrim » Animals, creatures, mounts & horses
Added: 15/04/2012 - 02:48PM
Updated: 09/02/2014 - 01:21PM

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Uploaded by kuertee

Description

Last updated at 13:21, 9 Feb 2014 Uploaded at 14:48, 15 Apr 2012

Horse commands


Version: 0.8
Date: 9 February 2014
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/15225

Requirements:

Options:

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.


Note that a copy of this document exists in the SkyrimDataDocs folder.

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.

Updates since last release (0.740):




    0.8, 9 February 2014:
  • Bug fix: Whistle command wasn't working
  • 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.


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. If you have Sky UI's MCM, you can check the settings in Sky UI's MCM wihtin the game.
  3. Or check the settings in "DataInikuerteeHorseCommands.ini". If you change any of it, execute your changes by typing {bat "inikuerteeHorseCommands.ini"} (without the brackets) in the console.
  4. After the update is finished, the message "kuHCb v0.740" will appear.


Gameplay changes


Any horse that you ride and that are not stolen will receive the saddlebag and obey yor commands.

Intelligent horses:

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

When used when any horse is nearby (within 1000 distant), it will be interpreted as a Stay command. When used when no horse is near, it will be interpreted 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. Note that only horses that are following you will obey your whisle commands.

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.

Horse command menu:

With SKSE 1.6.8 beta http://forums.bethsoft.com/topic/1438692-wipz-skyrim-script-extender-skse/ or above, 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.

With SKSE below 1.6.8 beta, when activating a horse while sneaking, a menu pops up.

When you select the command, Stay, it will ignore the behaviour described in Intelligent horses, above and will not move from its location - even if you call to it with the whistle.

Select the command, Follow, to return it to the behaviour described in Intelligent horses. It will also obey your whistle commands.

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

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

Saddlebags:

Access the saddlebag from the menu that pops up.

With SKSE 1.6.8 beta http://forums.bethsoft.com/topic/1438692-wipz-skyrim-script-extender-skse/ or above, while riding, the saddlebag can 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.

Mounted followers:

Any free horse in your train will be used by your followers. You can leave your followers behind and they will catch-up. When 2500 distant from you, horses have increased speeds.

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.

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. At 500 or more, the horse will not move. These can be configured in the console or in the INI by changing userHorseEncumberance, userHorseGreatEncumberance and userHorseMaxEncumberance.

Details


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 also set to 1 only if the player is in combat. Otherwise, its Confidence is not changed.

You can configure this mod with SkyUI's MCM or in the Console by typing "SetPQV kuHCbQ {mod data} {value}". Below are the various mod data that you can change, their default values and a short description of their effects.

  • userSaddlebagKey (default = 24): DirectX Key Scancode for the key to access the saddlebag while riding. Scancodes are listed here: http://cs.elderscrolls.com/index.php/IsKeyPressed2
  • userWhistleKey (default = 0): DirectX Key Scancode for the key to use the whistle. By 0, because I like using the whistle from the Favourites list. Set to a Scancode to use a specific key for the whistle.
  • userSneakKey (default = 29): Change this if you change your default Sneak- key.
  • userSprintingHorseCharge (default = True): When false, the charging attack features are disabled.
  • userHorseChargeKnocksPlayerChance (default = 0.125): Chance the player is knocked-back and damaged from charge attacks.
  • userHorseChargeKnocksPlayerRiderChance (default = 0): Chance the player, when on a mount, is knocked-back and damaged from charge attacks.
  • userHorseChargeKnocksRidersChance (default = 0.25): 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.
  • userHorseChargeFriendlyHits (default = False): Charge attacks do not affect friendly units. Set this to True to allow friendly charge attacks. Note: it gets annoying coming from followers.
  • userHorseEncumberance (default = 300): If the horse carries more than this amount in its saddlebag, it will suffer a 25% speed loss.
  • userHorseGreatEncumbrance (default = 450): If the horse carries more than this amount in its saddlebag, it will suffer a 50% speed loss.
  • userSneakActivateEnabled (default = False): Enables the sneak-activate on horses to show the Horse commands menu.
  • userEssentialHorses (default = False): Horses are essential - and cannot die.


A configuration file (datainikuerteeHorseCommands.ini) is provided with the relevant console commands. If you want to change any of the default values above, change them in the INI file then run the file by typing {bat "inikuerteeHorseCommands.ini"} (without the brackets) in the console. You only need to do this when you want to change the values of the property. Your changes will be saved in your game.

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.
  2. Change your settings within the game in Sky UI's MCM or check the settings in "DataIni". If you change any of it, execute your changes by typing in the console {bat "inikuerteeHorseCommands.ini"} without the brackets.
  3. Activate the mod.


Uninstall


  1. In the console, type "SetPQV kuHCbQ uninstallNow True." 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 configurations 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 configurations 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 also enable script logging and investigate the "DocumentsMy GamesSkyrimLogsScriptPapyrus.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 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/.
  • Then you can set the mod's specific log operations by setting debugMode to 1 in its MCM.
  • Play the game for 5 minutes or so - enough time for the game to capture enough events.
  • If your logs contain "Suspended stack count is over our warning threshold, dumping stacks:", then your game is suffering badly. I've written a guide on how to clean your game and recover from it in Bethesda's official forums: http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-our-warning-threshold/.
  • Then send the the "DocumentsMy GamesSkyrimLogsScriptPapyrus.0.log", "DocumentsMy GamesSkyrimLogsScriptUserkuHCbQs.0.log" to kuertee@gmail.com.


History




    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 http://forums.bethsoft.com/topic/1438692-wipz-skyrim-script-extender-skse/, 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 http://cs.elderscrolls.com/index.php/IsKeyPressed2 for use as the saddlebag access key while riding.
  • New feature: userWhistleKey. Set this to one of these key codes http://cs.elderscrolls.com/index.php/IsKeyPressed2 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 (less than 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.


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.