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MoonAerin

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MoonAerin

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About this mod

Adds horses from Dragon Age: Inquisition as new creatures.

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Changelogs
I have always loved horses, and I was surprised to see their absence in Dragon Age: Origins, while the elves have their own mounts in the form of Hallas. To tell you the truth, I started creating this mod about a year ago, but then I lacked both skills and information, so I had to put the creation of the mod on hold. I recently returned to this unfinished project, and today I want to share the result with you!

So, this mod adds the horses from Dragon Age: Inquisition as new creatures.

FEATURES
  • 9 colors of horses.
  • Horse models with and without saddle.
  • LOD2 and LOD3 (distance models) with optimized textures.
  • Dead horse as placeable object and prop model for your levels.
  • Custom horse sounds converted from DAI.
  • Custom animations (modified DAO deer animations).
  • Custom skeleton (modified DAO halla skeleton).
  • Several riders and a new animation for them.
  • Horses added to Origins and Awakening areas using scripts. Find them all!

INSTALLATION
  • Download the main archive, unpack it with the 7-zip archiver.
  • Put the unpacked Horses of Ferelden folder into your "override" folder (.... Documents\Bioware\Dragon Age\packages\core\).
  • Done!
To upgrade to version 2.0, delete the folder with the previous version of the mod and install the new version.


UNINSTALLATION

To uninstall the mod, simply delete the Horses of Ferelden folder from your override folder.You can also delete parts of the mod.
For example, if you don't like the position of the riders in the saddle, you can delete them completely. To do this, delete the Horse Raiders folder from the UTCs folder (...\override\Horses of Ferelden\).
The mod adds horses to both the original campaign and Awakening. If you do not want to see horses in Awakening, for example, delete the Awakening folder from the Scripts folder ( ...\override\Horses of Ferelden\).


COMPATIBILITY
This mod is maximally compatible with all other mods, as the horses are added to the areas using scripts, i.e. no original files have been modified.However, there may be conflicts with those mods that add new objects or creatures to the areas. And horses can get "stuck" in new objects. Such mods include, for example, Improved Atmosphere.


NOTES
Not fully realized.
Spoiler:  
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1. New Skeleton. Unfortunately, as far as I know, DAO does not support custom skeletons. I added two bones to the horse's tail, but the exported animation files had no information about these two added bones. Maybe there is some kind of limit on the number of bones for creatures? If anyone knows how to teach DAO to work with custom skeletons - let me know!

2. Animations. Frosty Toolsuite doesn't know how to export animations from Dragon Age: Inquisition, so I had to use the vanilla deer animations. However, these animations didn't work well for horses: the horse's front legs always fell too far into the ground, so I had to modify all the deer animations. Remember, I am not an animator at all, this was my first experience with animation ever! So the animations might look strange sometimes. Well, at least I tried :D

3. Riders. For some unknown reason, after spawning in areas, the riders were sitting on the horses incorrectly: their position was moved down and back. I had to adjust the position of the rider in the animation. The result was not bad, but controversial: some riders are almost perfectly seated, while others are shifted too far forward. I don't know what to do about that, so you have to live with it. Or delete the Horse Riders folder if the result annoys you at all.
Version 2.0 almost completely fixes it.


For modders.
You can do whatever you want with this mod. Everything is prepared to add horses to your quests/areas/modules.
You can also convert this mod to Dragon Age 2 game if you want.

To add horses to areas more comfortably, you can download an additional file DADBDATA for Toolset, which contains all UTC and UTP files. The main mod must be installed!
Of course you can also create your own UTC files and/or use them from the main mod.

Remember that riders are technically a new type of creature, like guards or servants. I had to do this to give them new ambient animations. If you make riders as regular humans, they will just stand in the middle of the horse, which doesn't look good.
So if you want to create new riders, choose the appropriate Appearance in Toolset!