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rot

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rotat

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44 comments

  1. KienTran
    KienTran
    • supporter
    • 0 kudos
    Hello, does anyone know if this is compatible w Gates of Ascadia?
  2. Seichyn
    Seichyn
    • member
    • 4 kudos
    On OpenMW mod work fairly well... until they actually engage in combat.
    At least one of (attack?) animations makes whole model to flip upside down for a second.
  3. wcfcarolina13
    wcfcarolina13
    • member
    • 2 kudos
    What's the difference between this mod and Traveling Guar Riders?
    1. rotat
      rotat
      • member
      • 49 kudos
      Traveling Guar Riders implements some new riders as merchants it looks like,
      whereas in this mod I don't think most had merchant mechanics, and some of the riders are hostiles. You can probably use both mods together with no ill effects
    2. wcfcarolina13
      wcfcarolina13
      • member
      • 2 kudos
      Hostiles? Interesting, I haven't seen any of those!
  4. FromTheDuDe
    FromTheDuDe
    • member
    • 0 kudos
    Would it be possible for you to add small speed modifiers to them or possibly explain to me how to? Tried adding a speed modifier to the clothing that the script looks for and now all the guars are invisible. Not sure what to do to keep the speed bonuses but also be able to see the guars.
    1. rotat
      rotat
      • member
      • 49 kudos
      The readme should mention what has to be avoided for editing, the mod might have bytecode edits that pop if edited with the construction set. For you it might be easier to just put lines modifying all the actor speeds in a global script that stops itself at the end and save that in a new plugin that contains only the script.
  5. SamFisher91
    SamFisher91
    • supporter
    • 8 kudos
    I have the mod "Vivec City" and the ordinator gets stuck thinking hes taking the vanilla path. Much sad. Otherwise, awesome mod
  6. Dun-ra
    Dun-ra
    • member
    • 159 kudos
    Great mod! But, it appears that "rot_rider_ashlander1" does not have his guar. He is just floating in the air and does not have a "rot_...(guar)" item in his inventory. Thanks for putting this together. Pretty cool.
    1. rotat
      rotat
      • member
      • 49 kudos
      Thanks, will be fixed when I find the update that untwists the waists :D
      Edit: fixed now
    2. Riccardoman
      Riccardoman
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      • 0 kudos
      rot_rider_Ashlander4 does not have his guar in the CS, on openmw it simply disappears, there's not even a mention of the npc in the openmwlog
    3. rotat
      rotat
      • member
      • 49 kudos
      Thanks that was fixed, no appearing seems normal as this hostile is only enabled on roaming back in the exteriors after the original ashlander NPCs are dead probably so it wouldn't increase original difficulty of the encounter
  7. MISTERSMELLIES
    MISTERSMELLIES
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    • 21 kudos
    Works nice with openmw 0.47
  8. Ziyr
    Ziyr
    • member
    • 0 kudos
    I wish I could use this mod. Sadly it's quite broken in OpenMW 0.46. When the Guar takes a step forward, its body rotates nearly 45 degrees each time it takes a step and the animation looks crazy. Also the Guar frequently "vibrates" quickly, it looks too jittery to be usable. Please test this with OpenMW Nightly builds and "use additional anim sources = true"
    1. hokan42
      hokan42
      • member
      • 8 kudos
      I sadly have to confirm that the same issues exist with my OpenMW 0.46 setup.
      I suspect that the vibration and possibly the twitchiness (left & right, and nose down & up) may be a OpenMW collision detection issue.
    2. rotat
      rotat
      • member
      • 49 kudos
      The swaying steps did happen in nightly versions when released but couldn't pin down what caused it at the time. edit: tracked here The rest seems new though. I'll note issues are expected now
      v0.61 fixes a few
  9. MerchLis
    MerchLis
    • member
    • 21 kudos
    Directional scripts seem to be kinda broken in OpenMW - pretty much every rider ends up stuck in one place after a few days.

    Is it possible to assign them regular wander AI so that they walk around like regular NPCs? Tried doing it myself in CS, but didn't work out for some reason, as they walk in very small circles back and forth.
    1. rotat
      rotat
      • member
      • 49 kudos
      openMW was in the middle of a pathing update at the time. Is that still the case?

      For regular wander packages you need the radius to be a few times that of normal NPCs since they are in effect larger and faster.
  10. Dollet
    Dollet
    • member
    • 1 kudos
    Extremely cool mod, definitely a must have now!