0 of 0

File information

Last updated

Original upload

Created by

JC

Uploaded by

jc2321

Virus scan

Safe to use

Tags for this mod

About this mod

This mod adds a Horseback Riding perk tree to the campfire skill system. The tree has a main riding branch and then two types of specialties: Cavalry Tactics - for hand-to-hand and Horse Archery - for ranged. Perks are gained by riding, killing on horseback and training at a local stable. Horse attributes are effected dynamically while riding.

Requirements
Permissions and credits
----
If you are adding this to a already started save if you add these two spells to your character the mod should work.
HorsebackRidingToggleHorse
HorseAbilitiesPersistenceSpell
----

1.1 Update - Fixes bug where the magic effect does not persist across cells. Applies cloak to player to re-apply spell if that magic effect is not occurring, the re-application triggers the active effect.

This mod is completely compatible with all other mods. Every time you mount a horse, it is detected, and if it was your last horse ridden nothing is done. If you mount a new horse the necessary scripts are applied to it and you will get notified that it has been found along with its default statistics for speed, health regen and stamina regen. 


There are two versions of this mod currently because disabling trampling, even in combat situations, in requiem cannot be done through setting a global variable. Thus I have added a requiem dependent version for requiem users. Currently, the Immersive Horses trample will be set to Off if it is detected.

FOR EACH: MAKE SURE ALL TRAMPLE EFFECTS FROM OTHER MODS ARE TOGGLED OFF

Horseback Riding - Default Version:
Requires Campfire and Frostfall. If you don't have Frostfall and turn off the dynamic weather update in the MCM you should be okay. Note the weather updating will not work until Frostfall is running. If you do use Frostfall your horse's stamina regen will never drop too low(which is fun to have to deal with) so I would recommend adding it but setting the exposure rate as low as needed. (the exposure rate will not affect this mod's interaction with Frostfall)

Horseback Riding - Requiem Version:
Same as above except it tweaks the Requiem trample effect to be completely off if the associated requiem global variable NoTrample variable is set to 1. (which is done automatically when this mod is loaded). Unfortunately, it cannot prevent the mass effect system from working. Thus, at present, the trample mechanic will look like its triggering for almost all attempts regardless of your perks.


GAMEPLAY

Perks can be progressed with passively riding your horse, killing on horseback or training at a local stable. Once the Experienced Rider perk is taken, training at the stables will no longer be possible. Additionally, if you ask for a training lesson and are asked how much you are willing to pay but only have the option to say "Nevermind" it means you do not have more gold than the Riding_TrainingCost(tweakable in the MCM). The mod mainly edits ImmersiveHorses scripts to implement its changes.

The rate at which you gain experience from riding, killing on horseback or training can all be adjusted in the MCM.

A quick overview of the main things to know:


The horse's attributes of speed, stamina regen and health regen start at 1.0 (which is translated into a speed multiplier of 100 or the equivalent of "normal speed"), .65, and .045 respectively. The horse Frost starts with a speed multiplier of 1.1. They are affected dynamically based on:
  • Stamina percentage - when tired your horse will move more slowly and its health regeneration will slow.
  • Health percentage - when hurt your horse will move more slowly and its stamina regeneration will slow.
  • Carry Weight - Your inventory weight, horse's inventory weight and carry weight will be taken together to determine the amount to dampen the attributes.
  • Weather Update - Using Frostfall's functions the cold and the severity of the weather will lead to significant effects to regeneration and speed of your horse. The impact of this will be lessened if you are near a fire source.
  • Horse perks - the final three rider perks will both increase and lessen the impact of other effects on your horse's speed and stamina regeneration. The Cavalry Tactics perk will increase and lessen the impact of other effects on your horse's health regeneration.

In order to help the player, if the player's stamina regeneration falls below 0.1 a notification will be shown that "<your horse's name> is regenerating stamina very slowly". If this occurs you will need to either conserve stamina or find warmth or move to a warmer climate(if the cause of the low regen is cold/bad weather but it most likely is unless you are carrying a ton of inventory).

The dynamic attributes are smoothed according to the formula .98*old_value + .02*new_value in order to both smooth speed transitions and add a compound-like effect, such that staying in a cold climate becomes progressively worse. It also presents a good dynamic where you must decide between conserving stamina vs. rushing through cold areas. These effects are still active after dismounting, so building a fire near your horse can provide substantial benefits in cold areas.

4 main effects while riding are added/tweaked:
  • Horse Trample - Trampling now occurs based on chance, its probability increases slightly with rider perks and greatly with cavalry tactics perks(note: the requiem trample effect is disabled in this mod - we use the ImmersiveHorses effect.) This probability is now also decreased with respect to the target's current stamina and health. Powerful foes should become easier to trample after exhausting themselves or being injured in battle.
  • KnockOff - If your horse is hit, there is now a chance you will be "knocked off" (a fast rear dismount is triggered), the probability of this can be decreased with rider perks and cavalry tactics perks. This is significantly more likely if your horse is hit with a power attack. If the attack is a power attack the attacker's stamina and health attributes are also factored in.
  • FallDown - If you are knocked off, there is a chance that you will land on your feet(the alternative is being knocked down), this chance of landing on your feet can be decreased with rider perks and cavalry tactics perks.
  • Sprinting damage - if you attack when sprinting on your horse you will get a 1.5X boost to your melee attack


In addition to the dynamic effects, the main rider branch will lead to greater horse stamina and lessened player stamina regeneration penalties (this ranges from significantly worse than normal to normal)

In addition to the dynamic effects, the three Cavalry Tactics perks will give improved attack damage and speed when using a melee weapon. (the damage can be a significant increase to the normal damage)

The three Horse Archery perks will give improved attack damage and speed when using a bow.(the damage will never eclipse what the damage that can be done normally but you will be able to fire a bow just as fast as on the ground.)

The three Horse Strength perks will give added carry weight to your horse, by doing this it will also lessen the impact of weight on your horse's regeneration and speed.


PERK ATTRIBUTES
(note dynamic changes are not discussed below)
(note weapon speed values operate much different on horseback than on the ground and have been chosen based on gameplay and animations)
Main Rider Branch:

5 main levels (None->Novice ->Intermediate->Experienced->Expert->Master)
Horse stamina increase: -500, -200, -50, +100, +250, +400
Player stamina regeneration: -5.0, -1.8, -1.2, -.8, -.4, 0

Cavalry Tactics:

3 levels(None -> Cavalry Tactics I -> Cavalry Tactics II -> Cavalry Tactics III)

One-Handed Speed Multiplier: .05, 1.25, 2.0, 2.5
One-Handed Damage Multiplier: .45, .85, 1.05, 1.35
Two-Handed Speed Multiplier: .05, .35, .65, 1.0
Two-Handed Damage Multiplier: .25, 1.0 , 1.35, 1.5
Horse Health: 0, 50, 100, 150
Player Stamina: -50, 50, 125, 200

Horse Archery:

3 levels(None -> Horse Archery  I -> Horse Archery II -> Horse Archery III)

Ranged Speed Multiplier: .025, .35, .65, .85
Ranged Damage Multiplier: .25, .65, .80, .95
Player Stamina: -250, 50, 125, 200

Horse Strength:

3 levels(None -> Horse Strength  I -> Horse Strength II -> Horse Strength III)

Horse Carry Weight: 50, 100, 150

PERK PROGRESSION

(note: RealTimeDays is what you think. If you sat there for 24 hours on a horse time_ridden would be 1.0)
(also note: the excel file in the Extra folder contains formulas for planning out experience gains)

Normal Perk Progression is based off the formula:

((Riding_ProgressRate * time_ridden) + (kill_change * Riding_KillBonus)) / pow((next_level+1), Riding_DifficultyScaleRate)

Training Perk Progression:

((Riding_ProgressRate * Riding_TrainingExperience)) / Math.pow((next_level+1), Riding_DifficultyScaleRate)

CAN"T BE CHANGED:

time_ridden = the time ridden in RealTimeDays
kill_change = the number of kills on horseback since last update
next_level = the total number of perks earned
pow = raises the first argument to the power of the second argument

CAN BE CHANGED:

Riding_DifficultyScaleRate = rate at which gaining new perks gets harder and harder
Riding_KillBonus = bonus per kill in RealTimeDays
Riding_ProgressRate = bonus per time ridden
Riding_TrainingExperience = experience gain in RealTimeDays

Default values example:
Out of the box we have the following values:
ProgressRate = 48
DifficultyScalingRate = 1.15
Killbonus = .15
TrainingExperience = .025 (note this is multiplied by ProgressRate as well)

Thus, in order to gain our first perk we would expect to need to ride for 30 real time minutes or train twice.
For the next perk we would need to ride for 66.57 minutes of real time.
For the final 14th perk we would need to ride for 10.4 hours of real time.

Changing these values at any point will effect progression moving forward and not change anything that has already occurred. So if the difficulty in gaining perks becomes too steep no problem tweaking the values then.

MCM OPTIONS
(If you change a value and it shows up as an integer the fix is to back out of the menu and re-enter, the value will be what you set it to. I currently don't know why this is occurring.)
The MCM Options Fall into 3 Main categories:

1. Horseback Riding Stats

Should provide you with a good reference to where you are at and where you need to get to. Also, provides current speed, stamina regen, and health regen for a non-intrusive way to check your dynamic stats occasionally.

2. Manipulate skill points

Can be used to respec/restore skill progress

3. Alter Gameplay values

First is the option to turn on debug mode. If this is on then there is a 20% chance that every update will provide notification as to the current speed, stamina regen and health regen. This should be helpful in understanding how the mod plays as well as

Then, there are toggle options for each of the 4 dynamic updates that occur which affect your horse stamina regen, health regen and speed.

Then, there are Max and Min values for each of these. These are important, especially the Horse Speed values to make sure the animations do not get too slow or too fast.

Skill progression tweaks are after which are touched on in the section above.

Finally, are the training cost of taking lessons at the stables and the experience gained from it.

DEBUG MODE

If you toggle on debug mode, you will periodic updates as to the values of speed, stamina regen and health regen. In addition, you will get notified when events such as knockoff, falloff and trample are triggered and whether or not they succeeded or failed. It should hopefully be useful to diagnose a potential problem and get an idea for how the values work.


USEFUL FORMULAS TO KNOW
An attached excel file in the Extra folder gives formulas for calculating experience gain and dynamic horse values. Hopefully it is useful.


ADDITIONAL NOTES

Late in the process, I changed the progression names from Beginner->Expert to Novice->Master. If you are editing the mod don't be confused by the naming of attributes, just know that any naming of EditorIDs that refers to BeginnerRider is actually affected what is now labeled as Novice Rider in game. As an example, the Global Value "Riding_PerkRank_IntermediateRider" actually governs the Experienced Rider perk. If you aren't planning on using the Creation kit or Tes5edit to change this mod don't worry about this.

FAQ

My attacks do little damage?

You need to get a perk in either Cavalry Tactics for melee damage or Horse Archery for ranged damage to do any real amount of damage.

I can’t sprint?

Make sure you have perks in the main branch. If you still can’t sprint maybe your stamina regen is 0, either increase the min stamina regen in the MCM or move to a warmer climate.

It still looks like trampling is always working?

If you are using requiem that is due to the requiem mass effect system. If you are not I would suggest turning on Debug Mode and you will get updates as to when trample fails/succeeds.