Well first of all the mounts are already essential and should follow you just as companion. Moreover i indeed working on an proprer lore friendly implementation of the flute. Since i wonna make it huge and epic i decided to introduce a new creature type goblins in to the skyrim with their own unique camp and architexture and the quest line.
Here is a little progress status
- I already created about 20 diffrent goblin models - about 15 new buildings and tents - few clutter objects and weapons - have a quest idea - chosen goblin camp location and started with leveldesign - some unique rewards to be chosen after quest completing including magic flute
To be done
-> quest implementation -> completing camp design -> dialogues and voice acting -> probably an unique goblin follower(but not sure about this one)
By the way if you are skilled in any of to-be-done items, please feel free to contact me via pm.
I hope this update will also included the bug fixes mentioned by Xelan255 especially fixes for the deer mount as it is basically unusable; but otherwise great, high quality mod.
I really like the idea for the goblin quest and im really looking forward to see this mod complete. Also i would like to make some suggestions:
1. instead of one flute for all mounts have one for each. that way you could spread them as quest rewards stage by stage, depending of how big you want to make the quest of course. also this would get rid of the selection menu wich is no biggie but a little immersion braking.
2. I don't know how the CK handles this but instead of the summond effect have the mount to come run to you from afar similar to the courier guy. Again no biggie but a little more immersive
3. Allow the mount to swith from being a mount to being an actual follwer and in reverse. That way you have more control over your pets including inventory (the bear looks like he can carry some burdons ^^) and maybe combat behavior by dialogue menu like tell them to wait etc. I'm not sure about how doable that one is tough, maybe to have the flute to attach and detach the horsekeyword to the mount via script or something
Again really looking forward to see the finished product
Although it's an awesome idea to add goblins on a mount mod, they are not lore friendly. I hope you make a seperate download where the goblins don't excist. TY
i would say for the -> probably an unique goblin follower(but not sure about this one), you could use the riekling porter follower mod http://www.nexusmods.com/skyrim/mods/31533/? and just try to re skin itto look like a goblin? (just an Idea)
I was hoping that perhaps you could make an actual separate spell/flute or whatever for un-summoning the mounts, i have a mod that allows me to have multiple followers at one time and so my mounts won't un-summon and i don't get an option when using the flute that says un-summon it just makes them re-summon so unfortunately i can't use your mod until then unless i want the saber cat, lizard and deer following me everywhere :( (spoiler alert) i don't want 3 mounts following me everywhere XD
I just wanted to change the texture to a different wolf. Doing so causes "sanitizing names" which breaks the model. Any reason for this? I can't seem to fix it.
A few pros before I go into why I couldn't keep using this: - The models are a relief from just horses everywhere, the elk and wolf being my personal favorites. - They are easy to acquire right from the start, though a quest or something would be nice (but not picking, it's so nice just having access). - This works with Convenient Horses, making them somewhat trainable and increasing usefulness.
Given the lack of communication and updates (2014??), I doubt this will see improvement, but here goes...
I wanted to like this, but multiple factors makes the vanilla horse more preferable. Below I used calculations of comparable animals based on physiology, but also in stark comparison to the vanilla horse. Yes, I know it's a fantasy, but if you make a mod for mounts, the mounts should be at least on par with the vanilla horse, not worse. The models, themselves, need some tweaking because of oddly-bending elbows/knees/wrists (wolf and lizard especially). The sounds made by the wolf, lizard, and bear are constant and quickly become annoying because they are loud and never stop. With the bear, it's when dismounted, it will stand there and roar every few milliseconds. With the wolf and lizard, it's the asthmatic wheeze-growling of the wolves while being chased by them (didn't even make sense in vanilla to have them making that noise except to alert people they were there). Mounting them is glitchy, but given how difficult that is in the first place, it can be overlooked. The sit animation for the character is glitched and distorted, especially for those who have tails, where the player is about 4-6 knuckles above the saddle in the air; with tails, it macaroni-noodles off to the side like it's being held up and to their back with a wire.
The main problem is as listed: speed and maneuverability.
Speed: - Armored Bear ~ Relatively faster than wolf and lizard, which blows immersion up. - Armored Saber Cat ~ Quite fast, being second in speed. The only real usable mount of the five. - Armored Wolf ~ The wolf is just as slow as using your feet. A sprinting guard kept up with me...when I was in sprint mode. - Armored Deer ~ Obnoxiously swift. Would be fine yet immersion-breaking if you could control the mount better. - Armored Lizard-hound ~ Same as wolf.
.....does sprint even function? It distorts the camera, but I didn't notice any change in speed when running next to things, namely the slow-as-snails guards and the local wildlife I was chasing after. The wolf and lizard are especially apparent.
Turn radius: - Armored Bear ~ Decent, which is kind of odd for a bear. - Armored Saber Cat ~ Decent. - Armored Wolf ~ Really sharp, which is fine because it's slow so turning sharp makes sense - if it was actually moving, it would have less of a curve. - Armored Deer ~ Nonexistant. You end up running into things that kill you. It also doesn't move at a slower speed to allow turning around. Gets stuck a lot. - Armored Lizard-hound ~ Same as wolf.
This is just an example of how immersion-breaking these are. I'm not saying it has to work precisely like this, and actually it shouldn't work like this or we'd see everyone using vanilla horses 24/7, but this is how animals of similar builds actually work; horse is based on draft horse like in the game; other animals are based on ones with a similar physiology and anatomy; wolf used was a maned wolf due to the lanky legs of the mount: Mount speeds: Sprint Stamina Turn radius Horse --- 50mph (80.4kph) --- very high --- medium (vanilla starts with horrible health/stamina but Convenient Horses fixes this) Wolf ----- 47mph (75.6kph) --- med-high --- med-sharp Bear ----- 35mph (56kph) ------ medium ---- medium Saber cat (this one is very difficult to determine; smilodon would be closer to hyena based on gait) ~Lion --- 50mph (80.4kph) ---- low ----------- sharp ~Tiger -- 40mph (64.3kph) ---- low ----------- sharp Elk -------- 45mph (72.4kph) --- very high -- med-sharp (if they are based on moose, those are slower at 35mph (56kph)) Lizard --- (similar to wolf)
That probably wasn't necessary, but the mounts seemed to have been designed according to what was perceived as real-life speeds and agility. The issue is, the stats don't reflect the mounts, making only one of them useful to replace ol' vanilla horses for viable gameplay. The Saber Cat.
While they are fancy, and they would otherwise provide a great substitute in appearance, moving at a hideously slow speed on one of the fastest sustained-running land predators (maned wolves) is off-putting. Even with the grey wolf at 35mph (56.32kph), it wouldn't be as slow as this put it. Cats are the fastest moving, but not over a sustained time; they are ambush/stalking predators and can only move swiftly for a very short burst. Moving inexplicably faster than a wolf or big cat on an elk-like creature, while nice, loses its value if going for immersion--not to mention the complete loss of being able to control the mount anywhere other than a completely flat surface with no obstacles.
I wouldn't have minded if they all had the same speed and maneuvering capacity. Realism can be put aside as long as they actually enhance travel. If this is not how they should be functioning, based on programming or such, it is how they are currently functioning. It's a very lovely mod, but it loses that playability when these factors are right there in your face.
If you enjoy using this, don't go ranting on me. Enjoy it to your heart's content. I couldn't get past the speed differences that were so far off the mark to the point of not making any sense.
It works on SE .... Had Big mounts and followers for SE already installed . downloaded this file and extract...i did delete the character folder from meshes . ( FNIS,animation,behavior) transfert all and activate esp and now it works perfect
i download big mounts and followers, and install it. i delete the data\meshes\actors\character folder i dump the .bsa file from the big cat mounts over into the Tumbamounts folder. i zip it up
Correct? this was what i did, and my character stands on the new mounts instead of sitting on them.
please tell me what went wrong, im no good at this
Hi, so far im enjoying the mod. Though im having an issue with the bear only running FORWARD. He just wants to keep going, no rock or river will stop his deep seated desire to only move FORWARD... he would make a great life couch though.
329 comments
Here is a little progress status
- I already created about 20 diffrent goblin models
- about 15 new buildings and tents
- few clutter objects and weapons
- have a quest idea
- chosen goblin camp location and started with leveldesign
- some unique rewards to be chosen after quest completing including magic flute
To be done
-> quest implementation
-> completing camp design
-> dialogues and voice acting
-> probably an unique goblin follower(but not sure about this one)
By the way if you are skilled in any of to-be-done items, please feel free to contact me via pm.
I love the idea of immersion and having the flute lore friendly.
And i have seen your goblin model with the Reikling (Is that how you spell it?) follower mod. Looks awesome.
I can't wait to see how the Goblin voice acting turns out.
Also i would like to make some suggestions:
1. instead of one flute for all mounts have one for each. that way you could spread them as quest rewards stage by stage, depending of how big you want to make the quest of course. also this would get rid of the selection menu wich is no biggie but a little immersion braking.
2. I don't know how the CK handles this but instead of the summond effect have the mount to come run to you from afar similar to the courier guy. Again no biggie but a little more immersive
3. Allow the mount to swith from being a mount to being an actual follwer and in reverse. That way you have more control over your pets including inventory (the bear looks like he can carry some burdons ^^) and maybe combat behavior by dialogue menu like tell them to wait etc.
I'm not sure about how doable that one is tough, maybe to have the flute to attach and detach the horsekeyword to the mount via script or something
Again really looking forward to see the finished product
That's good, now tell us what your fix is.
- The models are a relief from just horses everywhere, the elk and wolf being my personal favorites.
- They are easy to acquire right from the start, though a quest or something would be nice (but not picking, it's so nice just having access).
- This works with Convenient Horses, making them somewhat trainable and increasing usefulness.
Given the lack of communication and updates (2014??), I doubt this will see improvement, but here goes...
I wanted to like this, but multiple factors makes the vanilla horse more preferable. Below I used calculations of comparable animals based on physiology, but also in stark comparison to the vanilla horse. Yes, I know it's a fantasy, but if you make a mod for mounts, the mounts should be at least on par with the vanilla horse, not worse. The models, themselves, need some tweaking because of oddly-bending elbows/knees/wrists (wolf and lizard especially). The sounds made by the wolf, lizard, and bear are constant and quickly become annoying because they are loud and never stop. With the bear, it's when dismounted, it will stand there and roar every few milliseconds. With the wolf and lizard, it's the asthmatic wheeze-growling of the wolves while being chased by them (didn't even make sense in vanilla to have them making that noise except to alert people they were there). Mounting them is glitchy, but given how difficult that is in the first place, it can be overlooked. The sit animation for the character is glitched and distorted, especially for those who have tails, where the player is about 4-6 knuckles above the saddle in the air; with tails, it macaroni-noodles off to the side like it's being held up and to their back with a wire.
The main problem is as listed: speed and maneuverability.
Speed:
- Armored Bear ~ Relatively faster than wolf and lizard, which blows immersion up.
- Armored Saber Cat ~ Quite fast, being second in speed. The only real usable mount of the five.
- Armored Wolf ~ The wolf is just as slow as using your feet. A sprinting guard kept up with me...when I was in sprint mode.
- Armored Deer ~ Obnoxiously swift. Would be fine yet immersion-breaking if you could control the mount better.
- Armored Lizard-hound ~ Same as wolf.
.....does sprint even function? It distorts the camera, but I didn't notice any change in speed when running next to things, namely the slow-as-snails guards and the local wildlife I was chasing after. The wolf and lizard are especially apparent.
Turn radius:
- Armored Bear ~ Decent, which is kind of odd for a bear.
- Armored Saber Cat ~ Decent.
- Armored Wolf ~ Really sharp, which is fine because it's slow so turning sharp makes sense - if it was actually moving, it would have less of a curve.
- Armored Deer ~ Nonexistant. You end up running into things that kill you. It also doesn't move at a slower speed to allow turning around. Gets stuck a lot.
- Armored Lizard-hound ~ Same as wolf.
This is just an example of how immersion-breaking these are. I'm not saying it has to work precisely like this, and actually it shouldn't work like this or we'd see everyone using vanilla horses 24/7, but this is how animals of similar builds actually work; horse is based on draft horse like in the game; other animals are based on ones with a similar physiology and anatomy; wolf used was a maned wolf due to the lanky legs of the mount:
Mount speeds:
Sprint Stamina Turn radius
Horse --- 50mph (80.4kph) --- very high --- medium (vanilla starts with horrible health/stamina but Convenient Horses fixes this)
Wolf ----- 47mph (75.6kph) --- med-high --- med-sharp
Bear ----- 35mph (56kph) ------ medium ---- medium
Saber cat (this one is very difficult to determine; smilodon would be closer to hyena based on gait)
~Lion --- 50mph (80.4kph) ---- low ----------- sharp
~Tiger -- 40mph (64.3kph) ---- low ----------- sharp
Elk -------- 45mph (72.4kph) --- very high -- med-sharp (if they are based on moose, those are slower at 35mph (56kph))
Lizard --- (similar to wolf)
That probably wasn't necessary, but the mounts seemed to have been designed according to what was perceived as real-life speeds and agility. The issue is, the stats don't reflect the mounts, making only one of them useful to replace ol' vanilla horses for viable gameplay. The Saber Cat.
While they are fancy, and they would otherwise provide a great substitute in appearance, moving at a hideously slow speed on one of the fastest sustained-running land predators (maned wolves) is off-putting. Even with the grey wolf at 35mph (56.32kph), it wouldn't be as slow as this put it. Cats are the fastest moving, but not over a sustained time; they are ambush/stalking predators and can only move swiftly for a very short burst. Moving inexplicably faster than a wolf or big cat on an elk-like creature, while nice, loses its value if going for immersion--not to mention the complete loss of being able to control the mount anywhere other than a completely flat surface with no obstacles.
I wouldn't have minded if they all had the same speed and maneuvering capacity. Realism can be put aside as long as they actually enhance travel.
If this is not how they should be functioning, based on programming or such, it is how they are currently functioning. It's a very lovely mod, but it loses that playability when these factors are right there in your face.
If you enjoy using this, don't go ranting on me.
Enjoy it to your heart's content.
I couldn't get past the speed differences that were so far off the mark to the point of not making any sense.
Had Big mounts and followers for SE already installed .
downloaded this file and extract...i did delete the character folder from meshes . ( FNIS,animation,behavior)
transfert all and activate esp
and now it works perfect
Grts
i download big mounts and followers, and install it.
i delete the data\meshes\actors\character folder
i dump the .bsa file from the big cat mounts over into the Tumbamounts folder.
i zip it up
Correct? this was what i did, and my character stands on the new mounts instead of sitting on them.
please tell me what went wrong, im no good at this