Skyrim Special Edition

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Brokunn

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TygerxEyes

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About this mod

"Hate your over-confident, easily killed, dragon fodder horse? This mod adds a \"Conjure Ethereal Horse\" spell that allows the player to summon a rideable, mystical, lemony-fresh steed! Read on for more action-packed details!" ~ Brokunn

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Conjure Rideable Ethereal Horse SE

Conjure
 Rideable Ethereal Horse SE is a port of the original Conjure Rideable Ethereal Horse (OLDRIM). It is a mod that was created Brokunn.  With that said, I think it is fine to endorse and vote for this page because it would be nice to see this mod gain some visibility on SE.  Even so, I strongly encourage you to take ten-seconds to hop over to the OLDRIM page and endorse-vote for the mod.

Originally, I ported this mod for my own personal use though I thought I would ask for permission to share this wonderful creation with others who are playing Skyrim Special Edition. I received permission from Brokunn who was kind enough to write:

"... You may absolutely have my permission, and I appreciate you getting in touch with me to ask.  Good luck! 
." 

I am glad to see this port is being enjoyed by so many people. I wanted to add a couple of additional notes:

  • Conjure Ethereal Horses SE has been successfully installed using both MO2 and Vortex. MO does not work with 64-Bit Games.  NMM is no longer being supported (abandoned) by Nexus and presents problems for this mod (though see comments for work around as one user found success).
  • Nether's Follower Framework (...skyrimspecialedition/mods/18076) appears to allow some followers to use the second horse. I am not sure whether author tested with generic follower or a complex follower like Ingio.  Inigo works fine with regular horses and with Convenient Horses (CH).  In my own experience (CH w/o NFF), I found followers including Inigo tended to 'stand' in the saddle of ethereal horses rather than 'sit' and I use this Mod in my solo game play even when they did fine saddling-up with mundane horses.
  • NFF and CH are a part of my next mass mod list play build though I am a way from actual play through launch, but I wanted to mention that NFF and CH do play together provided you modify settings in NFF (e.g., Mount Support to Riding Support Only OR disable horse on a per-follower basis, etc.,)..
  • NFF and CH will work together but requires changes in NFF Settings (e.g., Mount Support to Riding Support Only OR disable horse on a per-follower basis, etc.,). Again, I have not had a chance to play test this in serious play through... but I did want to offer the suggestion (and do read comments).

Special Note: Although the original mod had a 'patch,' the mod operated fine without the patch and in my view was more of an add-on than the patch which modified the spell to their taste (e.g., spell to power).  As such, I did not bother to port this add-on for a few reasons:

(1) Given the conjured ethereal horse is not intended for combat and with hotkeys available, I saw no need to make it a power.
(2) When starting a new vanilla game, I have not had any issues with the horse dispersing within 1-4 seconds of my dismount though
I did find that it stuck around a much longer time when I added it mid-game with full mods.  If you remount it after the initial dismount,
your mount will soon disappear and you will be unceremoniously dropped on the ground and need a moment to recovery your feet. So,
I recommend you install and use with a fresh game... otherwise, if it stays around, simply recast spell to disperse and then resummon. It 
costs so little that a first level player can recast several times.
(3) With regard to faction issue, I did some quick testing with new install and walked up and down the streets casting around guards and
outside of town and never triggered an attack on the horse by humans (e.g., though animals did sometimes try to attack me - crabs,
wolves, etc.,).  As such, I decided upload the original version which assigns the horse to the "dunPrisonerFaction Prisoners Faction
[FACT000AA784]." I am experimenting with a few other options and might upload a second version assigning it to a different faction.

I made every effort to be thorough in updating this mod for SSE; however, if you notice a problem with the port... feel free to contact me.  What follows is the original write-up from the original mod (OLDRIM).  Remember, if you use OLDRIM mods that have not been properly updated and ported, you have a reasonable chance of corrupt your save files....

ORIGINAL WRITE-UP FROM BROKUNN

Brokunn's Conjure Rideable Ethereal Horse Spell 

Details


The Conjure Ethereal Horse spell tome can be purchased directly from the Tuning Stone behind (north of) Whiterun Stables (see screenshot/map). I set the $5000 [sic] price to help keep this mod balanced so new players could acquire an appreciation for the fleshy, easily lost and murdered run-of-the-mill horses.

Plus, Ethereal Horses have the following advantages over their counterparts:

Customizable

The Ethereal Horse Tuning Stone allows you to not only adjust the horse's speed (normal, medium, fast), but also gives you the option of PIMPING OUT YOUR RIDE: You can now flame on with a smokin new Fire Steed! Or cool off that crotch with a Glacial Grocery Getter! And due to popular demand, introducing the swanky new SHADOW STEED!

!!!!!!!!!!!!!!!!!!!!!!!! EXCITING NEW FEATURE !!!!!!!!!!!!!!!!!!!!!!!!
(...let's say this is in "beta" right now - see Known Issues below)

You now have the option to spawn an additional horse for your follower! This feature will DO NOTHING unless you have Spudgunner's "Better Follower Improvements" mod installed, which is available at (please remember to favorite/endorse):
- Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=13711
- Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=11193

Simply select the follower option on the Tuning Stone (you will be prompted to pick a type for that horse too), cast the spell once (both horses should appear), and hop on yours (you wont be able to ride the other). Your follower "should" mount their horse... when they feel like it. They're very reluctant... maybe they're a little nervous. I mean, a horse did just appear out of thin air.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Convenience

Have a horse anytime, anywhere you want. Even in your own house (assuming you're in to that kind of thing). They expire immediately after being ridden or about 30 seconds after being summoned and neglected. No more worrying about where you left your real, flea-infested horse, or what dragon it has decided to chase down and commit suicide in front of.

Built to last, not to fight

If not being ridden, Ethereal Horses are ghostly, spineless cowards that will vaporize instantly upon the slightest touch from an enemy. I was always annoyed when my flesh-bag horse started tanking dragons for me, so I crafted these babies to get you from point A to point B, not help you kill point B. So, conjure a familiar or something and see how that works out for you.

The trade-off is you can now base-jump off a 3000 foot mountain top! Yes, your horse is completely invincible when being ridden. Incidentally, you are also somewhat invincible when riding an ethereal horse... But hey, if you can't fight from horseback, should you be able to die on horseback? That's my justification, and I'm stickin to it.

Speed

Ethereal horses walk and run faster than normal horses. They also don't run out of breath, since they technically don't have lungs.

Sex Appeal

Everyone knows that love a nice ride. What says dragonborn better than a mystical, glowing steed that you summon from thin air? It's like the horse-version of a mystical, glowing DeLorean that you summon from thin air! And there's no poop to clean up.
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Media & Links


Videos (older videos have been archived)



Links

This mod is available at:
- Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=11235
- Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=9534

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Future Updates & Known Issues:

1) Flashier summon/banish effects (this takes a surprising amount of effort to do correctly, and I'm going for functionality over form for now).
2) I'd really like to remove the "squealing" sound effect the horse makes when falling from high places, however, that may be impossible to do on a single horse.
3) "WaterWalking" is more like "SinkSlower" - there doesn't seem to be much I can do to fix it at this time... the sinking is a little strange, though somewhat effective, so I'm leaving it for now.
4) Glitchiness/crashing issues when running/sprinting are most likely a function of Skyrim's massive outdoor areas trying to load vs your computer trying to keep up. I'm fairly certain this is why they dumbed down the default horses in the first place.
5) At some point, I'd like to adjust the Tuning Stone to work more like an Enchantment Altar, and allow players to not only select MULTIPLE special effects, but also possibly select the base horse that is summoned (i.e. you could summon Shadowmere/Frost/etc)
6) When jumping, the horse slows down. Not sure if there's much I can do about that one... maybe some sweet rocket hooves.
7) When you dismount, your follower may not dismount in time before their horse is banished. Temporary fix: point and laugh.
8) Attacking your follower's horse may have unforeseen consequences. Name-calling is acceptable.
9) Fast-traveling, or leaving your follower in the dust will cause their horse to disappear.

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Troubleshooting Guide: http://www.creationkit.com/Mod_Troubleshooting
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Special Thanks
- Chayification, Grumpy Gaming HD, MarcuSUK123, and Withstanding for their amazing Youtube Videos (above)
- Imp of the Perverse's post about mounts over on the Creation Kit forum.
- Exocet for his input on special effects - now I have to figure out when to stop the madness.
- Spudgunnerfor his fantastic Better Follower Improvements mod!
- Search terms: Conjure Horse, Summon Horse, Conjure Mount, Summon Mount, Well Hung Author
- Note: This is my very first Skyrim mod, may Stendarr have mercy on me...
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Don’t miss out on my less practical, but exponentially more adorable Conjure Mini Pet Spell!
- Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=17586
- Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=13352
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Change Log
__________________ 2012-03-18 Version 1.8
1) Made some adjustments to how the horses are removed from the game when casting multiple times and when left behind in another cell.
2) All existing horses are cleared and values are re-set when talking to the Tuning Stone.
3) Added a 10 second delay before banishing the horse(s) when dismounting to prevent followers from constantly sucking pavement.
4) Fixed an issue that prevented player and follower horse from being the same type.
__________________ 2012-03-11 Version 1.7
1) Hopefully fixed the invulnerable/invincible issues some users were having.
__________________ 2012-03-04 Version 1.6
1) Added follower option to Tuning Stone - compatible with Spudgunner's mod that allows followers to ride horses (see above for links)
2) Removed the Spell Tome from shop vendors - If you had another mod installed that also altered Spell Tome vendor's inventories, it would conflict with this one.
3) Made the Sell Tome purchasable at the Tuning Stone (for $5000 exactly)!
4) Only a single horse (or one additional for your follower) can be summoned at a time. Casting the spell in succession should banish the originals (this may be a little buggy, but we'll give it a try).
__________________ 2012-02-19 Version 1.5
1) Added "Shadow" option to the Tuning Stone
2) Updated all horse "effects" to use EffectShaders instead of Spells (still learning this stuff...)
3) Updated the spell description to fit with the game a little better (it was too long).
__________________ 2012-02-21 Version 1.4
1) Added the new Tuning Stone feature for skin/speed adjustments (see Details above for... details)
2) Adjusted the price one last time. I said LAST. (see Know Issues above for... known, er... details)
3) Disabled the "Disallow Spell Absorb/Reflect" option to prevent conflicts with the Atronach Stone power (thanks jrpsomc)