After countless hours of using Convenient Horses without problems, I now have the issue that followers most of the time won't dismount their horses anymore.
This is affecting iAFT managed followers and also built-in followers like Serana. When I dismount my horse, I can see that the followers try to dismount their's (they pop up and down on their horse), but don't manage. When talking to them, that sometimes triggers them to dismount. Using resetai on the follower allways triggers them to dismount.
Assuming that "not anymore" implies "without having changed anything", I can only think of some 'stuck' script. Perhaps FallrimTools might find suspended stacks or other script issues in a saved game in which they are nor dismounting (before the resetai part.)
Thank you for your input! Unfortunately nothing suspended or similar. Here's from a save game where Serana tries to dismount: https://imgur.com/a/OpoNorQ
It specifically mentions a CH Serana follower script. But "normal" followers are affected as well. The script vanishes from "Active scripts" once the dismount process finishes (resetai or sometimes just waiting long enough).
So I had this dismount bug, complete with that "pop up and down on their horse" visual bug, and with resetai (or disable/enable) coaxing them off their steed. The specific cause in my case is probably extremely niche, but can hopefully provide insight for someone with more technical knowledge.
While attempting to optimize scripting (whilst possessing zero actual knowledge of scripting), I messed around with my PapyrusTweaks.ini file, and set the experimental "bSpeedUpNativeCalls" to true. After all, it suggested greatly improved scripting performance while still performing safeguard functions; what could go wrong?
Well, when you're a clueless pleb who doesn't actually know what anything does, it can cause the scripting for an aging mod to go nuts, resulting in the "no dismount" bug.
I'm 99% sure you didn't fuss around with your PapyrusTweaks.ini file, but perhaps some other mod which "improved" scripting performance might be the culprit for your problem. Hope this helps... someone...
Great finding! I also have "bSpeedUpNativeCalls" set to true in my PapyrusTweaks.ini because it seems to speed up things especially in some NSFW mods a lot... Me setting this to true some time ago and the first occurence of the issue could very well be related. I am going to verify it this weekend and will report back.
OK, I can't remember having ever seen a PapyrusTweaks.ini in my game, but it must be some mod. I've pruned and stickyed this thread, in case someone happens to land here with the same question.
Is there a way to make follower's horses faster? My horse was trained to be as fast as possible during the convenient horses quest and now my followers are always falling behind.
Thank you for this and all of your other mods. You helped me with a question on Convenient Carriages and the mod is so immersive and amazing.
Patch works perfectly. Wasn't sure how to install the script.
Followers are now up to speed on their horses with my own horse. No more stopping every few seconds to wait for them to catch or having to back track because they got stuck somewhere.
I'll just use the patch. Don't feel like dropping anything directly into my Skyrim directory.
Thank you again. I have been dealing with this for FOUR YEARS. It wasn't ever game breaking but super annoying, always having to look back to see if my followers are there or having to dismount, summon them and then remount because they were too far behind. This patch fixes so many issues other than then ones I already mentioned. Followers aren't late to battle anymore, I'm not constantly worried that they won't be there when I turn around, they actually follow paths more correctly now. Such a quality of life improvement.
A few years late, but I installed the scripts you provided, which also worked fabulously; before, I had to constantly stop and check if my followers were still behind me, but now they're consistently on my tail.
Unfortunately, I use SDA, which once again makes Serana into a wet blanket who can never seem to catch up (or even find her horse). I love Serana Dialogue Add-On, but their forced horse implementation is utter garbage, and I wish they'd just get rid of it.
But that's neither here nor there. Thanks for the patch!
Funny enough, I actually really like the "rear up and neigh" feature when paired with NFF or EFF and a whole posse of followers; there's something really satisfying about having three or five riders (ideally in respective Power Rangers colors) perform a synchronized rearing routine before blasting into the sunset.
Unfortunately, I also use SDA, where Serana is explicitly excluded from the CH fun. At that point, seeing one person scurrying around trying to find her horse while the rest of us do cool horse poses is kind of... sad. So for the sake of fairness, removing the rearing fulfills a need I never knew I had.
If by wheelies, you mean having the horses run around on just their hind legs, that would be a gift that's impossible to refuse. But seriously, this is a very helpful mod, and we appreciate your work!
Hi thanks for the tweaks, I have LONG wished for the rear-up to go away. It's exactly like you said and I have used CH since way back when it first got uploaded in oldrim. After a couple of years, I just tried to ignore it. I have had a few laughs from it in the past with horrible mod practices from myself lol, like the follower horse rears up and flies off with the follower on its back LMAO ahhh good times, you know your loadout is bad and soon to die.
I do have a totally unrelated, to your mod, question. As I have said I have used CH for years and really anything that didn't work was due to my learning how to do load orders and conflict resolution. But about 5 or 6 playthroughs back, so like about 1 year ago my follower's horses will not swap bardings (they are CH horses, I use NFF riding support only). I can go through the dialogue, you even hear the sound as if it is swapping, then it will go to the "That's a good fit" response, but still wearing the standard saddle that it starts with. I tried to use equipitem xxxxxx and it will put like the steel scale barding on, but as soon as they blow their horn it is gone, and the horse refuses to put it back on unless I clear it out of its inventory. Again, I don't know if you could possibly guess, but I have scratched my head over this. A long time back I used a mod that allowed magic casting from horse, but I took it out for the next playthrough as it was not to my liking. When I had that mod in, this exact same behavior happened, I think it changed some meshes iirc. as well as animations. But it's gone and I played through fine a couple more times before it stopped swapping for good... I know this is long but any advice would be helpful. Everything works fine, my followers mount, call, whistle, dismount, fight, w/e, and seem to never get stuck, just the barding won't swap with the dialogue, for the followers, which works fine for my horse.
I also used those mods together when I still played Skyrim (although an ancient version of NFF, before the run-away/come-back drama), but with NFF horse-related stuff completely disabled. I can't remember having had issues.
Anyway, I had a look at the scripts. Unfortunately, they are too much for me, going through them to find out where they clash would take me years. One thing that seems clear is that both use the follower's current horse reference as quest alias, so my uninformed guess is that NFF takes control of it and prevents the equipment part of CH from working. If that's the case, I can't imagine any workaround apart from changing how at least one of the two mods work.
Not a very useful answer, but I do have my limits :D
Thank you very much for taking the time, I think I am going to reinstall CH for my next playthrough, I usually copy the profile, delete the saves from the new one, and take off, but I think I feel a hard reset coming. I really appreciate you looking into it though. Also, a huge thank you for the no rear-up mount works flawlessly! Great work! Also, you make a great point. I too used the old NFF, but after a couple of years' break, I grabbed the new one about the same time these issues started so I think you are on to the right answer. Either my loadout is off or the new NFF, with my load order is in conflict with CH. Thank you so much I had forgotten about updating NFF, plus now you have so many versions floating with SE, AE, and the current version. Again thanks a bunch for your assistance.
I still have an old NFF manual; maybe it's not included in the new version or it's different, but it might still be useful. Looks like that "riding support only" is (or at least it was) the wrong option with CH.
If you don’t care about mounts for followers or have a mod that handles horse riding and mounts for followers, use the No Support option. An example mod would be Convenient Horses. If you don’t use a mod that provides horse and riding packages to followers and want them to have horses, use the Spawned Horses option. You can also use this option if you want to use Convenient Horses only with the player and don’t want to purchase a mount for every follower. If you have a mod that provides horses for followers but doesn’t include riding packages, use the Riding Support Only option. An example mod would be Immersive Horses.
I'm afraid I don't get the "haven't been able to figure it out myself" part :) To be aware of those values, you must have looked into CHQuestScript and already know what to change.
; Amount of experience needed for a first level of training. Float Property TrainingExperienceBase = 1000.0 AutoReadOnly ; Training experience increasing factor. Float Property TrainingExperienceCurve = 1.25 AutoReadOnly ; Calculate experience needed for a next level. Int Function GetTrainingExperienceGoal(int aiCurrentLevel) return (TrainingExperienceBase * Pow(TrainingExperienceCurve, aiCurrentLevel)) as int EndFunction
So the "training experience goal" integer (how many XPs the horse must have to level up) is: TrainingExperienceBase multiplied by [TrainingExperienceCurve raised to the "current level" power] If the starting level is 0, looks like you should have 1000 --> 1250 --> 1562 --> 1953 --> 2441 --> and so on... Try different values till the sequence is how you like it, then just compile the modified script.
If you also change 1.25 to 1.5 3000 (3000 * 1) --> 4500 (3000 * 1.5) --> 6750 (3000 * 2.25) --> 10125 (3000 * 3.375) --> 15187 (3000 * 5.0625) --> ...
Do some math and find your ideal progression.
To change them, first you need to extract the files from the "Convenient Horses.bsa" archive (google for suitable tools). Then move the resulting Source folder (the one with the .psc files) from the Scripts folder (Oldrim-style) to a new Source folder and rename it to Scripts (SSE-style). Place the Scripts folder (with the .pex files) and the new Source\Scripts ones into your Data folder. Edit the CHQuestScript.psc file in Source\Scripts with any text editor (eg., "Float Property TrainingExperienceBase = 1000.0 AutoReadOnly" to "Float Property TrainingExperienceBase = 3000.0 AutoReadOnly"). Launch the CK. Menu --> Gameplay --> Papyrus Script Manager. Filter for CHQuestScript. Right-click --> Compile. And that's it.
Hey man, could u make a patch to allow us to configure convenient horses through the mcm or even through the mod installer and let the interface in game be clean? i hate that many options in a dialogue form that the modern convenient horse have... I even tried to change mod, almost went to simplest horses+horses for followers... the only reason I didn't change was because i did not find a way to access the follower's horse inventory( I wanted to be able to craft barding and give it to my follower's horse)
With followers that are on the vanilla follower framework system, including Thogra, you can change the barding on the horse. But with custom followers that are on their own follower framework system, like Inigo or Xelzaz, you cannot do. Followers that already come with their own horses, like say Vilja, Sofia, Nebarra or Remiel (and ones who have a unique mount like Auri and Xelzaz), those are outside of the programming of Convenient Horses and cannot be modified ingame by the user, unfortunately.
I'm not having an issue with this mod, but I'm writing to see if I can get some advice.
My follower can't get off the horse. Summoning a horse and riding it works fine, but the problem is not getting off the horse. I was hoping this mod would fix the problem, but the problem still remains... I'm not using follower management mod, and the only mod that manages horses is the Convenient Horse.
Thank you for your reply. I think it's a script problem because when I ask a follower to do something, then the animation of getting off the horse comes out.. Of course I haven't found a solution yet. Thanks for your advice on this though!
I think I have been having the same issue. They would flicker on the horse struggling to get off. I would have to reset their ai in order for them to get off. By chance have you found a fix yet?
if a follower's horse dies, or i don't like the horse they've chosen/i've chosen for them how do i get them a NEW horse?
does the cell need to reset, do i need to wait a few days for the dialogue option to appear? resetAI command changes nothing so far is there another command i can use, perhaps to remove a flag/faction from the NPC that inhibits the dialogue?
I've no idea because it never happened to me. I might have a look at it when I can and see whether I'm able to understand how it works. I'm fairly sure that resets and AI have nothing to do with that, though.
No problem. The scripts are "a little bit" complex but it seems to me that you might need to have the dead horse's 3D unloaded -- that is, go away from it or, even better, enter some building and try the dialogue.
Alternatively, although less likely, it might depend on the follower's Variable01 setting. Do what suggested above, then select the follower in the console and enter GetAV Variable01 -- if that doesn't return 0, enter SetAV Variable01 0 and try the dialogue. If this fails too, don't save and reload the previous one.
If all fails, I'm at a loss.
If you don't like the horse, looks like that killing it is the only option.
Thanks for the mod! Just curious, does this mod remedy the incompatibility issues with AFT? I'm using Immersive Amazing Follower Tweaks but I assume the same settings apply. On the mod page for convenient horses, it states: "
Amazing Follower Tweaks: There have been few issues here and there and most of them have been prevented. It is important to have horse features disabled in AFT along with follower teleport on weapon draw setting."
since you seem well versed in CH, I was wondering if perhaps you knew how to lower the saddle carryweight from seemingly infinite? i tried editing it in tesvedit under RACE. anyways, i use 1.5.73 sse and I'm rolling an old version of CH. Not too old as it doesn't have the mcm, I think im back in 2019 so probably version 6.0+. will this mod you have created break my save/game? any idea would be appreciated about these things.
I'll tell you what I know, although I'd be surprised if it wasn't explained in the mod's description. CH has a dialogue to set the three carry weight options: one disables the weight checks (I suppose that's what you have enabled); another one limits only the "saddle bags" weight disregarding the player's inventory; the strictest one checks the combined player+bags weight and limits it accordingly.
As for the scripts, the current ones have been compiled in 2017 -- a 2019 version would have the same. I believe nothing shall be broken.
I messed around in game and the most limiting option was 1000 pounds. The horse saddlebags are actually basically infinite, i placed 30,000 pounds in it with no problem with septims that are weighted for easy measuring. Now it does take you into account, but your carryweight has to be sky high too to get bucked off or have any slow down. Old versions you could edit the carryweight through the mcm, or even the console, but this version seems impervious, which is a bummer.
"You could haul a mountain!" CH.SetEncumbranceMode(0) ---> No checks
"We've ridden so much together you're used to my weight." CH.SetEncumbranceMode(1) ---> Check sack
"I suppose you'll be carrying me and what I've strapped to you. (Default)" CH.SetEncumbranceMode(2) ---> Check player+sack
; Returns total weight carried by the horse according to encumbrance setting. ; abForceWeighPlayer: Whether to weigh player even if not being mounted. Float Function GetEncumbrance(bool abForceWeighPlayer = false) int mode = CHHorseEncumbranceMode.GetValue() as int ; Combined weight mode. if mode == 2 if abForceWeighPlayer || HorseAlias.GetIsBeingRiddenByPlayer() return SackAlias.GetSackWeight() + PlayerRef.GetActorValue("InventoryWeight") else return SackAlias.GetSackWeight() endif ; Sack weight mode. elseif mode == 1 return SackAlias.GetSackWeight() endif return 0.0 EndFunction
Then there is a CHSackAliasScript which gets the weight of everything you put into the sack and returns the SackAlias.GetSackWeight() value.
But this is only to limit the horse's movement using what the GetEncumbrance() function returns.
The "sack" isn't the horse's inventory, horses don't have one -- it's just a linked container placed in a holder cell, you can put as much as you like into it (like you can put as much as you like into any chest, satchel, wardrobe, or whatever.)
I think that to limit the inventory in a container one would have to devise something that shuts down the menu or rejects the item when trying to add something beyond a certain limit -- it could surely be done, but it seems overkill to me.
Hey Tarlazo, I just saw that Convenient Horses got updated to v7.1, when you have the time could you check if your mod is still compatible with the new version? (no rush, the mod got updated like 2 hours ago so when you have the time, don't worry)
76 comments
horses anymore.
This is affecting iAFT managed followers and also built-in followers like Serana. When I dismount my horse, I can see that the followers try to dismount their's (they pop up and down on their horse), but don't manage. When talking to them, that sometimes triggers them to dismount. Using resetai on the follower allways triggers them to dismount.
Is there any solution to this issue?
Perhaps FallrimTools might find suspended stacks or other script issues in a saved game in which they are nor dismounting (before the resetai part.)
https://imgur.com/a/OpoNorQ
It specifically mentions a CH Serana follower script. But "normal" followers are affected as well. The script vanishes from "Active scripts" once the dismount process finishes (resetai or sometimes just waiting long enough).
While attempting to optimize scripting (whilst possessing zero actual knowledge of scripting), I messed around with my PapyrusTweaks.ini file, and set the experimental "bSpeedUpNativeCalls" to true. After all, it suggested greatly improved scripting performance while still performing safeguard functions; what could go wrong?
Well, when you're a clueless pleb who doesn't actually know what anything does, it can cause the scripting for an aging mod to go nuts, resulting in the "no dismount" bug.
I'm 99% sure you didn't fuss around with your PapyrusTweaks.ini file, but perhaps some other mod which "improved" scripting performance might be the culprit for your problem. Hope this helps... someone...
I am going to verify it this weekend and will report back.
I've pruned and stickyed this thread, in case someone happens to land here with the same question.
Thank you for this and all of your other mods. You helped me with a question on Convenient Carriages and the mod is so immersive and amazing.
The script tweak or, alternatively, the patch tweak.
I can't test now, but one of them should work.
Followers are now up to speed on their horses with my own horse. No more stopping every few seconds to wait for them to catch or having to back track because they got stuck somewhere.
Thank you again.
Then, if it doesn't work better than the patch, just delete it.
Thank you again. I have been dealing with this for FOUR YEARS. It wasn't ever game breaking but super annoying, always having to look back to see if my followers are there or having to dismount, summon them and then remount because they were too far behind. This patch fixes so many issues other than then ones I already mentioned. Followers aren't late to battle anymore, I'm not constantly worried that they won't be there when I turn around, they actually follow paths more correctly now. Such a quality of life improvement.
Thank you.
Unfortunately, I use SDA, which once again makes Serana into a wet blanket who can never seem to catch up (or even find her horse). I love Serana Dialogue Add-On, but their forced horse implementation is utter garbage, and I wish they'd just get rid of it.
But that's neither here nor there. Thanks for the patch!
Unfortunately, I also use SDA, where Serana is explicitly excluded from the CH fun. At that point, seeing one person scurrying around trying to find her horse while the rest of us do cool horse poses is kind of... sad. So for the sake of fairness, removing the rearing fulfills a need I never knew I had.
But seriously, this is a very helpful mod, and we appreciate your work!
I do have a totally unrelated, to your mod, question. As I have said I have used CH for years and really anything that didn't work was due to my learning how to do load orders and conflict resolution. But about 5 or 6 playthroughs back, so like about 1 year ago my follower's horses will not swap bardings (they are CH horses, I use NFF riding support only). I can go through the dialogue, you even hear the sound as if it is swapping, then it will go to the "That's a good fit" response, but still wearing the standard saddle that it starts with. I tried to use equipitem xxxxxx and it will put like the steel scale barding on, but as soon as they blow their horn it is gone, and the horse refuses to put it back on unless I clear it out of its inventory.
Again, I don't know if you could possibly guess, but I have scratched my head over this. A long time back I used a mod that allowed magic casting from horse, but I took it out for the next playthrough as it was not to my liking. When I had that mod in, this exact same behavior happened, I think it changed some meshes iirc. as well as animations. But it's gone and I played through fine a couple more times before it stopped swapping for good... I know this is long but any advice would be helpful. Everything works fine, my followers mount, call, whistle, dismount, fight, w/e, and seem to never get stuck, just the barding won't swap with the dialogue, for the followers, which works fine for my horse.
I can't remember having had issues.
Anyway, I had a look at the scripts. Unfortunately, they are too much for me, going through them to find out where they clash would take me years.
One thing that seems clear is that both use the follower's current horse reference as quest alias, so my uninformed guess is that NFF takes control of it and prevents the equipment part of CH from working.
If that's the case, I can't imagine any workaround apart from changing how at least one of the two mods work.
Not a very useful answer, but I do have my limits :D
Also, you make a great point. I too used the old NFF, but after a couple of years' break, I grabbed the new one about the same time these issues started so I think you are on to the right answer. Either my loadout is off or the new NFF, with my load order is in conflict with CH. Thank you so much I had forgotten about updating NFF, plus now you have so many versions floating with SE, AE, and the current version. Again thanks a bunch for your assistance.
I still have an old NFF manual; maybe it's not included in the new version or it's different, but it might still be useful.
Looks like that "riding support only" is (or at least it was) the wrong option with CH.
Can we either...
A) bump the initial XP required for horse to level up? (say, change from 1000 to 3000?)
Or
B) Change the modifier/multiplier that increases the XP required for each level (currently 1.25. Change to 1.5?)
The horse simply levels up way too fast for my taste.
That would be awesome if you know how. Thank you!
~dan
To be aware of those values, you must have looked into CHQuestScript and already know what to change.
; Amount of experience needed for a first level of training.
Float Property TrainingExperienceBase = 1000.0 AutoReadOnly
; Training experience increasing factor.
Float Property TrainingExperienceCurve = 1.25 AutoReadOnly
; Calculate experience needed for a next level.
Int Function GetTrainingExperienceGoal(int aiCurrentLevel)
return (TrainingExperienceBase * Pow(TrainingExperienceCurve, aiCurrentLevel)) as int
EndFunction
So the "training experience goal" integer (how many XPs the horse must have to level up) is:
TrainingExperienceBase multiplied by [TrainingExperienceCurve raised to the "current level" power]
If the starting level is 0, looks like you should have 1000 --> 1250 --> 1562 --> 1953 --> 2441 --> and so on...
Try different values till the sequence is how you like it, then just compile the modified script.
(I thank you for the info though, one of these days I'll have to learn how to mess with scripts)
As I understand it (I might be wrong, of course), the vanilla goals are: 1000 (1000 * 1) --> 1250 (1000 * 1.25) --> 1562 (1000 * 1.5625) --> 1953 (1000 * 1.953125) --> 2441 (1000 * 2.44140625) --> ....
If you change 1000 to 3000
3000 (3000 * 1) --> 3750 (3000 * 1.25) --> 4687 (3000 * 1.5625) --> 5859 (3000 * 1.953125) --> 7324 (3000 * 2.44140625) --> ...
If you also change 1.25 to 1.5
3000 (3000 * 1) --> 4500 (3000 * 1.5) --> 6750 (3000 * 2.25) --> 10125 (3000 * 3.375) --> 15187 (3000 * 5.0625) --> ...
Do some math and find your ideal progression.
To change them, first you need to extract the files from the "Convenient Horses.bsa" archive (google for suitable tools).
Then move the resulting Source folder (the one with the .psc files) from the Scripts folder (Oldrim-style) to a new Source folder and rename it to Scripts (SSE-style).
Place the Scripts folder (with the .pex files) and the new Source\Scripts ones into your Data folder.
Edit the CHQuestScript.psc file in Source\Scripts with any text editor (eg., "Float Property TrainingExperienceBase = 1000.0 AutoReadOnly" to "Float Property TrainingExperienceBase = 3000.0 AutoReadOnly").
Launch the CK.
Menu --> Gameplay --> Papyrus Script Manager.
Filter for CHQuestScript.
Right-click --> Compile.
And that's it.
~dan
You can change options to press e for mount, double press e for horse inventory, triple press e for dialogue.
So once you're well set with all the options , you don't have to open dialogue interface with the horse anymore.
My follower can't get off the horse.
Summoning a horse and riding it works fine, but the problem is not getting off the horse.
I was hoping this mod would fix the problem, but the problem still remains...
I'm not using follower management mod, and the only mod that manages horses is the Convenient Horse.
Can you give me any advice? :(
Maybe some weird animation issue, like the dismounting one not working for NPCs?
how do i get them a NEW horse?
does the cell need to reset, do i need to wait a few days for the dialogue option to appear?
resetAI command changes nothing so far
is there another command i can use, perhaps to remove a flag/faction from the NPC that inhibits the dialogue?
I might have a look at it when I can and see whether I'm able to understand how it works.
I'm fairly sure that resets and AI have nothing to do with that, though.
The scripts are "a little bit" complex but it seems to me that you might need to have the dead horse's 3D unloaded -- that is, go away from it or, even better, enter some building and try the dialogue.
Alternatively, although less likely, it might depend on the follower's Variable01 setting.
Do what suggested above, then select the follower in the console and enter GetAV Variable01 -- if that doesn't return 0, enter SetAV Variable01 0 and try the dialogue.
If this fails too, don't save and reload the previous one.
If all fails, I'm at a loss.
If you don't like the horse, looks like that killing it is the only option.
CH has a dialogue to set the three carry weight options: one disables the weight checks (I suppose that's what you have enabled); another one limits only the "saddle bags" weight disregarding the player's inventory; the strictest one checks the combined player+bags weight and limits it accordingly.
As for the scripts, the current ones have been compiled in 2017 -- a 2019 version would have the same.
I believe nothing shall be broken.
https://www.reddit.com/r/skyrimmods/comments/gpn9bu/sseconvenient_horses_what_do_the_weight_tolerance/
I messed around in game and the most limiting option was 1000 pounds. The horse saddlebags are actually basically infinite, i placed 30,000 pounds in it with no problem with septims that are weighted for easy measuring. Now it does take you into account, but your carryweight has to be sky high too to get bucked off or have any slow down. Old versions you could edit the carryweight through the mcm, or even the console, but this version seems impervious, which is a bummer.
CH.SetEncumbranceMode(0) ---> No checks
"We've ridden so much together you're used to my weight."
CH.SetEncumbranceMode(1) ---> Check sack
"I suppose you'll be carrying me and what I've strapped to you. (Default)"
CH.SetEncumbranceMode(2) ---> Check player+sack
; Returns total weight carried by the horse according to encumbrance setting.
; abForceWeighPlayer: Whether to weigh player even if not being mounted.
Float Function GetEncumbrance(bool abForceWeighPlayer = false)
int mode = CHHorseEncumbranceMode.GetValue() as int
; Combined weight mode.
if mode == 2
if abForceWeighPlayer || HorseAlias.GetIsBeingRiddenByPlayer()
return SackAlias.GetSackWeight() + PlayerRef.GetActorValue("InventoryWeight")
else
return SackAlias.GetSackWeight()
endif
; Sack weight mode.
elseif mode == 1
return SackAlias.GetSackWeight()
endif
return 0.0
EndFunction
Then there is a CHSackAliasScript which gets the weight of everything you put into the sack and returns the SackAlias.GetSackWeight() value.
But this is only to limit the horse's movement using what the GetEncumbrance() function returns.
The "sack" isn't the horse's inventory, horses don't have one -- it's just a linked container placed in a holder cell, you can put as much as you like into it (like you can put as much as you like into any chest, satchel, wardrobe, or whatever.)
I think that to limit the inventory in a container one would have to devise something that shuts down the menu or rejects the item when trying to add something beyond a certain limit -- it could surely be done, but it seems overkill to me.