Skyrim Special Edition
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Sky91

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Sky91

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Fixes an issue with horse mods that causes Hadvar to crash into the player prisoner cart and send it flying.

ESL-flagged.

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BACKGROUND
On vanilla new game start Hadvar and his horse spawn behind the second (=the palyer-) prison cart and follow the same patrol route the carts themselves follow - a route defined along the road with XMarkerHeading's. Once a rider passes a trigger behind the gate, the MainQuest is set to stage 26. Stage 26 contains a script fragment which closes the East Gate (normally behind the player).

Convenient horses and other horse mods, pretty much anything that alters horses (aka makes them faster) can cause issues due to that line-up. Or so I've heard, certainly experienced. I am using CV myself (great mod!).



PROBLEMS
  • Hadvar would crash into the prisoner cart, sending it flying and giving the player an epileptic fit in the process. Also messes up mods loading correctly into the new game.
  • Sometimes Hadvar makes it over the cart just in time, but often he rides onto it and proceeds to face-first inspect the wall above the gate. The gate is then closed behind Tullius' horse. If you make it through, the execution scene can not commence, You just stand around for...well, until You acknowledge the game is broken.
  • Sometimes the player cart is caught on Hadvar doing the nasty with the stonework. The gate closes behind Tullius' horse, in front of the player cart. Game broken.


SOLUTION
  • Hadvar & Horse's start markers are now next to the first cart.
  • Hadvars first patrol stop is one of those already present further down the road.
  • The QuestStageTrigger to set the the Main Quest MQ101 to stage 26 reacts to an actor with BaseID "MQ101Horse" (not a REF). The first to cross it would be Tullius..or Hadvar in vanilla, don't know. Since Both riders are now much faster at the trigger, I set it to react to "MQ101CartHorse" - or Ralof in v.1.2.

             .......   One could also make 2 tiny changes to the QuestScript at stage 26. But I figured I'd like to not touch it.)



COMPATIBILITY
HELGEN GATE ASIDE   ---------------------------  Compatible, but HGA becomes obsolete. HGA does not fix the cart crash problem.
Opening Scene Overhaul SE   -----------------  Compatible.
Prisoner Cart Opening Fix SE and AE  ----  Compatible, fix different things. Probably beneficial to install both.
Prisoner Cart Fix SMIM   ------------------------  Compatible, fix different things. Probably beneficial to install both.
Convenient Horses   ------------------------------  Compatible, as this mod is made to mitigate the negative effect of (prob) CH on New Game Start.
Alternate Perspective - Start 3.0.3  --------  Compatible until proven otherwise. Load HCCF before (<) Alt Perspective. Fixes the gate closing early.
 
Opening Scene Horse Stagger  --------------  Probably incompatible. Anyhow I'd say mine is neater - I don't need a script. Also, the horses don't "follow other horses" but a patrol route, which means the OSHS approach introduces a catch phrase to something not primarily monitored by the game resulting in two different systems, the secondary trying to keep the primary in check. I also do not recommend adding script load to the game start as there are already all the scripts ever present in your load order trying to establish themselves. Also, the other fix may be load order sensitive. Mine, so far, isn't.



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