When first attempting to mount a wild horse there is no Immersive Horses dialogue, but on the second time it is there. This means you can adopt the horse before you have tamed it! If you do adopt the horse at this point it skips the taming mini game and makes your wild horse a permanent steed and apparently tamed.
diziet
edit: this is changed with version 0.3.0, you must tame the horse before seeing the Immersive Horses commands. edit2: by avoiding the permaclone method I hope that mesh and texture replacers for the wild horses will be compatible as long as no changes are made to scripts, quests etc. edit3: also version 0.3.0 on requires Papyrus Extender for AddKeyword functionality.
when I was using TheHappySkeleton's patch (https://www.nexusmods.com/skyrimspecialedition/mods/56696), the problem was that I can't make the unicorn permanent after taming, but the horse menu would still show up when I click it (hence can make it follow me, access inventory, etc). However, when using this mod the horse menu power/short key doesn't work at all (whether before of after taming)? I tried deploying just this, immersive horses, and immersive horses script fix together, still doesn't work. Placed them all at the end of my load order, doesn't work.
The new version edits the same scripts that script fixes does, so you don't need that at the moment. You should not need the Creation Club Wild Horses - Immersive Horses Compatibility Patch with my patch. Having been forced to edit the some of main scripts for Immersive Horses I shall look at putting in some more debug statements in the near future.
Yes. I loaded this patch on a save that hasn't started the creature of legend quest, and when I approach the unicorn I can't mount it so can't tame it too.
This makes me wonder if the Unicorn has the horseabilities effect from the original Immersive Horse mod, since that script blocks activation and then runs its own function with the OnActivate event. Please use the console to check that the unicorn has the magic effect 'Horse Abilities', open the console, do: help "Horse Abilities" and you will get the formid of the effect and then do: click on the unicorn, type hasmagiceffect <formid> and you should see if the unicorn is rocking the modded horse ability
diziet
edit: there is a updated version 0.4.2, identical to 0.4.1 except for a few debug trace statements that might yield useful info.
I'm having the same issue where I can't attempt to ride or tame the wild unicorn, and just tried this. It looks like the unicorn does have that magic effect. Hopefully that will help you fix the problem.
Are you also using https://www.nexusmods.com/skyrimspecialedition/mods/56696?
diziet
edit: try this, uninstall my patch and the immersive horse mod, make a save. Use resaver (Fallrim Tools) to clean unattached instances and undefined elements from that save. Enable the mods and load that save. I just loaded a save at the point where I found the unicorn, and I had the trouble you noted. When I did the above I was able to reload that save and then tame and ride the unicorn. I think the issue was from older versions of the script from my mods being in the save. If you can try this and let me know then I will know what to look at.
I am not using that other mod, no. Just Immersive Horses and your patch. Just tried those instructions you suggested in the edit and they did not help, still having the same problem.
Edit: your new update has not fixed the issue, unfortunately.
thanks to this fix, i can now assign one of my wild horse to a follower. Kudos to you! But just wondering how do i make him mount the horse i picked for him?
When I tamed a wild horse, returned to Whiterun Stable, and got it a saddle, I couldn't mount it anymore. The 'E' interaction option didn't appear when I walked around it. It seemed different from another saddle issue in this forum in May. Any idea how I can fix it?
I'm suspecting it's an issue with me installing your patch and Immersive Horses mid-save, because it's not just purchasing saddles. After I load a save the E interaction also disappears. Haven't tried starting a new game, maybe that'll solve it.
Hello! I know this comment is older but i found a sort of fix for this issue. So, I don't think the issue can be fixed on an existing save - I had a similar problem wherein I'd started my save with immersive horses but without this patch (new to AE and didn't really know what all wild horses included) and adding this in an existing save left the wild horses without some of the needed features.
But, on a fresh save, I found that this issue sometimes still crops up. A wild horse I had adopted had been working fine until at a random point the name I gave him disappeared and I could no longer interact with him. A bit of testing since I had saves close to that point that I could start from I'd found that while asking him to follow, wait, and accessing his inventory caused no issue riding him would clear his name. I could use the menu powers to still access his inventory and give him commands (wherein the notif in the left of the screen would leave a blank space where his name would have been). However, through that command menu I was also able to fix his name because targeting him with that power allowed me to rename him. Once renamed I could interact with him normally once again - even being able to mount and dismount without his name clearing.
I am a bit worried about how that will work out long term, though, once I have more horses. With more horses on a team if one's name is cleared (if my previous save where I installed the fix late is anything to base off of) it won't show up on the team list and that might make accessing them with the command menus impossible.
So the horse has the name you gave it, this shows up when the activate option shows? You activate and select 'ride' from the options and then the name disappears? And only with wild horses? Has it happened with horses you didn't rename?
I went and did further testing with it and can confirm it's only happening to the wild horses. I also found what seems to trigger it.
So, the game seems to clear the name after the first or second ride after taming it - it does that regardless of whether you renamed it or not. Then, once you fix the name that first time the name will stay until you ride any other horse. After riding any other horse (including wild horses) if you chose to go back to your first it'll work once before the game clears it's name when you dismount.
The game erases specifically the wild horse names if you ride any other horse. Thankfully, though you don't lose access to them through the menu power - their name shows up blank in the list but you'll still see them as ' (waiting)' and you can reset their name through the menu without issue.
I tested this using a group of two wild horses and one vanilla horse. The vanilla horse worked fine regardless of when it was ridden. The wild horses would lose their names if you rode them after riding any other horse.
I've been having this problem for a while and still seem to be having it, even after getting the latest update of this and the script fixes, as well as doing the ReSaver (FallrimTools) technique.
The issue is as follows, with a list of what works and what doesn't:
Working Features:
Show Stats (Hotkey & action)
Show Inventory (Hotkey & action)
Herd Summon (Hotkey)
Herd Follow (Hotkey)
Herd Dismiss (Hotkey)
Horse Follow (Hotkey)
Horse Dismiss (Hotkey)
Trampling, strafing, spellcasting, and interactions (w/ plants & people)
Are these problems with all horses or just the wild horses/dwarven horse/reindeer? If the former then have you checked without the patch since I have not changed the functionality of the original mod, just tried to make the creation club horses work with it.
It is with all horses. When I implemented your patch, it fixed a couple prior problems where my horses would just start following me out of nowhere and also fixed some CTD's of fast traveling to where I left my horses, so it's definitely trying to do something. I always thought the problem was being caused by my game being 1.6.640, but I'm honestly not quite sure when the problem started happening; it just started to happen one day, even when I was on 1.6.353.
I'm going to send a message to the author of the script fixes mod as well and see if they can also take a crack at it. Hopefully it's just a mod conflict somewhere; otherwise, I guess it's time to learn how to update binaries and debug trace papyrus myself lol.
If it is happening without my patch then I don't have any suggestions:( I can say that I have used the original mod on both the latest steam version and now the GOG version with no problems; so you might look at conflicts. For testing do not use my patch since it uses updated versions of the scripts that the script fixes patch edits, with my patch installed that mod will be redundant. Best not to use either till you get to the root of the problem:)
I got the mod working again, but I'm still not quite sure how I got it to finally work lmao. All I did was purge my mods via Vortex, clean my save, save the game without the Immersive Horses mod and associated patches, and then reenable all of them.
Now, I did lose my herd/list of horses, but I can just adopt them all again. It does make me wonder, though, if the crash happened because I had too many adopted horses (around 30) , I'll test it out lol
Not sure if this is happening just to me, but with this patch active IHO doesn't fully recognize the horse as adopted? the option to adopt isn't there, but the horse doesn't show up in the list of tamed horses (and if I only have that one, it says I have no horse). So i can tell the horse to follow/wait when I'm looking at it, but i cant rename or manage it at all. (this was on a fresh save!) (edit- my mistake, I had another mod overwriting this so I ended up needing a different patch!)
Included in the FOMOD is an option for a replacement horses.nif, without it I get missing tail parts and misplaced eyes. However that comes from the original Immersive Horses mod using textures from Realistic Horse Breeds by KrittaKitty, that mod seems to give me problems with the wild horses look, I have recently started using Realistic Primitive Horse Breeds myself. Since textures have no part in how the Immersive Horses mod or my patch work I suggest you install all texture/mesh replacers after my patch. If this doesn't work let me know and I'll install the Witcher mod to take a look.
I'm sorry friend. I'm a bit confused right now. the thing is that I tend to use vortex for installing and sorting mods. I'm not sure what you're suggesting (I'm such a noob when it comes to modding, I know).
are you saying that if I reinstall Witcher horse expansion AFTER I've installed your mod it should fix the issue?
Well, it seems that Witcher Horse Expansion is not just a bunch of replacement textures but an esp as well so I'm not sure exactly what it does, but I would certainly suggest that if Vortex shows any conflicts you choose the Witcher mod files to win. I also see that the Witcher mod has a patch for Immersive Horses, I suggest that you try both loading that patch before and after mine using the plugins tab of Vortex. In the meantime I will install the Witcher mod and look at its Immersive Horses patch in xedit.
diziet
edit: there seem to be no conflicts with the main Witcher mod esp and Immersive Horses patch esp with my esp. So I guess it's a question of texture file replacing, could you be more descriptive of what you mean by 'incompatible'?
what I mean by incompatible is pretty much what you've already mentioned. I.e. missing tail, misplaced eyes, I get mouth and teeth texture on the horses ribs. it's a terrifying sight indeed. :D
all and all it's all about textures. I tried the 'missing tail' option in your mod's installer. it fixed the texture of the wild horse but switched the horses' forms from WHE back into vanilla horses. and ruined the other normal horses' textures added by WHE.
The only texture in my mod is the option in the FOMOD, that installs a vanilla horse.nif in Data\meshes\Actors\horse\character assets\ The issue is IMHO caused by the fact that the author of the origial Immersive Horses mod decided back in 2018 to include texture files from Realistic Horse Breeds by KrittaKitty and edited the records of vanilla horses to suit. Since I have been using KrittaKitty's mod and lately Realistic Primitive Horse Breeds - Anniversary Edition this only required the vanilla horse.nif to fix the wild horses, since of course those horses didn't exist in 2018:) I don't use any other mods that add horses. All your problems come, not from my patch (assuming you don't select the mesh option in FOMOD) but from this decision by the Immersive Horses author and conflicts with new horse mods you have. I suggest trying the vanilla textures file on the Immersive Horses mod page and loading the esps of all horse mods with textures after all Immersive Horses esps. This is the kind of thing that can often be better seen using xedit to view conflicts, even if you are not confident in using xedit to make your own patch. Using xedit is a bit beyond the remit of this comment page though:(
diziet
edit: you need to make sure that the last horse mod esp you load is the Witcher mod patch for Immersive Horses, since that has the additions in the horse records necessary for Immersive Horses to work.
I needed to post an edit on this. and tell you that loading your patch right after IMH and loading everything related to witcher horse expansion mod after actually fixed it.
I apologies for being so dumb -_- thank you for your amazing patch. endorsed. <3
still it doesn't work for the reindeer. what do you think the problem is?
to be specific: the horse menu does open up when I click of the reindeer and I can access it's inventory. however it won't follow me when I choose the option, it's name won't show up in the my herd, and it won't show up or follow me when I use the whistle power even though the message "X's reindeer is following you" does pop up.
New version is up, I have made edits to the main scripts of Immersive Horses (they include the script fixes by markourm). At the moment the two patches for dwarven horse and reindeer are now dependent on the wild horses patch. I can fix this but don't want to be addressing more than one thing at a time.
Forgot to say this before, but I'm really happy that somebody finally made a proper patch for Immersive Horses and the CC horses. By the way, if anyone isn't already using it, I'd recommend pairing this patch with this updated version of Realistic Primitive Horse Breeds. Immersive Horses does contain this mod, yes, but it's an older version that predates the big 1.6 update. This version of the mod updates the RPHB horse meshes to have separate manes and bodies, like they're supposed to have with the 1.6 update, as well as a consistency patch for the wild horses so that they use the same high quality normals as the RPHB horses, while still retaining their unique fur colors.
I was unaware of that mod, I'll have to look to see if I need to alter mine in any way, where are you loading it, after Immersive Horses presumably, but before or after mine?
Off hand the only text I think my patch adds is to change the names of the wild horses, feel free to translate that, but it is Immersive Horses itself that would need a translation, due to its menus and notifications - if it doesn't already exist.:)
So, from my last testing session: Reindeer and Dwarven horse work as they should, Wild Horses are set to permanent steeds after you tame them, dismount, and mount them again. The only issue I found was that when I asked a horse seller to change the saddle or armor of my tamed Wild Horse, nothing happened and I received the "You need a horse to do that." message.
Are you using the Immersive Horses Script Fixes: https://www.nexusmods.com/skyrimspecialedition/mods/40543
diziet
edit: looking at the creation scripts for wild horses it seems that the wild horse is not recognised as the players last ridden horse, I don't know how my patch does that, I'm looking at it now edit2: it seems that Immersive Horses itself changes the last ridden horse to NONE upon dismount, which raises the question, how does saddle changing work for vanilla horses? Still looking.
I do not know, but I would assume the saddle and armor changing for vanilla horses is based on the horse you've mounted last. When I buy a vanilla horse at a stable and change its saddle/armor, it works normally, and when I mount a tamed wild horse after that and try to change its saddle, it still changes the last ridden vanilla horse's.
You are correct, but the Immersive Horses mod sets the players last ridden horse to NONE upon dismount, to avoid the vanilla behaviour that players can re-enable in the MCM menu. The saddle purchasing requires either the last ridden horse or a horse that fills an alias related to stables, which is why saddles work for the vanilla horses. I have a way to get around this but at the moment I think I'm having some meshes issue where the wild horses saddles won't show on the wild horses with Immersive Horses installed. Still on it:)
55 comments
diziet
edit: this is changed with version 0.3.0, you must tame the horse before seeing the Immersive Horses commands.
edit2: by avoiding the permaclone method I hope that mesh and texture replacers for the wild horses will be compatible as long as no changes are made to scripts, quests etc.
edit3: also version 0.3.0 on requires Papyrus Extender for AddKeyword functionality.
when I was using TheHappySkeleton's patch (https://www.nexusmods.com/skyrimspecialedition/mods/56696), the problem was that I can't make the unicorn permanent after taming, but the horse menu would still show up when I click it (hence can make it follow me, access inventory, etc). However, when using this mod the horse menu power/short key doesn't work at all (whether before of after taming)? I tried deploying just this, immersive horses, and immersive horses script fix together, still doesn't work. Placed them all at the end of my load order, doesn't work.
Please help!!
Having been forced to edit the some of main scripts for Immersive Horses I shall look at putting in some more debug statements in the near future.
diziet
diziet
help "Horse Abilities"
and you will get the formid of the effect and then do:
click on the unicorn, type hasmagiceffect <formid>
and you should see if the unicorn is rocking the modded horse ability
diziet
edit: there is a updated version 0.4.2, identical to 0.4.1 except for a few debug trace statements that might yield useful info.
diziet
edit: try this, uninstall my patch and the immersive horse mod, make a save. Use resaver (Fallrim Tools) to clean unattached instances and undefined elements from that save. Enable the mods and load that save.
I just loaded a save at the point where I found the unicorn, and I had the trouble you noted. When I did the above I was able to reload that save and then tame and ride the unicorn. I think the issue was from older versions of the script from my mods being in the save.
If you can try this and let me know then I will know what to look at.
Just tried those instructions you suggested in the edit and they did not help, still having the same problem.
Edit: your new update has not fixed the issue, unfortunately.
addtofaction 5C84D 0At least worked for me.
diziet
But just wondering how do i make him mount the horse i picked for him?
Thank you very much for this much needed patch!
A small issue I found though:
When I tamed a wild horse, returned to Whiterun Stable, and got it a saddle, I couldn't mount it anymore. The 'E' interaction option didn't appear when I walked around it. It seemed different from another saddle issue in this forum in May. Any idea how I can fix it?
Thank you!
diziet
So, I don't think the issue can be fixed on an existing save - I had a similar problem wherein I'd started my save with immersive horses but without this patch (new to AE and didn't really know what all wild horses included) and adding this in an existing save left the wild horses without some of the needed features.
But, on a fresh save, I found that this issue sometimes still crops up.
A wild horse I had adopted had been working fine until at a random point the name I gave him disappeared and I could no longer interact with him. A bit of testing since I had saves close to that point that I could start from I'd found that while asking him to follow, wait, and accessing his inventory caused no issue riding him would clear his name. I could use the menu powers to still access his inventory and give him commands (wherein the notif in the left of the screen would leave a blank space where his name would have been).
However, through that command menu I was also able to fix his name because targeting him with that power allowed me to rename him. Once renamed I could interact with him normally once again - even being able to mount and dismount without his name clearing.
I am a bit worried about how that will work out long term, though, once I have more horses. With more horses on a team if one's name is cleared (if my previous save where I installed the fix late is anything to base off of) it won't show up on the team list and that might make accessing them with the command menus impossible.
And only with wild horses?
Has it happened with horses you didn't rename?
diziet
I also found what seems to trigger it.
So, the game seems to clear the name after the first or second ride after taming it - it does that regardless of whether you renamed it or not.
Then, once you fix the name that first time the name will stay until you ride any other horse.
After riding any other horse (including wild horses) if you chose to go back to your first it'll work once before the game clears it's name when you dismount.
The game erases specifically the wild horse names if you ride any other horse. Thankfully, though you don't lose access to them through the menu power - their name shows up blank in the list but you'll still see them as ' (waiting)' and you can reset their name through the menu without issue.
I tested this using a group of two wild horses and one vanilla horse. The vanilla horse worked fine regardless of when it was ridden. The wild horses would lose their names if you rode them after riding any other horse.
diziet
edit: yes I can reproduce this, I will insert some debug statements into my and the IH mods' scripts to see if I can track the issue down.
The issue is as follows, with a list of what works and what doesn't:
Working Features:
Non-working Features:
If the former then have you checked without the patch since I have not changed the functionality of the original mod, just tried to make the creation club horses work with it.
diziet
I'm going to send a message to the author of the script fixes mod as well and see if they can also take a crack at it. Hopefully it's just a mod conflict somewhere; otherwise, I guess it's time to learn how to update binaries and debug trace papyrus myself lol.
I greatly appreciate the reply by the way!
FDX
diziet
FDX
I got the mod working again, but I'm still not quite sure how I got it to finally work lmao.
All I did was purge my mods via Vortex, clean my save, save the game without the Immersive Horses mod and associated patches, and then reenable all of them.
Now, I did lose my herd/list of horses, but I can just adopt them all again. It does make me wonder, though, if the crash happened because I had too many adopted horses (around 30) , I'll test it out lol
FDX
(this was on a fresh save!)
(edit- my mistake, I had another mod overwriting this so I ended up needing a different patch!)
diziet
are you saying that if I reinstall Witcher horse expansion AFTER I've installed your mod it should fix the issue?
diziet
edit: there seem to be no conflicts with the main Witcher mod esp and Immersive Horses patch esp with my esp. So I guess it's a question of texture file replacing, could you be more descriptive of what you mean by 'incompatible'?
and thank you for replying.
what I mean by incompatible is pretty much what you've already mentioned. I.e. missing tail, misplaced eyes, I get mouth and teeth texture on the horses ribs. it's a terrifying sight indeed. :D
all and all it's all about textures. I tried the 'missing tail' option in your mod's installer. it fixed the texture of the wild horse but switched the horses' forms from WHE back into vanilla horses. and ruined the other normal horses' textures added by WHE.
The issue is IMHO caused by the fact that the author of the origial Immersive Horses mod decided back in 2018 to include texture files from Realistic Horse Breeds by KrittaKitty and edited the records of vanilla horses to suit. Since I have been using KrittaKitty's mod and lately Realistic Primitive Horse Breeds - Anniversary Edition this only required the vanilla horse.nif to fix the wild horses, since of course those horses didn't exist in 2018:)
I don't use any other mods that add horses. All your problems come, not from my patch (assuming you don't select the mesh option in FOMOD) but from this decision by the Immersive Horses author and conflicts with new horse mods you have. I suggest trying the vanilla textures file on the Immersive Horses mod page and loading the esps of all horse mods with textures after all Immersive Horses esps.
This is the kind of thing that can often be better seen using xedit to view conflicts, even if you are not confident in using xedit to make your own patch. Using xedit is a bit beyond the remit of this comment page though:(
diziet
edit: you need to make sure that the last horse mod esp you load is the Witcher mod patch for Immersive Horses, since that has the additions in the horse records necessary for Immersive Horses to work.
I needed to post an edit on this. and tell you that loading your patch right after IMH and loading everything related to witcher horse expansion mod after actually fixed it.
I apologies for being so dumb -_-
thank you for your amazing patch. endorsed. <3
still it doesn't work for the reindeer. what do you think the problem is?
to be specific: the horse menu does open up when I click of the reindeer and I can access it's inventory. however it won't follow me when I choose the option, it's name won't show up in the my herd, and it won't show up or follow me when I use the whistle power even though the message "X's reindeer is following you" does pop up.
diziet
diziet
diziet
diziet
diziet
edit: looking at the creation scripts for wild horses it seems that the wild horse is not recognised as the players last ridden horse, I don't know how my patch does that, I'm looking at it now
edit2: it seems that Immersive Horses itself changes the last ridden horse to NONE upon dismount, which raises the question, how does saddle changing work for vanilla horses? Still looking.
I have a way to get around this but at the moment I think I'm having some meshes issue where the wild horses saddles won't show on the wild horses with Immersive Horses installed. Still on it:)
diziet