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diziet

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dizietemblesssma

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  1. dizietemblesssma
    dizietemblesssma
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    The original mod used xmarkers as the stable markers, I have changed these to xmarkerheading markers.  I have also changed the packaged attached to the mod quest horse aliases from sandbox to travel, this seems to result in the horse now turning to face the direction the xmarkerheading is pointing when the horse reaches the stable marker.  The xmarkerheading points in the direction the player is facing when they use the spell to place it.
    I find that having set a horse to a slot I then have to dismiss it (Immersive Horses functionality) even if it was already dismissed in order to get the horse to move to the marker.  This was true before I changed the packages)

    diziet
  2. dizietemblesssma
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    I just added a second patch that simply removes the 'return to home' packages from some horses - vanilla purchasable, wild, reindeer.  I did it quickly and I have only done minor testing.  This might make Immersive Stables work without Immersive Horses since that mod also removes those packages (as well as adding its own).

    diziet
  3. LUKCN
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    Hello ! 

    Any idea if this mod could allow me to add some of the Swift Steed Stables horses to my herd ? I use Immersive Horses, but the SSS mod (presently absent from Nexus) is not compatible (yet) with IH, which is the only reason why I left it aside, even if it was one of my great favourites from my Oldrim game...

    Thank you ! 
     
    1. dizietemblesssma
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      This patch increases the number of stables in Immersive Stables, if a mod works with the original Immersive Stables then it should work with this, if it doesn't then I'd appreciate a report:)

      diziet
    2. LUKCN
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      ... and it works perfectly ! At least I've tried it with four horses from Swift Steed Stables and everything looks fine. 

      Thank you ! 
  4. Jammer6953
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    Amazing mod! This might sound like a crazy question, but is there any way to add more horse slots? I am a horse hoarder and have more than 25 horses lol. 
  5. WallRockTree
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    TL;DR
    This mod is a must-have! Combined with Immersive Stables, you can both increase the number of managed horses and assign horses from (at least some) mods to choose a new default home of your choosing for them to return to when you dismount the horse. You can have the horse return to your player home or anywhere.

    It needs Immersive Stables, but I am not using Immersive Horses (did not want to use the extra ESP slot), and it is working great! So this can all be done with ESLed mods! And it seems to be very compatible with many of the smaller horse mods. Note: I am using just the main file, Diziet's Immersive Stables Patch, not the optional file.

    --------------------------------------------
    Original Discussion:

    Hi dizietemblesssma!

    I have long wished for a simple mod that would just let me choose the default location horses I ride (or maybe actually owned) would return to if I chose a new mount. AND not require Immersive Horses. Like many, I am using Simplest Horses (and other mounts).

    This must be more complicated than it seems since I don't think anyone has done it yet.
    1. dizietemblesssma
      dizietemblesssma
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      I list immersive horse as a requirement since the original author does, but the patch itself only has a dependency on Immersive Stables, so you should be able to install and see if it works.

      diziet
    2. WallRockTree
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      Interesting. I will give that a test. It may take a while to determine, but I will let you know what happens.

      I am doubtful it will work well because the Immersive Stables mod says (as you also noticed), “designed to be used alongside Immersive Horses. Without it, the horses won't have the correct AI packages.”
    3. WallRockTree
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      OK, I did test it. I was able to install the mods. But while I did not have an issue starting the game due to missing masters, and the spells acted like they were functioning, the horse I was "abandoning" did not actually go to the spot I chose as the new home. So my limited test suggests to me that the needed AI package is not there without IH.

      Thanks for the suggestion re: testing, though! Wish there was a standalone version...
    4. dizietemblesssma
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      What horse are you using, I'd like to post a patch for you to test for one horse if you are amenable?

      diziet
    5. WallRockTree
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      Sure! I am using Horses at the moment. It just places three horses at the Whiterun stables. I will use the horse named Lyard.

      I also have the Creation Club - Wild Horses, though I have not tried anything from it yet. I also have several various horse mods. I can give you a list if you need it. Hope this helps!
    6. dizietemblesssma
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      Sorry the link in your last post is not functional, I did a search but I can't find a mod with a horse called Lyard:)  Can you post the url please?

      diziet
    7. WallRockTree
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      Sorry about that. Not sure what happened. 

      Horses
      https://www.nexusmods.com/skyrimspecialedition/mods/6163
      

      This simple mod just puts three horses basically at or behind the Whiterun stables. One of the horses is named Lyard. Depending on what mods you have for the exterior of Whiterun, Lyard may be behind a wall.
    8. dizietemblesssma
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      Hi try adding this to your data folder, if it works I'll zip it and add to my other recent FOMOD.
      https://www.dropbox.com/scl/fi/kkomoslioay9wmv7dyp2x/dz_horsesesp_packages_patch.esp?rlkey=5p2ua92u9ld2rsahg7rln06uu&dl=0
       All it does is remove the 'horsewaitinpaddock' package from each of the three horses

      diziet
    9. WallRockTree
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      OK, I tried it. I put your test ESP into MO2's Overwrite, then right clicked and created a mod out of it.

      So I have Immersive Stables, Diziet's Immersive Stables Patch, and your test esp (dz_horsesesp_packages_patch.esp), all active, in that order, MO2, both left and right side.

      I fired the Stable: Select Horse spell at Lyard, then the Stable: Set Stable Marker spell at a separate spot. Unfortunately, when I dismount the horse, they still return to the original place the mod place them at, not where I placed the Set Stable Marker.

      I do appreciate you trying to do this experiment. Maybe I left something out?
    10. dizietemblesssma
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      Was this on a save that already had the horse mod added?  It is possible that the package that the patch removes is baked in to the save.

      diziet

      edit: I think I found the problem, the packages that 'Immersive Stables' uses to get a horse to go to the marker, is attached to an alias that is filled by the horse when the spell to select a horse is used.  That package has conditions on it, which if not satisfied mean that the package doesn't run, one of those conditions is that the horse filling the alias be in the faction 'PlayerHorseFaction'.
      I believe that that is what Immersive Horses does to a hgorse when it is adopted.  I'm currently experimenting with adding it via the ck.
    11. dizietemblesssma
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      Try the 0.4.0 update, try it without the extra patch, I seem to be getting good results with just the updated main patch.

      diziet
    12. WallRockTree
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      I was coming back to say that, yes, I realized I had not started a new game, and was going to try that.

      Also, I have the mod Simple Claim Horse. I seems to work really well to get player ownership of horses. However; I might not have used it on the horse in the experiment. The combo of mods I am using (NFF, Simplest Horses, etc) makes it easy to just keep using the last horse I rode, so I sometimes forget to create ownership of that horse. Sorry about all that. If I understand what you are saying, you are building ownership into v.0.4.0.

       Will try your new v.0.4.0 with new game and, if necessary, create ownership. Thanks for the continuing interest!
    13. dizietemblesssma
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      Not ownership, just membership of the PlayerHorsefaction which is required to pass the condition in Immersive Stables.  I've been doing some experiments with the console setting ownership and filling aliases which Simple Claim Horse does and everything seemed to work, but I also got it to work without SCH and without my horse pakcages patch, so YMMV.  I may not need to leave the horse packages patch in Optional files up.

      diziet
    14. WallRockTree
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      OMG! It worked! I started the new game. I went and rode Lyard for a moment. I dismounted. He stayed right there instead of walking back to the place the mod initially put him at. I used the Stable: Select Horse spell on him. I walked a little ways away and used the Stable: Set Stable Marker spell there. A short time later Lyard walked over that new location! You did it!

      This is with Immersive Stables 1.0 and Diziet's Immersive Stables Patch .4. This is so cool! Good job! Kudos given!
    15. WallRockTree
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      I forgot to come back and mention: The simple "Horses" mod I referred to has been passed on to me by the original MA and I have a new uploaded version of that mod: Three Horses (3 Horses at Whiterun Stables) - ESP-FE

      I have credited you for this fantastic patch and your help! I think this patch is the kind of thing many would consider a permanent part of their load order if they only knew about it. Thanks again! Oh, I added a TL;DR to try to be helpful.
    16. dizietemblesssma
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      That's decent of you, thanks:)

      diziet
  6. ItheBuddha
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    The mods works, with the exception of one issue. After casting any of the new spells once, they disappear. Permanently. So I get to use them on one horse, and the mod works perfectly for that one horse, but I lose access to the spells afterwards. This happens even with the base immersive stables. Just checking if anyone here would have any clue to what's going on since this is the newer mod.
  7. deleted107997818
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    Hi, i look for a function like this but to manage that with spells sounds very complecated. Isen´t it possible to set consistent respawn points whrere i can pick up my horses if it is dismist? I mean just for ne unique Horses (Wild Horses, Frost, Shadowmehre, Dwemer Horse) and a consistent point how make since (like Frost near by Riften stables or Dwemer Horse at Markarth Stable). Consistent Horse pick up points (After fulfill quest conditions) would be easier for more playthoughs so that you don´t have to manage your horses every playthough again and again. Just an Idea :D
    1. dizietemblesssma
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      https://www.nexusmods.com/skyrimspecialedition/mods/56696 does that but requires Immersive Horses: https://www.nexusmods.com/skyrimspecialedition/mods/13402

      diziet
    2. deleted107997818
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      Thanks, but thats not what i looking for. I don´t want to use spells,powers or MCM configurations. I just want to chance the vanilla locations where the horses respawn.
    3. deleted107997818
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      Ok the Wild Hores Patch sounds like he have the function how i looking for. Thanks again. :D
  8. RBMandJGM
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    The first 5 horses I placed at my houses worked great but once I got to the 6th slot, the horse I dismissed would just stay put and not go to its stable spot like the others and at one point it finally ended up dismissing itself back to its original stable instead. I tried it with different horses besides the first five and same thing happened. I tried placing this at the bottom of the load order with no luck. I also ended up using other slot numbers past 6 but nothing. I do have the immersive horses mod. 
    1. dizietemblesssma
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      Did you always fill the first 5 slots before trying one of the others?  Have you checked if one of the first five horses would work in one of the later slots after clearing that horses slot?  I shall do some more testing.

      diziet
    2. RBMandJGM
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      Yes I also tried doing those as well, while also trying different locations, and I still was not able to place more than 5 horses. 

      Thanks! 
    3. dizietemblesssma
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      Here's a thought, did you already have the Immersive Stables installed?  Because if so then the quest would already be running and the extra properties might not be filled.

      diziet
    4. RBMandJGM
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      Ohhh that could be it. Hopefully it works out then once I run a new play through. Thanks!