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in very rare cases, you might get more sticks than there's stick locations (5, or up to 8 with Donkey King and The Shady Nag installed) after the update, surplus sticks will clear themselves up when attempted to use in this case.
in general anyway, for the main functions:
first, to let the mod know what "your horse" is, mount it at least once
after that, when you dismount near a stable, your horse will automatically be parked
the main stable vendors will sell "leash" and "tie" (ask them to teach you about horses)
both are powers, to leash a horse, cast them.
a leashed horse will come after you as long as you're in an exterior, and try to get to a safe place when you're in combat
a tied horse will remain where you tied it (basically it should also prevent them from fast travelling, but that appears to have grown a bug in the current version)
there's quite a couple other features, too, but that'd get too much for here
if you don't want to wait for the new version and use this one:
please don't use this with conjurable horses (like shadowmere), it'll cause the mod to bug out
in its present version, this mod has known issues esp. when used with conjured (or otherwise dissolving) horses.
i'm currently doing an all new version with (a.o.) entirely new scripts and mechanics under the hood - almost through, just a matter of a couple days now, so best just hang on, it'll automatically update and fix your installed version then
(pls do NOT try to "uninstall" and "reinstall" on the same save game anyway, that'll do nothing good)
(it actually attempts to fix a couple things on every reload in the present version already btw, so maybe you're lucky and your issue's among these already. if not, the update will.)
...and can't remember any of that dwemer stuff, guess that's one i'll yet have to read
...and about the update at hand here, about half way through i'd say with the brandnew scripts. writing them. nothing tested yet :-) reason enough to update them anyway, most of the old ones is a patchwork of version layers....
if so, pondered this one myself for a while :-)
it's kind of like tuning an engine without ever having seen a car. doable, sure, but you'll never get the real picture of what's actually doing what and how it all pieces together.
just get ck and do the oggy's dummie tomb tutorial or what the name is on creationkit.com , gives you a good rundown on the basic techniques.
beware though, if you think the _game_ is addictive already - you ain't seen nothing yet :-)
rescripting this here right now, don't have the slightest clue how this all works together anymore (been _years_), didn't document _anything_ of it (note to self...) and am currently having a funky good time trying to figure out my own sh* from way back when :-D
uncle sheo says so - and who am i to doubt him. :-)
just finally released "The s7o Life" and "s7o's Cache Box" for fo4 anyway,
so i'll go at the brandnew Park Your Ride scripts starting tomorrow...
who'd have thought i'd be back in skyrim so quick :-)
actual issue: clearly the same whatever happened to preventing fast traveling for the tie (no real clue yet, likely a change by some game update), The Stick (tm) basically being a standalone tie with a couple functions to trigger it.
and all the rest a side effect of my first set of attempts to come by the dissolving horses issue (horse gone without you having taken it means red alert, it'll try to figure out "your horse", "stick-tie" its best suggestion, and the don't-ft-part starts the whole show anew (the logic there apparently needs revision :-)
for a "road map", i'm currently final testing my 1st fo4 release, as soon as that's releasable (which should be about now, if no unexpected new sh* pops up in a couple final tests just about to do), it's back to the scripting table with this one for me, that's about high time anyway, and thx for hanging on :-)
the only limitation to this is what i said to nightshade, if the horse is in a quest alias and/or scripted, the mod must release control over the horse at least every now and then (or accept a second controlling instance (kw "reserved aliases" etc if interested), or this here mod won't ever get a chance to hook in
for what it indicates, uh, i intended to add "(leashed)" (...) directly to the horse after the "xy's horse" name, entirely unsure if i already did that or just intended to right now though :-) ---
if not that, where else does it say "parked"? if it's the notification you get when you leash a ride, that's your TOTAL horses parked, in ALL stables together.
in your case, the command taking horse sounds like the issue. if this works together depends how that mod operates, if it "releases" the horse when it's not operating on it, they're good. if it keeps control over that horse all the time, they're not, since this here mod obviously NEEDS to gain control over your horse at times.
edit: ah yes and that fast travelling issue of course, but that's a new one
i'll send you a pm then (gonna be pretty soon)
and thx for "manualing" :-), with one little correction to be made: it doesn't matter where your horse is for neither leash nor tie. they'll work on your last horse, independant of distance.
you can tele-leash all across skyrim if you want (your horse will actually _run_ to you then though, not teleport, so it might take some time)
...ah yes, and 1 more thing, it's "s7o". speak "slow". (hence the "take it s7o" messages on some certain graffitis :-)
gonna look into this as soon as possible, hard to tell how long it'll take though, it was pretty hard to find out with tons of trial and error testing required what _makes_ them ft with you in the first place the first time around, so it'll kind of depend on what has changed about that and how obvious or not it'll be to see (and i'm rather distracted modding fo4, too :-)
...but definitely coming up, promise.
(did you know btw there'll soon be a new skyrim "remastered" version for current gen consoles, including mod support for consoles, so i'll be in for another major update round soon anyway i guess :-)