The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

s7o's Park Your Ride
580 Comments
Kad 2 Oct, 2020 @ 5:30pm 
Really sad as I must be doing something wrong I cannot make the horse stay the stables are there and the box with instructions but it just keeps following me when I jump... Also with your "Sit" mod, cannot get that working past 1st time given to me... if you have any ideas I have SKSE SKYUI & LOOT should I be getting your mods from Nexus now ??
Phoenix Knight 5 Jan, 2017 @ 11:38am 
Grognard: How did you get the sticks to stick? They always disappear saying invalid. What's your secret?!?!?!?
Grognard 4 Jan, 2017 @ 4:52pm 
Would it be possible to get an updated version with more ties? I primarily use this to keep mounts in place but would like 15 to 20 ties instead of 3. Thanks!
Phoenix Knight 24 Sep, 2016 @ 1:44pm 
Well, I've kept tying to make the damned The Stick (tm) work, but everystick I get, when I try to drop it to establish plcement for my stables, it vanishes and the message Invalid stick pops up. I think your script and your objects ain't matching up.
Gol Zin Viing 6 Aug, 2016 @ 8:10am 
Sorry it doesnt seem to be working at all Skulvar and his family stays in the house the whole time....NOBODY comes out to do the usuall "sanbox" things they do....I had my character pick the lock one time to find out where he was and they were all sitting at a table...maybe another mod is interfereing but I dont know....I run a lot of mods....I havent unsubd yet waiting on you..
Gol Zin Viing 5 Aug, 2016 @ 4:08pm 
lets see how this goes :)
s7o  [author] 5 Aug, 2016 @ 4:04pm 
...all new under the hood in new version, all issues should be gone & should take over from all old versions <2.00, including defunkt installations

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.
Gol Zin Viing 21 Jul, 2016 @ 5:14am 
Eagerly awaiting your new work!
Phoenix Knight 5 Jul, 2016 @ 11:01am 
Poor Arvak
s7o  [author] 5 Jul, 2016 @ 7:55am 
@ flymifox: best in about a couple days to a week when the new version is up :-)

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
flymifox 5 Jul, 2016 @ 3:14am 
So uhm,how do you use this?
Gol Zin Viing 4 Jul, 2016 @ 8:51pm 
S-70 TY for the prompt answer. I have currently removed this mod but will RE-DL the new version when you have it ready...BTE that unofficial Skyrim legendary patch seems to have corrected a LOT of errors in the basic game and ALL 3 DLC's makes me want to play skyrim more....looking forward to the new version.
Phoenix Knight 4 Jul, 2016 @ 5:39pm 
I am eagerly awaiting a time when my 20 horse stable will be full, and not just 20000 sspetims down the toilet
s7o  [author] 4 Jul, 2016 @ 4:35pm 
@ gol zin viing: sorry for inconvenience -
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.)
Gol Zin Viing 3 Jul, 2016 @ 11:12pm 
I love the idea of this mod sadly tho it only works for a few times then it just stops. I have all three DLC's and the lakeview home and I was HOPING that you had corrected whatever causes the problem after sssing my characters horse go into the stable on his own....sadly it stopped again after a while.
Phoenix Knight 23 Jun, 2016 @ 6:13pm 
Sounds good. Yes, the books, I'm looking to mod is the FeyFolken trilogy.
s7o  [author] 23 Jun, 2016 @ 5:59pm 
sorry to inform you, but there's no "other part" to "the cabin in the woods", just one :-)
...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....
Phoenix Knight 22 Jun, 2016 @ 9:00pm 
No, this is the one where they talk about, briefly, the old Dwemer enchanters and such. Machines that for the right price, would craft items for you, soul gems, etc This was Pre Dwemer poof. But I did like that ghost village one. Personally, I'd like to do the Cabin in the woods, if I could ever find the other part of it lol
s7o  [author] 22 Jun, 2016 @ 4:04pm 
hm wait... was that the one with the... uh... wounded dude coming to that ghost village somewhere in the north, with the undead inhabitants...?
if so, pondered this one myself for a while :-)
Phoenix Knight 21 Jun, 2016 @ 9:10pm 
Well, I got this mod in mind due to one of the book trilogies... Feyfolken.
s7o  [author] 21 Jun, 2016 @ 8:52pm 
guess that's because that's the wrong way around.
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 :-)
Phoenix Knight 21 Jun, 2016 @ 8:06pm 
lol no, I actually only started Skyrim in the last couple years. Never touched a TES before this one. I want to get into modding, but I am so bloody confused on how to even clean a mod, let a lone design one.
s7o  [author] 21 Jun, 2016 @ 4:41pm 
i'll hope "before skyrim, at university" doesn't mean "i used to go to university, before i started playing skyrim instead" (esp. in combination with, quote, "The truth about Skyrim: More addictive than Heroine.") :-)=)
Phoenix Knight 21 Jun, 2016 @ 2:01pm 
Ahh yes. I recall one time I submitted a project, before skyrim, at university. and it was comprised of 6 modules linked together. and I HATED the TA that was grading, so since each module you can reuse a scripted name, ALL of my links between modules were in the form of Alpha Beta Cappa, Delta, Echo, etc, and in the next module Cappa would connect to Alpha, etc. He actually punched me for it.
s7o  [author] 21 Jun, 2016 @ 12:31pm 
can't see anything right now, vision's blurred by steam clouds emerging from my forehead.
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
Phoenix Knight 21 Jun, 2016 @ 12:17pm 
You HAVE seen Bandolier's bags and pouches? One of the craftables is book holders. :steamhappy:
s7o  [author] 21 Jun, 2016 @ 11:53am 
that girl's gotta have a broad front...
Phoenix Knight 20 Jun, 2016 @ 6:43pm 
Meticulously placed copies of the Lusty Argonian Maid
s7o  [author] 20 Jun, 2016 @ 6:29pm 
what's it say on her front? :-)
Phoenix Knight 20 Jun, 2016 @ 3:37pm 
That is true. After all, not everyone gives a Peladius hip bone AND a new outfit with every psyhotic episode inside the mind of a homicidally insane Emperor of Tamriel. It even says so on the back of this Argonian Concubine.
s7o  [author] 20 Jun, 2016 @ 3:09pm 
@ genocideEndGame: the truth about Skyrim: mushrooms.
uncle sheo says so - and who am i to doubt him. :-)
Phoenix Knight 20 Jun, 2016 @ 9:23am 
The truth about Skyrim: More addictive than Heroine.
s7o  [author] 19 Jun, 2016 @ 7:59pm 
@ genocideEndGame: well OF COURSE there were unexpexted issues popping up in my "final tests", what was i thinking :-)

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 :-)
s7o  [author] 13 Jun, 2016 @ 9:15pm 
...mods for console versions have officially been confirmed meanwhile btw
s7o  [author] 13 Jun, 2016 @ 9:10pm 
@ genocideEndGame: thx much for your accurate report (including the (tm) :-)), gives me a pretty good idea what happened there.
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 :-)
Phoenix Knight 12 Jun, 2016 @ 3:00pm 
Ok, so I've been doing some testing. The Stick (tm) is not working. I had four horses parked, four differant locations, with four seperat The Stick (tm). I rode the horses to each house stable and inserted the stick (tm) afterwards. Each horse came up as tied. The moment I fast traveled, the last tied horse appeared, got murdered. After avenging it, I FT again, and the second last horse appeared. So 4 dead horses later, I tried with 4 summoned mounts, from mods, and four stolen from the imperial and stormcloak camps (tries some with setownership, some without) and sadly, NONE of them statyed parked or tied, and all died. 6 By Sabercats. So I think the Stick (tm) may be a bit to much twig to stick properly?
s7o  [author] 11 Jun, 2016 @ 2:32pm 
@ genocideEndGame: yep, other than that, this should work with any mod ride whatsoever, as long as that mod's author has made their ride recognizable to the engine as such (actortpye horse, can easily be done in tes5edit if needed). my sole horse for example is a donkey from my own "donkey king" mod.

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
Phoenix Knight 11 Jun, 2016 @ 1:12pm 
Ok, well, what you're saying is, any horse that has no timer on it, can be parked/tied accordingly with no issues. Now, I have mods that give me horses, non poofing type, could I tie them and expect no issues, or am I limited to what I buy/steal?
s7o  [author] 11 Jun, 2016 @ 11:14am 
@ nightshade: with the "horse leash" or "horse tie" power selected, you'd just cast that, so that'd be the same key as for shouts, yes.

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.
s7o  [author] 11 Jun, 2016 @ 11:13am 
@ genocideEndGame: the issue is limited to when the mod is used on horses that dissolve at any point, like most conjurable horses (incl shadowmere) will. if you never use it on a horse like that, you shouldn't have any problems ever - it's not a "bug", it's an "issue": i just totally didn't consider the possibility when i wrote the scripts (and they're hard to change accordingly posterior, which is why i'm gonna write all new ones, which again is why the update takes me so long, procrastination and stuff (where "stuff" is another word for "fo4")... ,-)

edit: ah yes and that fast travelling issue of course, but that's a new one
Phoenix Knight 10 Jun, 2016 @ 12:34pm 
parked indicates that the tie has worked and it should stay. s7o has been having some issues as of late.
NightShadeX62 9 Jun, 2016 @ 11:36pm 
That's ok GenocideEndGame, i got rid of my regular horse and got a horse that takes commands and stays when i say stay. Problem solved.
NightShadeX62 9 Jun, 2016 @ 8:03pm 
Yeah the word i was trying to think of was "Activate". Do i click on anything to activate it?
NightShadeX62 9 Jun, 2016 @ 7:56pm 
GenocideEndGame Ok i put the power to tie on and stood near my horse. Does it indicate when the horse is tied in words? It says it is parked but nothing else. And do i click on (Z) or is it (X) like you do when you shout to start it?
s7o  [author] 9 Jun, 2016 @ 3:10pm 
@ genocideendgame: thx, appreciated - there'll be major changes to most of the scripts, so it'd in fact be good to have somebody to test if they all properly take over from the old versions (my saves are pretty atypical in many ways, makes them mostly unusable for testing such things).
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 :-)

Phoenix Knight 9 Jun, 2016 @ 2:00pm 
s70, if you want a beta tester for your new nd improved The Stick(tm) and to check the FT still works or if tie works, I'll help out. And ties are used by standing near the horse and uing the power to "tie" it is place. They are powers, not spells.
NightShadeX62 9 Jun, 2016 @ 12:55am 
How do you use the ties?
NightShadeX62 9 Jun, 2016 @ 12:54am 
I had heard there might be a new skyrim coming out but it was just rumor then. If it is coming out that would be cool. Ok thanks for willing to look into it when you get the chance.
s7o  [author] 8 Jun, 2016 @ 10:46pm 
@ nightshade: theoretically, they shouldn't fast travel with you when they're parked anyway, this has ceased to work as intended recently though, some interfering game update likely -

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 :-)
NightShadeX62 8 Jun, 2016 @ 9:01pm 
Also, I know you have listed the places you can park them but what i want to also know is can you tie them in a stable near your home on your land? So when you fast travel they stay at home when you don't need or want them to follow you.