[Relz] Horse Management

Post » Wed Mar 30, 2011 6:41 am

Last updated Mar. 16, 2011

http://tesalliance.org/forums/index.php?/files/file/765-horse-management/


Horse Management v1.1


DESCRIPTION
===================================================
This mod has four separate features to allow for the care and feeding of your equine companions. I'll just get on with that, then:


Stable Markers
If you want to use a particular exterior location as a stable area (i.e., the exteriors of house mods often come with a non-functional stable or fenced yard), buy a stable marker and drop it in that location. To stable a horse at a stable marker, simply ride the horse up to the marker, dismount, and activate the marker. You'll see a message, and a spell effect will play on the horse, confirming that the horse is now "parked". That horse will contentedly remain right where you left it last, even if you fast-travel or mount another horse. You can keep using the same marker to park horses until you have filled that marker's capacity. To "un-park" a horse, simply mount it; this will free up a slot for another horse to be parked.

Stable markers are available for sale at most vanilla general goods vendors. They come in three varieties: 3-horse, 6-horse, and 12-horse. A greater number of horses require a greater amount of space, so each type of marker is designed with this in mind; thus, you should use the one that best fits the spacial capacity of your stable area. You can use multiple markers in any quantity or combination you like. You can place them in most any exterior, except in dangerous places like Oblivion planes. If you are going to use multiple markers in one location, I recommend you space them apart, allowing the horses plenty of wander space (intersecting horses are creepy, k?).

If you pick up a stable marker while horses are still stabled at it, the horses will continue to stay until you ride them again.


Stable Supplies
Most vanilla goods vendors now carry a small assortment of basic decorative stable supplies. Bales of hay; fillable water troughs; buckets of apples, carrots, and oats; stable blankets; even a Dwemer stable heater can be purchased and placed in your stable area to keep your horses happy.

The bales of hay, buckets, and water troughs all start out as havoked items that can be grabbed and dragged, so you may place them as you like. Activating them will pull up a menu, offering you the choice of locking them in place/unlocking them so they can be moved again, or picking them up. You can sneak + activate to pick them up without the menu. Water troughs will have an additional option to fill or drain. Due to havok issues, the blankets start out locked in place and just above the ground; however, they can be unlocked or locked just like the other items.

The heater will always be static (locked in place). When you drop it, it will automatically be on the ground and upright just in front of you, and facing you. It has a menu like the other items, including the ability to turn it on or off. And, like the other items, you can activate it while sneaking to pick it up without a menu.

Locking items in place will hide their names in the game world (except the heater), so they will be less visually distracting. You can, however, still activate them.


"Call Horse" Spell
From the vanilla general goods vendors, you can also purchase a spell tome that teaches you how to call your last ridden horse (or the last horse you parked at a stable marker, if you don't have a last ridden horse). The spell has restrictions about when and where you can use it. You need to be outdoors and not in combat, primarily. You can't call your horse to Oblivion planes, or any other isolated exterior that is dangerous or temporary. By default, you also can't call your horse to inside a city worldspace; however, you can use the console command "Set KhHMQuest.AllowSummonInCities to 1" (no quotes) to reverse that behavior (change 1 to 0 to change it back). Please note that these checks don't cover locations added by mods, so you'll have to use your own common sense for that. This setting also affects Stable Marker usage.


City Stable Services
You can now pay 25 septims per week (or partial week) to stable a single horse at any of the eight vanilla city stables. This is great if you don't own a home with a suitable stable area, such as if you live in the city. Horses stabled this way will not fast-travel with you, will not mosey off when you mount another horse, and cannot be called by the "Call Horse" spell provided in this mod. Speak to the stablehand at any stable to drop off your horse. The money is due when you pick up your horse. If you ride off without paying, it will be a crime; you will get a high bounty, and the stablehand will not do any business with you until you pay what you owe, plus some extra to cover his inconvenience, and earn back a little of his trust.

If the stablehand should die while your horse is stabled, the horse will remain at the stable; however, you will be free to pick up your horse at anytime.

You must dismount before you will be able to stable your horse. The dialog topic will not appear if you are mounted.


Other notes:

All of this is done without editing any horses or AI packages. This means that all of these features will work with any horse, including those added by mods. It also means that this mod won't conflict with any other horse mods!

All plugins have been cleaned in TES4Edit for best compatibility, and all meshes have been pyffi'd for best performance.



REQUIREMENTS
===================================================
  • Requires the latest official Oblivion patch (1.2.0.416).
  • Requires OBSE v0020 Beta 2 or later.
  • Elys' Universal Silent Voice is recommended, unless you don't care to read any dialog.




INSTALLATION
===================================================
Spoiler
1) Extract the archive you downloaded to a temporary location.
2) From the first folder, choose ONE of the included plugins, and move or copy it to your ..Oblivion\Data folder.
3) From the second folder, also move or copy "Horse Management.bsa" to your ..Oblivion\Data folder.
4) Activate the mod in the launcher of your choice by checking the box next to it in the list.
5) Play!

The only edits to the existing game are to the shops, in which new vendor chests were placed, so the merchants can sell the stable supplies. Put this mod very early in your load order in case another mod wants to edit the shops in any visually apparent way. Good use of Bash tags will make this completely irrelevant.

If you are having any trouble, please check http://sites.google.com/site/khettienna/mod-user-guides/how-to-install-mods before asking for help. The guide is super likely to provide the answer or solution you need.




COMPATIBILITY, BUGS & TROUBLESHOOTING
===================================================
Spoiler
There are no known conflicts at this time.

Successful placement of decorative objects is dependent on your common sense and spatial awareness. For best results, try to avoid placing decorative objects on uneven ground, in tall grass, or in the middle of the road.

Water troughs and stable blankets don't have bottoms, so it is extra important that these be placed on flat surfaces.

If you have de-activated this mod without first retrieving your horse from a city stable, target the horse in the console, type "setownership" (no quotes), and press Enter. If you are not able and willing to use the console, then you must remember to retrieve all your horses before de-activating this mod.

If you de-activate the mod while you have horses "parked" at a stable marker, those horses will soon revert to their vanilla behavior of wandering back to their place of purchase/origin without any action on your part.

Please understand that it is impossible for any modder to test a mod's compatibility with every single modded configuration of Oblivion and every single configuration of PC hardware. If you experience any trouble with this mod, first check http://sites.google.com/site/khettienna/mod-user-guides/mod-use-troubleshooting and follow the instructions there to troubleshoot and report bugs.




CREDITS
===================================================
Great Big Massive Thanks to/for (in no particular order):

  • InsanitySorrow for proper havok & collision on the stable supply meshes, and for the stable marker mesh & texture
  • Vince Bly for the HMTK, used to build the heater
  • the AWLS team for the IllumAnimation tool used to light the heater
  • Texian for the Water Static mesh & texture used for the water trough
  • scruggsywuggsy the ferret for implementing the new OBSE functions needed for this mod to exist
  • a HUGE thanks Athray, and the Beta Testing & anolysis Guild at TES Alliance, for playtesting
  • and of course, Shadowmere, for always obnoxiously returning to Fort Farragut, thus inspiring this mod.




LEGAL ETC.
===================================================
Please do not re-host or re-post this mod in any form without asking first.

You are welcome to translate this mod into other languages and upload it elsewhere, as long as you give me credit for my work, you don't charge for it, you keep the uploaded translation updated to the current English version, and you provide a link to this mod's download page at TESNexus. I would also like to be notified, so I can provide a link to your translation.

You are welcome to use any resources/scripts I created for this mod as long as you give me credit for my work and you don't charge for it. If you use a resource originally created by another modder, you must follow their wishes for use & distribution.


http://tesalliance.org/forums/index.php?/files/file/765-horse-management/


Hope you enjoy it all. ^_^
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John Moore
 
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Post » Wed Mar 30, 2011 9:28 am

Congrats Khett! This sounds awesome, going to download now. :)
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carley moss
 
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Post » Wed Mar 30, 2011 1:23 pm

This sounds great! I especially like the stable option. I make Battlehorn my home base and would love to leave Shadowmere there sometimes!
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Matthew Warren
 
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Post » Wed Mar 30, 2011 11:39 am

Congratz Khett on the release! :D
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Eilidh Brian
 
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Post » Wed Mar 30, 2011 5:52 am

Sounds interesting, one question:
If you park a horse at a stable marker, then get back on the horse (unpark it) and then leave it somewhere and get on another horse.. where does the horse return to? the stable marker or it's purchase location?
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Bigze Stacks
 
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Post » Wed Mar 30, 2011 5:55 am

Sounds interesting, one question:
If you park a horse at a stable marker, then get back on the horse (unpark it) and then leave it somewhere and get on another horse.. where does the horse return to? the stable marker or it's purchase location?


In that case, the horse would return to its default AI. So, for an unmodded PC horse, it would go back to its place of purchase. Changing this would either require extensive (and messy, and limiting) changes to the way stable markers work, or editing the existing horse AI and/or scripts directly, which would break the "compatible with everything" part of this mod. :(

Fortunately, there are a lot of mods out there that already make horses "Stay Put" or the like, and they're all compatible with this one. :)

And thanks, guys! ^_^
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Daniel Brown
 
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Post » Wed Mar 30, 2011 1:20 pm

In that case, the horse would return to its default AI. So, for an unmodded PC horse, it would go back to its place of purchase. Changing this would either require extensive (and messy, and limiting) changes to the way stable markers work, or editing the existing horse AI and/or scripts directly, which would break the "compatible with everything" part of this mod. :(

Fortunately, there are a lot of mods out there that already make horses "Stay Put" or the like, and they're all compatible with this one. :)

And thanks, guys! ^_^


Well I'd certainly rather have the compatibility. Thanks for the clarification, and thanks for making this, I'll be downloading it.
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victoria johnstone
 
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Post » Wed Mar 30, 2011 4:43 am

This sounds really great for the immersionist (that is, me!) :)

This will pair very well with the excellent kuertee's Horse Commands mod.
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Ella Loapaga
 
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Post » Tue Mar 29, 2011 10:17 pm

Hey, nice idea and great mod! I especially like the immersive option of city stable services. :thumbsup:
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WTW
 
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Post » Wed Mar 30, 2011 3:55 am

Just saw the screenshot on TESA. Aren't the pointy ends of the horseshoe supposed to be pointing upwards? It's so the luck doesn't run out. :lol:
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Tina Tupou
 
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Post » Wed Mar 30, 2011 6:32 am

looks great... so great in fact that despite how busy I am and how little Oblivion I've had time to play lately I just had to download it and will be using it with my little unicorn soon :)
... added to the BOSS Masterlist as well ;)
Pacific Morrowind
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Princess Johnson
 
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Post » Tue Mar 29, 2011 11:20 pm

Outstanding. I'm hoping that with this I can recover the black horse I bought some time ago, that seems to have disappeared from the face of Tamriel.
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neen
 
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Post » Wed Mar 30, 2011 12:35 am

Just saw the screenshot on TESA. Aren't the pointy ends of the horseshoe supposed to be pointing upwards? It's so the luck doesn't run out. :lol:


Luck is far too reliable to be a determining factor in Oblivion modding - maybe we can consider this a tribute to the CS. :lmao:

looks great... so great in fact that despite how busy I am and how little Oblivion I've had time to play lately I just had to download it and will be using it with my little unicorn soon :)
... added to the BOSS Masterlist as well ;)
Pacific Morrowind


Thanks very much! :D

Outstanding. I'm hoping that with this I can recover the black horse I bought some time ago, that seems to have disappeared from the face of Tamriel.


I'm not sure it will find your black horse for you; but at least when you do find it, you'll always know where you put it last. I've gone horse-hunting on more than one occasion myself, so shoot me a PM if you'd like some console commands that might help. :D


Thanks for all the responses, everyone. I hope you're all enjoying the mod! ^_^
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Louise Dennis
 
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Post » Wed Mar 30, 2011 3:29 am

I never really messed around with horses before in Oblivion, mainly due to how much of a pain they could be to keep up with; this mod looks like it'll change that. Great idea! :D
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DAVId MArtInez
 
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Post » Wed Mar 30, 2011 9:37 am

Horse Management has been updated to v1.1, which fixes a bug that cause an object to spawn when you tried to place one of the mod's items into a container. :blush:

The Nexus mirror has been removed for the time being. Please use the http://tesalliance.org/forums/index.php?/files/file/765-horse-management/ ^_^
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 12:11 pm

I realy like your mods. I'll check this one out to. Thanks for sharing.
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W E I R D
 
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Post » Wed Mar 30, 2011 12:47 pm

Hey, thanks, Push! :celebration:
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:)Colleenn
 
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Post » Wed Mar 30, 2011 4:37 am

Just had to say that i really like this mod. Adds flavor to having a player house with a stable. Now all i have to do is find a good saddlebag to go with it and ill be set!
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Sierra Ritsuka
 
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Post » Wed Mar 30, 2011 5:55 am

Yay, glad you like it! :twirl:
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Jenna Fields
 
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Post » Wed Mar 30, 2011 9:56 am

Nice mod Khettienna. :goodjob:

I'm trying to use it alongside kuertee's excellent Horse commands, that adds a feature that makes the horse follow/stay/return to city etc., as well as adds saddlebags, stolen horse recognition and other great features.

Playing with both yours and kuertee's mods, I stable my horse at a city stable, pay the stablehand to look after my horse, enter the city, and the horse follows me. Of course, horse has a "stolen" tag as I haven't paid the stablehand yet.

Seems kuertee's script overrides yours. Any suggestions to make them compatible? Although, I like kuertee's commands as it provides multiple options to the player (horse stay, horse follow, return to city, return home etc.), but I also would like the horse to not follow me once I have it stabled.
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Taylor Tifany
 
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Post » Wed Mar 30, 2011 1:33 am

Nice mod Khettienna. :goodjob:

I'm trying to use it alongside kuertee's excellent Horse commands, that adds a feature that makes the horse follow/stay/return to city etc., as well as adds saddlebags, stolen horse recognition and other great features.

Playing with both yours and kuertee's mods, I stable my horse at a city stable, pay the stablehand to look after my horse, enter the city, and the horse follows me. Of course, horse has a "stolen" tag as I haven't paid the stablehand yet.

Seems kuertee's script overrides yours. Any suggestions to make them compatible? Although, I like kuertee's commands as it provides multiple options to the player (horse stay, horse follow, return to city, return home etc.), but I also would like the horse to not follow me once I have it stabled.


Oh hmm, I will see what I can do. Consider it officially "on the list"! And thank you for the report! :D
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Rob Davidson
 
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Post » Wed Mar 30, 2011 7:19 am

Ran into my first little glitch with this. I had Prior Maborel's horse and had him stabled at Battlehorn. I played along and got Shadowmere. Everything was fine. I returned to Battlehorn and Prior Maborel's horse was still there. Did several trips back and forth. Whenever I returned to the castle, I left PM's horse stabled, but just left Shadowmere in the yard. Finally one time I returned to Battlehorn and slept for nine hours. When I came out in the morning, PM's horse was gone. Shadowmere was still in the yard where I had left her. I checked and PM's horse had returned to Weynon Priory. Not a big deal since I've switched to Shadowmere anyway, but just thought I'd pass this along. Not sure why sleeping seemed to change something, but it looks like it did. Now I'm pretty sure I had slept before, but usually for no longer than an hour or two. Very strange.
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Ladymorphine
 
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Post » Wed Mar 30, 2011 12:08 pm

Ran into my first little glitch with this. I had Prior Maborel's horse and had him stabled at Battlehorn. I played along and got Shadowmere. Everything was fine. I returned to Battlehorn and Prior Maborel's horse was still there. Did several trips back and forth. Whenever I returned to the castle, I left PM's horse stabled, but just left Shadowmere in the yard. Finally one time I returned to Battlehorn and slept for nine hours. When I came out in the morning, PM's horse was gone. Shadowmere was still in the yard where I had left her. I checked and PM's horse had returned to Weynon Priory. Not a big deal since I've switched to Shadowmere anyway, but just thought I'd pass this along. Not sure why sleeping seemed to change something, but it looks like it did. Now I'm pretty sure I had slept before, but usually for no longer than an hour or two. Very strange.


Aye, this is something I'm looking into, and considering solutions for. If you notice any other similar happenings, please do let me know, I appreciate it! Thank you!
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Ellie English
 
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Post » Wed Mar 30, 2011 9:15 am

Does it just happen after sleeping for a long time or just after a while? Because I've been running with two horses and PM stabled for a few in-game days now. Just curious. As I said I've switched horses and PM's horse made it home ok :D
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Richard
 
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Post » Wed Mar 30, 2011 12:12 am

Does it just happen after sleeping for a long time or just after a while? Because I've been running with two horses and PM stabled for a few in-game days now. Just curious. As I said I've switched horses and PM's horse made it home ok :D


I'm not sure, to be honest. The stable marker/city stable scripts (as you probably expect) use AddScriptPackage with a StayPut package on all the stabled refs fairly often to keep them "tethered". In beta testing, all manner of things were tried to "break" the process, like waiting and restarting the game and pcb'ing etc... over various time intervals ranging from a week to three, as well as just plain playing the game while various horses were stabled in various ways in various places. However, just this week, I lost a horse from a stable marker after playing through some of Tears of the Fiend, which required my character to take far more naps than she otherwise would. This varies from the several game weeks I spent beta testing another mod. During that time, my character was mostly sequestered in that mod's location, but Shadowmere was where I left her when I got home. :shrug: In any case, I has some thinking to do. Input welcome!
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GLOW...
 
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