[Rel] Horses For Followers + Better Follower Improvements

Post » Fri May 25, 2012 3:26 pm

Horses For Followers Version 1.3.0 (revision 5) is now live.

Just forgot to say...

since my recent update, if you accidently Fast Travel while both you (player) and follower are mounted (which causes you to be separated from the follower). Just get off your own horse and they will come fairly quickly on their own accord. No more need to use the console command or hit T for wait.

Its still best to fast travel before the follower mounts his/her horse.

I'll update the main download pages and readme's at Nexus and Workshop later.

Enjoy!
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RAww DInsaww
 
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Post » Fri May 25, 2012 7:40 am

Thank you for this excellent mod and continual support. Endorsed
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Jack Moves
 
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Post » Fri May 25, 2012 11:50 am

I've been enjoying this mod; it really makes a huge difference with followers. No more having my Housecarl hoof it miles behind me in her Steel armor like some 2nd rate footsoldier! I've tested it a bit with Lydia and it works well with no real problems so far.

If I do buy the horse my companion gets on my horse instead of the one I just bought her. The new horse, which is supposed to be for the companion has the Steal label. This is my first time trying this mod. I don't have any other companion or mount mods installed. Any help? Thanks!
I've had Lydia mount my horse once or twice after coming out of a town or something like that, but I don't get the "Steal" label on her horse, so I have the choice of either riding hers or talking to her for a second, then she dismounts and I just switch horses with her.

I was particularly impressed with the improvement over Oblivion's companion horse riding mods (probably due to better AI in the game). There is much less lag when I mount a horse (riding a short distance away) and wait for the companion to mount theirs. With Oblivion, sometimes they would get stuck for a long time trying to mount their horse.
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Ashley Tamen
 
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Post » Fri May 25, 2012 9:10 am

I noticed an issue - This isn't a *huge* problem, but when I dismiss my companion (Lydia in this case), she went home to Breezehome (we were already in Whiterun), and when I left Whiterun, her horse was headed off into the sunset. I am guessing it was headed to Windhelm where I had purchased it from.

Is this "normal" or intended? I know you put code in there to make the horses return to "the stables" when a follower is dismissed, but are they supposed to go to the stables where you purchased them? Is there any way to send them instead to the same city's stables where your follower goes when dismissed?

I never use fast travelling either (for immersion), but could fast traveling to a city (even if I'm already there) reset a horse to use that stable as "home"?

Thanks again for the great mod, and I hope you will continue to improve it!

[EDIT] Another potential problem. Ever since I dismissed my follower, I have noticed the travelling npc groups like Imperial and Stormcloak soldiers stuck along their route. The leader of the group keeps walking, but everyone else, including the prisoner or the 2 last soldiers are just standing there. Could you have altered a following script that these NPCs are using or could it somehow be related to the Navmesh bug?
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Gemma Flanagan
 
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Post » Fri May 25, 2012 7:40 am

Kinda big problem for me - I started the game via Live another Life (alternate beginnings) and getting off a ship in Solitude. At level 4 i finally have enough Septims to buy a horse and head to Whiterun stables via carriage. When I buy a horse there, it registers as Freya Ravenmane's Horse in white letters, but also shows in red as "Stolen." No guards react, but whenever I dismount ( even back at Solitude) the horse starts walking back to whiterun stables! She obviously thinks I stole her! Whistling does nothing to call her back!
Any suggestions?
Any way to conole this?
Thanks!
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Wayne W
 
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Post » Fri May 25, 2012 1:34 am

Kinda big problem for me - I started the game via Live another Life (alternate beginnings) and getting off a ship in Solitude. At level 4 i finally have enough Septims to buy a horse and head to Whiterun stables via carriage. When I buy a horse there, it registers as Freya Ravenmane's Horse in white letters, but also shows in red as "Stolen." No guards react, but whenever I dismount ( even back at Solitude) the horse starts walking back to whiterun stables! She obviously thinks I stole her! Whistling does nothing to call her back!
Any suggestions?
Any way to conole this?
Thanks!
Huh? You sure you got on the right horse? As in the one you purchased instead of an NPC's horse?
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phil walsh
 
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Post » Fri May 25, 2012 9:10 am

yes! very weird - I purchased a horse and the black one, Quen Ali had "Freya Ravenmane's Horse" and had the red "STOLEN" right above it (my character is Freya Ravenmane) .There was a second horse (the companion horse - a black and white, that also said stolen, though I never mounted it or bought it.

After a lot of pointing and consoling "setownership"-ing on Queen Ali (my mount) to no effect, for grins I set it on the "stolen" black and white and it cleared both mounts!!

I can now call my horse and she doesn't bolt back to the stable!! I am sooo happy ! Great mod! Now all I have to do is earn enough gold for my companion's mount - which I will probably buy in another city!
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Lucie H
 
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Post » Fri May 25, 2012 12:31 pm

I can now call my horse and she doesn't bolt back to the stable!! I am sooo happy ! Great mod! Now all I have to do is earn enough gold for my companion's mount - which I will probably buy in another city!
Well, good to see you fixed your problem. I wonder if it could be due to a compatibility issue between this one and "Live Another Life".

Anyways, also wanted to mention, that the problems I had earlier seem to be minor or a non-issue. After checking the glitch with the travelling soldiers scripts, it made no difference when loading my save with or without the mod; entering and exiting a building (basically reloading the cell, I guess) fixed it. So I don't know if that one was even caused by the mod.

On the second issue, with the horse returning to the stable where it was purchased from - slightly awkward, but really a non issue for 1 reason: after telling the companion (Lydia) to follow me again, and leaving Whiterun, the Horse was waiting for her in the stables outside Whiterun. I mounted my horse, and she immediately mounted hers, and we were off to adventure again! Once again, marvellous mod. It makes having an NPC companion much more enjoyable. :goodjob:
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Ella Loapaga
 
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Post » Thu May 24, 2012 11:52 pm

Last data point on my stolen-nonstolen horse issue (that was resolved via console setownership command) - I did mount Queen Ali before I read the ownership manual ( hadn't found it on the barrel outside the stable). Maybe I was in some sort of limbo ownership state at that point - having bought a horse in vanilla state (showing Freya Ravenmane's horse status), but not owning fully in terms of the mod until after I read the manual (showing the Stolen status at the same time)? That might explain why the additional horse at the stable was reading as stolen even though I never mounted it. One for the developers to figure out!

At any rate ot works now, and this is how hte horses should have behaved from the get-go!
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Bethany Watkin
 
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Post » Fri May 25, 2012 6:46 am

Thanks! The update before my current one did bring back he steal label, but if you had the horse from the update before that one, then it would remain the same. Thats why clean saves are important. Its even more important with my recent version because you need to buy a new horse to get an important Bill of Sale document which allows you to select faction ownership. Just use the console to get your gold back.

Yes it is normal that the horse will go back to the stables. However I will add an option to make the horse go to another stable or any location set by the player later on, such as those with house mods not near the cities. No the AI for basic following is untouched, the AI on the horses is unique and not used by any other. I think the problem with the patrol is a Bethesda issue. The AI they use is different as its based on either travel or patrol. Same with my scripts, they are all unique with a prefix JAD_ and not altered original ones.

Kinda big problem for me - I started the game via Live another Life (alternate beginnings) and getting off a ship in Solitude. At level 4 i finally have enough Septims to buy a horse and head to Whiterun stables via carriage. When I buy a horse there, it registers as Freya Ravenmane's Horse in white letters, but also shows in red as "Stolen." No guards react, but whenever I dismount ( even back at Solitude) the horse starts walking back to whiterun stables! She obviously thinks I stole her! Whistling does nothing to call her back! Any suggestions? Any way to conole this? Thanks!
The mod is meant for vanilla so it looks like the base horses have all been altered. Doesn the topics dialogue work properly. here should be one for the Player and one for the companions horse. Lots of people buy two player horses thinking its the companion one. If in doubt use the ledger (in the stables) to buy the horse. Also, with each update for my mod requires a clean save.
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Enie van Bied
 
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Post » Fri May 25, 2012 3:19 pm

Version 1.4.0 (Revision 7) is up.
Each update requires a clean savenote to avoid problems.

Horses For Followers

The latest version adds a Bill of Sale document when you buy a new horse. When you read it, a special menu appears. If a follower refuses to mount their horse, use this menu to switch ownership to one that will enable them to mount their horse. Example: Lydia will ride a horse regardless of the setting. However a Aela or a hireling will need the horse to owned by a faction other than your own player faction. When the horse is owned this way, the horse will be marked as Steal. The menu also has other functions that may be useful from time to time. Such as selling a horse or transporting a horse to you should the need arise.

Enjoy...

[note] A clean save is when you make a save with the mod not loaded.
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Samantha Pattison
 
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Post » Fri May 25, 2012 10:28 am

Hi, looking forward to being able to use this mod, but unfortunately I'm having some problems with it right now. I noticed a couple other people in the Nexus comments are having the same problem, so I figured I'd post here instead.

Anyway, when I go to talk to the stable owners (I've tried in Windhelm and Whiterun, on two different characters with different companions, respectively), I'm not given the option to buy my companion a horse. When I try to use the ledger, it takes my money, tells me my companion owns the horse, and gives me the ownership bill, but the horse is still registered as stolen, and my companion won't mount it. I've made sure that I'm looking at the right horse and not the one I can buy for myself. Using the bill to switch between Player and Follower doesn't seem to help either.

I run a few other mods, but I've tried disabling them all and using this mod by itself on a clean save and it still doesn't fix anything. I'm not sure what else I could try at this point, so any help would be appreciated. Thanks.
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Hilm Music
 
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