Thank you every one for the ideas, suggestions. I am trying to make the best of these into the mod

Are you planning on making it compatible with "Better Horses" on Nexus?
So far, yes, they are compatible. If users would disable 'trampling' features from Better Horse. I didn't alter, change any thing that's vanila at all. Every animation, hit/attack, charges, trampling .... are either made my me, or extend the engine. So it will compatible will most mods, not just 'Better Horses'
If you're up for cooperation, let me know.
Hi there, I love your MERP. I wish you will finish your project soon, cuz it would be amazing new experience to have.
I will try to answer every questions of yours to the best of my ability
I hope you don't mind some sharing of concepts to both our benefits? I implemented weapon unsheathing in Oblivion by modifying and re-adding those animations as Idles, and making the weapon an AnimObject for those Idles. It looks like you found a way to have the actual weapon be unsheathed though?
Yes, it is the actual weapon. If I equip an axe, player would draw it out as he normally would on foot. Same goes with daggers, bows and 2-handed weapons (though I haven't created animations for bows & 2-handed yet). NPC , especially guards will react accordingly - "
Guards may get nervous, a man approach with weapon drawn'
.All vanilla damage-bases are calculated as normal. To be able to do so, you will need to define new event that extends the existing behavior-based event, in this case, HorseRoot state. In programmer's language, you will understand this is as inheritance, and to call new event from polymorphism event
I'm also curious how you implemented hit detection. Is this done the vanilla way with crosshair attacks, or do you have actual collision detection working on the blade? I managed the latter in Oblivion, but with heavy use of OBSE.
Yes, and no

. In mounted mode, player would fight like in real 3rd person mode. So I should say, with vanilla crosshair. No collisions detector needed.
This Hit is also recognized by OnHit event, although I didn't register for the 'isAttacking' as player begins the attack (too much work, since I have too many new animations

). Player can actually hit whatever the 3rd person camera looking.
As it turns out, I can actually hit my horse when I was mounting too. In my script, I try to 're-position' the angle a little bit right before the hit, so it also greatly reduce the chance of hitting the horse. You are good with scripting, so you surely know that while mounted, the player z-angle is NOT the same as the horse z-angle, right? It instead slowly blend toward the direction the horse is looking.
In my experience the challenge lies mostly in making the mounted combat intuitive and smooth, not so much implementing the basic concepts. The thing I have been pondering the most about is dynamic aiming animations. Do you know the vanilla bow shooting animation? They are in fact "aimed" for human actors, probably by dynamically blending several animations. Especially for thrusting spears such dynamic aiming is invaluable. It kinda svcks if you can only thrust or couch in a few pre-determined directions. It probably requires a new Behavior file, but I haven't looked into that yet.
Ya, I checked the behavior files. They are not really blend, I think. They are divided into upper-lower body parts, and based on the crosshair position, the correct animation will play. If the player change direction while aiming, the new animation will just override the old one. For instance, if you move your crosshair about +30* angle-z from original pos, then bow_rotate45_right.hkx will kick in. If in 3rd mode, you will have to worry about turning left & right, no need for up&down
The blending is just how animation transit from one to another.
One problem thou, that if animations are not really sync, actor will play 'jesus-on-the-cross' like animation for a flash, then switch to new animation

I can try to dig deeper into bow-aim thing for my mod, but it will be a tough nut to crack
Btw, to get a more realistic charge knock-back effect, you could perhaps add a GetHeadingAngle condition between the horse and the victim, so they don't get knocked side ways in that weird way. If you use PushActorAway for this, consider calling it from a temporary invisibly placed NPC that you put a little above the horse, so the Push is directed more downwards.
Thanks, I already tweak the angle, but somehow forgot to compile the script at recording time >.< I reduce the push force, and it plays out quite nice. The problem here is not really the direction of the push, but the actor got 2 or more consecutive push(s) on impact. I made a script that made that actor immune to charge right after the first hit. This immunity is about 3 seconds long, so he wont get charge several times in a row
