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Park Your Ride 1.56

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About This File

Automatically parks your ride in stables.

HORSE LEASH: make up to 3 of your rides follow

after you

HORSE TIE: tie up to 3 of your rides in place,

also preventing your current horse from fast

travelling with you

THE STICK : Establish parking functionality

at up to 5 locations of your choice

...and more...

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FEATURES

:) Makes / adds room for your ride to park in Skyrim's vanilla stables

:) Adds additional little (= hostlerless) stables to lots of places

. where you'd want to shelter a ride, like inns etc (for detailed

. list, see below)

:) While rides are parked, they are protected (= killable by yourself

. only). Rides that are injured when they get parked will receive a

. full healing by drinking from a trough.

:) Adds player owned, non-respawning "Guest Chests" (and, in Whiterun

. stables, also a player owned bedroll (requested), should you need

. a place to sleep) to all of Skyrim's vanilla stables

:) THE STICK : easily establish parking functionality at up to 5

. locations of your choice

:) HORSE LEASH: make up to 3 of your rides follow after you

:) HORSE TIE: Tie up to 3 of your rides in place(s). If your current

. ride is tied, this prevents it from fast travelling with you

:) Adds optional map markers for your parked, tied or leashed rides

:) Works with stolen, found, conjured... rides

:) In Whiterun, Windhelm and Solitude, lets you send your horse back

. to the according stables from right at the city gate (so you can

. ride all the long ways there when overweight with loot and still

. have your ride properly parked)

:) Adds a couple of useful details in several places (like, in Riften,

. you'll now be able to pass through between the stable buildings to

. directly get to Honeyside's back porch over a new little staircase,

. etc...)

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HOW TO USE

HORSE PARKING

:) To have a ride parked, just dismount it near (= within the individual

. influence radius of) a parking stable, it will walk to it's free box

. by itself and stay there until you get it back (any rides already

. parked in the same box will get "unparked")

:) Your current ride, if parked, will still fast travel with you (and get

. unparked). To make it stay in it's box instead, cast Horse Tie

:) If a ride getting parked after you dismount it is leashed, it will be

. automatically unleashed, so you can get your current ride out of it's

. stable without having to go mount it by simply casting Horse Leash

. (very handy with horses parked some distance away, or when you're back

. to get that stolen horse you parked and there's guards around, etc...)

:) Leashed rides currently following after you when you get close to a

. stable will keep doing so and not get parked. To get your currently

. following ride parked in that stable, unleash it.

:) You'll be notified about parked horses total count whenever a horse is

. parked or unparked.

:) A "Parked Rides" entry with map markers for your parked rides (in case

. you were on skooma when you parked them :-) will be displayed in your

. Quest Log's 'Miscellaneous' section whenever you have rides parked.

HORSE LEASH / HORSE TIE

:) ...can be bought from any of Skyrim's vanilla (as well as most other)

. hostlers for 100 gold both.

:) ...will be added to your Lesser Powers selection and come as toggle

. spells ("leash / unleash") so they can be favorized and hotkeyed.

:) You'll be notified about leashed and tied horses total count whenever

. a horse is leashed / unleashed or tied / untied.

HORSE LEASH

:) ...always leashes / unleashes your last ridden horse.

. Leashed horses will follow you whereever they can (they'll not walk

. by foot like a dog though, but come after you only when you're some

. distance away) or, if you are too far to actually follow, run to you

. first.

. Whenever you are places your ride can't follow, it will wait around

. where you left it. Should you pop up in a different place (like the

. dungeon's back door), it will come to you.

:) Horse Leash is independent of your ride's distance, so you can cast

. it in Markarth on your ride stabled in Riften to have it come running

. all the way to you (pls note that it will actually _run_ and not

. teleport, so this might take it some time if it's far away.

:) Leashing a tied ride unties it.

:) Leashing a parked ride unparks it.

:) Unleashing a leashed ride near a parking stable parks it.

. In Solitude, Whiterun and Windhelm, unleashing your horse close to

. the city gates will also make it go park in the according stable.

:) A "Leashed Rides" entry with map markers for your leashed rides will

. be displayed in your Quest Log's 'Miscellaneous' section whenever

. you have rides leashed, so you can always track rides trying to

. path to you etc

:) Please note that all Skyrim actors (with very few exceptions) need

. a so called "Navmesh" to be able to walk even a single step into

. any direction - this includes your horse when you're not currently

. riding it. Many off places (like steep mountain cliffs etc) do not

. have a Navmesh though, which means your horse will neither be able

. to follow after you to such places, nor will it be able to follow

. you away from there (as a rule of thumb, anywhere you ever saw any

. legged creature run should be ok). Should you have dismounted and

. left it stuck in such a place, get back to your horse and ride it

. out, or, if you have Iskariot's "Whistle" mod, use Whistle - other

. than Horse Leash, it doesn't make your horse physically path to

. you, but teleports it (so won't care about a Navmesh).

HORSE TIE

:) ...always ties / unties your last ridden horse.

. Tied horses will stay right where they are (except if engaged in

. combat they are allowed to move as far as necessary).

:) When you tie your current ride, it will also be prevented from fast

. traveling with you.

:) Horse Tie is independant of your ride's distance, it will make it

. stay in place whereever it currently was when you tied it.

:) Tying a leashed ride unleashes it.

:) Tying a parked ride will make it stay parked at that stable when

. you fast travel (instead of teleporting with you).

:) Tying a ride near a parking stable parks it.

. At Solitude's, Whiterun's and Windhelm's gates though, tying your

. ride will NOT make it walk back to the according stable (see Horse

. Leash), but tie it in place right there.

:) A "Tied Rides" entry with map markers for your tied rides will be

. displayed in your Quest Log's 'Miscellaneous' section whenever you

. have rides tied, just in case you forgot where you left them...

HORSE LEASH / HORSE TIE FOR MULTIPLE HORSES

:) If you have your horse leashed / tied when you change your current

. ride (by mounting a new one), the first one remains leashed / tied.

. This way, you can have up to 3 horses tied places plus 3 following

. after you

. (so, if you do NOT want to leash / tie more than 1 horse, pls make

. sure your previous one is unleashed / untied before you change)

:) If leashed / tied ride count exceeds 3, the longest leashed / tied

. one will automatically be unleashed / untied and returned to what-

. ever it's default behaviour is.)

:) Horse Leash / Tie will still always work on the last horse you rode,

. so to leash / unleash or tie / untie a particular horse that's not

. your current one, you'll have to mount it first.

THE STICK - CUSTOM PARKING LOCATIONS

:) A free The Stick will be added to every Guest Chest as soon

. as you have the Horse Leash / Horse Tie powers. Every one of them

. lets you to establish horse parking functionality in a place of

. your choice (up to 5 sticks/ places total).

:) To establish a horse parking location, maneuver your horse in

. exactly the place you'll want it to go.

. Then, walk away (in any direction) just as far as you'll want the

. new parking location to trigger your horse, and drop The Stick

. from your inventory (make sure to put it somewhere you'll find it

. if you want to pick it up later). The Stick will stick in the

. ground and Your parking location automatically be set up.

:) To clear an existing parking location, pick up The Stick .

. The Stick will be returned to your inventory for re-use

. and the parking location automatically be cleared.

:) Please note that all Skyrim actors (with very few exceptions) need

. a so called "Navmesh" (see Horse Leash). If your chosen place for

. for your new parking location happens to not have one, your ride

. will be able to neither get to nor get away from there. If this

. happens, pick up The Stick and choose another location.

GUEST CHESTS

:) One guest chest is added to every vanilla stable (see locations

. list below) - They're just player owned, non-respawning containers

. for you to safely store whatever stuff in and are available right

. away.

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PARKING LOCATIONS

:) VANILLA STABLES:

Markarth | Riften | Solitude | Whiterun | Windhelm

:) INNS:

Dawnstar | Dragonbridge | Falkreath | Ivarstead | Kynesgrove

Morthal | Nightgate | Old Hroldan | Riverwood | Rorikstead

:) MILITARY CAMPS IMPERIAL:

Eastmarch | Pale | Rift | Winterhold

:) MILITARY CAMPS STORMCLOAKS:

Falkreath | Haafingar | Hjaalmarch | Reach

:) MILLS

Anga's | Halfmoon | Heartwood | Mixwater

:) VARIOUS

Frostflow Lighthouse

:) DLC AND OTHER MODS (mod:location)

Hearthfire (not required!): Heljarchen | Lakeview | Windstad

s7o's The Humblest Hut: The Humblest Hut

s7o's Lund + Lambda: Lund's Hut

:) + 5 THE STICK LoCATIONS of your choice

If there's any other locations you think need parking functionality,

let me know.

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COUNTER INDICATIONS

SUPPORTS:

:) Hearthfire (not required) - horse parking for HF homes

:) s7o's The Humblest Hut - horse parking added to hut

:) s7o'S Lund + Lambda - horse parking added to Lund's hut

;) s7o's Cache Sacks - unlocks 3 sacks (go to random Guest Chests)

RECOMMENDATIONS TO GO WITH THIS:

:) Iskariot's "Whistle" (see Horse Leash)

:) s7o's The Shady Nag - have stolen rides "washed", sell any ride...

MOD COMPATIBILITY

:) Please put this mod as late as possible in your load order.

. Navmesh has to be adapted in lots of places so your horses can

. find their ways into their new stables (all 100% edits to vanilla

. navmeshes without any replaces or breaking any cell borders!), and

. latest mod in load order's navmeshes "win";

. from mods i am using myself, this especially goes for "Northern

. Bathhouses" and "Scenic Carriages", pls put this mod AFTER these

. in your load order. This will NOT affect their functionality in

. any way, but the other way around, they would.

:) Should work together with about any other horse mod (no incompati-

. bilities reported so far anyhow)

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MORE s7o MODS

SKYRIM

...) A's For Arrow

...) Cache Sacks II

...) Chicken Fix deluxe

...) Lund + Lambda

...) Sit

...) Suites Of Skyrim

...) The Humblest Hut

...) The Shady Nag

FALLOUT NV (mostly available on modsreloaded.com)

...) Cheng's Eastside Laundry

...) I Find Places

...) Mojave Express Courier Cap

...) Mole's Well

...) Vegas, Baby...

IF YOU LIKE MY MODS, PLEASE RATE AND FAVORIZE !

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ISSUES

None known in this version.

If you find anything, let me know.

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VERSION CHANGES ~ v1.56

--- 1.10 --- Horse parking for military camps added

. . . . . . --- Interactivity added: s7o's Lund + Lambda

. . . . . . --- Interactivity added: s7o's The Humblest Hut

--- 1.11 --- Fixes an issue where a ridden horse could get moved back

. . . . . . . . . to stables when loading from an 'on horse' save

. . . . . . --- Fixes an issue where the additional box in Markarth stables

. . . . . . . . . would not show up in the right place

--- 1.15 --- Introduces automatic healing for injured horses (requested)

. . . . . . --- Ivarstead and Falkreath stables added

. . . . . . --- 'Guest Chests' added to all main stables

--- 1.20 --- 'Horse Tie' and 'Horse Leash' features added

. . . . . . --- Kynesgrove stable added

--- 1.25 --- 'Horse Tie' fast travel prevention added (thx to chrmon for

. . . . . . . . . pointing me to the necessary information for this)

. . . . . . --- Scripts optimized for better responsiveness

. . . . . . --- Nightgate Inn stable added

--- 1.30 --- Dawnstar stable added

. . . . . . --- Riverwood stable added

. . . . . . --- Script fixes

--- 1.32 --- Dragonbridge stable added

. . . . . . --- Issue where update script would reset itself to v1.26 after

. . . . . . . . . every game load fixed

--- 1.33 --- s7o's The Shady Nag 'washed' horses compatibility fix

--- 1.56 --- Total script revision

. . . . . . --- Multiple horse support added

. . . . . . --- The Stick custom parking locations added

. . . . . . --- Hearthfire support added

. . . . . . --- s7o's Cache Sacks support added

. . . . . . --- Stables / parking added to: Anga's, Halfmoon, Heartwood and

. . . . . . . . . Mixwater Mills, Frostflow Lighthouse, Morthal, Rorikstead,

. . . . . . . . . Old Hroldan, Hearthfire houses

. . . . . . --- Support for stolen / found / conjured.... rides added

. . . . . . --- ...and about a billion things more i can't all remember :-)

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