View other files from this member
- Submitted: Jul 01 2011 01:15 AM
- Last Updated: Sep 28 2011 03:36 AM
- File Size: 3.56MB
- Views: 3416
- Downloads: 457
- Usage Rights/Permissions: Resource Use permitted With Credit, Do Not Redistribute
Download Horse Management 1.24
Original Author: Khettienna
Custodian: DarkRider c/o TES Alliance
This mod has four separate features to allow for the care and feeding of your equine companions. They are detailed below. The vanilla horses and/or their default AI are not altered by this mod to prevent incompatibility. This means that all of these features will work with any horse, including those added or changed by mods. All plugins have been cleaned with TES4Edit for best functionality, and all meshes have been pyffi'd for best performance.
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 or horses may intersect.
If you pick up a stable marker while horses are still stabled at it, the horses will revert to their vanilla behavior.
Most vanilla general 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.
If you have a different current horse with you when you pick up your stabled horse, your stabled horse will no longer be in the care of the stablehand, but will not be your current horse either, and so will follow you until you stable her at another city stable or park her in your own stable with a stable marker. If you don't have a current horse, your stabled horse will simply become your current horse, and behave as normal.
[notice='Important Note']For additional and important information regarding install, requirements and proper use, please refer to the included documentation before loading this mod.[/notice]
- Requires the latest official Oblivion patch (188.8.131.526).
- Requires OBSE v0020 or later.
- (Not Required but Recommended) Elys' Universal Silent Voice, unless you don't care to read any dialog.
This mod is currently supported only through peer support in the [RELz] Thread on the Official Forums. Future version updates will be fully supported. Do not contact the original author Khettienna regarding this mod, please direct all comments and questions to the support thread.
What's New in Version 1.24 (See full changelog)
- Updated HTML Manual
- Custodial Author Change
- Included Optional BAIN Ready Download (Just a File Structure Change)
Other files you may be interested in ..
Nov 23 2014 09:44 AM
Nov 12 2014 03:45 AM
Sep 21 2014 03:43 PM
Jul 10 2014 09:01 AM
Apr 20 2014 01:03 AM
Mar 18 2014 09:21 PM
Mar 08 2014 04:25 AM
Feb 14 2014 06:27 PM
Dec 14 2010 12:42 AM
May 09 2012 06:46 AM
Nov 10 2011 09:03 PM
Jul 23 2010 12:31 AM
Oct 03 2009 11:45 PM
Aug 16 2009 10:52 PM
Jan 04 2010 05:59 PM
Feb 21 2014 06:35 PM
- 1,439 Total Files
- 141 Total Categories
- 305 Total Authors
- 505,016 Total Downloads
- Duke Patrick's Archery And Heavy Weapons Combat Latest File
- SpookyFX.com Latest Submitter
12 user(s) are online (in the past 15 minutes)
2 members, 9 guests, 1 anonymous users