скайрим мод призыв лошади

TES 5: Skyrim «Верховая езда / Convenient Horses»

Версия: 4.7
Язык: Русский

Требования:

Обязательные: Skyrim 1.9.32.0
Опциональные: SkyUi 3.4+, SKSE 1.6.15+, DLC Dawnguard, DLC Dragonborn

Обратите внимание:

Плагин обновлен до версии 4.7:

Так как выложить здесь все описание не представляется возможным, я выкладываю лишь вступительную его часть. Перед установкой плагина и игрой с ним настоятельно рекомендуется прочитать описание (ReadMe_Rus), находящееся в архиве с плагином. Оно полностью переведено на русский (без change log) и подробно описывает все функции и настройки плагина, а также рассказывает о совместимости плагина и решении возможных проблем. Спасибо за внимание!

Особенности:

Техническая часть:

0. Если у вас стояли предыдущие версии плагина, Вы должны:
Зайти в игру набрать в консоли (

) «StopQuest CH» без ковычек. После чего выйти из игры. Удалить ВСЕ файлы, относящиеся к предыдущей версии. Снова зайти в игру и сделать чистое сохранение (т.е. сохранение в новый слот после удаления плагина).
1. Обновите Skyrim через steam до версии 1.9.32.0
2. Установите последнюю версию SKSE (на момент написания это 1.6.15), если хотите использовать режим клавиш, для работы самого плагина SKSE не требуется.
3. Скопируйте содержимое папки архива Data в папку с игрой Skyrim\Data.
4. Подключите esp файл в лаунчере игры или через программу Wrye Bash.
5. Если у вас стояли предыдущие версии плагина, Вы должны:
Зайти в игру набрать в консоли (

) «StartQuest CH» без ковычек.

0. Если у вас стояли предыдущие версии плагина, Вы должны:
Зайти в игру набрать в консоли (

) «StopQuest CH» без ковычек. После чего выйти из игры. Удалить ВСЕ файлы, относящиеся к предыдущей версии. Снова зайти в игру и сделать чистое сохранение (т.е. сохранение в новый слот после удаления плагина).
1. Удалите все файлы плагина из папки Skyrim\Data.

Перед тем как начать играть уделите несколько минут настройке плагина. Вы можете получить доступ к настройкам через способность «Верховая езда с удобством” в разделе магии. Если вы хотите использовать режим клавиш Вам надо его сначала настроить.

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Translation of Convenient Horses into Russian

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Donation Points system

This mod is not opted-in to receive Donation Points

Основные возможности:
— Сбор ингредиентов верхом.
— Взаимодейсвие с персонажами верхом.
— Силовая атака лошади.
— Система перегруза лошади и хранилище с сортировкой.
— Быстрое спешивание.
— Гибкие настройки через диалог поведения лошади и взаимодействия с ней.
— Призыв лошади.
— Повышение характеристик лошади (сила, выносливость, скорость).
— Изготавливаемое и «квестовое» снаряжение для лошади.
— Лошади и верховой бой для ванильных компаньонов.
— Выбор имени покупаемой лошади из предлагаемого списка (30 имён).
— Возможность указать лошади её стойло-конюшню практически в любом месте.
— Быстрая смена лошадей.

Обновление с ранних версий безопасно. Удаление мода чревато «чисткой сэйва от скриптов».

Для начала вступительного квеста нужно просто спешиться с собственной лошади.
Только после завершения вступительного квеста станут доступными все новые функции лошади.
В версии 7.01 мода появилась возможность пропуска вступительного квеста (за 500 золотых).

Установка:
1. Скачать и установить оригинальный мод Convenient Horses
2. Скачать этот перевод и установить с заменой
На странице загрузки в разделе Optional добавлена версия для мода «Режим выживания» из «Клуба творчества»
— всего лишь косметическая правка грузоподъёмности и вес призывного рога-горна уменьшен до разумных «полкило».

Благодарности:
mitchalek за чудесный мод Convenient Horses
McGuffin за не менее чудесную программу xTranslator
xEdit Team за SSEEdit

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Convenient Horses

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Horses for followers with scripted follower AI behavior and advanced features, mounted combat for followers, horse armor, mounted combat horse charge, dynamic faction relations, cinematic horse call, horse whistle, mounted conversations and herb gathering, horse inventory, fast dismount and much more. Maximum compatibility. Powered by SKSE.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

File credits

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

Version 5.0

Redesigned horse charge. It is now much more responsive and should knock targets as soon as sprinting starts. Customizable SFX, damage, stamina cost and physics simulator parameters (heading angle tolerance, heading force dissipation, push force amount, angle of elevation, speed penalty). Simulator parameters can be configured individually in MCM only or anyone can use one of 5 available presets.

Added support for latest version of Ultimate Follower Overhaul mod.

Added missing crafting materials from Danwguard and HearthFires to quick transfer blacksmithing list.

Removed bound key mode gamepad limitation. Gamepad keys can be configured through MCM only.

Fixed crash that was caused by dynamic speed feature on followers’ horses which was producing invalid horse speed values.

Version 4.9

Added whistle quest override option (available through MCM config only). It can suspend whistle learning quest and grant horse whistle power but will do nothing if learning quest has already been completed.

Added full support for SkyTEST mod. When updating faction relations SkyTEST custom factions will be included. SkyTEST horse models updated to support dynamic mane and CH must be loaded after SkyTEST for this to work.

Added factions from Falskaar and Wyrmstooth mods.

Faction relation update now triggers automatically if new factions from supported mods/DLCs are detected on game load. Due to this change everyone who update CH to v4.9 will have their faction relations updated to friendly.

Turning off «disable horse tracking» option will now restore last ridden horse without the need of mounting.

Fixed advanced auto loot leaving all items unequipped on dead actors.

Fixed followers being stuck on the horse if they were using a torch. This is a game bug and to prevent it all torches are removed from followers when mounting and given back when they dismount. Does not work with custom carriable lights.

Version 4.8

Version 4.7.3

New dialogue topic for followers: «You seem to be stuck on the horse.». It will instantly reload follower 3D which fixes the common animation behavior problems. Use it when follower cannot dismount or is misplaced. Dialogue will not appear if follower is dismounted or in combat. You can also activate follower’s horse to talk to the mounted follower, which is useful in case of misplacement.

Configuration power is now hidden by default.

Fixed bug where learn whistle dialogue would not show if horse tracking has been disabled in config.

Version 4.7.2

Version 2.3

Version 2.2

Version 2.1

Version 2.0

Version 1.3.2

Version 1.3.1

Version 1.3

Version 1.2

Version 1.1

IMPORTANT: Before uninstalling the mod disable it via console (StopQuest CH) or scripts will remain in your save!
WARNING: It is your responsibility not to leave horses in Solstheim, Soul Cairn, Blackreach or near fort Dawnguard as horses cannot pass through zoning points by themselves.

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Features

Getting Started

Configuration:
Before you begin using the mod take a few moments to go through the configuration process. You can access configuration menu in-game by using the «Convenient Horses» power or through SkyUI-MCM interface. If you want to use BoundKey mode make sure you bind the keys first. If you want horses for your followers you will have to enable that feature first.

Compatibility Guide For Modders:

Convenient Horses v4.4+ uses modified Horse.nif and Shadowmere.nif models in order to incorporate new animation behaviors for hiding horse mane when armor is on.
If you are just adding new skins for default horse models you should download these modified files (found at the bottom of downaload page) or extract them from «Convenient Horses.bsa». Put the models to «SkyrimDataMeshesActorsHorseCharacter Assets» folder and in Creation Kit in your custom ArmorAddon skin open the model to edit texture sets and assign your custom manetail texture set to a new Horse:4/Shadowmere:4 node. This will make sure that tail texture does not return to default when horse armor is on. You can then distribute your mod as usual as it will work the same even if user does not have these new CH horse models.
If your mod has new horse models then manetail mesh needs to be separated into two distinct meshes, new controllers added and new animation behavior links must be injected. This might be a bit complicated for you but you can ask me to do it for you, I’d be glad to do so. I would first separate manetail mesh into mane and tail and then edit the nif file and add neccessary links and controllers. You can then assign manetail texture to newly created node and normally use it and distribute altered nif file with your mod. It will be compatible with Convenient Horses v4.4 armors and will work without any problems even if one is not using CH.

Feature Dscriptions

You can choose which horse each follower will ride via «I want you to ride. » dialogue topic or use configuration menu to select global horse skin type and horse armor which will apply to all followers’ horses. Horse types and horse armor assigned via dialogue will be remembered for each follower even if they are dismissed. Serana is the only follower that cannot have horse chosen for her, until Dawnguard main quest line is completed.

Bethesda didn’t expect NPCs actively using the horses so they made a slight mistake with horse mounted combat camera changes and its conditioning. You will experience mounted combat camera reset to riding position when followers mount the horse and swithching back and forth when they draw or sheathe weapons in mounted combat. This is not possible to fix because camera behavior is hard coded and only way to work around the problem is to re-draw or re-sheathe the weapon yourself. Convenient Horses can re-draw the weapon for you if you enable that option in config. If you use SKSE, camera position will be updated without re-drawing the weapon and you can also manually force camera to update by pressing «Horse Follow Toggle» key in BoundKey mode while mounted.

Mounted Combat For Followers:
By default game does not support mounted NPCs using weapons in any way. I worked really hard on this feature which is something that is not supposed to work in this game at all. Every attack and every detail is simulated and heavily scripted from the point of followers drawing the weapon while riding to sheathing it. Scripted behavior include combat target selection, collision distance detection, timing attack animations, left/right attack decision, use of mounted power attacks, taunting of opponents at start of combat and voice exertions. Each follower will be given special melee weapon for the purpose of mounted combat which deal no damage and produce no hit effects in order to leave that behavior to be simulated by the script, otherwise they would miss the attacks 90% of the time. These weapons are modified variants of regular weapon materials and types: Iron, Steel, Elven, Dwarven, Orcish, Glass, Ebony, Daedric and Dragonbone. Weapon choice is made for each follower at the beginning of each mounted combat session by matching their current weapon material and type. If they don’t have melee weapon equipped or it cannot be matched then script will decide which weapon type is best for their skill set and material will be chosen according to player’s level which is purely cosmetic. Mounted combat damage is not related to weapon material but only to weapon type, follower skills, magical buffs, game settings, opponent armor rating and player level modifier to base damage which simulate weapon material and smithing upgrades. If you play on different difficulty settings and find damage too low or too high you can alter the final damage percentage via config where you can go as low as no damage and up to 300% but I advise to leave it at 100% for balance because damage will increase as you level up anyway.

Mounted Combat Horse Charge:
Horse can charge at other actors if sprinting during mounted combat, knocking them and dealing damage. Horse charge is actually a scripted simulation, everything from collision detection to physics. Many of these settings can be tweaked through the use of predefined presets or fully customized via MCM menu. Five presets are named using Golf terms of ball strike mechanics as analogy: Chip, Flop, Top, Punch and Drive. They have been designed to be used with standard horse speeds. Later presets use as much as two times the push force and if combined with high horse speeds, because base push force is derived form current horse movement speed, the results can become exaggerated.
Damage done can also be configured and consists of flat base damage plus percentage of target’s maximum health. Final damage is affected by target’s armor rating. Charging is considered an assault unless final damage is zero.
There are two types of penalities that horse can suffer from. Stamina cost percentage determine how much stamina horse loses for each knocked target while speed penalty simulates recoil by slowing the horse.

Horse Call:
Before you can start using a horse call you must buy Horsecaller’s Horn from any stable master for 500 gold. Once you buy the horn Horse Call ability will be available as a power. Use it to call your horse and you should appear mounted after a short cinematic. Only works in Tamriel outdoor worldspace, when not in combat. Avoid using it in tight and closed locations. Followers will also use Horse Call and it is fully synchronized if you are the initiator. If you have Convenient Horse Herding mod installed use your horse call power while sneaking and you will be able to call any horse from your herd by its name. It is your responsibility not to leave horses in Solstheim, Soul Cairn, Blackreach or near fort Dawnguard as horses cannot pass through zoning points by themselves.

Horse Whistle:
Alternative and more lore friendly way of calling your horse and is best used if horse is set not to follow you or if using smart follow mode and horse stops following due to location filtering. There are no tricks used here to speed up the process so horse should come to you eventually by using standard game AI pathing. Waiting one hour game time will speed up the process if horse is too far away. Horse Whistle is available as a power but in order to obtain it you will need to learn how to whistle and that is something that you will have to find out on your own through the regular gameplay.

Mounted Conversations And Corpse Looting:
This doesn’t work by targeting with crosshair as you might suspect but by using a radius search method. You must pay attention to the relative position between the target actor and your horse (see picture). You can also talk to mounted actors because if horse has been found as a target additional search will be performed in order to find the person who might be riding it. With the inclusion of mounted combat and possibility to kill opponents while riding, in order to make things more convenient you may loot dead bodies the same way you would initiate in conversation with live actors. In case of using Multi Tap control mode this feature is shared with Herb Harvesting and will take precedence over it if any of the valid actors has been found.

Mounted Herb Harvesting:
Similar to mounted conversations this feature works by scanning for nearby harvestable. Due to the nature of script functions returning only one plant at a time and without possibility to filter out harvested ones I had to code for multiple passes and each pass scanning different sector around the player. If you’re using Multi Tap control mode you can keep tapping to harvest while moving and if you stop moving then attempt will be made to collect all nearby herbs in one pass. Bound Key mode allows continuous harvesting if button is being held and uses even more sophisticated logic. One more addition to Bound Key mode is «Consolidate» option which disables Harvest key and assigns it as a secondary function to Mounted Conversations (similar to how Multi Tap mode combines these two features by prioritizing talk/loot over harvesting).

Fast Dismounting:
This doesn’t add any new custom animations but intercepts the default dismount animation instead and replaces it with jump animation or weapon draw animation if in combat, while translating the rider behind the horse at the same time, giving an illusion of jumping off the horse back. In Multi Tap mode this will replace the default dismount action and can be configured to work all the time, only in combat or competely disabled. Bound Key mode uses separate key for fast dismount. If being used during mounted combat it will force the game to ignore weapon sheathe animation in order to perform fast dismount without any delays.

Horse Inventory:
All items will be stored in a remote container called Large Horse Sack. By default it allows unlimited capacity but you can set custom carry weight limit in config and then mod will access main container via remote actor called Small Horse Sack. Bound Key mode allows remote inventory access to help with the issue of being over-encumbered when you want to take all the items in order to sell them to a merchant or store in your house. Remote inventory access only works while in major cities, shops, player houses, guild houses, castles and inns.
There is additional feature in BoundKey mode for quick transfer of common crafting materials. Materials are broken into three categories, each for corresponding profession: Alchemy, Blacksmithing and Enchanting. Opening horse inventory via quick transfer menu will always directly access Large Horse Sack, bypassing any carry weight limit. To access quick transfer menu hold down modifier key while opening horse inventory. Modifier key is dynamic and choosen in following order: 1.Alt, 2.Ctrl, 3.Shift depending on which keys are in use by standard CH features so first available key is always used. If all three modifier keys are already bound to CH features then this feature will not work.

Hot Air Balloon Kit:
This useful item can be crafted at any forge under misc section. If carried in inventory it will be automatically deployed when over-encumbered which gives 10000 carry weight for 5 minutes.

Faction Relations:
When you first time load the mod new friendly faction relations will be established and horse should never attack or participate in combat. This is a lengthy procedure because there are over thousand of factions and it might take up to a minute to complete. You will be notified of the progress and it is best not to save the game while faction relations are being updated but you may continue to play normally. If you use a battle mount or wish to turn off this feature you can queue for faction relation update by using the configuration menu. Followers’ horses are also affected by these faction relations. Faction relations will update automatically if new factions from supported mods/DLCs are detected on game load.

Smart Horse Follow:
By default horses will not follow their owners. Can be toggled via Follow key if using Bound Key mode or dismounted Triple Tap if using Multi Tap mode. Additional option is available in config menu where you can choose between Smart and Always. «Smart» means that horses will temporarily stop following if their owners are sneaking or within a specific location (more than 200 handpicked locations like bandit camps, forsworn camps, giant camps, hagraven nests, military camps/forts, orc strongholds, ship wrecks, etc.). You can also select one of three presets (Short, Medium, Long) which forces the horse to maintain the specific distance when following you.

Horse Combat AI Behavior:
While there are only two options (Cowardly and Foolhardy) they change a great deal of how your horse will perform when it comes to combat situations. It is best used in combination with faction relations to achieve desired results. Cowardly will never initiate in combat, will always flee from threats and will not help anyone in combat. Foolhardy will attack enemies on sight, will never flee from combat, will help friends/allies and will have its damage increased as 20+PlayerLevel. For example having friendly faction relations and foolhardy behavior will result in horse that does not participate in combat but also does not flee from other combatants. On the other hand if you set factions to netural, keep foolhardy behavior and enable horse follow it then becomes a fearless battle companion.

Tips & Tricks

Troubleshooting

False Errors:
Some people like to dig into script logs or use third-party tools to scan mods for dirty edits. Note that I always check script logs for errors and while some of them are normal to appear on game load (e.g. «error: File «XFLMain.esm» does not exist or is not currently loaded.») if you find any error in log related to CH that repeats itself many times after one game load then you probably have problems with old scripts being stuck in your save because you did not follow the update or clean save procedure.
Unique Frost use CH as dependancy and some third-party tools might report missing RACE records. This is completely normal and should be ignored.
«Identical to master» records related to horse skins reported by TES5Edit are there on purpose and should not be cleaned.

Script Latency Issues:
Convenient Horses will not work properly if you’re suffering from increased script latency. Latency Test is provided with the mod and is a good way to see if Papyrus event manager is responsive or not. Latency should at best stay below 50ms and never peak above 100ms. Increased script latency is usually related to dirty saves and build up of unexecuted code which can prevail even after the mod that was causing it has been removed.
SKSE 1.6.7+ has come with the way of cleaning orphaned OnUpdate() events from saved games which should help in fighting the save bloat. SKSE console command «ClearInvalidRegistrations» should be called when game is loaded and it will attempt to process all queued events that are stuck in the save. This might take hours depending on amount of bloat. You can queue this command to execute automatically on each game reload by adding following lines to DataSKSEskse.ini file:

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