It's not working for me. Help? _________________________ I try to make modules, never finish 'em. Working on one now.
Posted by rikki.o ( 84.130.xxx.xxx ) at 2006-04-17 10:20:39
to problems with horses apearing or not: A variable has to be set for a stable area to make the horse appaer in the specified area.
to problems with other haks:
there is a 2da in the hak pack that is contained in other hak packs as well and the first loaded hak is overitten by the next and so on, thus adding more than one hak containing creatures will always be a problem that can only be solved by padding (I think) or as I did it by combining the haks and combining the 2da files by hand (adjusting them to be the same and editing in what is missing from one to the other.
If this is not adjusted the horses may not appaer in game and/or in the toolset. Usually if they appear in the toolset they will appear in the game.
My actual question is: Can I make NPCs ride horses? I wanted to have a headless horseman as in sleepy hollow for a quest in my PW. Does anyone have any insight on the issue?
rikki.o
Posted by yoid at 2006-03-16 06:34:32 Voted 10.00 on 03/15/06
I use crp hak files ex. crp310.hak and cep hak files in my module.If i use nic.hak above the others the horses appers in nwtools but when i start the game they are nowhere(about 3s then disappers).If this hak is beetwen crp(top) and cep(bottom) the horses are nowhere even in nwtools they don't appear.How should i use this nic.hak when i use crp and cep and other haks.
Posted by yoid at 2006-03-15 11:35:33 Voted 10.00 on 03/15/06
I think it's fine but i use some haks like crp and cep and other but i have the same problem like RottedCorpse
at 2005-12-07 10:38:13
Posted by Sphax at 2006-02-05 07:16:21 Voted 10.00 on 02/05/06
It's the better Full rideable horses HAK compatible with CEP I've seen ! Great job ! :) _________________________ Aventuriers de Troy - French module in the great World of Troy with Lanfeust and co ! Link
Well I loaded this version and it still doesnt work. This time everything is on the palette though. I can place it all but when I try to summon the horse, nothing happens. I do see an error when I do a build gsc_hb_nss. I really do not know what that means. I made a new module to try it in so there would be no conflicts with any other HAKs and that didnt work either. All in all, it looks like a great HAK but it could use some instructions. All the read me says is thanks give us credit. That is NO help whatso ever. The guy a few above me is saying replace the mind flayer with a pengin to get it to work? How the F*** am I suppost to figure that out? :)Does that even work? Anyway, does anyone have a STEP BY STEP on how to get this thing working ? The guys who made are not getting the hint that they need some sort of instructions.
Hey guys. Great job on the mod, I love using it. Unfortunately, I've found a bug that I feel needs reporting.
Apparently, the mindflayer model gets replaced with a penguin, when the hak file is active. I have no idea why this is, but I've tested several modules using my shifter, and her flayer only becomes a penguin in modules where this hak is active. (btw, I didn't discover this problem with my shifter, I only used her to test other modules for it.)
But that aside, I really enjoy using this hak.
Posted by RottedCorpse ( 70.160.xxx.xxx ) at 2005-12-07 10:38:13
Ok, here's my problem: I put the Horses in my mod and they look fine in the toolset, but when I get in game.. Boom! Not there. So i fixed it, put the saddles and the stables in.. But the saddles/stables don't work! everythings the same as the demo, but it doesn't work! I don't know if the horses stay now, but I doubt it. Can some body help me?
Posted by Thanks! ( 172.170.xxx.xxx ) at 2005-11-13 05:40:51
Thanks! for wasteing my time with this spent a day or two trying to implement this into my mod and faild badly a good many times I couldn't import my mod to yours some error then when i imported yours into mine the horses would show up at all and horrible even your english version is still half in italian not just italian people want to use this i know alot of people that has waited for horses since the release of nwn and not everyone is huge scripting nerds that knows whats going on in your scripts so if there is an update a new version try makeing 2 versions english and italian also try to make a how to guide that might help alot normally i dont i guess you would call it flame or rant which ever but befor you even think about trying to add something like this think of the people who dont speak your language I mean over 50% of the people now speak and was brought up on english or can speak and read it number 2 try adding a small read me more than what you got with this pack which is and i quote "Finally the first fully CEP compatible Rideable Horses were made. You can download them in our download section. In our hak u can use 3 horses for half-orc,human,elf race, and 3 different ponies for halfling,dwarf,gnome race and in the Demo Module u can see a system made by Gilean to manage the rideable horses. The hak is in the final version but in the future we will add more rideable animals, so stay tuned ;)
If u download our hakp plz give us credits in your forum/website" ...Ok I'm done now hope you waste about 2 min reading this cause i waste a day or 2 trying to get "the first fully CEP compatible Rideable Horses" in my mod
Posted by Cattaneo at 2005-11-02 15:57:37 Voted 10.00 on 11/02/05
Complimenti per il lavoro
Posted by Aronman at 2005-10-10 03:50:57 Voted 9.75 on 10/10/05
...Anyway, I really enjoy this hak. Thanks!
I would have given this a strait 10 if both phenotypes were included in alternative zip or something. As it is now, it means more work for me, but it rocks anyway!
Posted by Aronman at 2005-10-10 03:48:32 Voted 9.75 on 10/10/05
What is this c...rp? Spare me that poker nonsens! This is about NWN, nothing else. This sort of things really get me angry! Grrr!
Posted by Tao ( 82.124.xxx.xxx ) at 2005-09-29 07:49:02
Damn sorry for the triple post ... didn't see refresh duplicate ...
Posted by Tao ( 82.124.xxx.xxx ) at 2005-09-29 07:46:22
I can't get this to work with acp fighting styles .... I'm tying to change phenotypes and all but nothing works ... Any idea on how i can manage to make it work with ?
Posted by Tao ( 82.124.xxx.xxx ) at 2005-09-29 07:44:48
I can't get this to work with acp fighting styles .... I'm tying to change phenotypes and all but nothing works ... Any idea on how i can manage to make it work with ?
Posted by Tao ( 82.124.xxx.xxx ) at 2005-09-29 07:43:35
I can't get this to work with acp fighting styles .... I'm tying to change phenotypes and all but nothing works ... Any idea on how i can manage to make it work with ?
Posted by � i p h � r ( 67.102.xxx.xxx ) at 2005-09-25 16:55:26
Very nice work. I've enjoyed playing around with this version as well as the prior version. I think the horse models here are MUCH better/more accurate than the previous release, although the animation has a distinctly "bucking" appearance to it, moreso than the previous models, which could be improved upon.
My only real criticism of this implementation, however, is that it's phenotype based, not creature based like the previous implementation. Obviously, there are tradeoffs for each method, but I think the first version had the more appropriate implementation given what you are trying to accomplish (visual as well as statistical adjustments). The reason is, for those not so technically inclined, that phenotype changes are entirely cosmetic. You don't actually benefit from any creature stats as you would expect to, like specific movement rate adjustments, sounds, etc, and for a stickler (like myself), it's a real bone of contention. You're in effect, still yourself, just in "horse form".
With scripting, you can probably get around most of these issues (everything but the sounds), but I suspect not without running into a whole different set of challenges which I'm sure will unravel with time for most builders. I can tell you that using effects is simply not fool proof, and as such, it's not a reliable way to implement something like the horses movement rate (think about item/hide immunities and dispelling). A builder not aware of these limitations will surely pull their hair out trying to figure out the problem. I certainly hope you didn't choose to switch to phenotypes because of problems with armor (like the robes). You can't ride horses in robes anyway, not unless you want to ride side-saddle. :) It's quite reasonable to expect some limitations on what you can wear on a horse I should think, and those items could be scripted to unequip from the player before mounting (for appearance purposes). Very trivial to do.
But, no solution is perfect, so despite my concerns, I certainly believe this is a valuable addition to the community. Thanks for the effort! Hopefully, it can lead to even better implementations down the line.
_________________________ ALL SHALL FALL IN GLORIOUS DEATH!!!!!
Posted by Myrmandaemus ( 24.114.xxx.xxx ) at 2005-09-04 08:44:49
Disregard. I found 1st Order's fix for this.
Posted by Myrmandaemus ( 24.114.xxx.xxx ) at 2005-09-02 19:49:10
FYI. If I put the nic hak above the cep in the module properties window, the Obsidian, Sapphire, etc. golems no longer show up. If I put the nic hak below the cep, the horses/ponies no longer show.
Peace.
Posted by Sarja ( 84.139.xxx.xxx ) at 2005-08-16 01:50:27
This is a great mod :)
But how can I make more than one stable? Please help me :)
Posted by DevaWinblood ( 207.119.xxx.xxx ) at 2005-07-15 17:21:02
It only does the bizarre appearance stuff if I try to use it without CEP. Since, I plan on using CEP with all of my stuff this is not a problem. I just thought I'd point it out.
Posted by DevaWinblood ( 207.119.xxx.xxx ) at 2005-07-15 17:17:41
When I include this hak the appearance list for creatures has creatures listed but, it has a lot of extra text that should not be there.
Posted by Sylvaro DarkWing at 2005-06-28 15:13:41 Voted 9.00 on 06/28/05
Awesome job . Best horse system on the Vault yet.
Took me awhile to figure out how to implement them in my mods, but it was well worth the time it took to be able to ride these things.
Thank you for making this.
Posted by Sylvaro DarkWing at 2005-06-28 15:10:46 Voted 9.00 on 06/28/05
Awesome job . Best horse system on the Vault yet.
Took me awhile to figure out how to implement them in my mods, but it was well worth the time it took to be able to ride these things.
Thank you for making this.
Posted by d37ed3 ( 218.156.xxx.xxx ) at 2005-06-26 05:37:26
Thanks for making.
but I want THIS hak to improve.
Posted by KzimiR666 ( 83.112.xxx.xxx ) at 2005-06-07 18:32:52
How can we add some personals cloths to be compatible with your rideable horses ? I know that I must copy files and renames them but rename what in what ? Thanx
Posted by RadAct ( 220.240.xxx.xxx ) at 2005-06-02 17:44:20
Does anyone know the script to execute to dismount the horse once you're on it? I'm having trouble deciphering the Italian comments in the code.
Posted by spider661 at 2005-05-30 09:55:12 Voted 10.00
ok more testing dont half orc male (no female test) arm drops down.. almost all other includeing half elf but not human the arm moves up. this happens when you do a cheer on horse back. may do with other anamations but cheer does it every time.