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NWN HAKPAKS

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Title  Stridor ridable horses compiation
Author  Stridor
Submitted / Updated  06-03-2006 / 06-09-2006
Category  Other
Expansions  Requires All Expansions (SoU & HotU & CEP)
Forums  Link
Description
Ok where to begin, well lets begin with the credits!

I used a great deal of material from the following folks haks and greatly apriciate there work for without it this hak would not exist!

Gilean (Cavallo),Gus(rideables),Zonkers(horse portraits),A&B(horse portraits and sounds)Rosietreats(CEPanatomyupdates)69meh9(module builders kit)Adam_miller(Henchmen)Abadon(Henchmen)Lilac(Script AP) This work is a compilation of all these folks great work with a little scripting thrown in by me!

Ok this hak may have allot of extra garbage in it that i didnt get the chance to remove sorry but the army owns my time and they have plans for me so i needed to get this posted before i drop out of sight, everything works so far but it has not had extensive testing.

What you get:
Ridable horses with 7 pheno types!

There are 5 seperate horse portraits to represent the horses, and a full horse sound set yep now they realy sound like horses.

Henchmen that will mount and dismount on your command!

Players and henchmen will dismount when resting!

The ability to control where your players and there henchmen can summon and ride there mounts (havent figured a way yet to force henchmen to dismount when entering a no ride area but it works perfectly for players)!

The ability to add and remove abilitys and feats when the pc and henchmen are mounted and remove them when they dismount to include adding variable speed bonuses to the players when mounted determined by which type of mount they are rideing!

Saddle items that summon the mounts!

An added perk because i was to lazy to seperate things so instead i created some animals that will become your loyal companions and level up just like your henchmen, this wok is still in development but seens to be working well so far!

And there are so many more options that ive been thinking about but now dont have the time to work on, so I leave it to you the great NW community to take it and RUN :)

As far as setting it up the included module is all set and ready to demo, ive included all the erfs for anything ive developed as well as some of the above mentiond folks erfs that i used in makeing this, your going to have to look at the module and the scripts and conversations to see how i set it up i dont have time to wright a lengthy instruction set.

For downloading there are 3 files stridors_ridables1 and 2 and misc, and you will also need rosietreats CEPAnatomyupdate hak to make the addon robes and cloaks work right.

Download my 3 files unzip 1 and 2 into a seperate folder this will create around 24 1.44 zips unzip all these at the same time and you will have the full hak in one nice file!

The misc file contains the talk, and various erf's for those that want to incorporate this into there own modules.

Sorry this is the only way i could figure to get this online fast and dirty.

Well I hope you all enjoy this and can possibly make it better in my absence, have fun:)



Ok since i didnt take the time to seperate the ridablehprsescepupdate hak from mine and it has apearantly disapeard from this site im adding it to the downloads list becasue its needed for the test module. I take no credit for this added hak it was created by rosietreats it is simply required to make my module work. You must place the ridablehorsecepupdate hak at the top of the list and then my hak directly below it and dont forget to place the tlk file that comes with the haks in the tlk folder.

Files

NameTypeSizeDownloads
RideableHorseCEPupgrade020306.rarRideableHorseCEPupgrade020306.rar
Submitted: 06-03-2006 / Last Updated: 06-09-2006
rar11.7Mb408
Ok since i didnt take the time to seperate the ridablehprsescepupdate hak from mine and it has apearantly disapeard from this site im adding it to the downloads list becasue its needed for the test module.

I take no credit for this added hak it was created by rosietreats it is simply required to make my module work
stridors_misc.rarstridors_misc.rar
Submitted: 06-03-2006 / Last Updated: 06-03-2006
rar730.01Kb569
--
stridors_rideables2.rarstridors_rideables2.rar
Submitted: 06-03-2006 / Last Updated: 06-03-2006
rar17.2Mb578
--
stridors_rideables1.rarstridors_rideables1.rar
Submitted: 06-03-2006 / Last Updated: 06-03-2006
rar18.1Mb606
--
SCORE OUT OF 10
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6 votes
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Comments (25):

Posted by Stridor at 2006-09-13 13:14:40    
GamerX51

Give me a day or two more to get things situated and tear open the hak and il see whats going on.

Couple questions, what ver of NWN are you running

What additional hak's IE CEP (and ver of CEP), NWNX, ACP or the like are you running.

If worse comes to worse very shortly il be tearing open the 2da' and changeing the order to make them completely compatible with future NWN and CEP additions and rebuilding the whole hak to clean it up and make things more freindly.
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by GamerX51 at 2006-09-09 16:28:34    Voted 9.25 on 09/09/06
I really like your hak, but I can't get it to work in the module that I'm building. I've done everything that you said to do, but the saddlebacks never show up in the items section of the toolset. Can you please help me? I really want ot use your hak!!

Posted by Stridor at 2006-09-08 22:07:09    
Ok hello all just got back from wonderfull FT Bliss, am now working on retireing from active duty :)

When that is done hopefully in the next couple of months il have a bunch of time to spend modding and scripting so I can take this monster and clean it up and add to it.

Thanks for all the kudos and the help folks as always the NW community rocks!
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by tyranyfire at 2006-08-26 23:06:10    Voted 8.00 on 08/26/06
great mod. There was someone else here that mentioned the builder in toolset compiles an error on the script : horsespeed

This is how it looked as is :

void main()
{
int nUser = GetUserDefinedEventNumber();

if(nUser == 1001) //HEARTBEAT
{ object oTarget = OBJECT_SELF;
effect eHaste = EffectHaste(HASTE_TYPE_NORMAL);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eInvis, oTarget);

//effect eInvis = EffectInvisibility(INVISIBILITY_TYPE_NORMAL);
//ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eInvis, oTarget);
}
}

This is how it should look to compile correctly :

void main()
{
int nUser = GetUserDefinedEventNumber();

if(nUser == 1001) //HEARTBEAT
{ object oTarget = OBJECT_SELF;
effect eHaste = EffectHaste();
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHaste, oTarget);

//effect eInvis = EffectInvisibility(INVISIBILITY_TYPE_NORMAL);
//ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eInvis, oTarget);
}
}

2 changes made :
1. The EffectHaste() does not require anything within the ().

and

2. The ApplyEffectToObject line was incorrectly calling EInvis and not eHaste!!

Considering he said this was all done in a hurry, overall very nicely done.

The only other thing I noticed is that the erf files included above did not include all the items you needed. I actually had to go into the supplied mod and figure out what I was missing and export import them lol.

Thank you for the job overall well done!

Posted by gothic20 at 2006-08-24 13:17:49    
Hi. For some reason, when I try to paint horses into my module, they don't look like horses. There is something wrong with the appearance so that they look like they are covered with horzontal stripes. I am wondering if this has something to do with my graphics card. I have a Raedon Card. Any ideas?

Posted by menion Pendrake at 2006-08-10 11:50:26    
Hi I had a problem. I imported the hak file and also the erf files. I placed the tlk file in that tlk folder.

I might be missing something so not sure how to actually mount a horse. I placed a horse from the palette in an area. I click on the horse but nothing happened.

The only compile error I received is that horsespee.nss - compile error.

Thanks for any help. I have all expansion packs and ver 1.67

-Dave

Posted by Malchior_of_Nakshur at 2006-07-20 20:47:03    Voted 10.00 on 07/20/06
I noticed one small gaff. The summoned Nightmare looks like an Aurentil and visa versa. Except for that, this download is amazing! It work great. In answer to the guy who can't dismount you don't have to target anything with it. You should automatically dismount if you use the saddle item on yourself. (I put in a quick slot for easy usage.)

Posted by Nox ( 80.212.xxx.xxx ) at 2006-07-16 17:55:04    
Having some trouble with dismounting. Im certain I've imported everything properly, but I can't target anything with the dismount option when I chose it.

Any ideas?

Posted by Stridor at 2006-07-08 14:02:14    
Mod works great for me with 1.67 and CEP 1.53.
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by rawn_phoenix at 2006-07-01 07:42:28    Voted 10.00 on 06/04/06
Well, I haven't gotten the Mod to actually load and run! O_o

I have the CEP update on top of your hak, with the Ridable Horses hak on the bottom.

Tlk is in the talk area (CEP+Horses).

Compiled (everything compiles fine).

When I try to load the Mod, it crashes.

My Override Folder is empty.

Does this Mod work with patch 1.67?

Posted by Stridor at 2006-06-12 07:21:21    
Er sorry heheh that would be highlight all of them right click on 1 then select extract here!
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by Stridor at 2006-06-12 07:18:42    
Hmmm dont know what to tell you my winrar has no trouble extracting them simo may be you need to update your winrar ver? make sure your highligting all the files and then right clicking on 1 then select add to archive!
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by Candle ( 68.53.xxx.xxx ) at 2006-06-11 21:17:37    
what's with all the different versions of the same file? I can't extract but one. I tried extracting them all at once but winrar wouldnt let me.

Posted by Stridor at 2006-06-09 19:51:16    
Make sure you import all the erfs into your module, that will give you the items, and make sure you place the tlk that comes with the hak in your tlk folder in nwn, and then goto your module properties and associate it with your module.

The saddles themselves are under custom/misc/other
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by Stridor at 2006-06-09 19:45:58    
Thanks Demangel when i get the time il try out your tips definatly want to be able to force the henchmen to dismount just like the players have to.
_________________________
Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)

Posted by Paulo ( 201.78.xxx.xxx ) at 2006-06-09 17:45:26    
>.< ok i got the error called "ridehorsesup.hak missing"
anyone got a clue?

Posted by Paulo ( 201.78.xxx.xxx ) at 2006-06-09 11:54:27    
Hi, i just downloaded. Just don't know how to make it work on my module. Can't find the saddle item XD

Posted by Calrond at 2006-06-07 20:30:36    Voted 10.00 on 06/07/06
Awesome, we're using it in a PW already. Great work!

Calrond

Posted by HARI_KARI at 2006-06-07 16:12:29    
Never mind i figured it out

Posted by HARI_KARI at 2006-06-07 15:37:25    
I keep getting a missing hak error when i try to open the sample module .The error log says im missing the "ridehorsescepup.hak" can anyone help with this?

Posted by Rikarden ( 82.171.xxx.xxx ) at 2006-06-07 04:34:31    
good job! do you want to try to add rideing animals such as eagles to?

Posted by Gonarin at 2006-06-06 01:29:41    Voted 10.00 on 06/06/06
Good Job !!

Posted by shinning knight ( 24.232.xxx.xxx ) at 2006-06-05 14:36:14    
I like this hak. Works very well indeed. Keep the good work!

Posted by Demangel at 2006-06-04 22:55:45    
I have been thinking of putting up my own Horse scripts for a while now, but they involve too much default AI scripting, and I use em with one of the more popular Henchman kits on the vault, so it won't always be popular.

But maybe I can help you handle henchman entering no horses allowed type areas?

Basicaly, if any of the PC/Henchman are any other pheotype other than 1 or 2, I can deny entry, or dismount the NPC's.

My own version doesn't have henchman horses spawning when they dismount, I found that to be too*bleep*bersom.

Instead the PC buys them a horse saddle, and if they have it, they can mount any time you use a henchman horse control widget. If they don't they will not mount.

When mounted the saddle is destroyed, and when they dismount, it gets remade into thier inventory (to prevent sharring the saddle between multiple henchman).

So when my henchman try to enter a no horse area, all I need to do is call a script on the transition click.

If the PC is mounted, entry is denied.

If the henchman are mounted, but the PC is not, the henchman are reset to thier default phenotype, and the horse saddle is replaced into thier inventory.

I then use a hook in the scripts which handle mounting which checks for a local int on an area which indicates if an area is horse friendly ornot. If it found the variable set to 1, you cannot mount, nor can your Henchman.

So all you need really is a script to fire on the on transition click of an area transition that checks the PC and henchman to see if they are mounted. The simplest one would simply check if they are mounted, and if so, prevent the transition from occuring. Requiring that the PC dismount everyone first. You could make it as complex or more complex than mine armed with that knowledge :) good luck :)

Posted by rawn_phoenix at 2006-06-04 22:26:52    Voted 10.00 on 06/04/06
Good job!

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