This package provides both scripts and horse/pony blue prints as well as a merchant to sell the horses. Conversations also give players access to a persistent set of saddle bags.
This is based on materials by DG & NIC/AB rideables, utilizes the CEP script library and requires CEP v2 final with the optional pheno haks installed.
- Added the Horse Summon Override item to the pallette (previously forgotten).
- Added the Hitching Post placeable.
- Added the Custom Doors with the Horse Dismount script incorporated.
- Added OnRest dismount function.
- Added a Constants section in horse_include script so builders don't have to search to find constants which would be campaign specific.
- Added some instructions signs to demonstration mod.
- Added additional documentation in the instructions text file.
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v1.2 Changes
- Fixed the horse_oatc script. Horses now don't get lost in limbo if there is no waypoint or hitching post near. Adjusted the delay so horses do not end up inside.
- Horses now are unable to follow PCs through a door with the "horse_oatc" script on it. (Both Henchmen and Dominated).
- Fixed the On Rest script. Horses no longer appear near a hitching post or stable are, but instead next to the PC. Still a slight overlap of when a PC is still mounted and when the horse appears next to him.
- Hitching post Waypoints now act as Map Notes as well.
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v1.3 Changes
- Fixed the horse figure removal for when a horse dies. Now will remove the icon from any inventory (ie. it was given to someone without unpartying it and transferring ownership.)
- Made saddle bags destroyable.
- Various scripting clean ups.
- Removed the ability of Rangers and Druids to "steal" a horse (Too much future bug issues and exploit possibilities)
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v1.4 Changes
- Linked summoning to Icon. So now PCs can summon multiple horses at a time.
- Set max number of henchmen to 64 (far above what a PC might have).
- Reworked On Client Leave script function.
- Added Monk and Barbarian speed correction.
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v1.5 Changes
- Fixed exploit found on horse death (dealing with P-Saddles).
- Fixed scripts dealing with horse theft.
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v1.6 Changes
- Fixed A scripting bug dealing with adding horses back to party.
- Added to scripts for removing a horse from party and checking to
see if there are any persistent saddle bags still on the ground.
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v1.7 Changes
- Added a function to set a maximum number of items in the container.
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v1_FINAL Changes
- Added Aurenthil and Nightmares. Aurenthil are basically Heavy Warhorses
with the Celestial template applied to them. (Prices of both are set at
a default of 5000 gp)
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v1b FINAL Changes
- Moved the constants and toggle switches to "horse_default". Can now
turn the persistent saddle bags off and on using a toggle switch.
NOTE: v1b has no real functionality changes. Just cleaned out the non-working scripts (Monk speed fix) and created a toggle to turn the persistent saddle bag system on and off.
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v1c FINAL Changes
- Fixed a summoning bug for Nightmares and Aurenthil.
Credit goes to Thanks to Belxanthian for noticing this.
Posted by Celestial_Angel at 2010-12-05 04:24:23 Voted 10.00 on 12/05/10
Very nice. (: _________________________ "Death makes equals of us all"
Posted by Ambrose at 2007-07-04 15:38:15 Voted 8.75 on 07/04/07
This is a great addition to the NWN community.
A question. I want to use this in my mod, but when a player dies and is mounted, they don't lose XP and gold. How can this be changed?
In addition, is there a way to have it so that when a player dies (the OnDeath script) that they dismount automatically?
I am no scripter, and would appreciate direction in these matters.
Posted by Gregg1974 at 2007-06-03 19:16:31 Voted 10.00
I made a version 1d of this with the full NPC implementation (for all PC race creatures), but due to a computer crash I have had to rescript from scratch. With my work schedule lessening for the summer, I'll post that ASAP. For those I was going to email the update to, once I rewrite the scripts for it, I'll send it your way as well.
Thanks,
Gregg
Posted by Tasardur at 2007-05-20 11:44:51 Voted 10.00 on 05/20/07
Just.... wow!
Posted by Gregg1974 at 2007-02-20 14:48:55 Voted 10.00
hmmm ... seemed to cut off the rest of my post.
the second method is to change the constant declarations
in the "zep_inc_phenos" script directly.
Posted by Gregg1974 at 2007-02-20 14:43:48 Voted 10.00
To Alexanderi :
Sorry it too so long to respond.. been near death with the flu for the past week. As for changing horse speeds you can do it one of two ways.
1) Open the "horse_include" scripts and edit the speeds in the function:
void GPA_MountHorse(object oPC, object oMount);
change the "fSPEED_" variables to a different number.
The base speed is 2.2 for horses with 2.5 being fast
and 1.9 being slow.
switch (nAppearance)
{
case 1855:
fWalk_Speed = fSPEED_PONY_SPOT;
Hi, is there any way to make the horses run faster when ridden?
Posted by ImStrokerAce at 2007-01-20 12:06:58 Voted 10.00 on 01/20/07
Just bloody fantastic!
Posted by Chamu at 2007-01-20 12:05:43 Voted 10.00 on 01/20/07
Well thought out system and well exicuted.
Posted by Rosietreats at 2007-01-19 13:23:47 Voted 10.00 on 01/19/07
I absolutely love your system, with only one exception. The dismount icon that you get upon mounting a horse. I really think it would be great if there was an item that did not get removed from inventory for such a thing, so you wouldn't have to do an extensive inventory search each time you want to dismount. That way, too, it could be added to a quick-slot.
Nonetheless, I gave you a "10" because I think you've gone above and beyond to make a great system, and to please those who have submitted posts of request. Very good job, very well executed!
Thanks!
Posted by Gregg1974 at 2007-01-18 15:44:39 Voted 10.00
Did you incorporate the On Activate, On Client Leave, On Client Enter, and On Rest Events?
You can either merge them into existing scripts with the instructions in the read me, or just place the already included scripts into the module On Activate (horse_onactivate), On Client Leave (horse_ocl), On Client Enter (horse_oce), and On Rest Events (horse_onrest). Once you place them there, recompile and you should be good to go.
Like it alot but when i try to add the erf. to my module nothing happens, i dont think its just your erf i think its my toolset it does that somtimes. So then i tryed to add it by DLin the module part and exfering everything but it said it could not find horse_include.ncs.
Any ideas? :P
Posted by Gregg1974 at 2007-01-08 18:03:51 Voted 10.00
All you have to do is overwrite over previous versions. If this isn't what you mean, just email me at :
Posted by loki12345 at 2006-12-20 19:38:22 Voted 9.50
Hi Greg. We from Zauberwald (German PW) use your system and it is realy fantastic. Almost no problems with it. Our Player love it and there are more or less no questions about it, so it is realy easy to use for players. Just one think we changed in the cep_inc_pheno script is the EffectDisappearApear wich cause the horse to jump back to the position it disappears (i mention that a few post ago).
Overall i have to say it is one of the best (perhaps the best) horse system i found here so far.
Just two last Questions: Is it nessesary to use the DB and how about blowing up the db with the saddlebag? Any experiance with this because i often hear that saving Items persistent in a DB would blow it up and start crashing the game.
Anyway, thank you for your work, your script gave Zauberwald a big push forward ;-) _________________________ GER] Zauberwald: the ultimate german persistent world for NWN1 Feline Fuelled Games: The best Place for German Singleplayer Adventures with NWN2. New: The Shaper of dreams in english. Check it out! LOWKEY-MUSIC: Music for Film, TV, games and more.
Ok I reinstalled NWN, and was able to add the erf, but I do not understand these instructions, could someone state them in easy to understand laymans terms? For example what does this mean:
#include "horse_include"
Is that exact line to be added to the NWN on activate item module script? And if so, where and how? I am not a scripter. And the rest is equally jibberish to me, sorry:
When testing the mod I get the same error. I updated with the last update NWN had a couple months back, when they said it was the last update for the game.
When I go to import the erf I get the following error:
This module was created with an updated version of NWN. Please exit and update the game.
My game is fully updated, I do not have an update menu available in my NWN menu any more.
Posted by Gregg1974 at 2006-11-10 19:12:59 Voted 10.00
I was messing around some more with the monk/barbarian speed correction scripts and I can't get it to work to save my life. Does anyone know how the speed adjustments for Monks are applied for thier class feat? Anything I seem to apply doesn't have much of an effect. With my patiences gone I think I'll clean up the scripts and remove it until a day as I can figure it out. Also if anyone is interested, I do have a version of these where you can turn the persistent saddle bags on and off with a variable switch.
Anyone with some insight on the monk movement, please contact me at [email protected]
Thanks,
Gregg
Posted by Gregg1974 at 2006-11-07 22:18:39 Voted 10.00
I posted the final version. I included Nightmares and Aurenthil in it. If I ever get time, I might adapt my Paladin warhorse summoning scripts to CEP 2 also. Currently just back to other projects though.
Any questions or comments, contact me or post here.
Gregg
Posted by Lord_Fear at 2006-11-07 12:57:44 Voted 9.75
Can you post a quick note how to add another horse to the system... I can do it if I sift through the scripts but it would make my life a lot easier if you can just post the most important parts that need to be altered per script. I want to add the nightmare and the other rare horse to a special store.
Posted by Gregg1974 at 2006-11-06 15:23:06 Voted 10.00
If nobody has found any other bugs, I'm going to post this as final. The only item left not completely tweaked is the monk speed modifier. This is something I haven't had time to go through and tweak numbers and test and retest.
To adjust to your taste:
- Open "horse_include"
- Under the function GPA_MoveDecrease(object oPC) adjust the numbers added to the variable fMoveDecrease to taste. (Might take adjusting, timing movement speed of the monk on horseback compared to a different class on horseback over a set distance.)
The numbers added to fMoveDecrease are the decimal equivalent for the percent increases as per the PHB. For example, 1.5 = +150% for monks above 17th level (18+).
This might take a bit of trial and error, but if you get numbers that work, please contact me and I'll incorporate them into the scripts.
Thanks,
Gregg
Posted by Gregg1974 at 2006-11-05 17:12:55 Voted 10.00
If you are using this system, please throw in a vote and any feedback. It'd be very much appreciated.
Thanks,
Gregg
Posted by Gregg1974 at 2006-11-01 14:42:52 Voted 10.00
Lord Fear,
If you run with a lot of slow systems on your servers, you can tweak the wait time in the horses_oatc. I set it at 2.0 due to most that use my server tend to have pretty fast systems and I limit the number on to keep lag to a minimum. If you up it to 3.0, it should squash much of the chance of having a horse follow through a door.
Posted by RaglinMason at 2006-11-01 08:37:30 Voted 9.75 on 11/01/06
This has saved me HOURS of scripting and dialog writing. It isn't exactly what I envisioned but it is certainly close enough where my ideas differed, and better in many other ways.
I have also seen some odd behaviour with hitching a horse and then going through an area transition, but I'm also using a custom nw_g0_transition for various things, so it could be my fault -- I'm not overly concerned.