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NWN PREFABS

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Title  CEP2 Horse System
Author  Barry_1066
Submitted / Updated  10-04-2006 / 08-19-2007
Category  Other
Type  Scripts, Widgets, and Creatures
Forums  Link
Description
This has a working demo and erfs of scripts, widgets, and creatures all set up to use the CEP 2 Ridable Horse system.

If a horse fails to come to you when you dismount, use the horse management widget and call it -- if it still does not come you can stable it (remove it as henchman and destroy it). After that you can call it back with the horse widget.

This should give you all you need to easily include CEP 2 Horses in your modules.

I am adding my Saddle bag system and custom persistant storage to the horses as it has been requested many times.

Consider the saddle bags magical storage and the weight + size will not be a RP problem.

Also included is my flying system, complete with widgets, scripts, and conversation.

For those of you who have wanted these features, here they are. I will NOT limite the number of horse spawns, however you can easily do that yourself by changing the property on the widget item from infinate to whatever you desire.

Thank You All for you votes and for you support -- enjoy!

Feb 2007 I am adding my pack animal system with the saddlebag persistant storage. There is a pack: Camel, Horse, Pony, and Ox. These are full henchmen with Animal companion type interface.

If you wish both a horse and an pack animal at the same time i suggest adding the single line to module on load that will allow you to add more henchmen -- you can set it to the number desired.

you can easily add this one line to your on module load script:

SetMaxHenchmen(2);

Note: 2 is the number of henchman currently set in this example script above -- that can be 3 or 4 or? Without that script command, the default is one (1) henchman.


5/10/2007
I made a change to the horse system which make it function far far better. I have removed the henchman horse and destroyed it upon mounting. When you unmount, you will need to use your horse widget to get the unmounted henchman horse

Once mounted there is no unmounted horse to cause trouble with script conflicts. Upon one unmounting, they use the horse widget to resummon the horse henchman. At least for my system this is working very very well. Noticable differences:

1) No dead horses
2) No orphined horses from crashes or log off
3) No script conflicts
4) No horses wandering about
5) No restriction to resting while mounted - except you loose horse speed if you do so and need to dismount, remount to regain it.
6) Party bar not spammed with all the henchmen horses while mounted

To upgrade just download the one mount script.

I am once again uploading a working full mod with this version.


7/12/2007 Tag based scripting integrated with the old system so both systems work nicely together.

People keep talking about multiple horse spawn capability which has been addressed several times in past posts so I will put this here:

I created this for MY needs. I require the multiple horse spawns - therefore it is NOT a flaw, it works as I designed it.

If you wish to limit numbers of horse spawns, you can change that in the widget/item properties. It is set at unlimited per day but you CAN change it to 1 per day, 2 per day, 3 per day, all the way up to 5 times per day -- it you your choice and easy to accomplish.

Just NOTE -- the unlimited spawn is MY choice and is NOT broken or a fault of the system. If you wish something different you can easily change it but I did not make this to everyone's individual specifications, I made it to MY specifications for Annakolia, my PW.

Files

NameTypeSizeDownloads
Ridable_Horses_with_PackHorse.rarRidable_Horses_with_PackHorse.rar
Submitted: 10-04-2006 / Last Updated: 02-13-2007
rar157.42Kb1021
This is the latest -- now you can have 4 pack animals - Camel, Horse, Pony or Ox with persistant storage saddle bags. This includes the complete horse and flying system and all the persistant storage scripts, all the blueprints, item, conversations -- everything you need for a full working ridable horse system with persistant storage and pack animals.
CEP_2_Horses_update.rarCEP_2_Horses_update.rar
Submitted: 10-04-2006 / Last Updated: 05-10-2007
rar112.63Kb588
5/10/2007 update with horse removal while mounted.
CEP_2_Horses.rarCEP_2_Horses.rar
Submitted: 10-04-2006 / Last Updated: 07-11-2007
rar112.62Kb601
CEP_2_Horses.rar

This is the working demo module ONLY.

The full working latest version with the combo old and X2 tag based systems integrated and NOW you have the best of both systems at your fingertips.
Updated 7/12/2007
CEP_Horses.rarCEP_Horses.rar
Submitted: 10-04-2006 / Last Updated: 10-04-2006
rar141.07Kb1668
--
horse_mount.rarhorse_mount.rar
Submitted: 10-04-2006 / Last Updated: 05-10-2007
rar2.56Kb600
5/10/2007 This one script is all you need to upgrade from the last version. Just import and overwrite the previous script by the same name.
CEP2_Horse_Doc.txtCEP2_Horse_Doc.txt
Submitted: 10-04-2006 / Last Updated: 10-06-2006
txt4.19Kb1874
Documentation for use including a list of scripts, creatures, conversations and itmes and where they are located on the pallet. How to set up to make it work and how to actually use the system.
Horse_Pstorage.rarHorse_Pstorage.rar
Submitted: 10-04-2006 / Last Updated: 12-17-2006
rar153.38Kb1048
Module and erfs of the horses, scripts and all -- includes Saddlebag with persistant storage accessed from the horse conversation menu -- you must not be mounted to use the saddlebags -- also flying (flying for PCs, not for horses *grin*)
_on_activate.erf_on_activate.erf
Submitted: 10-04-2006 / Last Updated: 07-11-2007
erf8.79Kb507
This erf contains one script. This one script is used in the onactivate area in the module properties. This will use both the old system and the X2 tag based system in harmony. No more worries about something being tag based and using the old system or something using the old system when you are using tag based X2 scripting -- NOW you have both. update 7/12/2007
HorseScriptUD.rarHorseScriptUD.rar
Submitted: 10-04-2006 / Last Updated: 11-16-2006
rar23.43Kb1043
Script Updates - now a horse will be named (Name of owner's Horse or Pony).
Download this erf and overwrite the previous scripts to install. This update is unnecessary unless you wish to have this naming feature.
HorseUD07122007.rarHorseUD07122007.rar
Submitted: 10-04-2006 / Last Updated: 07-11-2007
rar41.18Kb582
HorseUD07122007.erf

This is the full update erf for 7/12/2007

NOTE: previous submissions are not deleted due to loss of download counts. Since download counts are important to seeing how many people are downloading the material, the previous versions will continue to sit there.

THIS is the 7/12/2007 Full ERF of the horse riding system for CEP 2.0
SCORE OUT OF 10
9.92
34 votes
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Comments (30):

1 2 3

Posted by udasu at on02/20/07
After sampling various scripts, I think yours is the best! Thanks a lot I really appreciate it! Great work! -U _________________________ Well, y'know... Sometimes you eat the bar, and..

Posted by arthur at on12/17/06
Great feature, use it all the time

Posted by Lorimim at on12/06/06
Love being able to ride the horses. Barry's had to work what the CEP2 will allow and has created a system that is easy to use and very player friendly.

Posted by -HH- at on12/06/06
Barry is truly a genius for creating this system. Anyone that disagrees should consider if they could do better, and then prove it. Now... if this was about a persistant badger spawning device which lags servers and eventually crashes them... then I would have the ultimate script. *grin*

Posted by Anodynes at on12/06/06
Fantastic system... everyone needs this in their NWN module. Kudos!

Posted by AthenaMeter at on12/05/06
Barry, thank you, I love the horses.

Posted by Maximus at 2006-12-0512:04:05    
Diana59, I've deleted your vote as I felt it was in retaliation instead of earnestly voting on this entry. As such please don't vote again regardless of a high or low score. If you want to discuss it further, please email me Maximus@Vaultnetwork.com. _________________________ Go here to add signatures to your comments and change the order the comments are displayed in. Registered users only of course.

Posted by Maximus at 2006-12-0511:58:56    
Hey Lord Fear, I've removed the link you made in your review post, but you can make another post offering it again. Posting links to other content is definitely allowed and part of promoting the community as a whole and I realize you didn't include that link in your review for any other reason except to help that reader. So to resolve that issue I removed it but you can repost it. Thanks! _________________________ Go here to add signatures to your comments and change the order the comments are displayed in. Registered users only of course.

Posted by Bilbo_01 at on12/05/06
I used this in my mods and never rated it because I am too lazy to come back and rate. I saw some votes were needed and -- WOW -- this the the best system hands down. I looked at others as they came out and they are not for me.

Posted by Wolfgang_10 at on12/05/06
I have used this prefab and the system since it came out and it is perfect for me.

1 2 3

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