How do I set up "Rideable Horses"??
Ugly_Duck
Member Posts: 183
I have no idea on how to make it possible for players, and some npcs ride horses. Can you guys plz help me?
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CEP has a horse system, but i dont know how to use it, and i cannot find the cep website.
Any ideas?
As for the CEP version, I'm surprised their system isn't already configured in one of their demo modules. IIRC, their system uses a "widget" item that allows the character to mount a horse.
How in the world do I set up an actual "stable" to buy horses through a conversation? I was thinking something like the following:
npc: Hi, what can I do for you?
player: I'd like to buy a horse.
npc: *gives multiple options*
player: id like the white horse
npc: ok here ya go *takes 200gp for the horse*
Now, what I would like to have happen is:
1.) make unmounted horses to disappear
2.) use some kind of inventory item to summon the horse (like a whistle of some kind)
Thanks.
I never got around to packaging it, but the code is generic.
It does require some builder skills, but a rich feature like that is always going to require a little work.
Looking at x3_s3_horse - at line 128, it checks for "X3_HORSE_SCRIPT_DISMOUNT" which is a creature flag that assigns a custom script to fire when a PC dismounts target horse. Open "variables" under the horse template advanced tab and assign the script to the value for the variable "X3_HORSE_SCRIPT_DISMOUNT" - you may have to create the variable first. Your custom script needs to fire the horse then jump it to a holding area. Store the horse as a local object on the whistle item. That way if the PC loses the whistle, he loses the horse as well.
The whistle needs to use a script that is named the same as its item tag. You will need to add the Use Spell: UniquePower (self) to the item. When you make the item script, open x2_it_example and look at that - should be easy to figure out. What you'll basically do is jump the horse to the PC when the whistle is blown, then rehire it as a henchman.
I made a couple of attempts to get this working but kept getting the same error message when loading Part 1.
"Fatal Error: Enigma4.hak version unknown is out of date"
If you could point me in the right direction, so I can find the horse stable area & related data in the toolset (what area to open up), that would be great.
EDIT - The bug you hit in Enigma Island seems to have been introduced by the latest version of EE Retail. It will be unplayable in EE until I get a hot fix out.
Hitherto, if a script existed in both a hak and the module, the former took priority. Now it seems the priority is reversed, with fatal consequences.
In the toolset, the start area is Koberg Harbour.
EDIT - since the bug has been corrected, the hot fix is no longer required, and will be removed from the download sites when I'm happy that 1.79 is stable with respect to other resource hierarchy issues.