About this mod
Companions don't disappear while mounted. Mounts follow and don't disappear with distance/combat
- Requirements
- Permissions and credits
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Figured out how to enable getting on your mount during combat. Sorry for the mini update.
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VERSION 3
Major (and possibly final) update!
Firstly, the mount follow AI has been fixed. Your mount will no longer annoyingly orbit you, but is back to using its original “move to target” (you) package.
The whistle now works as a toggle! After your mount is summoned, you can use the whistle ability to toggle whether your mount is following you or not. Unfortunately, you do still need to be within a certain range of your mount for it to listen to you. The whistle is usable in combat now as well.
Once your character has mounted a mount, you can now switch between characters, so the character you are controlling doesn’t necessarily have to be the mounted character. If you’re controlling a character on foot, using the whistle toggles whether the mount AND the mounted character follow you. If you accidentally wander off from a character/mount pair, however, they will teleport to you like a regular follower. Mounts without a mounted character will remain wherever you left them if they are not following. Please note that characters will not automatically dismount if you’re not controlling them and you encounter combat. You’ll have to switch back to them and manually dismount.
Tactical camera on mounts is now enabled. Sit back on your mount and order your followers around!
Also, party banter does get triggered while any combination of characters is/isn’t mounted!
Serious drawback disclaimer: I am a barbarian and stole the plot flag that counts Leliana’s Divine election points in order to get the whistle toggle function to work. I tried many, many other ways to get the mod to work without doing this, but unfortunately here we are. Given that Leliana’s Divine election is sometimes bugged anyways, I figured this was an acceptable solution. Leliana will never become Divine if using this mod now, but you can fix that by using my other mod. This mod is ideally meant to be used before triggering any Leliana election points, but if you have them, that’s fine-- you may just have to whistle a lot before the points you’ve accumulated are lowered to the values the whistle function toggles between (2 and 1). So if your save file has 999 points for Leliana, each whistle will decrease your points by 2 until your points are 2 or 1 (sorry). Use the Save Game Editor to reduce your points manually (to 0, 1, or 2) if you’d prefer to not whistle a million times.
I think I’ve received multiple requests for the ability to summon multiple mounts into the field at once, and I’ve discovered it is doable. Annoying, requires math, but it is doable. A sample mod is available if you’d like to try it. To use it, summon the Fereldan Forder, and then whistle again to summon an Imperial Warmblood. The ability to summon multiple mounts like this relies on changing the plot flag number for your current mount, and if you go back to Haven/Skyhold and notice no mount in the stable, that’s just because your save file’s current mount number (CM#) is set to a number that isn’t registered to an actual in-game mount. That’s an expected part of how this mod is set up, and this doesn’t cause any issues as far as I can tell, other than that the screen goes black if you interact with the empty stable and leave without selecting a mount. If you do that, just interact with the stable again, and select a mount to make everything go back to normal.
Getting into a bit more detail, the Forder’s mount number is 1000. The Warmblood’s is 1029. Normally when you summon a mount, a spawn function is run that checks the CM#, and then spawns that mount. I’ve added some actions to the whistle function (i.e. calling your mount after it’s summoned). The Frosty Editor doesn’t let me write scripts like this, but it can be represented like this:
function whistle() {
//default actions and modded whistle toggle operations here
if (CM# > 999 && CM# < 1058) { //if the current mount is the forder
Add 29 to CM#; //i=0, CM#=1029; i=1, CM#=1058
}
if (CM# == 1029) { //if the current mount is the warmblood
Spawn a mount;
}
}
Basically, whistle once, CM# now is 1029, summon the Warmblood. Whistle again, CM# now is 1058 (at this point the stable looks empty if you go to Haven/Skyhold), no Warmblood summoned. Subsequent whistles skip this block altogether.
For when you move maps and try to resummon your mounts, I added an action to the mount spawn function that resets the CM# to 1000 if it’s at 1029 or 1058. So this does mean the two mounts are linked now-- if you select the Warmblood at the stable and then try to summon it, first the Forder will be summoned, and then the Warmblood.
Part of why this setup is so particular/peculiar is that certain actions in the Frosty Editor are very limited. I can’t just set a plot flag number, I can only modify the value. The types of conditional statements to pick from are few (e.g. the only way to check the value of a plot flag integer to check if it’s greater than another value-- there’s no less than or equal to). And of course, I can’t create new plot flags/declare variables as far as I can tell. So, would it be possible to summon more than 2 mounts? Absolutely. Would it be possible to pick other combinations of in-game mounts to summon? Yup. It just requires some math and setting up some logic statements. The fbproject files are included with my mods, so if you want to give it a go, go right ahead. I used the Save Game Editor to determine what the CM#’s were. I can try to make a detailed tutorial if people want that. Are there better ways to have implemented this? Almost definitely (editing the mount spawn template seems promising, if very complicated), but this is as far as I got.
Oh, and yes... you do still need to disable the mod while playing the Redcliffe Farm racing quests. I couldn't fix that.
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BUG ANNOUNCEMENT! My mod does seem to break the Redcliffe Farm racing quests. Until I come up with a better fix, please disable the mod while trying to do the races... sorry.
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Okay, the mount following function can get really annoying imho. I've uploaded an optional version that I actually prefer, where the mount's following speed is set to 75% of default. This keeps your mount less in your way and behind your party since they'll be playing catch-up while you're exploring.
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VERSION 2
I’ve reworked the mod, and am calling it done for now. If you have suggestions for improvements or encounter bugs, please lmk.
Details:
- Call your mount once, and they’ll appear like vanilla
- Call them again once summoned, and they will follow you. Unfortunately you do have to be within a certain range to get your mount to react to the whistle. If they’re not coming, move closer and whistle again. I would have liked to make the whistle function independent of character-mount distance, but I hit a wall there
- To stop mount following, mount/dismount. Your mount will stay wherever you dismount. I tried to make a follow toggle linked to the call key, but I couldn’t figure it out. I also tried to make the follow function less clingy, but couldn’t find a good way to do that either. Call the mount to resume their following after dismount
- If you enter combat with your mount following, they do stop following, which is intentional so they don’t get in your way. You’ll need to whistle for them post-combat to make them resume following
- Like in the first version of the mod, your mount won’t disappear if you walk away from them or if you enter combat, and your companions won’t disappear while you’re mounted. Mounts do disappear (but are available to be resummoned) with saving/loading, and I don’t intend to attempt to change that
- If you fast travel locally (within a map), your mount does NOT travel with you-- they’ll be wherever they were before you traveled. I assume that if they were following you before you traveled, they’ll be valiantly trying to trek back to you. You’ll need to save/load in your new location to be able to resummon them if you don’t want to wait. If you travel between areas of the world map, your mount will be available to be summoned at the new location without a save/load
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VERSION 1
This is a WIP mod. No guarantees it won't do terrible things. I do not purport to know what I'm doing. Here's what the mod does:
- Mounts no longer disappear when you walk a certain distance from them
- Mounts don't stop following you once they reach you. Once you whistle for 'em (sometimes you need to whistle again after the initial summoning), they follow along like a companion
- Companions don't disappear when you mount a mount. Companions will enter combat while you are mounted. You can be unseated from your mount per vanilla. I've been able to trigger party banter while mounted with Cheat Engine, but haven't verified whether it'll trigger on its own
Quirks:
- Mount won't resume following you after combat. You need to mount/dismount post combat for them to start following again, but that's also not 100% reliable-- sometimes it takes several mount/dismount attempts to get them to start following again
- 24/7 following might be an issue. Mounts do disappear with a save/reload. But ideally I would like mount following to be toggeable with the whistle/call mount function. Not sure if this is possible
Both the mod itself and the fbproject are available for download. If anyone's got suggestions on how to start with a toggle function, please lmk.
This is a frosty-only mod for now. I just started playing around with the frosty mod maker, and have no idea how to create daimods, or whether these edits are even possible through a daimod. Sorry.