Could we get a version that doesn't set our horses as essentials? Having an immortal horse just like Shadowmere breaks the fact we have to remain careful with the horse and avoid to engage in fights while riding it...
You actually can by going to a shrine (those you pray to for Knights of the Nine quest) put only the horse's front legs on the shrine and try to be behind the horse when you active the shrine to make the horse get the blessing instead of you, when you'll get back on the horse it'll turn super duper fast!
If you manage to do it just be careful you might kill the horse really quick with the fall damages if you lose control of the horse.
Caping the game's speed or making a realistic speed mod would be really good too for both players and npc's... Even at 60 speed I'm too damn fast so I can't imagine what 100 is in this version...
I hate how speed is managed on this game just like OG... You reach the point when your game is just Sonic gotta go fast edition and fights are a real nightmare when you play mouse and keyboard with a way too fast character...
open console, click on horse then type 'getav speed' and it will tell you that horses speed. and if you type 'setav speed 42' you will have a faster horse without this mod. this mod just goes around upgrading this value by 10 for all horses but you can just as easily do this for your horse in game with console commands.
Since some horses have different speeds, could you target them in console and type "Modav Speed 10" or some such? If memory serves, setav doesn't necessarily persist through saves, but Modav does. Or, if this works the same as Skyrim and Fallout, then ForceAV Speed 42 would keep that speed persisting when you save and reload.
I am not sure if that argument works like that since I'm going off Skyrim and Fallout, and Oblivion was an earlier version of Bethesda's shenanigans.
An easier way to get all horses to be faster is a automated script that checks for any horses around a player and buff them with +10 speed, hence won't conflict with mods that directly modifies the horse entities in data form, as you are having a auto-script buffing them around a player.
So the range to buff is within a simple view distance, and it only filters out the scanning to actual 'horses'. You can set it to be automatic every 30 seconds in a 100ft radius around a player (using ingame unit, 100ft isn't extremely far, it's within shooting ranges with a bow), and instantly updates all nearby horses if a player gets on a horse as a specific action.
I believe this conflicts with mods that set their responsibility to 0 so with this loading last, they will still be able to report crimes, and with one of those loading last, they'll be slow :( Also, from looking in xEdit, seems like the increase is only +5 what it is in the Alter.esp, but +10 from OG. And, this mod also makes player horses essential but there's no mention of that in the description. It also doesn't affect the Armored DLC horses.
70 comments
If you manage to do it just be careful you might kill the horse really quick with the fall damages if you lose control of the horse.
Anyone can confirm this story?
I hate how speed is managed on this game just like OG... You reach the point when your game is just Sonic gotta go fast edition and fights are a real nightmare when you play mouse and keyboard with a way too fast character...
So far no mods I hope we'll have one soon... :'(
I am not sure if that argument works like that since I'm going off Skyrim and Fallout, and Oblivion was an earlier version of Bethesda's shenanigans.
The horse kept the speed at 42 even after reloading a save. Thanks !
So the range to buff is within a simple view distance, and it only filters out the scanning to actual 'horses'. You can set it to be automatic every 30 seconds in a 100ft radius around a player (using ingame unit, 100ft isn't extremely far, it's within shooting ranges with a bow), and instantly updates all nearby horses if a player gets on a horse as a specific action.