Hi all! After a few days worth of crash courses on what is different about modding SE, I have updated my mod (properly ported it over this time) and fixed the weird meshing issues, you should be able to uninstall the old and reinstall the new one (I'd take any inventory he was carrying prior to), you may have to go back and call the horn again though. I need some more learning time but be on the look out for new stuff I am once again inspired to start creating stuff again!!
Thant's very strange because it definitely shouldn't, I did not make any edits for Whiterun, I only edited the eldergreen area, youre sure it's this mod?
Something about this mod when paired with Immersive horses and the witcher 3 horse replacer prevents horses from jumping, it may have also interfered with following as well. Seems like it conflicts with something there. I actually had to uninstall this and delete the files left behind by this mod because it interfered like that. As soon as I did my horses were able to jump and most horses would follow. Except the hearthfire windstad manor horse that one was broken and seemed to have issues unrelated to this mod.
I made this comment in the LE version some time ago... the Creation Club - Saturnalia Pack has a "reindeer" thats technically a horse, with all the functions you would expect as rigged skeleton, turn radius, jump and convinient horses compatibility. So... who knows... But great mod anyway. Thanks for your effort.
Thanks for the comment but at this time I am happy with how he functions and I don't intend to change him really, #1 I can't use 3DS Max anymore to weight my skeleton (thanks to the Nifskope Plug in never being updated I can't use any version of 3DS newer than 2018 but can't download any version older than 2019, thanks a**holes at 3DS max :-((( )so as of right now I can't make any new creature meshes or change anything about his skeleton (the best I can do is make cool equipment for creatures if I wish to make them in the future) and #2 I really don't think the turning radius and speed are bad, I just hold shift to turn, I mean real animals can't really turn on a dime anyway especially ones with big horns lol....
Also he does work with convenient horses you just can't manage him like the others so no horn call or outfits (which wouldn't work anyway) but he follows you around and you can still ride him, he's on his own framework.
As far as I know (and I could be wrong but I did a lot of creatures and it was always this way) for creatures you can't just swap meshes, the bones need to be weighted appropriately with the skeleton that you are currently using, if you change the skeleton too much (add or remove bones etc.) the creature will no longer move but instead float along the ground in a static state. Feel free to try if you'd like though and let me know what happens :-)
Ah ok, that makes a lot of sense! I had a feeling it wouldn't work but thought I should ask before trying it. I'm not too experienced with modding/ animations and whatnot ( I did port an oldrim mod to SSE but that's all the experience I know yet that's not hard to do ). But I will maybe try it sometime if I feel like learning something new though :)
This is a more for your information than anything, probably the only one who cares, but doesn't work with dova cart because the cart...how to explain...doesn't align the "horse" correctly. Noticed that when I mount Q I mount an invisible horse several feel to the left. Wonder if they are related. Love the mod, thanks for porting.
lol yeaa the orig deer file is so dumb hahaha for whatever reason they are WAAY faster than horses and cant jump or turn worth a crap! Planning on looking into the new framework and updating but I literally only JUST downloaded SE this past weekend
There's one for Dova Cart but it tends to, uh, make things happen. And as far as I know it isn't(?) compatible with horse mods on SE. As for the other one which I'm assuming is the Gypsy Eyes Caravan, there isn't an SE port yet but from what I read the mod author's not letting anyone port it to SE because they have plans to make an actual SE version, so it's a wait for that one. :)
Where I read about the Gypsy Eyes Caravan port: https://www.nexusmods.com/skyrimspecialedition/mods/24561
"Mod is back up! I took it down temporarily while getting in touch with the GypsyEyes original author to make sure I wasn't violating his permissions. Berticus wishes to retain all rights to an SSE release, as he's still working on an updated version of his mod, so until that time manual conversion will be required. No, I will not upload the conversion against his wishes. Not even on another site or via e-mail attachment. Get the original mod and give Bert the credit he deserves."
Hey! Thanks for the info, I actually am going to upload my version of a traveling caravan too, I re-did the entire mesh but it was coded by my ex BF so I'm going to open source it to see what people can do with it (I'm not into coding), mine is more of a portable interior worldspace that you carry around with a horse, like it looks like a wagon, but the inside is super cool and perfectly me :-) I should have it up in the next couple of weeks!
Great mod, a named and special skinned mount worthy of a druid/woodsman to frolic through the glen. walking looks odd for some reason but idk why i'd need to go walking speed on a mount apart from flexing on Nazeem. and the turning radius is perfectly fine looking and in my opinion more realistic for a deer than just turning on a dime so for anyone worried about it.
Her515, first & foremost thank you so much for the time and effort you've invested in creating Quenba.
Works flawlessly in SkyrimVR & is a fitting mount/companion for a Breton Archer. Unfortunately the wide turn radius was an issue for a previous version I tried & sadly was the reason I decided to omit your mod from my load order.
Does the 'wide-turn radius' issue still persist? or is it an inherent flaw for any 'non-horse' mount in Skyrim?
Honestly I don't feel like the turning radius is bad, I kinda just tap the walk key if I need to turn sharply and such and yes I think it is inherently the deer animation that makes the turning wider
Just FYI: I upgraded to V2 and didn't even have to go back and call the horn again. Works perfectly: Thanks! I had already endorsed this, but I wish I could do it again...
Thanks for the update, fyi since you like my style of things :-) I am making a traveling cart mod (a cart that when hooked up to a horse you can pull but can also go inside to an interior world space). I'm almost finished :-) so keep a look out its gonna be amazing!!
46 comments
So... who knows...
But great mod anyway. Thanks for your effort.
Dragonkiller:
https://www.nexusmods.com/skyrimspecialedition/mods/6521
Where I read about the Gypsy Eyes Caravan port:
https://www.nexusmods.com/skyrimspecialedition/mods/24561
"Mod is back up! I took it down temporarily while getting in touch with the GypsyEyes original author to make sure I wasn't violating his permissions. Berticus wishes to retain all rights to an SSE release, as he's still working on an updated version of his mod, so until that time manual conversion will be required. No, I will not upload the conversion against his wishes. Not even on another site or via e-mail attachment. Get the original mod and give Bert the credit he deserves."
Works flawlessly in SkyrimVR & is a fitting mount/companion for a Breton Archer. Unfortunately the wide turn radius was an issue for a previous version I tried & sadly was the reason I decided to omit your mod from my load order.
Does the 'wide-turn radius' issue still persist? or is it an inherent flaw for any 'non-horse' mount in Skyrim?
Ty!