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Title  Full Rideable Horses
Author  Gilean, Orione & Xar
Submitted / Updated  04-07-2005 / 02-01-2006
Category  Creatures
Expansions  HOTU-1.65
We Finally DID IT!!!! they are the first fully rideable horses ever made, for the nwn community. They are CEP compatible.The hakpack contains all the horses and animations (combat,cast spell, take object,death,run,walk,drink potion, use scrolls),and were made from DG and Ardemor italian shards. We made all the races (male and female), but only phenotype n°0 (if you want u can add phenotypes, 'cause this system is based on SetAppearance function,so you only must rename all the phenoypes you want to add with the letter of the race). Inside the rar you will see a demostration module in which there is a script package that shows how the system can work (all the scripts were made for Ardemor persistent world by Gilean). Tnx to Orione (DG scripter),Xar(DG scripter and graphic),Gilean(Ardemor scripter and graphic),Flow(graphic),DarkSchneider(Ardemor graphic). Enjoy another great italian release ;)


Submitted: 04-07-2005 / Last Updated: 04-07-2005
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Comments (215):

  1  2  3  4  5  6 .. 8 Next>

Posted by Frodo94484 at 2007-02-21 15:21:44    
plz? my email is

Posted by Frodo94484 at 2007-02-20 23:36:21    
So far it is not fun,i just put it on and nothing is happening when i use the scroll? can anyone help me?

Posted by Frodo94484 at 2007-02-20 23:21:35    
How come whenever i go in the stables and use the scroll,nothing happens?

Posted by Ashtara at 2006-08-06 16:12:44    Voted 10.00 on 08/06/06
Well done! A very good first attempt. The riding is smooth and I also like how the movement speed increases when riding the horse.

Posted by saphirefenix at 2006-07-27 16:39:03    
Nevermind I fixed it, didnt have saddleback thing sorry.

Posted by saphirefenix at 2006-07-27 15:45:29    
Yeah, I played and the horse isnt there, I placed the horse then saved the module but it diasapeared when I went to see it.

Posted by Steve_Savicki at 2006-07-16 05:46:51    Voted 9.75 on 07/16/06
-.25: my character's head changes when riding a horse.
But other than that, very detailed.
Steve's Characters - please don't forget to vote on them if you play them.


Posted by Malchior_of_Nakshur at 2006-07-13 04:49:46    Voted 9.75 on 07/12/06
I'm actually still using the NIC - Fully Rideable Horses Final Version so for now forget about the comment about armor colors changing when you mount a horse. I shall download this hak and see if it still happens.

Posted by Malchior_of_Nakshur at 2006-07-12 16:45:24    Voted 9.75 on 07/12/06
Another way to fix the problem of your horse following you into buildings is to set all outdoor areas in your module to have the property "stalla_var", "int 1". You then just dismount before going inside (by using the saddleback item on yourself) and then use it again when you are outside. This is a really awesome hak. I have noticed that it does not support all the available metal colors though. For example #35(in Leto). If your armor is an unsupported color in gets stuck having an alternate color until you can "dye" it using the dye sold in CEP's Dye Store. If, like me, you could not find the script to open a dye store in toolset no worries since I posted it on the vault.

Posted by BigFuzzyBear at 2006-05-18 09:23:19    Voted 9.00 on 05/18/06
Great Addition for any module.

Posted by Fyreangel ( ) at 2006-04-14 14:21:07    
Here's what happens. You download it and unzip it. You add it to your hak. Then you look for the horse creature and find nothing(?).

(That's because there is no horse creature, but rather an item, called a 'saddleback', in the Custom, Misc., Other category.)

So, you play the module and you see these little loot bags ("saddlebacks") on the floor of the "Stalla" (apparently Spanish/Italian for "Stall"-?). I guess Italians call it "saddlebacks" instead of "Saddle" or "Saddle bags". The "saddlebacks" say for Unique Use when you look at them. You have to be standing in the "Stalla" to use them, and you use them by clicking the "saddleback" while its in your inventory, then clicking the cursor on the floor of the "Stalla".

This really nice-looking horse appears next to you. You click on it, and the picture of a deer speaks to you in bad English with some Spanish/Italian thrown in. From the conversation you can mount the horse, which looks really great (!) and you can shoot bow and arrows from the horses back now.

It runs, it stands on its hindlegs wonderfully when you emote a cheer. It follows you if you don't mount it and don't tell it to go to the stable. (If you tell it to go to the stable, you must start over with a new "saddleback".)

I can't dismount! I have no idea what's up with that. It has some conflict with something, too, that causes it only to work in its separate module. No event or anything is in the Area Properties...hmmm. Anyway ... close, but no cigar, as they say.

Posted by Scanet56 at 2006-03-19 05:14:59    Voted 9.75 on 03/19/06
The horses look great, and it seems all i need to do now is find a few mods that have them intergrated in already. Since i have no experience with the toolset i can't really add them myself, but still they look exceptional.
Thanks :)

Posted by Saboty at 2006-03-04 05:27:34    
Still can't get the scripts right for keeping PCs from riding or bringing their horses into taverns and inns. This is the piece from my area OnEnter. It works well (to dismount the PC and remove the horse), but if the PC dismounts first the horse will follow him inside.

object oPC = GetEnteringObject();

SendMessageToPC(oPC, "Mounts are not allowed in here.");
//DelayCommand(5.0f, ExecuteScript("gsc_disevoca", oPC));

if (!GetIsPC(oPC)) return;

object oTarget;
oTarget = oPC;

effect eEffect;
eEffect = GetFirstEffect(oTarget);
while (GetIsEffectValid(eEffect))
if (GetEffectType(eEffect)==EFFECT_TYPE_MOVEMENT_SPEED_INCREASE) RemoveEffect(oTarget, eEffect);
eEffect = GetNextEffect(oTarget);

Any help would be appreciated. What I would really like is a script for the Area OnEnter (because I only want to use for some areas not all) that would force the horse to wait outside (whether the PC was mounted or not).


Posted by Arumunus ( ) at 2006-02-27 10:35:44    
Sorry to be abum and ask yet more questions but I am at a lost cause, I downloaded the file added the hak to my module but now what? as far as i can tell absolutely nothings changed! am i missing something from the download? no offence but your read me file wastn exactly very explicit as to what to do and the english freindly link you post doesnt work either. sorry to be picky lol any advice on what to do? btw tester modules works so i have a feeling i must have made a nooby mistake :(

Posted by Mery ( ) at 2006-02-26 19:37:32    
Hi everyone. I know I must seem like a right n00b, but where do you put the scripts? It's hard to believe that I finally swallowed my pride and asked for your help.
It's be appreciated.
Good work by the way, the horses look really good!!

Posted by donwulff at 2006-02-23 19:05:53    
Saboty: You're right, if you can change the OnAreaEnter script for ALL areas you want them to get unmounted at, then that's lot simpler. Most people can't or don't want to do that, so one line change to module OnClientEnter and new script is simple to them :) Using GSC_AttivaSella() over GSC_SmontaDaCavallo() gains you nothing, though.

Also, you're right, I missed that the unmounted horse is dropped right where the player is at the time. What I would do is replace he call to GSC_AttivaSella() in your script with GSC_OnClientEnter().

The horse will not be returned to the stalls or left outside, but you won't need to know exactly where to return the horse and the player can always summon it at the stalls with the saddle.

Posted by Saboty at 2006-02-22 16:48:30    
Thanks donwulff, but isn't there an easier way to do this? I simply added:

#include "gsc_include" into the script
and then put
into the Areas Onenter script and that makes the PC dismount, but I want the horse to either stay outside or go back to the stable. I'm not sure what was meant by the "WoW style forced unmount", but I simply don't desire characters riding horses into the local tavern and up to the bar to order or drink (or even letting them bring their horses inside such places to follow them around).


Posted by Anonymous ( ) at 2006-02-22 07:11:53    
someone can give me again the bond for the version compatible with cep?

Posted by donwulff at 2006-02-22 06:52:50    
I haven't tested this other than that it compiles, so at your own risk. Save as gsc_pchb script and start it off OnClientEnter with ExecuteScript("gsc_pchb"). It will forcefully unmount chars if they go into areas flagged as interior. In combat if they fail DC 20 dex-check they will fall to the ground and take d20 bludgeoning damage. Personally, I dislike WoW style forced unmount and think if the PC's want to ride everywhere, they should be able to, unless the property owner tells otherwise.

#include "gsc_include"

void main()
object oPC = OBJECT_SELF;
object oArea = GetArea(oPC);

if(GSC_IsPGRidingHorse(oPC) == TRUE){
if(GetIsAreaInterior(oArea) == TRUE) {
SendMessageToPC(oPC, "Your mount sends its warm regards - from the stalls.");
// **** Cut here if you want mounted combat.
if(GetIsInCombat(oPC) == TRUE) {
if(GetAbilityModifier(ABILITY_DEXTERITY, oPC)+d20(1) < 20) {
effect eDam = EffectDamage(d20(1), DAMAGE_TYPE_BLUDGEONING);
eDam = EffectLinkEffects(EffectKnockdown(), eDam);
SendMessageToPC(oPC, "Your mount is spooked and runs off, throwing you off the saddle.");
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oPC);
// **** End cut here
DelayCommand(5.0f, ExecuteScript("gsc_pchb", oPC));
else DelayCommand(10.0f, ExecuteScript("gsc_pchb", oPC));

Posted by Saboty at 2006-02-21 16:26:30    
Love the system, but am struggling to figure out how to keep a PC from riding their horse anywhere and everywhere. How do you keep the horse from entering shops? I'd prefer the horse was "destroyed" and sent back to the stables, but would settle for the horse left outside of a shop rather than PCs riding around inside a house or shop. Any help would be appreciated.


Posted by donwulff at 2006-02-19 07:42:03    
After sleeping on it, it seems to me to get best of both worlds the rider+horse combos should be both a new character type, but using the old model letter AND different phenotype. This does make the scripting slightly more complex, but it lets one keep the reach, speed and other effects while allowing the 1.67 phenotype defaulting for models to remove the need to duplicate them.

The way Haste and presumably Expedious Retreat and Monk Speed affect the horse speed was brought up by someone. Technically, in most RPG's I've seen riding a horse doesn't even increase your movement speed, I think in a few it's reduced your overall speed. On the other hand most players desire for realism doesn't extend to the fine points of movement, or daily schedule etc. If Haste made you move as fast or faster than a mounted rider, who'd bother with a horse? Scripting around haste affecting mount is possible, but difficult, and pretty soon you'll have players asking "What if I slap my haste pendant on the horse?" :)

Posted by MasterInsan0 at 2006-02-11 09:39:28    Voted 9.25 on 02/11/06
This is pretty impressive for something that isn't built into the engine at all. All the naysayers (as in those who have no constructive criticisms, just negative trolling) are just looking for something to gripe and moan about 'cuz they can't live out their childhood fantasies of having a pony the way they wanted to.

Awesome work.

Posted by Rosietreats at 2006-02-03 21:40:02    Voted 10.00 on 02/03/06
You guys did a wonderful job! Although I'm sure you won't enjoy this '10' as much as I'm going to enjoy this system, but that's all I can give... or is it? Oh! I've updated your model naming to include the entire CEP anatomy as a special gift to you!
It will be up on the Vault next update. Feel free to extract that stuff into your hak for a CEP update! Thanks you guys! Rock on Italia!

Posted by Rosietreats at 2006-02-03 21:36:34    Voted 10.00 on 02/03/06
In answer to the CEP thing, I have just uploaded the fix for that. I give all the credit to this team, though as they were the one's that did all the hard work. I did the entire CEP anatomy range for all race and phenos. I did not do the orinal pheno2 (Big) however. It is a simple renaming if anyone's interested, but I don't have the time. Actually, the original bioWare models wouls have to be dempiled before renaming, at least the way I dod it. But with the decompiler, that should be a breeze.

I just couldn't see that CEP thing holding this project back, since it seems they've done such a good job. Speaking of which, guys from Italy, if you would like to take the update hak, and add its contents to yours for an updated release, you TOTALLY have my blessing! I just think it's so cool seeing my little damsel character hop up onto her horse and cruise around!


Posted by mondego at 2006-02-02 01:10:37    Voted 10.00 on 02/02/06
Love it, love it, love it!

Posted by Anonymous ( ) at 2005-12-07 09:42:48    

Posted by Narph at 2005-11-09 19:05:49    Voted 9.50
How do you make the horse kick up his front legs like in the screen shot?
Thanx Narph

Posted by sadrak123 ( ) at 2005-11-06 05:40:32    

Great hak, just curious if there is a way to modify so that a person who is hasted on a horse does not get 50% extra movement speed? I want my character to have 150% movement speed no matter if hasted.

Posted by Tovan MacKelly ( ) at 2005-10-24 18:46:09    
installed it in at least three mods so far runs well with the 1st order's patch. Im feel im missing the (mounted horses)that was in yor other work. or is ther a way to mount NPC's. on the horses.?? tovan

Posted by Anonymous ( ) at 2005-10-24 07:24:14    
CEP compatible???? the robes are still sideways and cep clothes are all bugged out. Perhaps creature comatible but not appearance *sighs* so cool too

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