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OdinHorse Tame Fix
Makes OdinHorse's Time to Tame, Spawns Tamed and Fed Duration settings work, stops tamed horses fleeing from fights, fixes the bow flicker on horseback with BetterArchery. Install on the server and every client.
| Last updated | 8 hours ago |
| Total downloads | 42 |
| Total rating | 0 |
| Categories | Mods Misc Server-side AI Generated |
| Dependency string | ValheimLiteni-OdinHorse_Tame_Fix-1.0.2 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351OdinPlus-OdinHorse
Horse mount and new items! You can tame it, You can ride it, You can attach the Horse Cart, You can breed it, Add armor to your horse!
Preferred version: 1.9.1README
OdinHorse Tame Fix
Makes these settings of OdinHorse actually apply:
- Time to Tame
- Spawns Tamed
- Fed Duration
It also stops tamed horses running away from fights, and fixes the bow flicker on horseback with BetterArchery.
The problem
OdinHorse sets up its horse with the CreatureManager library. CreatureManager writes the taming settings through
BaseAI.m_tamable, a field Valheim fills in BaseAI.Awake - only on creatures that are already in the world, never on
the prefab every new horse is made from. So new horses always came with the mod's built-in values (1600 seconds to tame,
not tamed), whatever the config said. Only the horses loaded at the moment a setting changed picked up the new values.
What this does
When an OdinHorse creature appears, it gets the values OdinHorse itself resolved from its config (the server's values when you play on a server: OdinHorse syncs them). A horse already being tamed has its remaining time cut down to the new setting.
Tamed horses never flee (on by default): a tamed horse no longer bolts when it is hurt, low on health, can't reach
the enemy, or is near fire - it stays and fights. Wild horses keep their normal behaviour, and a horse that is being
ridden never flees anyway. Turn it off in BepInEx/config/ValheimLiteni.OdinHorseTameFix.cfg:
[Horse]
Tamed Horses Never Flee = true
The horse's AI runs in the game of the player standing next to it, so that player's setting is the one that counts.
BetterArchery
With BetterArchery, drawing a bow on horseback made the rider flicker left and right: BetterArchery turns the upper body to the camera while OdinHorse's mounted combat twists the same bones from the seated pose, and each undid the other every frame. On horseback BetterArchery's turn is now skipped (its nocked arrow, quiver and zoom work as usual) and OdinHorse does the aiming. Setting:
[Compatibility]
BetterArchery No Spine Turn While Riding = true
Install
On the server and on every player: taming and the horse's behaviour are worked out by the game of the player standing next to the horse. Mod managers install it with OdinHorse as a dependency.
Made for OdinHorse 1.9.1 on Valheim l-1.0.17. If a later OdinHorse changes its CreatureManager, the fix logs a warning and does nothing (it never breaks the game).
Changelog
- 1.0.2 - no bow flicker on horseback with BetterArchery (setting "BetterArchery No Spine Turn While Riding")
- 1.0.1 - tamed horses no longer flee from fights (setting "Tamed Horses Never Flee")
- 1.0.0 - first version