SRM Companion Cart: Single's Edition
60 commenti
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FelisaPup *baby* 12 ott, ore 13:23 

its near the cabbige farm and there you will see the companion in day/night
$kullknight101 4 apr, ore 0:04 
this kinda looks like the dragonkiller cart
Lord_of_the_Bacon 2 gen, ore 13:37 
Sweet Jesus, those videos!
disads 18 ott 2013, ore 7:42 
i can find the dealer
HoundofLove 4 set 2013, ore 9:09 
how did the npcs on the video dance? that was hilarious.
nice mod.
white-african-space-christ 28 ago 2013, ore 18:09 
It wont let me talk to the dealer
Adapt73 2 ago 2013, ore 10:48 
Ironfontz 22 giu 2013, ore 11:27 
Shavagon, Das Auto
|tC|NateRate{GM-R} 15 mag 2013, ore 12:24 
for the people who are asking, that 'spolsion in the video was the space core mod. LOOK IT UP!!
NovaWildPaw 23 feb 2013, ore 5:48 
lol that would be the best intro on any skyrim :3
semagmar 26 gen 2013, ore 9:57 
lmbo. awesome video
Ian Z. 3 dic 2012, ore 15:35 
I could not get in the cart. each time I tried the only thing that moved was the horse.
Logun4563 10 nov 2012, ore 12:02 
The dealer isn't speaking to me.
Scriffy 8 ott 2012, ore 19:19 
how do i talk to the dealer? he will not respond
SlimCognito 10 ago 2012, ore 3:00 
A metior hit a house? is that a quest interaction it must be a mod could you msg me it looks cool
[KGB]Стачлин|Staulin☭ 5 ago 2012, ore 12:22 
i cant talk to the dealer
( ͡° ͜ʖ ͡°) 1 ago 2012, ore 17:36 
What was that big explosion in the first video at 2:03
Gabezillak 20 lug 2012, ore 12:35 
Crusader XI 13 lug 2012, ore 11:51 
i like it just becase i can put tons of supplies on it and my companions
-=(LW)=- « Côbrä » 17 mar 2012, ore 16:48 
can u ride it?
Willy A. Jeep 16 mar 2012, ore 14:39 
I did later find him at the Mare, but he didnt walk. I was standing there after purchasing the carriage, then he just vanished. Weird... but still, nice mod... worthy of Sheogorath.
Future Death 16 mar 2012, ore 11:52 
@BigBen1990 Thanks!
SupernastyPants  [autore] 16 mar 2012, ore 11:41 
@Sup, Bro

Hit subscribe button.
SupernastyPants  [autore] 16 mar 2012, ore 11:40 
The companion version will be uploaded today on Workshop (has been up on Nexus for the past week). Description will be edited with appropriate links.
Future Death 16 mar 2012, ore 11:24 
How do I install this mod?
Jesse Pinkman 15 mar 2012, ore 22:29 
J'zzir? As in Jizzer? :L
SupernastyPants  [autore] 15 mar 2012, ore 17:51 

lol thanks, I wish there was more that could be done about the bouncy-ness when smacking into things. But that is Havok for you, and it is har-coded into the game. So not much can be done bout that. It can be funny to watch though that is for certain.
MEDEVILA 15 mar 2012, ore 16:36 
I LOVE this mod, and I assume the weight of the carriage is already as good as it can get, but something is goofy about a Skeever being able to throw my cart of the road.
SupernastyPants  [autore] 15 mar 2012, ore 12:29 

that issue should be fixed in the new version which adds companion availability. It is already up on the Nexus, I will be uploading it to Workshop this weekend as a sperate download to avoid any issues with the workshop update system.
Ryan the Whaler 15 mar 2012, ore 12:15 
i stopped at whiterun stable and got teleported 50 ft in the air abov the watchtower -_-
SupernastyPants  [autore] 15 mar 2012, ore 7:59 
@ Willy
Actually he is supposed to walk to the Bannered Mare, did he not? I may have left in a debug code, will look into that.

A lot of time and consideration went into determining the carrying capacity. It is already double default, and equal to 60 levels worth of Stamina perks, disregaurding individual perks in trees many classes wont even aquire. It is also the most realistic weight, a wooden cart of this structure isn't capable of carrying 1000+ pounds of anything. You, a follower, and loot all add up.

I can't please both people wanting realism and others wanting an easy loot trunk. There are other mods for such purposes (bag of holding?). If you feel it is too little, I left a comment earlier telling how to change it.

Yes, just not within the cart. It won't work at all with the scripts functions (setvehicle), it is not something I can fix.
bmyusaf 15 mar 2012, ore 0:31 
Can you fast travel with this mod?
stonekid4 14 mar 2012, ore 19:07 
add more carry weight and make like a shadowmere looking horse if possible. thx :)
Willy A. Jeep 14 mar 2012, ore 17:28 
He probably shouldnt just vanish after the purchase. He could walk away as if he were headed somewhere else to cheat money out of people.
Blacktoll 12 mar 2012, ore 22:12 
Extremely promising, I'll be sure to return when you iron out the details with having followers.
SupernastyPants  [autore] 12 mar 2012, ore 17:52 
@The Nega Druid

Yes you get in the drivers seat, companions sit in the seat right behind you.

@ GaloreOrc
C wut I did there? Pickpocket him for a journal (foreshadows his future quest :)), it should be a funny read. I am currently using him in another mod and the double entendre is quite more fitting there.
Boris the Soviet Lovehammer 12 mar 2012, ore 16:54 
lol his name is jizzer
The Nega Druid 12 mar 2012, ore 14:45 
...This is going to be /awesome/.

Do you actualy take the driver's seat? I have wanted to get on one and ride on the driver's seat thing. Totally awesome.
SupernastyPants  [autore] 12 mar 2012, ore 7:09 

Once you get to the horses base ID window, there will be a bunch of Tabs at the top with labels like "Packages, Factions, Ownership" One tab should be named Statistics (or something like it) Click the tab and a window with all of the Horses Stats will appear, near the bottom will be some boxes named "Base Stamina, Offset Stamina, and Total Stamina." In the Offset Stamina box type a value of 1300, the total will then be 1500.
Snyp3r 12 mar 2012, ore 3:32 
Hi, i'm up to the last step but I can't find where your value of 600 is or how to change any number.
stonekid4 11 mar 2012, ore 20:20 
nvm got it its not by loreius farm
stonekid4 11 mar 2012, ore 19:53 
i cant find it -__-
SupernastyPants  [autore] 11 mar 2012, ore 18:50 
Thanks :)

I chose the number 600 for Realism reasons mostly. The cart will be able to carry you, a follower, and your loot. Realistically carts of this nature have a 1000 lb limit, including driver and carrier. Estimating that between you and your follower you weigh 400, 600 is the maximum left for carrying loot. (Or atleast these were the terms I discussed with a few brainstormers before the mod was released)

It is easy enough to fix yourself however, load up the mod in the CK, set this as the active file. In the big list with the bar "Interiors" on the top, click that and change it to "Tamriel" Navigate the list and find "WhiterunExterior15" cell. There, find the "DriveableHorse1" Reference in the sheet to the right, right click it, hit edit, then click the edit base button. Go to the horse's Stats tab. find the STamina entry and edit the number so it totals 1000 or 1500.
Snyp3r 11 mar 2012, ore 18:01 
Hey, I really like this mod i've only just got it and its awesome, but I would like you to increase the carry weight of the cart to 1000-1500 because my character can carry 750 which is more than the cart, oh and please dont ever fix the bouncing around its too funny. :D
SupernastyPants  [autore] 11 mar 2012, ore 14:09 
@I'm Da Docter

Word. As I said on the Nexus Forums, I believe I have fixed the Companion Issue totally. Still testing and playing with it, but its looking good thus far. Will probably be out next weekend (4 midterms this week ugh)
Mr Drippy 11 mar 2012, ore 13:59 
Awesome trailer and favourated. I'll download it when the companion version is released and not buggy.
Halix_Two 11 mar 2012, ore 13:07 
Halix_Two 11 mar 2012, ore 11:53 
I have really looked into this script a whole lot but there is a defaultplaceatmeonactivate script. you could try it. otherwise i can't offer anymore help.
SupernastyPants  [autore] 11 mar 2012, ore 11:21 
The problem with that is I am already using the tether cairrage script, albeit modified to help fast travel.

The problem is the cart can't fast travel, so it requires a MoveTo script command to spawn the cart near the horse. The problem there is the Event which triggers tether doesn't fire until after a cell loads, and the Moveto command only workers after the cell is loaded. IE the cart and horse fast travel with eachother but arent tethered after. To save headache I have just removed the fast travel AIpackage from the horse until I can find an Event call that better triggers the tether command (which atm seems non-existant, I am hoping SKSE when released will have something for me to use.)

Also the stayput Package requires the LastRiddenHorse flag be true, which since you don't ride the horse you SetControls it, makes it false always (to my understanding anyway)
Halix_Two 11 mar 2012, ore 8:09 
maybe you could fix fast travel by binding the horse to the carriage via "carthorsetether" script and then giving the horse the "playerhorsestayput" package. so it will fast travel with the player with the cart attached