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[Legacy] Equus: Wild Horses

New Equus: Wild Horses mod can be found here: https://mods.vintagestory.at/equusferus Hi there! This mod adds a fictional breed of horses inspired by the eurasian wild horses and some feral horses :3 They're compatible with elk medallions, saddles, bridles,

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which [Legacy] Equus: Wild Horses release matches 1.22.3?

Updated last month
Best match for your filters 1.4.0
Game version 1.22.0, 1.22.1, 1.22.2
Loader Built-in Vintage Story mod system

[Legacy] Equus: Wild Horses 1.4.0 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Installation on the dedicated server is optional. 1 required mod needs a matching file.

Where it goes

Is [Legacy] Equus: Wild Horses required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does [Legacy] Equus: Wild Horses 1.4.0 need?

1.4.0 on 1.22.3. Every mod below is checked against that same setup.

1 required mod needs a matching file

Install project 4069, Jaunt: Entity Movement System first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.

Project 4069 Needed by [Legacy] Equus: Wild Horses 1.4.0
required
Still checking

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add [Legacy] Equus: Wild Horses without breaking your instance.

Built for [Legacy] Equus: Wild Horses 1.4.0 on 1.22.3. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.4.0. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install project 4069, Jaunt: Entity Movement System first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.4.0. It opens that exact file at the source.

About this project

What does [Legacy] Equus: Wild Horses add?

New Equus: Wild Horses mod can be found here: https://mods.vintagestory.at/equusferus

Hi there!


This mod adds a fictional breed of horses inspired by the eurasian wild horses and some feral horses :3
They're compatible with elk medallions, saddles, bridles, blankets, lanterns and bedrolls, but also with the tack from my unicorn mod and Tack and Equipment

As of v1.1.2 you can now name your horses using the N button.

As of v1.2.0-rc.4 wilder horses has been integrated and is no longer required

As of v1.2.0 the 'tobiano' gene has been added to the possible genes a horse can have

If you're playing on 1.21 please use a version suited for that, using a version for 1.20 on 1.21 will not work as intended

 

This mod requires Genelib and (since version 1.1.5) Jaunt.

The latest update separates Gaits/Stamina/Riding behaviors into a new library mod called Jaunt, this is necessary or the game will fail to load any horses. Please make sure you install this alongside Equus on both server and client

Equus version 1.1.7 requires Genelib v1.1.5 and Jaunt v1.1.6 or higher
Equus version 1.1.5 requires Genelib v1.1.3 and Jaunt v1.1.0 or higher

Optionally it also supports Biomes and Configlib

DISCLAIMER: When upgrading your mod version please make sure you fully remove previous versions of the mod and fully close the game or you may find horses disappearing. 

 

1.1.2 is here with Gait and Stamina behaviors!

Gait System

With version 1.1.0 we've added a custom gait system that more closely matches how real horses move compared to the vanilla mount system.

Horse gaits are as follows:

  • Walkback
  • Idle
  • Walk
  • Trot
  • Canter
  • Gallop

 

They are progressive in that you must move through each gait to get to the next, cycling gait up is done via the Sprint Key (see controls section for more details). Cycling down can be done with the S key or by releasing the forward key when using the snaffle bit.

Walk / Walkback / Idle Walk Icon
Trot Trot icon
Canter Canter Icon
Gallop Gallop Icon

 

 

Stamina System

All horses have stamina, at this time the amount of stamina is fixed and consistent but we may evaluate extending the genelib utilization for stamina based attributes at some point.

Max Stamina is currently set to 100, galloping and swimming both drain stamina. Stamina is regenerated when not in either of those situations, but a regen penalty is applied if the horse is mounted or injured (below 70% health).

All aspects of the stamina system are configurable in the ModConfig (equus.json) including, max stamina, fatigue costs, regen rates, and regen penalties.

When a horse's stamina is below 50% there is a chance that the horse will stop galloping that is quadratically proportional (chance increases more dramatically as the stamina decreases) to the stamina percentage below 50%.

(i.e. At 50% stamina, 0% chance; at 0% stamina, 100% chance)

If the horse stops galloping it will reduce to a canter if remaining stamina is greater than 10%, or to a trot if below 10%.

If stamina fully drains while swimming, nothing will occur (don't worry about drowning) but it signficantly reduces your ability to gallop upon exiting the water.

 

HUD Items

With the addition of the Gait System and Stamina Behavior for Horses you'll find that when mounted there are two additional HUD items visible.

 

Gait Indicator: This icon is a dynamic image that changes with your horse's gait to help give a visual indicator of your current gait.

Stamina Bar: The stamina bar shows your horse's current stamina level, if the stamina level drops below 30% the bar will flash



The placement for the gait indicator and stamina bar are fully configurable from the mod config file. 

StaminaBarLocation can be any of the following:

  • "AboveHealth"
  • "AboveHunger"
  • "AboveTemporal"

 

StaminaBarOffsets are then applied as x/y values from that location.

Please be aware other mods may share this location and offsets may need to be applied when working with mods such as Hydrate or Diedrate or Rustbound Magic.

 

Default Locations:

HUD Items

 

Controls

Snaffle Bit:

W: Hold to move forward, release to stop

A/D: Left/Right

S: Press without releasing W to decrease gait -OR- from idle walk back

Sprint Key (Default Ctrl): Increase gait, when galloping this key will also swap back and forth between canter and gallop

 

Curb Bit:

W: Press to move forward

A/D: Left/Right

S: Decrease gait -OR- from idle walk back

Sprint Key (Default Ctrl): Increase gait, when galloping this key will also swap back and forth between canter and gallop

 

Config
The config file is automatically generated at runtime in VintagestoryData/ModConfig/equus.json. 

Default Config File Below:
{
    "EnableStamina": true,
    "GlobalMaxStaminaMultiplier": 1.0,
    "GlobalStaminaRegenMultiplier": 1.0,
    "GlobalSwimStaminaCostMultiplier": 1.0,
    "GlobalSprintStaminaCostMultiplier": 1.0,
    "HideStaminaOnFull": false,
    "StaminaBarLocation": "AboveHealth",
    "StaminaBarWidthMultiplier": 1.0,
    "StaminaBarXOffset": 0.0,
    "StaminaBarYOffset": 0.0,
    "ShowHudIcon": true,
    "IconOffsetX": -400.0,
    "IconOffsetY": -99.0,
    "IconSize": 42.0,
    "DebugMode": false
}​

 

Spawn Conditions
"climate": {
    "minTemp": -10,
    "maxTemp": 40,
    "minRain": 0.1,
    "maxRain": 0.8,
    "minForest": 0.0,
    "maxForest": 0.6,
    "maxShrubs": 0.9				
}

 

Biomes Mod Locations
Central paleartic, atlantic paleartic, eastern paleartic, pacific neartic, atlantic neartic

 

FAQ (1.20)

Q: Are they tamable?
A: I'm waiting on the elk taming mechanic for this, so currently they're ridable from the get go. As with most creatures domestication does make them more tame.

Q: I'm getting a json patch error on load related to the bedroll?

Patch 2 (target: game:blocktypes/wood/bed.json) in equus:patches/attachment-patch.json failed because supplied path /attributesByType/bed-hay-*/attachableToEntity/attachedShape is invalid: The json path /attributesByType/bed-hay-*/attachableToEntity/attachedShape was not found. Could traverse until /attributesByType/bed-hay-*/attachableToEntity, but then 'attachedShape' does not exist. Full json at this path: {
"categoryCode": "bedroll"
}
A: This error is expected and ok to ignore, we are working on finding a workaround for this.

Q: The horse keeps moving when using the curb bit even after I let off the controls!
A: This is the intended behavior of the curb bit for both vanilla elk and horses, think of it like autorun :)

FAQ (1.21)

Q: Are they tamable?
A: Yes! they use the saddlebreak mechanic the vanilla elk now uses, except any horse can be tamed (instead of only "partially tamed" ones like the elk)

Q: My dragon/horse/unicorn/elk disappeared what do I do?
A: 
Copying from (this message) with adjustments:

Browse to VintagestoryData/Logs and check the client-audit.log file (not server-audit), looking for something like this:
[Audit] tRead closed held bag inventory mountedbaginv-6-882040812 on entity 882040812/Tamed Elk (male)
I use Ctrl+F to search for "tamed".
If it's empty, check the Archive subfolder too: VintagestoryData/Logs/Archive

If you find the elk's entity ID, ask an admin of the server to teleport that entity to you, like so:
/tp e[id=882040812] tRead
If not, see step below.

If the logs yield no entity ID, ask a server admin if they're willing to check the server logs.


Server logs:
Browse to VintagestoryData/Logs and check the server-audit.log file, looking for something like this:
[Audit] tRead dismounts/disembarks from a tameddeer-elk-male-adult at 536375, 131, 511375
I use Ctrl+F to search for "tamed".

Teleport to that location. Note that coordinates in the 500k range are not relative to World Spawn, so it's important to use = in the tp command. Example:
/tp =536375 =131 =511375

 

 

We're aware it throws an error for the bedroll, it should still work though. (let me know if it doesn't though)

I'd love to hear y'all's thoughts and feedback as well as any screenies, preferrably on the mod's thread on discord. 


Special thanks to:

  • sekelsta
  • safwyl
  • Freakyuser396
  • puditto
  • Hydromancerx
  • Wolfsfeld
  • and everyone else who offered ideas, advice and suggestions <3

 

Attribution List:

Project description from Vintage Story Mod DB.

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