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Could someone explain how exactly horses function in the premium modules that predate their implementation; in particular Kingmaker? I'm planning on playing a paladin > purple dragon knight (it makes sense from an rp perspective, and I believe the level range is appropriate?). Purple dragon knight has the mounted combat feat as a prerequisite. While I'm willing to accept this as a simple feat tax if necessary, the paladin gets the ability to summon a horse at level 5, in what would otherwise be a horseless module. I'm not sure whether taking the one extra level of paladin will give me any benefit. Would the mounted combat feat work with the paladin's summoned horse within Kingmaker, or are the relevant scripts not implemented? And what would be the other effects of using a mount?
This question / problem has been solved by Hickoryimage
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pi4t: Could someone explain how exactly horses function in the premium modules that predate their implementation; in particular Kingmaker? I'm planning on playing a paladin > purple dragon knight (it makes sense from an rp perspective, and I believe the level range is appropriate?). Purple dragon knight has the mounted combat feat as a prerequisite. While I'm willing to accept this as a simple feat tax if necessary, the paladin gets the ability to summon a horse at level 5, in what would otherwise be a horseless module. I'm not sure whether taking the one extra level of paladin will give me any benefit. Would the mounted combat feat work with the paladin's summoned horse within Kingmaker, or are the relevant scripts not implemented? And what would be the other effects of using a mount?
As I never bought the premium modules before and my first experience went this month with the GoG version of NWN1 I'm not sure that any default campaign in that version uses the mount features (as the skill description say that is for a module not include it plus the PW or other mods based in it)
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pi4t: Could someone explain how exactly horses function in the premium modules that predate their implementation; in particular Kingmaker?
If you have a class feature that lets you summon a horse, then you can summon a horse and mount it. This will function in all modules, as it's just an ability that Paladins have. If you don't have the ability to summon a mount then you're dependent on the module in question providing a mount, otherwise the ride skill and associated feats are useless.
Post edited December 09, 2014 by Darvin
To work, mounted combat requires patch 1.69 and an 'on-hearbeat' script to calculate the AC dodge bonus of the feat. Any module that doesn't implement this renders the feat totally useless, including official campaigns. It's been a long time since I played Kingmaker, so I'm not sure if it's implemented for the summoned horse or not. Unless you're particularly interested in the dodge bonus, I would ignore the feat altogether.
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Hickory: To work, mounted combat requires patch 1.69 and an 'on-hearbeat' script to calculate the AC dodge bonus of the feat. Any module that doesn't implement this renders the feat totally useless, including official campaigns. It's been a long time since I played Kingmaker, so I'm not sure if it's implemented for the summoned horse or not. Unless you're particularly interested in the dodge bonus, I would ignore the feat altogether.
It's a prerequisite for the prestige class I want. Is it possible to check whether the "on-heartbeat" script is running?
Post edited December 09, 2014 by pi4t
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pi4t: Is it possible to check whether the "on-heartbeat" script is running?
Not in a premium module, because you can't open them in the toolset.
None of the premium modules were updated with the 1.69 patch, so the only way to enjoy horses would be with a paladin. That also means there's no on-heartbeat script implemented in any of them (with the exception of Wyvern Crown of Cormyr, where the horses and the script came from), so you'll only have the horse without the AC bonus.
Post edited December 09, 2014 by jadegiant
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pi4t: Could someone explain how exactly horses function in the premium modules that predate their implementation; in particular Kingmaker?
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Darvin: If you have a class feature that lets you summon a horse, then you can summon a horse and mount it. This will function in all modules, as it's just an ability that Paladins have. If you don't have the ability to summon a mount then you're dependent on the module in question providing a mount, otherwise the ride skill and associated feats are useless.
Cast spell *Ressurection of the topic*

Does anyone know if there is a way to fix the lag while playing with horses?
Why does it happen by the way?
I wish I could play on pw with ppl on horse.Know of anyone?
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Darvin: If you have a class feature that lets you summon a horse, then you can summon a horse and mount it. This will function in all modules, as it's just an ability that Paladins have. If you don't have the ability to summon a mount then you're dependent on the module in question providing a mount, otherwise the ride skill and associated feats are useless.
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FairyMaster: Cast spell *Ressurection of the topic*

Does anyone know if there is a way to fix the lag while playing with horses?
Why does it happen by the way?
I wish I could play on pw with ppl on horse.Know of anyone?
Horses are just changing your appearance so... it shouldn't cause any lag
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Regals: Horses are just changing your appearance so... it shouldn't cause any lag
Horses change your appearance, sure, but more importantly they use the models developed by DLA (the people who made the Wyvern Crown of Cormyr premium module) which are much, much more hardware-intensive than the stock NWN models.

I couldn't say what exactly causes this, but on my old PC all the tilesets added by the 1.69 patch as well as the coats and horses caused very noticeable lag and stuttering. Indeed, whenever I saw the screen jump when playing on a persistent world, I knew a player wearing a coat would be walking in visual range.

As for any way to avoid this: I haven't a clue. Sorry.
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Regals: Horses are just changing your appearance so... it shouldn't cause any lag
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Jason_the_Iguana: Horses change your appearance, sure, but more importantly they use the models developed by DLA (the people who made the Wyvern Crown of Cormyr premium module) which are much, much more hardware-intensive than the stock NWN models.

I couldn't say what exactly causes this, but on my old PC all the tilesets added by the 1.69 patch as well as the coats and horses caused very noticeable lag and stuttering. Indeed, whenever I saw the screen jump when playing on a persistent world, I knew a player wearing a coat would be walking in visual range.

As for any way to avoid this: I haven't a clue. Sorry.
Just a tip: you can turn off visible cloaks in the nwnplayer.ini file. Might help a lot if you experienced issues with cloaks.
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Jason_the_Iguana: Horses change your appearance, sure, but more importantly they use the models developed by DLA (the people who made the Wyvern Crown of Cormyr premium module) which are much, much more hardware-intensive than the stock NWN models.

I couldn't say what exactly causes this, but on my old PC all the tilesets added by the 1.69 patch as well as the coats and horses caused very noticeable lag and stuttering. Indeed, whenever I saw the screen jump when playing on a persistent world, I knew a player wearing a coat would be walking in visual range.

As for any way to avoid this: I haven't a clue. Sorry.
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Taro94: Just a tip: you can turn off visible cloaks in the nwnplayer.ini file. Might help a lot if you experienced issues with cloaks.
True, but the issue isn't the cloaks. It's the horses and the longcoats. And you can't turn those off.

Not a problem for me personally anyway, since I upgraded my PC years and years ago and it doesn't exactly strain the hardware on even halfway modern systems.