Mods / Elk Jaunt Integration

Tags: #Creatures #Tweak #Utility
Authors: Freakyuser396, Shintharo12
Side: Both
Created: Jun 8th at 9:31 AM
Last modified: 6 days ago
Downloads: 1986
Follow Unfollow 79

Recommended download (for Vintage Story 1.20.11 - 1.20.12):
elkjaunt_1.1.2.zip  1-click install


Adds the following gaits to the Elk using the Jaunt Extended-Riding-System

  • Walkback (Backward)
  • Idle (Stationary)
  • Walk (Forward Speed 1 - Slowest)
  • Trot (Forward Speed 2)
  • Canter (Forward Speed 3 - similar to the vanilla elk run speed)
  • Gallop (Forward Speed 4 - Fastest, drains Stamina)

 

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.

 

The gaits are indicated on the HUD

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

Gallop Icon

 

 

If you are using Cartwright´s Caravan, this mod will give the elk their running and walking sounds back

 

This mod works with existing elks and can be added and removed anytime. - but it´s always good to make a backup when adding new mods to an existing pack.

 

 

 

 

Update 1.1.0 - for use with jaunt 1.1.0 and up

Now with configurable speeds through configlib!

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.1.2
1.20.11 - 1.20.12
328 6 days ago elkjaunt_1.1.2.zip 1-click install

removed jumpspeed setting as it currently doesn´t do anything.

updated jaunt requirement to v1.1.6 for the lastest bugfixes

1.1.1
1.20.11 - 1.20.12
776 Jun 27th at 5:41 PM elkjaunt_1.1.1.zip 1-click install

Fixes:

  • Added missing swimback gait.

Additions:

  • New config setting: swimback speed.
  • Added on-screen icons for swimming and swim-back states.
1.1.0
1.20.11 - 1.20.12
423 Jun 20th at 10:53 PM elkjaunt_1.1.0.zip 1-click install

updated for Jaunt 1.1.0 and up - (tested with 1.1.0-1.1.4)

 

configlib support added:

all riding speeds as well as StepUp speed and Falldamage can now be configured.

1.0.0
1.20.10 - 1.20.12
459 Jun 8th at 9:58 AM elkjaunt_1.0.0.zip 1-click install

Initial Release - made for Jaunt:1.0.0-pre.6 and 1.0.0-pre.7

For a full overview of what the jaunt:rideable behavior adds, visit: https://mods.vintagestory.at/jaunt

Changes Compared to Vanilla Elk:

  • Replaced the default walk/run behavior with four forward speeds, each with its own animation (walk, trot, canter, run). These animations were already part of the elk model and are not custom-made.

  • Stamina only drains at the highest speed. When stamina is low, the elk will automatically slow down to canter, then to trot.

  • The second-highest speed closely matches the original running speed. The new top speed is faster but but can only be kept up for a short time.

Additional Features:

  • Restores hoofstep sounds by adding a copy of the elk’s original footstep audio. This ensures elk make appropriate walking sounds when used with Cartwright’s Caravan.


8 Comments (oldest first | newest first)

💬 SybilBat, Jul 6th at 6:35 PM

I consider this an essential mod now, thanks a ton for this <3

💬 Freakyuser396 , Jul 4th at 8:04 PM

Xozkov They work a bit differently. Jump-speed in the current release of Jaunt only depends on the normal movespeed of the gait that you´re in, (right now even 1.00 wouldn´t do anything).

For some of the other gaits you´ll need to set it a bit higher than vanilla, as trot/canter/gallop have a 2/15/25% speed-reduction when someone is riding.

💬 Xozkov, Jul 4th at 11:58 AM

Do the speed values work differently to vanilla? I wanted to make the walk, canter, walkback, swim, and jump speed the same exact values as their vanilla counterpart but in config lib, jump speed only goes up to a value 0.05 (vanilla says 0.08). Are these the same as vanilla?

💬 Veza, Jun 25th at 1:08 AM

System.Collections.Generic.KeyNotFoundException: The key swimback was not found
at Vintagestory.API.Datastructures.FastSmallDictionary`2.get_Item(TKey key) in VintagestoryApi\Datastructures\Dictionary\FastSmallDictionary.cs:line 71
at Jaunt.Behaviors.EntityBehaviorJauntRideable.UpdateRidingState() in C:\Users\sstep\source\jaunt\Jaunt\Behaviors\EntityBehaviorJauntRideable.cs:line 401
at Jaunt.Behaviors.EntityBehaviorJauntRideable.OnGameTick(Single dt) in C:\Users\sstep\source\jaunt\Jaunt\Behaviors\EntityBehaviorJauntRideable.cs:line 679
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1106
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 481
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 107
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Freakyuser396 , Jun 16th at 4:00 PM

Taeo Well this mod does not directly change how high you can step or how big the Elks Hitbox is, but with more speed options than just walk or run, difficult terrain gets easier to manage in my opinion

 

I´d say just try it

💬 Taeo, Jun 15th at 9:21 PM

does this fix the Elk's terrible hill climbing? The bloody thing trips and fumbles all over the place

💬 Freakyuser396 , Jun 8th at 1:04 PM

Amarillo Thanks for the report, that will be fixed with the next Equus update. The currently published version of Equus does not use/need the actual mod Jaunt yet which causes that visual error.

💬 Amarillo, Jun 8th at 12:40 PM

This is great to have both horses of Equus and the Elk using the same system. It is working great, but when mounting the Elk it adds the new stamina bar with a black background that covers the vanilla player HP, temporal stability and Hunger bars

 

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