
Mods / Elk Jaunt Integration
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
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 | 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 | 776 | Jun 27th at 5:41 PM | elkjaunt_1.1.1.zip | 1-click install | ||
Fixes:
Additions:
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1.1.0 | 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 | 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 Changes Compared to Vanilla Elk:
Additional Features:
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I consider this an essential mod now, thanks a ton for this <3
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.
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?
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
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
does this fix the Elk's terrible hill climbing? The bloody thing trips and fumbles all over the place
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.
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