Oblivion talk:Horses

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[edit] Horses Grow depending on race mounting them.

My current character is a High Elf, the tallest playable race in the game ((not counting mods)) playing XBOX 360 version all expansions and add ons.

I have not tested this with a Nord, the other tall race. I have only played the Mer and Beastfold excluding Orcs. Note that Bosmer NPC's are significatly smaller than the other races but if you play a Bosmer yourself you are effectly as tall as "average" of Imperials and Dunmer and not of your fellow Bosmer.

To effectly test this you need an Altmer character versus a member of another "mer" "man" or "beastfolk"

The "glitch" Whether owned or stolen if you are an altmer and mount a horse that horse will effectivly grow bigger than normal to "accomadate" you. I took pictures with my camera to compare before and after pictures

Side View 1: [1]

Side View 2: [2]

Comparison to Altmer: [3]

After Boarding, Horse Grows: [4]

Horse that grew, far back: [5]

Back Comparison with building for lines: [6]

--71.23.17.32 18:46, 16 May 2011 (UTC)unokitsune

I tried this on PC and it's true as far as I can tell. As a High Elf the horses grew. I couldn't see a difference with a Wood Elf, so I'm not sure about shrinking. --DKong27 Talk Cont 21:08, 16 May 2011 (UTC)
That's because player wood elves are not the same size as their brethran so unless you can find a wood elf npc to ride the horse, I don't know of any off the top of my head in xbox 360. Maybe get "Annoying Fan" to? By the way thanks for editing the pictures for me, I'm not much experienced with wiki or coding. I havn't tested this with Nord so I'm not sure.--71.23.17.32 21:11, 16 May 2011 (UTC)unokitsune
Actually, player Wood Elves are 90% in height compared to Imperials. See here for the full table. --DKong27 Talk Cont 21:14, 16 May 2011 (UTC)
Interesting. However when I played on my Bosmer character I found myself to be taller than my Bosmer sisters/brothers so the horses remained for the most part the same, if they weren't the changes weren't as severe as the Altmer.--71.23.17.32 21:19, 16 May 2011 (UTC)unokitsune
Is this going to be added to the main page? — Unsigned comment by 71.23.17.32 (talk) at 04:11 on 21 May 2011 (UTC)
I've added a small note about it. I don't think we need to be any more specific than that. Legoless 11:19, 21 May 2011 (UTC)
Thank you sir — Unsigned comment by 71.23.17.32 (talk) at 04:29 on 22 May 2011

[edit] Martin's Mysterious Mount

I've been traveling around with Martin and completing quests instead of bringing him back to Weynon Priory after Kvatch. I lost track of him briefly in the wilderness, which happens all the time, of course. But this time, he suddenly reappeared next to me astride his bay Weynon Priory Horse, despite the fact that we were about as far away from the Priory as we could have possibly been and I had taken him nowhere near it before. Anyone heard of this or know what causes it? For all I know it's an occurrence so typical that few have bothered to talk about it, but if Martin can just conjure up a horse out of nowhere, it seems like something that should be spelled out on the wiki. Minor Edits 12:01, 28 May 2011 (UTC)

At stage 5 of MQ04 (Weynon Priory), Martin is given ownership of the horse - up until then it belongs to the Blades faction. It's possible that when he lost contact with you, Martin's AI decided that the fastest way of getting back in contact was to head to the priory and pick up the horse. I've never seen it myself though. If you're on the PC, go into the console and click on the horse. If its id is 2008A, it's the one from the priory. If not... it's even stranger. rpeh •TCE 12:53, 28 May 2011 (UTC)
I'm playing on the 360, so I can't really figure out what happened. According to my journal, I'm on MQ03, Find the Heir, at stage 60, so it seems likely Martin's ownership of the horse was triggered already. But I was east of the Yellow Road, between Cheydinhal and Leyawiin; there's no reasonable way Martin could've gone to get the horse and then come back in the couple minutes I didn't see him. Is there anything, any script, that would cause the horse to leave the Priory and seek him out at this time? Minor Edits 21:35, 28 May 2011 (UTC)
Nope, there's nothing like that. Very odd. rpeh •TCE 09:44, 29 May 2011 (UTC)

[edit] Old nag

how do u get old nag? i've talked to the orc and she just says that they used to sell horses and then she burps and says eating horses is wrong. it never says anything about a horse named old nag. is there a way to optain it?

you need the horse armor plugin (Eddie the head 03:16, 26 June 2011 (UTC))

ok thnx

[edit] Add Information about Unsafe Stables (ex. Wildeye Stables is not safe)

I assumed that if I fast travel to a city, and my horse is "auto-stabled" outside, then it would be safe. I just happened across a page that says the Bruma pen (Wildeye Stables) is NOT SAFE. It says a marksman(woman) will shoot at the horses!
- If this is the only place with an issue, it should probably be added to the bug section.
- If other city gates or city stables are unsafe, I think it should be mentioned which are safe and which are unsafe in the 'taking care of horses' section. For example "It is not safe to leave your horse in the pen of Wildeye Stables (nor to fast travel to the east gate of Bruma).

Question: If you fast travel to the North Gate of Bruma, will your horse always be left outside the North Gate? Or will it be placed in the stable? I have seen conflicting (or misleading?) information about this on the wiki. On the Wildeye Stables page it says, "If you must fast-travel to Bruma, you'd be best advised to use the north gate." (With no additional information, it would seem fast traveling to the North Gate would be safe.) However, the Horses page says, "Your horse lands at your destination of fast travel. If you travel to a city, the horse will be found outside the city gate closest to your previous location, not necessarily the one with the stables near it." This would mean I need to first fast travel to a place closer to the North Gate than the East Gate, then fast travel to the North Gate in order to guarantee my horse will stand at a safe place. --Amsuko 02:11, 31 August 2011 (UTC)

[edit] swimming underwater

sorry if this is a really dumb question but i was woundering how to get the horse to swim under waterThe sorrow 12:38, 10 September 2011 (UTC)

I didn't even know that horses could swim underwater. I guess you could make them do a really big jump, and as they're trying to get back above the surface you could try to make it swim down. Sencilia 10:51, 12 September 2011 (UTC)
The following statement was in the article and I removed it:
  • It is possible to go underwater with your horse, but be warned; horses can't breathe underwater and tend to end up in a watery grave. This can be avoided but it is tricky to get a horse back above the water.
I have tested it extensively, and it is false. Horses always float, they can't drown, and you can only steer forward, back, left, right -- even underwater.
Bewing (talk) 23:52, 27 September 2013 (GMT)

[edit] Missing horse!

I got a black horse before, and I just got a white horse. But now I can't find my black horse! Is it not possible to own two horses at once? -Dragonman

You again! Anyway, if you buy a second horse, the first one will make it's way back to stable where you bought it from. You can collect it again whenever you want, although it might not have reached the stable by then.RIM 23:27, 7 January 2012 (UTC)

[edit] Prior Maborel's Paint Horse's RefID

I just tried using MoveTo to figure out where I'd left the darn horse, but the RefID here didn't work. In the end, I loaded up a previous safe to check the RefID of it, and it told me "0002008c". Going back to the original save, I used MoveTo on this id, and was transported there immediately. All the 20 meters... >_> Is this because (one of) the unofficial bug-fix mod(s) alters the ID, because I'm using the GotY edition, or one of the other mods I've installed (official or unofficial) does this? Freso 21:09, 8 February 2012 (UTC)

These tables document the BaseIDs, which makes sense for the non-unique horses. Not sure how to document the RefIDs for the unique ones. --Alfwyn 21:44, 8 February 2012 (UTC)
RefID My Prior Maborial's Horse (Armored) xx002123. I was convinced of it when it I lost, and all RefID specified here didn't work...

[edit] Horse Gone Invisible and Undetectable

One day, my horse just disappeared and was nowhere to be found, so I tried console commands like moveto to either move me to the horse or the horse to me, and while it did work, the horse itself was practically nonexistent. I used tcl to try to find it below ground or up in the air. I even tried exiting the game and reloading. I also tried things like waiting for it at the stable where I bought it and trying to buy a new horse. Nothing worked.

Finally, I found something that worked! Here's what commands I entered:

prid # (where # is the reference ID of the horse)
kill
resurrect
moveto player

And then the horse was right there. Just in case it was still bugged, I killed it and was able to purchase a new one and got it re-armored. Hopefully this will help someone else who gets the same problem. I'm not sure how this will work with Shadowmere (I was using a black horse), but it may give some ideas. 71.171.23.212 23:57, 22 June 2012 (UTC)

[edit] How to gallop?

I already have Caps Lock on so the horse is always running, but is there a button to gallop faster, without spells or anything? — Unsigned comment by 184.161.146.190 (talk) at 17:21 on 7 September 2013 (GMT)

No there isn't. That feature first appears in Skyrim. --AKB Talk Cont Mail 17:21, 7 September 2013 (GMT)
Ok thank you! — Unsigned comment by 184.161.146.190 (talk) at 18:34 on 7 September 2013

[edit] Fast Travel and Towns

I think there should be a note to some effect that says that when you Fast Travel on horseback to a town gate (which puts you inside the town), the horse disappears and goes back to its home point. An experiment with Shadowmere at Horse Whisperer Stables showed that if I teleport to Anvil Main Gate and walk right back out again, the horse is gone and I had to go all the way back to Fort Farragut to pick it up again. This seems to be part of the general prohibition on horses in cities. If you try to ride a horse through a gate, it forces a dismount. Gglazer (talk) 02:47, 14 July 2014 (GMT)

second experiment: Fast Travel from outside of My Imperial City Shack to North Country Stables caused a message, "Your horse is stabled outside the city gates." message to appear and the horse was waiting outside the North Gate on the opposite side of town. The only reason I can think of at all for this to happen is that I was on my way to pick up the reward from Affairs of a Wizard and that has the quest marker at the North Gate. But what that should have to do with horse placement and why it didn't let me stay on it outside of the city at the stables, is not clear at all to me. Gglazer (talk) 03:19, 14 July 2014 (GMT)

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