Mods / Elk Jaunt Integration

Tags: #Creatures #Tweak #Utility
Authors: Freakyuser396, Shintharo12
Side: Both
Created: Jun 8th at 9:31 AM
Last modified: Sep 3rd at 1:15 PM
Downloads: 12158
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Latest release (for Vintage Story 1.21.0 - 1.21.1-rc.1, potentially outdated):
elkjaunt_1.2.0.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 Released Changelog Download 1-click mod install*
1.2.0
1.21.0 - 1.21.1-rc.1
6847 Sep 3rd at 1:15 PM elkjaunt_1.2.0.zip 1-click install

updated for vintagestory 1.21 and Jaunt 2.1.0-rc.1

1.1.2
1.20.11 - 1.20.12
3294 Jul 7th at 9:58 PM 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
853 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
589 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
575 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://news.kalataka.ru/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.


27 Comments (oldest first | newest first)

💬 Wynt3r, 3 hours ago

Freakyuser396

Any ETA on an update for the attachment of items to the Elks? Thanks!

💬 Freakyuser396 , Oct 9th at 4:32 PM

TonyBaloni JujuBinks 
Thanks for the reports, the newest VS update changed some that attachment behavior and I still need to update ElkJaunt for that

💬 JujuBinks, Oct 8th at 9:12 AM

TonyBaloni I also have the same issue. It's not just crocks, it's falxes as well. I can place bows though.

This is using the latest version of Jaunt: 2.1.1

💬 TonyBaloni, Oct 8th at 4:24 AM

i couldn't see this listed anywhere, but it seems that this mod removes the ability to put cooking pots on the sides of elks?

💬 Diarko, Oct 1st at 4:19 PM

Not sure if youre aware, but in the default setup elk have stamina drain on Canter. So elk have stam drain on canter aswell as theyre slower then horses on both Canter and Gallop which is a bit unbalanced imo. I personally changed my settings but for others I believe it would be beneficial to adjust it for them aswell. I made the Elk have no stam drain on Canter same as Horse but they are slightly slower on the canter as Horses are better suited for long distance travel. I also made the elk faster than the Horse in Gallop while at the same time increasing stamina drain since irl Elk are faster in bursts compared to horses. This way its somewhat more balanced and purely preference to what steed you want to travel around in. Regardless you made something great and easily configurable, great work on all youre doing.

💬 Nosh, Sep 28th at 4:35 PM

Freakyuser396 You actually solved my problem with the question haha. Somehow my time got paused, and I just had to resume it. Either that, or restarting everything fixed the issue (and another issue I was having with a different mod). Thanks for being responsive!

💬 Freakyuser396 , Sep 28th at 1:52 PM

Nosh Interesting, I could not reproduce that with a snowball. The only time I had problems with stamina regeneration were in a creative world with time paused.
Could you check if there are any log messages regarding elk stamina?

💬 Freakyuser396 , Sep 28th at 1:50 PM

Codemonkey03 Looks like the Jaunt configuration might need to be updated, but what you could do in the meantime is directly changing or patching the canter and gallop/run gaits to use 0.0 stamina instead

💬 Nosh, Sep 28th at 2:29 AM

My elk stopped regenerating stamina? Not sure what caused it, but I hit it with a snowball earlier and it ran away for a second. Now Its just stuck at flashing 0 stamina and won't increase

💬 Codemonkey03, Sep 24th at 12:56 AM

Is it possible to disable stamina? I have it set to false via the Jaunt config json but it still persists. I wondered if the Elk intergration has it's own value for this somewhere I can change? 

💬 Freakyuser396 , Sep 13th at 6:55 PM

Lumvik Hello there, thanks for the report, but I couldn´t replicate it on my side with either ElkJaunt or Equus. I´ve tried getting hit myself and letting the mount get hit while on the mount (by drifter-thrown stones).

I´d guess that there is some other mod that causes an incompatibility, could you try with your whole modpack in singleplayer?

💬 Lumvik, Sep 12th at 12:36 AM (modified Sep 12th at 12:38 AM)

Hi, we’ve found a bug.
It occurs when a drifter throws a rock at an elk with a player riding it. (Possibly affects more cases)
This causes the rider to crash, as well as all players nearby in the elk’s vicinity.
The only workaround is to either remove the mod or teleport the players out of that area.

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 16252 MB RAMGame Version: v1.21.1 (Stable)11.09.2025 23:22:48: Critical error occurredLoaded Mods: ancientarmory@1.0.7, blackguardadditions@1.1.7, chiblocksel@1.8.2, chiseltools@1.14.21, clayworks@0.4.7, decor@1.3.0, hqzlights@1.1.2, dyedhardenedclay@1.0.2, vichnybackpack@2.3.2, expandedmolds@1.2.0, floralzonescaperegion@1.0.22, floralzonescaribbeanregion@1.0.18, floralzonescentralaustralianregion@1.0.15, floralzonescosmopolitanregion@1.0.5, floralzonesneozeylandicregion@1.0.14, fagreenwich@1.2.4, forlornadditions@1.0.2, gildedsteel@1.1.2, handtohand@1.0.4, haytexturefix@1.0.0, jonasboat@1.0.1, litbrig@0.7.6, m00ngrass@1.0.5, manualquenching@1.0.8, millwright@1.2.7, moreicons@1.1.0, mycodiversity@1.0.4, plainsandvalleys@1.0.12, ruggedrugs@0.0.4, scrollrackable@1.4.0, shelfobsessed@1.6.2, soundofconfession@1.0.6, spyglass@0.5.2, tankardsandgoblets@1.2.1, translocatorengineeringredux@1.6.0, game@1.21.1, vsimgui@1.1.8, wallpaperblocks@2.0.1, wildfarmingrevival@1.4.0, apegrapes@1.3.1, apelanterns@1.3.3, egocaribautomapmarkers@4.0.3, betterjonasdevicesfixed@2.0.4, betterruins@0.5.0, billposting@1.0.1, butchering@1.10.1, carryon@1.10.7, coolergreens@1.0.0, darkui@1.0.2, daytrader@1.0.5, displaycasewall@1.0.3, entitynametag@1.4.0, envelopes@2.0.2, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, gloomeclasses@1.0.7, gourmand@1.7.2, greenhousebuff@1.2.0, heatretention@1.0.2, immersivetpscamera@1.0.7, jaunt@2.1.0-rc.1, JustTrapdoors@1.0.2, kevinsfurniture@1.7.3, metalpots@1.6.1, metaltongs@1.2.3, moreanimals@1.6.2, ndlchiselpick@3.0.0, pingchat@1.0.1, noticeboard@1.1.2, onebedsleeping@2.5.4, oneroof@1.11.0, petai@4.0.0, purposefulstorage@1.4.1, rpvoicechat@2.3.22, statushudcont@3.3.1, stripper@0.0.5, substrate@1.1.2, tradie@1.5.1, ufm@1.19.6, vanity@2.4.3, vinconomy@5.0.2, vhfp@1.3.1, creative@1.21.1, vsinstrumentsbase@2.0.4, survival@1.21.1, wildgrass@1.3.4, windchimes@1.3.2, xorberax-bloodmod@0.3.4, bookbinders@1.3.1, cats@4.0.0, elkjaunt@1.2.0, esp@3.0.0, em@3.3.0, shearlib@1.2.0, tavernadditions@1.1.0, vsinstrumentsrule@1.0.2, vsinstruments_quackpack@1.0.2, tailorsdelight@2.0.0, wool@1.7.0, dressmakers@1.7.0System.ArgumentException: Position is not a number at Vintagestory.Client.NoObf.NetworkAPI.SendPlayerPositionPacket() in VintagestoryLib\Client\API\NetworkAPI.cs:line 241 at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 397 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 827 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3=================================={ TimeGenerated = 11.09.2025 23:20:28, Site = , Source = Application Error, Message = Ім’я несправної програми: Vintagestory.exe, версія: 1.21.1.0, позначка часу: 0x67fe0000Ім’я несправного модуля: ntdll.dll, версія: 10.0.26100.5074, позначка часу: 0x0e967e89Код винятку: 0xc0000005Зміщення помилки: 0x0000000000051b4eІдентифікатор несправного процесу: 0x13c0Час запуску несправної програми: 0x1dc23590fc1878dШлях до несправної програми: C:\Users\User\AppData\Roaming\Vintagestory\Vintagestory.exeШлях до несправного модуля: C:\WINDOWS\SYSTEM32\ntdll.dllІдентифікатор звіту: adaf2ee1-f661-41bf-9dd6-c42d784c9625Повне ім’я несправного пакета: Ідентифікатор несправної програми, пов’язаної з пакетом: }--------------{ TimeGenerated = 11.09.2025 14:38:03, Site = , Source = Application Error, Message = Ім’я несправної програми: Vintagestory.exe, версія: 1.21.1.0, позначка часу: 0x67fe0000Ім’я несправного модуля: openal32.dll, версія: 1.23.0.0, позначка часу: 0x63dd31adКод винятку: 0x40000015Зміщення помилки: 0x00000000000df046Ідентифікатор несправного процесу: 0x14b8Час запуску несправної програми: 0x1dc230deb8041deШлях до несправної програми: C:\Users\User\AppData\Roaming\Vintagestory\Vintagestory.exeШлях до несправного модуля: C:\Users\User\AppData\Roaming\Vintagestory\Lib\openal32.dllІдентифікатор звіту: a516f586-99e3-4224-aa20-310e152efe73Повне ім’я несправного пакета: Ідентифікатор несправної програми, пов’язаної з пакетом: }--------------{ TimeGenerated = 11.09.2025 14:37:46, Site = , Source = Application Error, Message = Ім’я несправної програми: Vintagestory.exe, версія: 1.21.1.0, позначка часу: 0x67fe0000Ім’я несправного модуля: KERNELBASE.dll, версія: 10.0.26100.6584, позначка часу: 0x0a9b38feКод винятку: 0xe0434352Зміщення помилки: 0x00000000000c66caІдентифікатор несправного процесу: 0x14b8Час запуску несправної програми: 0x1dc230deb8041deШлях до несправної програми: C:\Users\User\AppData\Roaming\Vintagestory\Vintagestory.exeШлях до несправного модуля: C:\WINDOWS\System32\KERNELBASE.dllІдентифікатор звіту: 33d3d4dc-02a7-4e02-a2a7-a5f000a1d530Повне ім’я несправного пакета: Ідентифікатор несправної програми, пов’язаної з пакетом: }

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 16197 MB RAMGame Version: v1.21.1 (Stable)11.09.2025 23:26:33: Critical error occurredLoaded Mods: ancientarmory@1.0.7, blackguardadditions@1.1.7, chiblocksel@1.8.2, chiseltools@1.14.21, clayworks@0.4.7, decor@1.3.0, hqzlights@1.1.2, dyedhardenedclay@1.0.2, vichnybackpack@2.3.2, expandedmolds@1.2.0, floralzonescaperegion@1.0.22, floralzonescaribbeanregion@1.0.18, floralzonescentralaustralianregion@1.0.15, floralzonescosmopolitanregion@1.0.5, floralzonesneozeylandicregion@1.0.14, fagreenwich@1.2.4, forlornadditions@1.0.2, gildedsteel@1.1.2, handtohand@1.0.4, jonasboat@1.0.1, litbrig@0.7.6, manualquenching@1.0.8, millwright@1.2.7, mycodiversity@1.0.4, plainsandvalleys@1.0.12, ruggedrugs@0.0.4, scrollrackable@1.4.0, shelfobsessed@1.6.2, soundofconfession@1.0.6, spyglass@0.5.2, tankardsandgoblets@1.2.1, translocatorengineeringredux@1.6.0, game@1.21.1, wallpaperblocks@2.0.1, wildfarmingrevival@1.4.0, zoombuttonreborn@2.0.0, apegrapes@1.3.1, apelanterns@1.3.3, egocaribautomapmarkers@4.0.3, betterjonasdevicesfixed@2.0.4, betterruins@0.5.0, billposting@1.0.1, butchering@1.10.1, carryon@1.10.7, chestorganizer@1.2.3, displaycasewall@1.0.3, entitynametag@1.4.0, envelopes@2.0.2, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, gloomeclasses@1.0.7, gourmand@1.7.2, greenhousebuff@1.2.0, heatretention@1.0.2, jaunt@2.1.0-rc.1, JustTrapdoors@1.0.2, kevinsfurniture@1.7.3, metalpots@1.6.1, metaltongs@1.2.3, moreanimals@1.6.2, ndlchiselpick@3.0.0, noticeboard@1.1.2, onebedsleeping@2.5.4, oneroof@1.11.0, petai@4.0.0, playerlist@2.1.5, purposefulstorage@1.4.1, rpvoicechat@2.3.22, substrate@1.1.2, tradie@1.5.1, ufm@1.19.6, vanity@2.4.3, vinconomy@5.0.2, creative@1.21.1, vsinstrumentsbase@2.0.4, survival@1.21.1, wildgrass@1.3.4, windchimes@1.3.2, bookbinders@1.3.1, cats@4.0.0, elkjaunt@1.2.0, esp@3.0.0, em@3.3.0, shearlib@1.2.0, tavernadditions@1.1.0, vsinstrumentsrule@1.0.2, vsinstruments_quackpack@1.0.2, tailorsdelight@2.0.0, wool@1.7.0, dressmakers@1.7.0System.InvalidOperationException: Invalid animation 'rideelk-walk'. Has QuantityFrames set to 80 but a key frame at frame 80. QuantityFrames always must be higher than frame number at Vintagestory.API.Common.Animation.GenerateFrame(Int32 indexNumber, AnimationFrame[] resKeyFrames, ShapeElement[] elements, Dictionary`2 jointsById, Single[] modelMatrix, List`1 transforms, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 150 at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 125 at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 274 at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 127 at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 308 at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 455 at Vintagestory.API.Common.PlayerAnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 33 at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 78 at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 827 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1=================================={ TimeGenerated = 11.09.2025 23:24:51, Site = , Source = Application Error, Message = Ім’я несправної програми: Vintagestory.exe, версія: 1.21.1.0, позначка часу: 0x67fe0000Ім’я несправного модуля: openal32.dll, версія: 1.23.0.0, позначка часу: 0x63dd31adКод винятку: 0x40000015Зміщення помилки: 0x00000000000df046Ідентифікатор несправного процесу: 0x3c90Час запуску несправної програми: 0x1dc2359fc953d9fШлях до несправної програми: E:\Vintagestory\Vintagestory.exeШлях до несправного модуля: E:\Vintagestory\Lib\openal32.dllІдентифікатор звіту: 185b8a9c-e72e-4172-a941-0e07ae73d19dПовне ім’я несправного пакета: Ідентифікатор несправної програми, пов’язаної з пакетом: }

💬 Freakyuser396 , Sep 3rd at 1:20 PM

MarkusAureus 1.21 changed quite a bit about the elk, just uploaded a new version for it. 

💬 MarkusAureus, Sep 1st at 8:08 PM

Unfortunately, Tamed Elks become invisible when using this mod in 1.21.

💬 Freakyuser396 , Aug 21st at 10:15 PM

thenobodysheep this is caused by the game reloading certain attributes every once in a while, when you have a lot of mods installed this can happen quite often.

The Mod MountCameraFix should fix that https://news.kalataka.ru/show/mod/25755

💬 thenobodysheep, Aug 21st at 9:12 PM

I've been using this mod for a minute and occasionally when I ride my elk.
I stop for no obvious clear reason, I'm trying to figure out why that's the case.

💬 Exmortis, Aug 5th at 3:52 AM

Makes sense
It was late at night when I posted this so I didn't read the whole description where you clearly spell that out-_-

My bad!

💬 Freakyuser396 , Aug 4th at 4:29 PM

Exmortis Hi there, ElkJaunt 1.0.0 was made for a much older Jaunt version, please update to the newest one.

💬 Exmortis, Aug 4th at 2:08 PM

Hey

We're having an error when trying to get the Elk that seems directly related to the Jaunt and/or Elk Jaunt mods
No idea whats causing it, any help would be much appreciated!
We're using Jaunt 2.0.0 and Elkjaunt 1.0.0

Crash Report
5.8.2025 00:04:45 [Server Error] Exception: EntityBehaviorGait not found on rideable entity. Ensure it is properly registered in the entity's properties.
   at Jaunt.Behaviors.EntityBehaviorJauntRideable.AfterInitialized(Boolean onFirstSpawn) in C:\Users\sstep\source\jaunt\Jaunt\Behaviors\EntityBehaviorJauntRideable.cs:line 122
   at Vintagestory.API.Common.Entities.Entity.AfterInitialized(Boolean onFirstSpawn) in VintagestoryApi\Common\Entity\Entity.cs:line 646
   at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2504
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2460
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2439
   at Vintagestory.GameContent.EntityBehaviorConversable.TrySpawnEntity(IPlayer forplayer, String entityCode, Single range, DlgSpawnEntityConfig cfg) in VSSurvivalMod\Systems\Dialogue\BehaviorConversable.cs:line 263
   at Vintagestory.GameContent.EntityBehaviorConversable.Controller_DialogTriggers(EntityAgent triggeringEntity, String value, JsonObject data) in VSSurvivalMod\Systems\Dialogue\BehaviorConversable.cs:line 134
   at Vintagestory.GameContent.DialogueController.Trigger(EntityAgent triggeringEntity, String value, JsonObject data) in VSSurvivalMod\Systems\Dialogue\DialogueController.cs:line 41
   at Vintagestory.GameContent.DialogueComponent.setVars() in VSSurvivalMod\Systems\Dialogue\Component\DialogueComponent.cs:line 71
   at Vintagestory.GameContent.DialogueController.ContinueExecute()
   at Vintagestory.GameContent.EntityBehaviorConversable.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data, EnumHandling& handled) in VSSurvivalMod\Systems\Dialogue\BehaviorConversable.cs:line 631
   at Vintagestory.API.Common.Entities.Entity.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data) in VintagestoryApi\Common\Entity\Entity.cs:line 1536
   at Vintagestory.GameContent.EntityTradingHumanoid.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data) in VSSurvivalMod\Systems\Trading\EntityTradingHumanoid.cs:line 313
   at Vintagestory.Server.ServerMain.HandleEntityPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\ServerGeneralPacketHandler.cs:line 465
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 977
5.8.2025 00:04:45 [Server Warning] An entity tameddeer-elk-male-adult failed to complete initialisation, will not be physics ticked.
💬 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

 

 (edit comment delete)
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