If you are using the standard BioWare mount scripts and haven't modified them it might be well worth it to look at the Krit's Alternate Horse Scripts package. I've found it improves the performance of the horses quite a bit and is worth including in any module that uses horses.
Technically *I'm* not using anything, I don't know what scripts Savant used off-hand, would have to dig into it. But horses aren't even used in like 75%+ of Aielund and thus I find myself thinking it's not really going through a bunch of hassle to try to fix them.
Act I
Once you clear the forest I suppose you can use them to travel back and forth on the highway? Not exactly a lengthy journey? And maybe on part of the Barbarbian plains?
Act II
Heading south to Amalis, but again not a long journey. And maybe in the Stoneguard Mountains but that's probably hard to navigate in.
Act III
Traveling west to Culdeny and then south to Highmarch, I guess, but you definitely don't miss the horses if you don't have them. Busy fighting stuff or talking to people along the way, not really any big travel segments.
Act IV Part I
Are there even mounts?
Act IV Part I
Are there even mounts?
Act IV Part I
Get mounts right before the Eternal Battlefield...so you literally use the mounts to ride through 2-3 zones and then you lose them.
Act 3 is the only act where I can sort of maybe kind of see how people might find mounts useful.
Before I killed Holister Wilson, he told me how Peridoc from the thieves guild had set me up.
But when I go back to the thieves guild to have a word to him about it, there is no dialogue option at all.
He just says "good luck with the assassins guild, you'll need it."
Odd, never had that happen. Ever. But I'll look at that and the others.
The Squad Leader asks if you've seen the princess, & even though she is standing right beside you, the only answer is "Not yet I think there are more places to search in the base."
Never had that problem either but I'll check the script.