About This File
Joyful Followers
Turning your follower into ruthless prankster, boundaries are for the weak and fun may never come to an end!
Joyful Followers adds some live to your favorite companion, by creating a progression system and allowing them to engage in various activities and events across Skyrim, usually making you the unwanted center of attention. After all, laughing at people is just more fun, I think?
Ah, but don't judge early. This makes your companion seem evil, but it's all a misunderstanding! They are in fact quite shy when you first meet them, so you see, it is all but their way to show affection! As you get to know them, they are quite helpful, quite loving indeed, although be warned about the things you reveal or else you might just find yourself wrapped up, packaged in a spider's threads. And all that just to keep you safe! - A friend, no better there can be; Truly!
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Affection
The primary system to balance all of the events around. When you first meet up with your companion, they will be quite shy and relaxed but as you travel more together and overcome hardships your friend will open up more and more, allowing for more .. fun! things to happen.
Treat them badly, don't let them have their way, or even actively harm them and affection will shrink.
Mother taught us well: Only do unjust to those trusting us.
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Severity
A secondary system to affection. If you treat your follower badly, and severity will increase while affection decreases. A high severity locks you out of certain interactions and may even disable some events. As Severity reaches a significant threshold, your follower will also start pulling new tricks on you to get revenge...
Father taught us well: Unjust to those making a fool of us!
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Events
The things your follower can engage in vary from the level of affection, your severity as well as the location you're currently in and a whole lot of other things. Events can happen at any time, at any point and for any reason. Remember that dog your killed 3 weeks ago? Yes, that might just start haunting you. Ready to spend the night with some very affectionate dogs so you learn that dogs really aren't all that bad!
Your follower really cares for you after all and really wants to make sure that you go through live as a decent and civilized.. joke. And no way of education is better than simply throwing you from one uncomfortable situation into another! Oh and don't worry, we'll never let you down, perhaps some potions mixed wrong and some summons going out of control, but nothing serious, ever!
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A list of all possible events:
Legend:
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Types:
- Severity, [Severity]: Overwrites all other Event calls
- Tick: Triggers anytime while with your Follower
- Location: Triggers when changing Location
- Sleep, [Sleep Duration]: Triggers when Sleeping
- Game: Triggered by accepting the Followers proposal
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Severity Events:
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Guards! A criminal!
- Type: Severity 5+
- Cooldown: 48h (2 days) per Hold
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Requirements:
- In any Capital City
- Bounty greater than 200 in the specific Hold
- Guard nearby
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Follower Quit
- Type: Severity Maxed Out
- Cooldown: N/A
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Severity - Hit Events:
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Friendly Fire
- Type: Severity 0+
- Cooldown: N/A
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Chance: 65%
- Hit your Follower 8 times
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Affection Lv1:
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Traitor
- Type: Tick
- Cooldown: 96h (4 days)
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Requirements:
- Completed DLC1 Intro Quest ("The Bloodstone Chalice" OR "A New Order")
- Not currently playing the finale of DLC1 (Finale is considered: "Touching the Sky" AND "Kindred Judgement")
- Inside your Dawnguard FactionHQ (Volkihar Guildhall or Fort Dawnguard)
- If joined Volkihar:Â Requres Orthjolf or Vingalmo near you and at least 1 additional, generic Volkihar Clan Member
- If joined Dawnguard:Â Requires Isran, Celann or Durak near you and at least 1 Additional, generic Dawnguard Member
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Harshnil The Missing
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Type: Location
- Enter the Bee & Barb
- Cooldown: One Time
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Requirements:
- Fort Greenwall is NOT cleared yet
- Maramal is not holding his speech upon entering
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Type: Location
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Affection Lv2:
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Night at an Inn
- Type: Tick
- Cooldown: 96h (4 days)
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Requirements:
- Time past 20.00
- Inside an Inn
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My Cut
- Type: Tick
- Cooldown: 168h (7Â days)
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Requirements:
- More than 5 000Â Gold in your Inventory
- Weekdays
- Time between 10:00 and 16:25
- In a Walled City or DLC2 RavenRock
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Drugged
- Type: Tick
- Cooldown: 48h (2 days)
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Requirements:
- Drug Chance higher than 0% (Default 15, is manipulated by the Event)
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Puppy
- Type: Game
- Cooldown: N/A
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Pickpocket
- Type: Game
- Cooldown: N/A
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Requirement:
- Lv25 Pickpocket or higher
- A nearby NPC which can be pickpocketed
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Affection Lv3:
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Stripped
- Type: Tick
- Cooldown: 72h (3 days)
- Chance:Â 40%
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Reqruiements:
- Humliliation Flag
- Time between 10:00 & 22:00
- Location: City or Town
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Searching in the Wild
- Type: Sleep (4+)
- Cooldown: 96h (4 days)
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Requirements:
- Sleep in an exterior, outside of Tow
- Flora or Fauna nearby
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Affection Lv4:
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Below the College
- Type: Tick
- Cooldown: 336h (14d)
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Requirements:
- Completed "Below Saarthal"
- Not currently playing the Mage Guild finale (Finale is considered from when you learn about the Staff of Magnus to Ancanos defeat)
- Within the College Grounds or Winterhold
- In Inventory:Â 1 Diamond (Flawless or Regular) +Â 1 Filled Soulgem (Greater or Grande) +Â either: 3 Voidsalts, 3 Firesalts or 3 Frostsalts
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Last Update: Beta 5
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Misc. Features
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My Fair Share
An optional debt system you can use as a cash sink if you want. You are not put under any disadvantage to keep it disabled, there are no special events for "losing the debt game" or anything like that. That being said, your companion always can make use of some money, it can be quite expensive to build a whole tomb underground!.. not that they couldn't afford it without you being them. How? Magic! .. and a sleeping adventurer that doesn't notice when coin falls out their pockets. Silly adventurer.
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F.A.Q.
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I downloaded the mod but not events are starting, ever?
The mod is designed around a progression system. When you just start out, you haven't progressed and thus few events are able to start. As you play for longer and the follower "gets to know you better", more events will become available. It is also important to remember that events are strictly conditioned and you simply not be in a location that has events available. See the Events section for more information. -
How does this compare to other follower extension mods, such as Subm. Lola?
This mod aims at a mostly consensual relationship. While the follower can be very crude and potentially hurtful, it is never their intention to actively make you submit, to enslave you or put you into any other, similar kind of situation. Instead, the mod aims around pulling pranks on you which may shape the mod in a specific direction, but none that makes the follower a stereotypical "dom". Everything in this mod is a joke, essentially -
Can I be enslaved by my follower?
No, stereotypical enslavement events will never be part of this mod. -
Can I enslave my follower?
No. The follower is driving force in this relationship, it wouldn't make sense to have them walk after the player.
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Requirements
- SexLab Framework
- SexLab Aroused
- FNIS/Nemesis
- A (vanilla) follower
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Compatibility
- EFF and AFT have integrated patches. Both should load before JF
- NFF is loaded after JF
- FLP does not conflict
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DF and SubLola are compatible
*it is however highly recommended to not have the same follower be managed by more than 1 mod
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Credits
- DarkAngel1265 for Crawling animations
- audhol for Sitting animation
- Collygon for everything inside the "Collygon" Folders
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Deviously Joyful
DJf is an Add On to Joyful Followers featuring some content utilizing Devious Devices.
This addon also serves as an example to how integrate additional quests into JF.
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Feature: Key Holder || Unfinished - Do not give them Chastity or Piercing Keys
While exploring the world, your follower searches for keys and stores them in an inventory they manage
You can hand over your keys to sore them inside this inventory. You may ask how many keys your follower currently holds - and sometimes you can even take them out!
The Key Holders Inventory is a safe storage for your keys - as long as you dont mind someone else having control over them of course
Your follower helps you to unlock certain devices as long as there are keys in this inventory
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Requirements
- Devious Devices
- PetCollar (Link) (Optional)
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Some links if you want to support me:
- Patreon: Scrab Joséline | Patreon
- Ko-fi:Â Â Scrab | Ko-fi
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Discord Link for good measure:
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Previous Change-logs
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DJf 1.0.0.2
- Added missing Translations to Archive
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DJf 1.0.0.1
- Ported DjF to JF1.0+
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1.0.1.1
- Recompiled all Scripts
- Fixed a typo in dismissal dialogue
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1.0.1
- Fixed the timeout setting in the MCM being treated as days instead of hours
- Fixed an issue with "Below the College" causing the Quest timer to become stuck
- Added a debug option to lookup (and reset) event-cooldown times
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Beta
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Alpha
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Alpha 2.1
- SitW: Changed model & size of the satchel. It should be easier to recognize now. (Note however that finding the satchel without any clues is meant to be hard)
- SitW: Changed the maximum radius of the area in which the satchel can be placed from 500 ~ 3500 units to 2250 ~ 4500 units
- SitW:Â Questlogs now uses first person to describe your current situation instead of second personÂ
- SitW: Fixed a bug that didnt allow the Quest to be completed properly
- SitW:Â "Bad End" in Searching in the Wild has been removed for now. Its bugged.. slightly.. Ill try to reintroduce it in Alpha3
- The drinking Event should no longer spam trigger itself
- Animals and Childs should no longer be able to become JoyFols
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Edited by Scrab
What's New in Version 1.0.1.3
Released
JF 1.0.1.3
- Simplified follower recruitment and dismissal
- Fixed some data not being cleared when dismissing a follower
- Fixed settings no longer being able to change after opening an add-on MCM Page once
- Fixed errors on the Papyrus log when opening an add-on MCM Page
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DJf 1.0.0.2
- Fixed MCM DD Weight Sliders showing "NAN" when adjusting the slider