Popular Post Netherworks Posted June 19, 2018 Popular Post Posted June 19, 2018 View File Nether's Follower Framework NETHER'S FOLLOWER FRAMEWORK Looking for a multi-follower framework that is easy on game resources and gives you the choice between animal or humanoid companions, with as little as one or as many as 10 at a time? How about a system that also provides a wealth of interesting features, both immersive and quality-of-life, to allow you to tailor the framework to your own style of gameplay? Look no further, Nether's Follower Framework is that and more! This mod has 4 goals in mind: - Be compatible with as many other mods out there as possible, so that you can use it alongside your favorites. - Provide companion features that are familiar and useful but also engaging and interesting. - Make preferences optional and undoable, so that companions (and your game) don't get broken along the way. - Offer interesting options but also keep it resource-friendly and script-engine light. This framework is intended to be used with followers that use the default follower system. In other words, hook into the standard Dialogue Follower quest (most companions on the Nexus). However, there is also an optional feature that allows you to Import custom followers so that they can also make use of many aspects of this mod (no guarantees, of course, but has been tested with many unique followers out there). This mod does require SKSE and SkyUI, but those components allow me to deliver streamlined and engaging options to you, that wouldn't be possible without. NOTE: This mod makes use of scripts and scripting. Every attempt is made to deliver scripted features in an efficient way and to have them work as problem-free as possible. The presence of scripts isn't inherently bad (the game uses many, many scripts - even opening an inventory requires a very small script to accomplish). Badly written scripts are bad and I attempt to catch every issue that I can detect (via logs or results I observe in-game). This is, and will always be, an ongoing process. NFF is crafted by a follower fanatic with many years of gaming and programming experience who loves putting together a rotating group of adventurers together to accompany his dragonborn on adventures in Skyrim. For the Nerds! (ahem...) Nords! UNIVERSAL INSTALLER (UNI) Installer is the same for both editions of Skyrim (SSE and LE) and is a FOMOD (install with Vortex, MO2, NMM or similar) ** Disclaimer ** Spoiler This mod is crafted with care and created with the intention that it helps to provide you with greater enjoyment out of the game. There are no guarantees, expressed or implied, that it will work with every follower, mod or combination thereof. It is your own responsibility to learn the basics of applying mods to your games (including using a mod manager), using utilities to resolve conflicts and so on. Regarding issues, I can only help you to a point and only if I can replicate it locally - the greater bulk of issues have been user error or load order issues. However, I am human and do make mistakes and cannot foresee every scenario in which a feature may not work optimally (and Skyrim being what it is, it isn't always possible). Providing details and consistent, repeatable steps for an issue will better your chances of receiving any kind of help. If you are using this mod for the first time, I recommend that you try it first before investing in it as a permanent part of your load order. You may very well find that another mod manager better suits what you want out of a game. I have added this section due to reoccurring situations in which users blame this mod and me for their game problems. The bottom line is that my time is just as valuable as your time. I often look into problems which is time spent away from enjoying the game myself. I do not mind helping if you have tried first to help yourself, but I do not owe anyone anything. Optional File - SSE Only - There is a test file NFF_HomeBase_98_SSE.zip that is an ESL flagged esp that lower's NFF"s Home Bases Quest to 98 priority. This is for compatibility quick-fix for Follower Goes On a Trip. How to Solve Some Issues: - Sort your Mods with Loot. - Put nwsFollowerFramework.esp at the end of your load order, even if Loot puts it somewhere else and no, I don't care where it puts it. Heck, even make a rule in Loot to put it at the end. - Make sure that NO OTHER MOD is changing any of the core pex scripts in the game, except for SKSE. These are the core scripts (at the top): https://www.creationkit.com/index.php?title=Category:Script_Objects . Long story short: Reinstall SKSE and see if that fixes any issues. - If you are having follower recruit/dismiss issues with regular followers, go to the System tab and on the right side, last entry "Restart Main Quests", put a check in it. All current followers will be dismissed and the DialogueFollower quest will be restarted. Combat Gameplay Overhaul: - Initially there were reports of issues between NFF and CGO but I was unable to test since Nemesis would not install for me at the time. I have it installed now, along with CGO. I was skeptical that NFF was a cause of issues since NFF does not provide any animations or changes to animations. From my brief observations: - In the MCM, under CGO, uncheck NPCs Change Grip. This will correct a bug where NPCs will no longer re-equip 2-handed weapons. It affects ALL npcs, so this is not an NFF follower based bug and therefore I have no "fix". If you have any other issues, I would recommend to uncheck NPC's Dodge. Unsure if this causes any issues but the smart thing to do when narrowing issues would be to eliminate settings that could affect followers. Core Features - Up to 10 Followers (flexible, can be humanoids or animals). - No starter bow or arrows. - Support for Serana (doesn't override Dawnguard scripted features, such as sandboxing). - Support for Sofia (short time after intro dialogue has completed). - Plenty of options, below, all at your choice, set with a robust MCM menu. If you don't like something, it's very likely you can turn it off. - Verbose description of MCM settings via mouse-over text. - Optional (vanilla + DLC) scripts replacement if you have a problem getting the framework to "stick". Option as well for RDO. - 3DNPC is supported natively, like vanilla followers. Make sure the option in the FOMOD is checked. Sandboxing -- Allow Followers to Sandbox when you are doing passive tasks. - Set Followers to only Sandbox In-Town. - Auto-Sandbox in Town Interiors, Your Homes or Locations you determine. - Toggle off for any specific Follower. - Allow Followers (and other NPCs) to Sandbox multi-level interiors. - Followers can be individually set up to craft and/or interact when sandboxing. "Craft" in this sense is not a sim, but it does give them something actual to do while hanging around with some minor conveniences/buffs. Interaction is currently limited to ordering drinks at the taverns. Mount/Riding Support -- Allow Followers to use spawned horses provided by this mod. - Allow Horses to disappear when not being ridden or have them stay around. - Select breed and effects of their horse, select breed globally. - Provide Riding Package support only if another mod provides a horse system but no packages. - Toggle off for any specific Follower. Combat -- Set combat and non-combat distance of Followers.* - Place Followers in a Healer or Tank Role. - Choose from 10 different combat styles for Followers. - Reduce Infighting between Followers. - Optionally Disable bleedout recovery keeping them down during a fight. - Revive fallen followers with health potions. Movement - Catch Up teleport (and On-Demand Ability for player) - Can Control distance and polling time. - Enable a +25% Movement Boost for faster following. - Reduce interpolation between walk/run state changes (faster reaction). Actions - Create/Manage up to 20 "Home Bases" for your followers, where they will go when you dismiss them. Can set up work and relax locations, optionally. You can rename Bases and all locations, move followers to/from bases and visit your bases at any time (up to a max of 100 followers across 10 bases). - Regard System for Followers - relationship system that is more of their respect for you as an adventuring partner. Awards some abilities and benefits. - Improve Follower Stealth AI when out of combat. They will not initiate combat, chatter and they move in close. - Extinguish Torches when you and Followers are stealthing. - Cause Follower Torches to Expire when being used. - Stop Idle Chatter on all or selected followers (or only allow it while sandboxing) - Prevent Followers from drawing weapons when you do. - Followers will not set off basic traps (equivalent of LightFoot perk). Optional via installer. - Followers get out of the way when you get very close to them. - Followers can Auto-Recharge weapons they use or use filled soul gems (not player filled). - Learn skills from your followers when fighting with them in combat (Affinity system). - Teach Followers spells by trading spell books to them and/or directly teaching the spells you know. Works with spell mods! - Set any Follower to Essential (or reverse it). While in the Framework, all Followers are Protected. - Change the Behavior of Followers (morality, crime, etc). - Set the Damage Multiplier of followers, affecting their attack damage. Outfits & Gear - Create Outfit Sets for up to 200 individual, unique followers. - A set can include Standard, Town and/or Home outfits. - Safe, additional storage for any follower with an outfit through NFF to hold wearables (but you can put anything you want in it). Helps to prevent a bug where worn items could be overwritten when setting an oufit. - Copy their default outfit into your inventory (for custom armor, mainly). - Set a Follower to only equip headwear, shield, quiver and/or weapons while in combat. Control - Issue Commands to all Followers or individual ones at a distance. - Commands for All Followers: Wait/Follow, Toggle Sandbox, Combat/Follow Distance, Summon and Dismiss. - Commands for Single Followers (when facing follower and in your sights): Wait/Follow, Trade, Favor, Set Adventuring Gear and Dismiss. - Variety of hotkey customizable commands. Info - Much like a character sheet, you can view Stats, Skills, Perks and Abilities of your followers. - Convenient History feature allows you to see where your past followers are and either move to them or move them to you (up to 100 former followers, you can change history size in MCM). Expendables - Enlist the help of non-essential (inconsequential) NPCs by bribing them to join you, adding them to the framework. - Offer them varying amounts of gold, with more gold equaling a greater chance they will join you. - Repeatedly hiring the same NPC will eventually make them join you free of charge. - Experimental feature but works on most non-essentials, even those provided by other mods. Use with caution. They will retain vanilla dialogues, so be wary of some options while they are with you. - You can bring them to your level and allow them to go up in level as you do by using the optional batch file (install MANUALLY to your main Skyrim directory). Open the console, make sure they are selected and type: bat nfflevel Extras - Divorce your wife or husband and marry someone else (follower or not!). - Apply a Weekly Follower Cost to Followers (as a gold sink). - Share the Wealth with Followers when you find big hauls of gold (gold sink). - Call Player Horse ability with hotkey support. - Track the whereabouts of Follower via a quest. * Custom Followers are usually completely outside of the Framework but can be Imported to use any feature not shown with "*" above. Importing allows them to "borrow" a Follower Slot, so they count towards the max limit. Custom Follower here specifically means any Follower with their own follower framework outside of the vanilla system (Serana, Sofia, Recorder, Arissa, and so on). This includes Custom Pets that have their own follower framework outside of the vanilla system. Not all imported followers are compatible. -- Pets (Animal Companions) under this Framework use most of the features that Followers do. However, all races in the game are governed by behavior files meaning that pets will do what they want to do at times. Example: Dogs will sit when the player stops whether you have them set to sandbox or not. Do Not Import These Followers (incompatible): - Inigo - Shingchen Holysee Knight Followers - Recorder (reported issues) - Lucien (reported issues) - Anna's NPCs (not recommended) - Any follower that says "do not manage with a follower manager", "do not manage with AFT" or similar. If you wish to try an imported follower anyways, make sure Use Default Follow is checked so that they will use their own packages, not NFF's (there is an update for this coming in 2.5.1, right now leave them out of the framework if they are wandering off or not using their own features). Do not change their combat style or class. Do not at all change their Traits (Aggression, Morality, etc). If they have issue with NFF's sandbox or stealth ai, turn it off for that follower. If they have issues with crafting (requires sandbox), turn it off for that follower. Trying to offer means to make it more compatible with tricky followers but you have to use your common sense here. There are a lot of these kinds of followers that I don't use and I'm not going to spend 6 hours with in game to know how they all work, because I'm playing the game the way I want to play it, like you are. REQUIREMENTS - SKSE64 or SKSE (for LE) - SkyUI - Dawnguard - Must be installed and enabled. OPTIONAL (but recommended) - Fuz Ro D-oh - recommended for unvoiced text - PapyrusUtil SE -required for saving/loading profile or individual follower settings. - ConsoleUtilSSE - used for some features that can't be done with scripting: set level, heal animations, set class - Unofficial Skyrim Legendary or Special Edition Patch - this mod tries to line up with these fixes RECOMMENDED Don't like some aspects of this mod? Here are some alternatives. Horses/Mounts (Special Edition) Convenient Horses Immersive Horses Horses/Mounts (Legendary Edition) Convenient Horses Immersive Horses INSTALLATION Spoiler I recommend using a mod manager to install this mod. It is in FOMOD format. The following scripts, if they are present, will be overwritten: - DialogueFollowerScript (and QF_DialogueFollower_000750BA) - retains original functions but alters their contents to segway into the framework controller script. - FollowerAliasScript - as above. - TrainedAnimalScript - as above. - TrapBear - Altered to not affect followers. You can optionally remove this script if you want vanilla follower trap behavior. - TrapTriggerBase - as above. New Game This is the recommended approach. You can begin your game with this mod enabled. Startup impact is minimal. Existing Game Likely works best if you have never installed a multiple follower mod (AFT, EFF, UFO, etc). 1. Follow the directions for uninstalling your multiple follower mod, including uninstalling the mod. Your followers should all be dismissed. 2. Make sure your current follower is dismissed, along with any animal follower. 3. Travel to a new cell (any indoor location, for example). 4. Save your game. 5. Exit and Install Nether's Follower Framework. 6. Load your game. You should get text on the screen saying that the mod is installed. 7. Save your game and then load the save you just created. If all went well you should be using the framework. I cannot guarantee it will work flawlessly in an older save file, especially one that previously had a different framework installed. You may wish (at your own peril/comfort) to use a save game cleaner. Personally I use Fallrim Tools and I haven't had an issue with it. Updating Best behavior in most cases is to uninstall then install using the FOMOD installer. Load Order Place this mod near the end of your load order. Loot If LOOT constantly puts it somewhere else, place near the end of your load order and make a rule in LOOT. LOOT may say to set Riding Only when using with Convenient Horses. You can do that OR turn off horses for followers you want to buy horses for using CH. SCRIPT LOAD Spoiler - The script load of this Framework is pretty light to minimal. Most of the scripts and functions are fire and forget and use game events when possible. There are some exceptions. If you don't want any Papyrus load, you can turn off some features to have zero load in real time. Sandboxing - The sandbox function uses a single update loop that checks in real time. At around 7 seconds of the player being more or less idle, Followers will sandbox. Catch-Up "Teleport" - The catch up system is on the same single update as Sanboxing but only checks once per 10 seconds. It isn't a necessary component as you can use the Teleport ability to pull all Followers and Pets to you. Check Count - This checks the follower and animal count and adjusts it occasionally (single loop in real time, quick check every 8 seconds). I do recommend you leave it on. The only time it does anything in depth at all is if my animal and follower count doesn't match Skyrim's. You can turn it off and check manually (or on location change event) - this might feel more kludgy though. Import Adjustment - Same single update loop as Check Count, this simply removes an Imported follower from the Framework. You don't use my Framework to Dismiss or Recruit Custom Followers, they use their own system so this is just a clean up as their follower system doesn't directly talk to mine. Zero impact when no Custom Follower is imported. So... If you really, truly want zero impact, turn off Sandboxing, Catch-Up, Check Count and don't Import any custom followers. You might want to try these systems first before just turning them off. These systems are actually pretty light. COMPATIBILITY Spoiler Compatible with most mods that affect followers, including: -- Immersive Horses (switch Mount Support in my mod to Riding Support Only) - Convenient Horses (switch Mount Support in NFF to Riding Support Only OR disable horse on a per-follower basis) - My Home is Your Home (NFF has similar feature with setting up larger "bases of operation") - Simple NPC Outfit Manager - Relationship Dialogue Overhaul - Interesting NPCs - Skyrim Horses Renewal - Sofia (treated as IMPORT follower) *** The above mods work in my game. Some have reported issues with these mods. However, I have had no issues with them, nor CTD or anything of that nature. If I cannot replicate an issue, that issue cannot reasonably be fixed. This framework will not make any followers explicitly compatible with any of the mentioned mods, except iNPCs. Mods that affect marriage or children should be fine as those systems are untouched. -- Not fully tested with Animal mods. In theory, most should be fine. I have tried Dogs of Skyrim so far. Not compatible with: - Any multi-follower framework mods (AFT, EFF, UFO and similar). - Any mods that directly affect the recruitment of Blades. - Not compatible with mods that teach spells by trading books with Followers. - May conflict with any mod that enforces the following game settings: fFollowSpaceBetweenFollowers, iFriendHitCombatAllowed, fCombatTeammateFollowRadiusBase, fCombatTeammateFollowRadiusMin, fAIDistanceTeammateDrawWeapon, fFastWalkInterpolationBetweenWalkAndRun, fJogInterpolationBetweenWalkAndRun. - Not compatible with Change Follower Outfits (this mod monitors and only supports vanilla AI follow packages). Potential Conflicts: - Mods that enhance follower combat AI will likely override this mod. This affects the Healer Role and Combat Distances. - Mods that affect how followers travel with the player will likely override this mod. This affects Follow Distance. moving out of the way, Sandboxing, Stealth movement. Submitter Netherworks Submitted 06/19/2018 Category Regular Mods Requires SKSE64, SkyUI Regular Edition Compatible Yes 26
Netherworks Posted June 19, 2018 Author Posted June 19, 2018 Thanks for checking this out. In part I wanted to give back for all the ( dirty, slutty o.o ) mods that I've downloaded over the years. I've released some followers here and there but I was very standoffish about putting up a mod that could be so centrally embedded into someone's game - last thing I want to do is destroy someone's fun time, even by accident. Plus, there are follower frameworks galore... However, this is someone I use in all my playthroughs and it's light and very compatible with other things and foremost, I know what its doing internally. So, that's not to scare anyone off or even pry them away from AFT, EFF, whatnot. Just providing an alternative that works for me. 6
RowdyD1313 Posted June 19, 2018 Posted June 19, 2018 This is working great! Thank you for this mod. I've used AFT for a LONG time and needed something different, came across this and it works beautifully! I love that my followers actually "move out of the way" when in tight areas, especially since I tend to go around with necromancer followers and their minions. Out of curiosity will you be adding an option to turn followers essential? ? 1
Netherworks Posted June 19, 2018 Author Posted June 19, 2018 3 hours ago, Felgaru1313 said: This is working great! Thank you for this mod. I've used AFT for a LONG time and needed something different, came across this and it works beautifully! I love that my followers actually "move out of the way" when in tight areas, especially since I tend to go around with necromancer followers and their minions. Out of curiosity will you be adding an option to turn followers essential? ? I've had a couple of requests for that and I think, in general, it isn't destructive. I think that's a reasonable request. I left the follower quest as "Protected" because then you'd have people wanting it the other way - I do essential as the flag and they want the danger factor. It will likely be a non-imported follower option though.
4nk8r Posted June 29, 2018 Posted June 29, 2018 This mod doesn't make horses protected or essential like AFT? I'm trying to keep compatibility with Dogma - Thief, which needs horses to be mortal for one of the quests.
4nk8r Posted June 30, 2018 Posted June 30, 2018 I've been having script load issues (lag) and possibly a mod or script that conflicts. Everything worked fine until next time I played. Started the game, loaded the save where this had already been active and Lydia was nowhere to be found. The summon follower feature didn't work either (the cool animation worked, but Lydia didn't appear). I used console commands prid and moveto to bring her back to me. NPC dialog options indicated she was still a follower, but she totally ignored follow/stay commands and was acting like she'd been dismissed. When I dismissed and re-invited Lydia, it didn't show her name when it said it added her (the expected message was displayed, but no name was displayed, nor did Lydia behave like she was following me. When I first started using the mod, Lyida was added to slot 5, I never saw that dialog again when I was trying to re-add her.
Guest Posted July 4, 2018 Posted July 4, 2018 I like this mod, but I'm gonna have to remove it and return to EFF for one reason: if I start attacking civilians/guards or steal stuff that leads them to attacking me, my followers suddenly leave my service. I never had this happen (I don't think it happens in vanilla, but it's been a long time since I haven't used anything besides EFF).
SpyVsPie Posted July 4, 2018 Posted July 4, 2018 36 minutes ago, eodx9000 said: I like this mod, but I'm gonna have to remove it and return to EFF for one reason: if I start attacking civilians/guards or steal stuff that leads them to attacking me, my followers suddenly leave my service. I never had this happen (I don't think it happens in vanilla, but it's been a long time since I haven't used anything besides EFF). In vanilla that happens based on the morality of the individual follower. I haven’t used EFF but maybe it removes that feature. 2
Guest Posted July 4, 2018 Posted July 4, 2018 3 hours ago, SpyVsPie said: In vanilla that happens based on the morality of the individual follower. I haven’t used EFF but maybe it removes that feature. I see. Then I move to suggest said feature.
khumak Posted July 24, 2018 Posted July 24, 2018 I switched from AFT to this mod a few versions ago and it's been working flawlessly. As a nice added bonus it doesn't have any of the compatibility issues that AFT has. 1
Durante Posted August 12, 2018 Posted August 12, 2018 From the highlights seems you addressed key issues that other follower mods failed to fix such as follower standing in the way, and attacking when PC is sneaking. Splendidly done, I'm only curious as to will it need patching with mods such as devious followers?
slkomrad Posted February 20, 2020 Posted February 20, 2020 I gave this a try and now I want to uninstall it. I might use it in the next game but I miss AFT's features. I cannot find instructions to uninstall the mod on the Nexus Page or Forums. Can this mode not be uninstalled?
iggypop1 Posted April 8, 2020 Posted April 8, 2020 Hi Thanx for the mod Can this mod Force recruit NPCs? Im using EFF now for that reason...but your mod have some features i want so.....
sparral Posted April 8, 2020 Posted April 8, 2020 @iggypop1 I literally just downloaded this mod off the nexus a couple hours ago to check out and that was one of the things I had questions about too. The answer is both yes and no it lets you recruit some random none essential npcs ( guards and some towns people ) if you turn that option on in its mcm downside imo is that they have a purchase cost to them when using this option it does have options for min/max cost though. But still imo again f that I don't even pay for the mercs in the base game lol. So if you want a way around that like me down load this mod I will link below. It installs bat files so just who ever you want as a follower open console click on them and type bat setfriend or for a marriage option bat setmarry. Easier then entering those same lines in one at a time like the mod author suggested on his nexus page. Either way though for those that can't be recruited normally by this mod this will make them your ali and thus basically force recruiting them into this mods frame work. https://www.nexusmods.com/skyrimspecialedition/mods/9233/ 1
TriggerHappyYesIam Posted April 10, 2020 Posted April 10, 2020 Is there anyway to get the Adventurer Gear option from this mod and Sexlab to play nice when it comes to stripping armors for scenes? Currently with it enabled, Sexlab strips then NFF immediately puts it back on while scene is still starting up. I got around it by instead of using Adventure gear option trading them stuff vanilla stuff (I would like to trade some things with you). But I would like to make use of the option and the persistent gear option as well. As doing it the vanilla way creates naked and defaulted armor followers when I dismiss them.
sparral Posted April 10, 2020 Posted April 10, 2020 @TriggerHappyYesIam I don't have issue in my game when a sexlab scene happens it strips them just fine and the redressing after the scene ends applies adventuring gear back with out issue. So what ever is going on I would guess is something in either this mods setting or sexlabs. Now I am not using the persistent gear option because I am using the mod "dress up lovers" so that follower change outfits when at the home location and when following me. So maybe the issue is the persistent gear option? EDIT- Nvm I think I seen this as well now in my game, when it is PC involved scene every thing is fine but noticed this occurring with scenes involving followers that the PC isn't a part of.
nightshad Posted April 6, 2021 Posted April 6, 2021 it broke Lydia follower mechanic and i have no idea how to fix her : (
Netherworks Posted July 3, 2021 Author Posted July 3, 2021 Sorry it took me so long to get my shatner together and update this here. It took some added motivation at a big modding site to light a fire under me. 6
pinkfluf Posted July 4, 2021 Posted July 4, 2021 1 hour ago, Netherworks said: Sorry it took me so long to get my shatner together and update this here. It took some added motivation at a big modding site to light a fire under me. no worries , btw when my archer goes into bleedout my followers go into sneak mode, is there a setting to disable this or tweak it? To alleviate this I turn off the stealth ai on activity page but then the fools run off after rabbits or wotnot. cheers ears.
Netherworks Posted July 4, 2021 Author Posted July 4, 2021 2 hours ago, pinkfluf said: no worries , btw when my archer goes into bleedout my followers go into sneak mode, is there a setting to disable this or tweak it? To alleviate this I turn off the stealth ai on activity page but then the fools run off after rabbits or wotnot. cheers ears. Not sure I'm understanding this correctly, but it's been "one of those days". You have a follower that is an archer or you, the player, is an archer? If you are playing a sneak type build, it can be hard to get your followers to act fully strategic. You can always use the command followers power to force them to attack an enemy you have targetted.
onkalabonka Posted July 4, 2021 Posted July 4, 2021 Thx for keeping this online and not just on your Patreon. Been using it for quite a while now and yes ive seen the drama, so no comment on that, im just glad that it is still alive. just one question: did anything change in this release to the 'old' 2.7.7. that vanished from that big site? if not, good, coz then i have it already and are waiting for the next update.^^
pinkfluf Posted July 4, 2021 Posted July 4, 2021 38 minutes ago, Netherworks said: You have a follower that is an archer or you, the player, is an archer? lil ol me is the archer ah ok i understand. for what it's worth NFF is a fantastic framework one i can't do without. thanks for all the work you put in
Netherworks Posted July 4, 2021 Author Posted July 4, 2021 1 hour ago, onkalabonka said: Thx for keeping this online and not just on your Patreon. Been using it for quite a while now and yes ive seen the drama, so no comment on that, im just glad that it is still alive. just one question: did anything change in this release to the 'old' 2.7.7. that vanished from that big site? if not, good, coz then i have it already and are waiting for the next update.^^ Nothing changed, no I was planning some fixes. But this drama is distracting. Once the smoke clears a bit, I'll do a little update at least. Nothing tamriel shattering Yes, let's keep the drama off of this site, I think the admins would appreciate it. I just want to do my thing and I'm trying to keep it available so it is accessible. 4
Netherworks Posted July 4, 2021 Author Posted July 4, 2021 42 minutes ago, pinkfluf said: lil ol me is the archer ah ok i understand. for what it's worth NFF is a fantastic framework one i can't do without. thanks for all the work you put in I think you can turn on the combat awareness and still do a stealth playthrough with the enhanced stealth stuff. It's been a while since I looked at it but it should be that they don't attack until you do. I think with the defensive mode on they don't attack unless they get hit by something. Sorry, I usually play where I'm right up front with a sword like a crazy person
pinkfluf Posted July 4, 2021 Posted July 4, 2021 38 minutes ago, Netherworks said: I think you can turn on the combat awareness and still do a stealth playthrough with the enhanced stealth stuff. It's been a while since I looked at it but it should be that they don't attack until you do. I think with the defensive mode on they don't attack unless they get hit by something. Sorry, I usually play where I'm right up front with a sword like a crazy person Yup I have combat awareness, improved stealth ai and enhanced sneaking active. Just had my ass handed to me while commander bob just stood there alternating between crouching and standing everytime I came out of bleedout . I think my problem is I stealth attack with a bow once I get found out i.e eye indicator is open i should pop out of crouching but out of habit i stay crouching Does NFF check for a certain animation type for followers for like sneaking? Does it see a bleedout animation as sneaking? Sorry for so many questions and thanks!
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