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1 hour ago, Netherworks said:

 

It's likely to do some really odd things if the mod is using dialogueFollower and adding extra aliases. You'd have to look and see if that's what is going on. The first 10 aliases (well 12, since I try to catch the original follower and animal alias) are going to have changes to the followerAlias script and any additional slots aren't going to use it. So I don't think off the top of my head that I would recommend it.

 

I checked again, this time without nwsFollower and it simplified what was going on. The "Skyrim at War" mod only makes a few many changes. Screenshot of xEdit attached.

  • It's just adding Alias Package Data to the first follower slot (Alias #0) and also removing the items.
  • Note: Ignore the yellow highlights on Alias Flags. it's from USSEP.

 

If I add those Alias Package Data entries into nwsfollower's form and just make sure the Skyrim at War commander NPC is in that slot, that should work, right? Or am I unable to control which slot a follower is in?

 

Note: I believe the way Skyrim at War handles commanding a squad is by making only the squad commander an actual follower.

xEdit.png

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7 hours ago, Netherworks said:

 

I always keep NFF last. I would also exclude it from any bashed patch or similar. In LOOT (at least the standalone), you can set it to LATE LOADERS and it should be fine.

 

I use Mrissi in the framework. Works fine.

 

But Mator Smash patch is ok, right? I just got off the Mator Smash discord and they said to smash everything except for DynDOLOD. 

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First off. Love this mod, was glad it landed somewhere accessible. 

I'm not sure what I'm doing wrong, maybe nothing, but when I mount a horse Serana (imported) doesn't mount a horse. What should I look for?

 

Thanks again for a great mod. I'm looking forward to try your Frea, but I'm well into a playthrough with too many followers as it is. Next time for sure.

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2 hours ago, milankovalcik said:

Can I ask something?

 

I was cleaning through my mods and I had found this installed and I wanted to know if it was made redundant with NFF.

 

Followers can relax

 

 

Can only help witht he Relax mod, you can drop it. Neithers allowes followers to sandbox, you can even use a hotkey to let them do it on demand. it really is nice ? Every time i go to an Inn i hit the key and they  go to wherever they find a marker. 

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10 hours ago, durridt said:

I'm not sure what I'm doing wrong, maybe nothing, but when I mount a horse Serana (imported) doesn't mount a horse. What should I look for?

Uhmm, you try to use Serana with this mod. Doesn't work, because she has her very own AI.

 

9 hours ago, snarfies said:

Oh no, did you get booted from Nexus?

Everyone with a bit of dignity is leaving the Nexus, since they changed (are about to change?) their policy. Mod authors lose their right to delete their mods, so authors are leaving in flocks.

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I see you moved from Nexus, Netherworks. Shame Nexus made such a stupid decision.

 

Now, a quick question please:  when I decide to provide an outfit to a follower, my understanding is what they are wearing is removed and stored in a "Satchel".

I recall the once-only pop-up that announces this.

 

However, if I do this the Satchel is always empty. The follower's clothes are gone forever.  So, my question is where does it go? Should the original kit be in the Satchel or am I misinterpreting this?

 

Thanks for any assist!

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Is it against the rules to make a request here? If it is against the rules, please ridicule and rebuke me for my stupidity.

I think the base setting is great, but there are some additional features I would like to see.
I would like to see the ability for the inhabitants of a base to follow behind other inhabitants. What I want is the ability to follow behind them without having to sit down like an escort.
It may be rude to name other mods, but it is a feature like the squad feature in FollowerLivePackage.

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Thanks for the best follower mod!

 

I am having trouble with the horses from this mod and my new play through. I have adjusted the settings in the MCM, but my hotkey does not summon the horse. It worked for me on the last play-through, so I know the issue is on my end. Does anyone have troubleshooting advice?

 

Thanks!

 

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Okay so just going to throw this out there for anyone who finds themselves in the same boat I was in. So if you're like me and use NFF with the not recommended followers (Inigo, Lucien, and Recorder ect.) so that you can make use of its outfit systems or having them craft items or wander around in towns. Then find yourself in my situation where when you want to drop them off at base and go solo or with another follower so you export them from the framework and suddenly find you are unable to import them again via dialogue. The solution is to use the command follower power on them and than hit recruit to force them back into the framework since you lose the ability to re recruit them through dialogue if you export them now apparently.

Also I have not had any of these followers brake by having them in NFF so long as I let there packages take priority and kept the functions in NFF to the immersive parts such as looting items, doing their own thing in towns ect. and making sure that when I wanted to drop them off that I'd export them and let either their own packages dictate their home or in luciens case let MHIYH do it. Never had a problem with this method until tonight when I exported them and found I was unable to re import them through dialogue. The only difference between this playthrough and all the rest is that in this one I have the mod Sea Dragon installed which lets you invite people to live on the ship and was surprised its packages "seemed" to work with these follower in the sense that when invited to stay there they didn't just go wondering off back to riften or falkreath. So maybe that is the cause of me losing the ability to re recruit them into NFF through dialogue... maybe honestly don't know. 

Wish I had tried the command follower power before reinstalling, than using NFF's reset quests, than upgrading from my older version, than resetting quests, than thinking about throwing the mouse at the screen lol, before I realized I had yet to try the command power I never use and found it was actually the solution. Anyways hope this helps some of you all out who I've seen in various posts on various forums mentioning not being able to re import followers.

-Edit Note-
Ok so the command follow thing worked with Recorder for me but not for Inigo. However using the mod make anyone a follower which is just a couple bat file I used the friend one on Inigo and than the command followers from this was able to recruit him once more too. So I don't know how but it is looking like some of these followers of mine had the tag NFF looks for in order to import them removed but this added it back. 

Edited by sparral
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On 7/12/2021 at 9:47 AM, Netherworks said:

 

There's no forced restriction for anyone except 3DNPC followers as they should act like vanilla. For import, NFF mainly just looks for Player Teammate flag. Vilja may be one of those followers whose system turns on and off the flag at different points for some reason or another. Vilja is fairly complicated so I'm not particularly recommending that you try to force her in NFF. Any truly complicated follower can use nearly any mechanism for manipulating them during the game, so it's very hard to try to detect some of them.

You could try to force the player teammate flag using console commands if you really want to include Vilja and see if that works.

I had Vilja under NFF for hundred of game hours without any issue. I fixed my problem by adding Vilja along Serana in the dialog conditions. Works fine. Thanks. 

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On 7/25/2021 at 6:01 AM, Netherworks said:

 

I always keep NFF last. I would also exclude it from any bashed patch or similar. In LOOT (at least the standalone), you can set it to LATE LOADERS and it should be fine.

 

I use Mrissi in the framework. Works fine.

 

Thanks for the reply, I haven't really met with any issue by locking NFF load priority last ?

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On 7/24/2021 at 10:51 PM, NNS10 said:

 

I checked again, this time without nwsFollower and it simplified what was going on. The "Skyrim at War" mod only makes a few many changes. Screenshot of xEdit attached.

  • It's just adding Alias Package Data to the first follower slot (Alias #0) and also removing the items.
  • Note: Ignore the yellow highlights on Alias Flags. it's from USSEP.

 

If I add those Alias Package Data entries into nwsfollower's form and just make sure the Skyrim at War commander NPC is in that slot, that should work, right? Or am I unable to control which slot a follower is in?

 

Note: I believe the way Skyrim at War handles commanding a squad is by making only the squad commander an actual follower.

xEdit.png

 

 

NFF will attempt to ignore slots 0 and 1, which are vanilla follower and animal, so in most cases might be ok. The only time you'd need to actually use the original vanilla slot is to conventionally marry someone (NFF can allow you to elope or insta-marry someone though) and if you are messing about with evil Delphine and her Blades, in which case you need to force a follower into slot 0 for that. There isn't a facility to allow  you to pick specific slots but as stated, it tries to ignore the first two.

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On 7/25/2021 at 1:32 AM, TheRightDoorIsNotTheLeft said:

 

But Mator Smash patch is ok, right? I just got off the Mator Smash discord and they said to smash everything except for DynDOLOD. 

 

I wouldn't. I would just exclude it, personally. It might be okay but should be just as okay to exclude it.

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On 7/25/2021 at 11:06 AM, MK198914 said:

Can I ask something?

 

I was cleaning through my mods and I had found this installed and I wanted to know if it was made redundant with NFF.

 

Followers can relax

 

is there a way to make this work together with NFF?

Follower as companions . that means they walk right beside you.

 

CHeers MK

 

I played around with the idea but while they are following like that, they don't path, so they'll run into things easily. So you have to build a system where they are slipping in and out of packages constantly and it takes 3 to 5 seconds normally (lag) to evaluate a package stack. When I tried it, it just acted funny, so I pulled off of it. You shouldn't need followers will relax, though.

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On 7/28/2021 at 6:37 AM, Bluegunk said:

I see you moved from Nexus, Netherworks. Shame Nexus made such a stupid decision.

 

Now, a quick question please:  when I decide to provide an outfit to a follower, my understanding is what they are wearing is removed and stored in a "Satchel".

I recall the once-only pop-up that announces this.

 

However, if I do this the Satchel is always empty. The follower's clothes are gone forever.  So, my question is where does it go? Should the original kit be in the Satchel or am I misinterpreting this?

 

Thanks for any assist!

 

The outfit doesn't go into a satchel but it is stored in a chest that you can't see (to backup those items). Those item forms are then converted to an outfit (as a form that tells them what to wear). The satchel is a safe storage system for them. Even though the outfit is a "form", it creates phantom items in their actual inventory and the satchel is to prevent clothing things that you might put in their real inventory from accidentally disappearing, which can happen due to a game bug. Does that make sense?

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3 hours ago, Hannibal_P said:

I have only recently started using NFF after YEARS, and YEARS of EFF.  The one thing I really like about EFF was the ability to change/add Tattoos and certain RM overlays to followers.  Does NFF have that same ability??

 

I haven't fooled around at all with Racemenu overlays. I would think that since expired made Racemenu and EFF, he probably knows well how to do it :)

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On 7/27/2021 at 7:30 PM, TheRightDoorIsNotTheLeft said:

I noticed this the last two versions. When I disable all the sparring options and save it to my profile, starting a fresh new game and reloading the NFF profile shows everything saved... except the sparring options are set to default and I have to manually disable them again. Is there a chance you can address that in a future version?

 

Yes, I can fix that.

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