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Preventing followers from spellcasting


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Posted

In my current game I have recently recruited 3 different followers, who are all from different mods as far as I can see.(one from immersive wenches, the other two from one of the very numerous follower packs I got) On every battle they start by unleashing ridiculous fireworks with stupid-palette wishywashy nonsense, like random invisibility, area healing before the fight, and "1/second" but shiny bright magic regeneration auras etc. . In consequence my screen just explodes whenever the combat music starts! One time a troll moved in from the far, and one of my followers just zeus-ed him dead with one bolt, while without reason all my surroundings bloomed with spraying color, butterfly effects, and shining mass invisibility, even though there wasn't even any serious threat.

Obviously after this I want them to just do melee, but there is apparently no way to do it, or maybe the way is just not working for an unknown reason. I run the Extensive Follower Framework (EFF), which gives you that ring menu in which you can see their spells, and supposedly set their behavior to certain sets. I tried/resulted in:

- Setting all three to warrior, and then later berserker, but they still only use their spells, even though two actually are definitely warrior types with sword and two-handed hammer default package.

- Removing the spells via their magic menu, but messages on the upper left just tell me, that the follower can't forget these spells of theirs.(same for all 3)

- Trying to get them to equip spells, then going to a sub-menu in EFF, where you can chose to delete only the right/or left hand spell. Also no result, - not even a notification here.

- Then I started to flip my table and researched the addresses for their spells. Even obscure spells like 'summoning cloak' and 'healing cloak' have multiple copies in the database, but I selected the followers and used "removespell" in console with all of them. ...On every flopping instance? it tells me that the character doesn't know the spell, ..for all ids. Yet, back in the EFF magic overview, it is still there, and they certainly cast it in battle.

 

 

I also thought that maybe these were racial abilities and thus maybe couldn't be removed, but then I could successfully dispose of my Breton's magic resistance, so apparently there shouldn't be any difference. I tried to research the issue further in the webs, but all I can ever find is the tip to use removespell as the most powerful tool, which means I am at the ends of my wits.

 

Has anyone any idea why their spells seem to be locked in? Some years past in UFO, I could just tell them to not use magic ever again if remember correctly.

 

Maybe some background info on top:

- tested with 3 followers from 3 different mod, so no individual mod issue (..at least not from the followers' mods)

- spells were "healing" on one, "healing" and "lightning bolt" on the second, and "summoning cloak", "healing cloak", and two different kinds of the "mystic bolt" spell (the last ones obviously from mods {immersive wenches I presume})

- yes, I indeed tried all the ids for all the spells. Not one working, but they still appear in the menu. I even tried some with the actual character id, like "170046B5".removespell x, but it was a flimsy hope, and referencing correctly certainly wasn't the issue.

 

I suppose I could just set their magicka to 0, but I feel like that is not really addressing the true issue, and there might be followers later which I'd want to use magic, but maybe narrow in their selection. Low effect spells are generally fine with me, but the god-bolting and color explosions got to stop! Immersive Wenches has got to come with an epilepsy warning notice.

Posted

That's indeed quite odd. I use ImmersiveAFT and Immersive Wenches, and do have wench-followers as well. I didn't even remove their spells in AFT, but just told em to use warrior-tactics (upon which AFT automatically disabled casting), and it just worked. Never used EFF, but from what you describe those features are essentially identical in EFF, just using a different interface.

 

Since it's happening for multiple mods, could the issue perhaps be loadorder or a mod that conflicts with EFF?

Posted

Thanks for replying. Took me a while to test it, because out of nowhere the game wouldn't start anymore as apparently rschildren just didn't work anymore after there was a pregnancy incident.

 

I've pretty much put EFF into last place, but it didn't change anything here.  I tried to check my load order with Loot, but it was already optimized, and the few mod dependency errors I found also had no bearing on the issue.

 

How in the hell can it even happen that the console has no power about the game mechanics anymore? I would understand if there was some malicious script that just re-inserted the spells after deletion, but the game straight-out claims they aren't there, when clearly they are.

 

 

//Edit: Oh god, and I just had to discover that the flashy spells Immersive Wenches actually cost no magicka, so I can't even block them by reducing their reserves to none. ..Those of course being both the most obnoxious and useless ones of them all.

 

This is some seriously sanity testing nonsense?.

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