TheSimilier Posted May 10, 2020 Posted May 10, 2020 49 minutes ago, Lupine00 said: It doesn't make sense for Serana to ask for money, as it's meaningless to her. It's just not her existential crisis. Fair enough. It'd make more sense for Serana to be looking for artifacts devious lore style rather than be looking for gold. Even post dawnguard she is already a lot more affectionate than your standard DF to the point that she'd fit in with the spouse archtype. In the end I suppose to only way to salvage Serana would be her own mod where she slowly enslaves you over the course of the dawnguard story line, with some custom dialogue. But I'm certainly not good enough at writing or coding to start that project myself anytime soon. With Seranas Hello seemingly being all kinds a messed up that doesn't sound like a good first mod.
blarghxxx Posted May 10, 2020 Posted May 10, 2020 So today I've tried out the weird potion for the first time. Nice concept but I think it's not really working as intended in my game. First of all it triggers very often (like max. 1 minute between). There also doesn't seem to be any detrimental effect to just reequipping everything and just ignoring the follower. Is this a know issue?
TheSimilier Posted May 10, 2020 Posted May 10, 2020 4 minutes ago, blarghxxx said: First of all it triggers very often (like max. 1 minute between) Sounds like you didnt configure the time inbetween events for this one. It defaults to 0min 0max, so you have to manually set the min max times inbetween triggers.
blarghxxx Posted May 10, 2020 Posted May 10, 2020 ahh, I saw them while configuring but completely forgot them. Any ideas for the other issue? Or is this as intended and it's all about roleplay?
Lupine00 Posted May 10, 2020 Author Posted May 10, 2020 3 hours ago, blarghxxx said: There also doesn't seem to be any detrimental effect to just reequipping everything and just ignoring the follower. Is this a know issue? That's not normal. You should find item encumbrance is scaled up significantly and various stats are impaired. It's a nasty effect. Possibly your game churning over the potion steps at turbo speed would break it. I'm fairly sure I fixed the default duration some while back, though if you have an old game updates wouldn't fix it.
Balgin Posted May 10, 2020 Posted May 10, 2020 Serana absolutely can become a Devious follower after the point where she actually becomes a follower. Earlier when she accompanies you from her casket to her father's castle she's not being a follower as she's occupying some kind of additional follower slot (like Sofia, Vilja or Rigmor does) instead of the normal follower slot. Once she joins you to go looking for the moth priest then the game can detect her as a Devious Follower. Not sure what point you'd need to be at in the vampire branch of the quest for her to join but possibly as early as being sent to the drug den to look for the pool of blood. 1
Reesewow Posted May 10, 2020 Posted May 10, 2020 5 hours ago, Balgin said: Serana absolutely can become a Devious follower after the point where she actually becomes a follower. Earlier when she accompanies you from her casket to her father's castle she's not being a follower as she's occupying some kind of additional follower slot (like Sofia, Vilja or Rigmor does) instead of the normal follower slot. Once she joins you to go looking for the moth priest then the game can detect her as a Devious Follower. Not sure what point you'd need to be at in the vampire branch of the quest for her to join but possibly as early as being sent to the drug den to look for the pool of blood. Yea, I'm 99% sure I had Serana as a DF for a period of time under Lozeak's version without too much issue. I do believe I needed to force the status on her, as I'm not sure it ever detected her as a regular follower, but I don't recall any major issues at that time. Probably safest to try this at a point where she isn't constantly being pulled away from the player, or after Dawnguard's story entirely.
Lupine00 Posted May 10, 2020 Author Posted May 10, 2020 4 hours ago, Reesewow said: Yea, I'm 99% sure I had Serana as a DF for a period of time under Lozeak's version without too much issue. I do believe I needed to force the status on her, as I'm not sure it ever detected her as a regular follower, but I don't recall any major issues at that time. Probably safest to try this at a point where she isn't constantly being pulled away from the player, or after Dawnguard's story entirely. Changes in this area are confined to adding built-in support for follower frameworks (NFF, EFF, AFT). In older versions support for EFF and AFT was less complete, and required patching. Support for follower frameworks can't cover everything they do, as that would mostly be just taking away framework features the user had installed. At least DF should count your followers properly Followers that work in the vanilla slot should work for DF now, and in the past. There is no change there. For Serana, conflicting anecdotes are being reported. Everyone seems to agree that she won't become devious "naturally". She will never say "the magic words". However, as for what happens after you've forced her into deviousness, experiences vary. And there is a difference in how she functions when you first meet her compared to later. The first meeting has to accommodate the possibility you already have a vanilla follower, so vanilla handles her differently. Later on - in vanilla - you are expected to remove your existing follower and swap her into the vanilla slot. At that point she should function for DF normally, but some say she does not punish. As I stated before, it's likely her vanilla packages are higher priority than DF and are blocking DF behaviors from running. Probably something similar with her Hellos, though they ought not to be totally blocked. If a vanilla has an explicit way to block them, that would be very interesting, but I suspect it's more simple than that. A dual follower setup makes immersive sense with Serana, and it's a reliable way to get DF and Serana together in your game. Here are some vampire sloots you could add as Serana's ladies' maid: https://www.nexusmods.com/skyrim/mods/90204 https://www.nexusmods.com/skyrim/mods/86495 https://www.nexusmods.com/skyrim/mods/93922 https://www.nexusmods.com/skyrim/mods/92176 https://www.nexusmods.com/skyrim/mods/78289 (orc!) https://www.nexusmods.com/skyrim/mods/55724 https://www.nexusmods.com/skyrim/mods/88333/ https://www.nexusmods.com/skyrim/mods/22842 https://www.nexusmods.com/skyrim/mods/99832 (blonde!) https://www.nexusmods.com/skyrim/mods/39689 https://www.nexusmods.com/skyrim/mods/87031/ https://www.nexusmods.com/skyrim/mods/61648/ Or if you prefer a male vamp to put you in your place? Maybe they are the real hero and YOU are the vampire sloot? Play how you like! https://www.nexusmods.com/skyrim/mods/100703 https://www.nexusmods.com/skyrim/mods/58389/ (so sexy!) https://www.nexusmods.com/skyrim/mods/78209 https://www.nexusmods.com/skyrim/mods/83571/ (can also work as a Dawnguard member, not sure if this causes problems) https://www.nexusmods.com/skyrim/mods/83443/ (story probably not a good fit, your imagination may vary) Male and female together: https://www.nexusmods.com/skyrim/mods/59085 (includes an asian-style Serana makeover look, repurposed as a standalone follower) A whole pack of vampires: https://www.nexusmods.com/skyrim/mods/78178 I think I have a couple of these in my game, and maybe some others I didn't list here. There are so many. If you look on Nexus you will find no end of them. Many female Nexus vamps are obviously Serana-style. 1
blarghxxx Posted May 11, 2020 Posted May 11, 2020 On 5/10/2020 at 3:14 PM, Lupine00 said: That's not normal. You should find item encumbrance is scaled up significantly and various stats are impaired. It's a nasty effect. Possibly your game churning over the potion steps at turbo speed would break it. I'm fairly sure I fixed the default duration some while back, though if you have an old game updates wouldn't fix it. Changing the durations didn't fix it. I had a look in the papyrus log and it seems that my game has quite some problems. There's lots of error popping up everywhere (although everything else seems to run quite great, which is why I haven't looked at the log in a long time). When the potion triggers I get a few sets of follwoing errors: [05/11/2020 - 10:32:21PM] Error: Cannot call HasKeyword() on a None object, aborting function call stack: [_DTools (3A01210D)]._dftools.UnequipGear() - "_DFtools.psc" Line 1143 [_DFlowPotion (3A186A9E)]._dfpotionquest.Weaken() - "_DFPotionQuest.psc" Line 105 [_DFlowPotion (3A186A9E)]._dfpotionquest.FirstDelay() - "_DFPotionQuest.psc" Line 82 [_DFlowPotion (3A186A9E)].QF__DFlowPotion_08186A9E.Fragment_1() - "QF__DFlowPotion_08186A9E.psc" Line 48 [05/11/2020 - 10:32:21PM] warning: Assigning None to a non-object variable named "::temp207" stack: [_DTools (3A01210D)]._dftools.UnequipGear() - "_DFtools.psc" Line 1143 [_DFlowPotion (3A186A9E)]._dfpotionquest.Weaken() - "_DFPotionQuest.psc" Line 105 [_DFlowPotion (3A186A9E)]._dfpotionquest.FirstDelay() - "_DFPotionQuest.psc" Line 82 [_DFlowPotion (3A186A9E)].QF__DFlowPotion_08186A9E.Fragment_1() - "QF__DFlowPotion_08186A9E.psc" Line 48 But since there's a lot of other errors I might just start a new game anyway,
Gräfin Zeppelin Posted May 11, 2020 Posted May 11, 2020 On 5/10/2020 at 6:31 AM, Lupine00 said: This doesn't explicitly add debt, partially because it's a habit of some silly followers to just stop in the middle of a swinging blade corridor and get cuts to pieces. Repeatedly. Imagine Lydia coming out of this corridor after "dying" 10 times, covered in blood and screaming You will pay for this !!!!
SlayerSilverWolf Posted May 11, 2020 Posted May 11, 2020 On 5/10/2020 at 2:31 PM, Lupine00 said: This doesn't explicitly add debt, partially because it's a habit of some silly followers to just stop in the middle of a swinging blade corridor and get cuts to pieces. Repeatedly. I definitely don't do this to my followers sometimes when I'm frustrated with them, no Sir. It's really no wonder I have such follower problems with the way I treat them haha.
slvsaris Posted May 11, 2020 Posted May 11, 2020 I am trying to track down why I am not able to dismiss followers with EFF and thought I would ask here if anyone has reported this issue while using the EFF patch. Not trying to say the patch is the issue, just trying to solve the issue. It is kind of annoying. I generally collect followers and dump them in a castle somewhere. Usually have at least one or two following me.
Lupine00 Posted May 11, 2020 Author Posted May 11, 2020 3 hours ago, blarghxxx said: But since there's a lot of other errors I might just start a new game anyway, Those errors from DFTools are just some dodgy old code. DF has a lot of it. I'll clean that one up for the next release, as it's just sloppy. It might stop some armor unequip but has no impact beyond that. It is not a "dumped stack". Only the Unequip gets aborted. As for other errors in your log, I haven't seen them, and would rather not But the DF errors are relatively harmless.
Lupine00 Posted May 11, 2020 Author Posted May 11, 2020 52 minutes ago, slvsaris said: I am trying to track down why I am not able to dismiss followers with EFF and thought I would ask here if anyone has reported this issue while using the EFF patch. Not trying to say the patch is the issue, just trying to solve the issue. It is kind of annoying. I generally collect followers and dump them in a castle somewhere. Usually have at least one or two following me. You MUST NOT use the old EFF/AFT patches with newer DF releases. They have BUILT IN follower framework handling. It is in BIG FRIENDLY LETTERS on the front page of the mod, and in the release notes and ... I do not distribute those patches any longer for a reason. If you have an old DF, you should update ASAP. There is no reason not to update, and there are many problems that are fixed. Despite 2.11 not fixing everything it sets out to fix, it doesn't make anything worse, and it makes modular deals a whole LOT less likely to ruin your play experience.
Guest AthenaESIV Posted May 12, 2020 Posted May 12, 2020 Is 2.12 out? only see 2.11 and the patch notes still read 2.11 as well.
Lupine00 Posted May 12, 2020 Author Posted May 12, 2020 14 minutes ago, AthenaESIV said: Is 2.12 out? only see 2.11 and the patch notes still read 2.11 as well. No, sorry. 2.12 is not released. I confused myself because the version in my own MO is 2.12 I did however update the front page, with bigger, brighter warnings about old patches, and a new note on not using UFO. It's a bit of a nuisance that LL treats any front-page edit as a "new release" despite there being an entirely different mechanic for adding releases in the LL UI. When I make new releases, I upload the release first, then work on the front-page, so people shouldn't have the issue of being told there's a new release then being unable to find it. Planned for 2.12: Complete new way to configure your prices for: Daily fee Punishment debt Deal debt relief Deal payout cost Enslavement threshold Abandonment threshold Associated "chaos mode" configuration Spank that Ass integration with a beg for spanks feature you can use with your DF to reduce their boredom. Revisit issues with some things firing while mod paused (forced follower) Fix initial state of jacket deal option Fix priest payments for willpower fatigue (again) Fix buggy spam from UnequipDevices Rebuild/clean-up FNIS files Review AI and quest priorities that may be causing Serana to not be devious enough 1
Guest AthenaESIV Posted May 12, 2020 Posted May 12, 2020 4 minutes ago, Lupine00 said: I did however update the front page, with bigger, brighter warnings about old patches, and a new note on not using UFO. That makes sense, saw the mod move to top of list, saw you mention 2.12 and thought maybe it took the site a while to propagate or something lol
AylaElfie Posted May 12, 2020 Posted May 12, 2020 1 hour ago, Lupine00 said: Spank that Ass integration with a beg for spanks feature you can use with your DF to reduce their boredom. The long awaited! Finally we can rack up some pain easily... You're a loverslab hero! ?
Lupine00 Posted May 12, 2020 Author Posted May 12, 2020 A bit more on the cost system: In 2.12, all costs are based off the daily rate. You configure the daily rate, and every other cost is a percentage or multiple of that. e.g. Punishment debt - a fixed percentage of the daily rate - default 100% Deal debt relief - a fixed percentage of the daily rate - default 200% Deal payout cost - a fixed percentage of the daily rate - default 100% Enslavement threshold - a fixed multiple of the daily rate - default 10 Abandonment threshold - a fixed multiple of the daily rate - default 25 Daily rate itself is set by configuring THREE things: Daily rate at level one. Daily rate at level one-hundred. Daily rate difficulty curve. In the hardest case, there is no difficulty curve, and the daily rate is linear scaled between levels 1 and 100. e.g. Level 1 daily rate default = 200 (S) Level 100 daily rate = 10,000 (E) This gives: daily rate = S + (L - 1) x (E-S) / (100 - 1) So, with no curve, the daily rate at level 20 is: 200 + (20-1) x (10,000-200) / (100 - 1) => 200 + 19 x 9,800 / 99 = 2080.8 or 2081 in practice. The curves apply an exponent K to the level, so the daily rate formula becomes: daily rate = S + Pow(L-1, K) x (E-S) / Pow(100 - 1, K) For values of K greater than 1.0, the cost is effectively deferred until later levels, making lower levels cheaper, and creating a more rapid increase later. Higher K means a more pronounced curve. The values of K are as follows, from "Min" difficulty to "Max" difficulty: 2.5, 2.0, 1.7, 1.5, 1.34, 1.17, 1.0 The max difficulty has a K of 1.0 and cost increases linearly. I toyed around with K < 1.0, and it works as expected, but I couldn't see any point to it. The following cost table shows the pre-defined K values that are available, applied to the default per-level costs up to level 95. I couldn't fit more because of line length. Of course, the cost at level 100 is always 10,000 anyway. Level 1 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 Min 200.0 203.2 224.4 273.7 358.1 483.5 655.1 877.3 1,154.5 1,490.5 1,888.9 2,353.3 2,887.0 3,492.9 4,174.3 4,933.8 5,774.5 6,698.8 7,709.5 8,809.1 V.Easy 200.0 216.0 280.9 395.9 560.9 775.9 1,040.9 1,355.8 1,720.8 2,135.8 2,600.7 3,115.7 3,680.6 4,295.5 4,960.5 5,675.4 6,440.3 7,255.2 8,120.2 9,035.1 Easy 200.0 241.8 366.2 552.4 792.2 1,081.0 1,415.4 1,792.8 2,211.2 2,668.9 3,164.6 3,697.1 4,265.3 4,868.2 5,505.0 6,175.0 6,877.4 7,611.7 8,377.3 9,173.5 Normal 200.0 279.5 468.6 721.1 1,023.9 1,369.7 1,753.7 2,172.3 2,623.0 3,103.7 3,612.4 4,147.8 4,708.7 5,293.8 5,902.2 6,533.1 7,185.7 7,859.3 8,553.3 9,267.0 Hard 200.0 332.9 594.2 912.6 1,273.0 1,667.4 2,090.9 2,540.2 3,012.5 3,505.9 4,018.8 4,549.9 5,097.9 5,662.0 6,241.3 6,835.0 7,442.6 8,063.3 8,696.8 9,342.5 V.Hard 200.0 429.4 792.6 1,193.8 1,620.6 2,067.1 2,529.9 3,006.4 3,495.1 3,994.6 4,503.9 5,022.0 5,548.4 6,082.5 6,623.7 7,171.6 7,725.8 8,286.1 8,852.1 9,423.4 Max 200.0 595.9 1,090.9 1,585.8 2,080.8 2,575.7 3,070.7 3,565.6 4,060.6 4,555.5 5,050.5 5,545.4 6,040.4 6,535.3 7,030.3 7,525.2 8,020.2 8,515.1 9,010.1 9,505.1 The curve settings are a little deceptive, in that they imply a difficulty, but that difficulty is ALWAYS relative to the level one and level one-hundred costs. i.e. if you were to set the level one-hundred cost to 20,000, all the numbers would increase dramatically, and if we change the level 1 cost to 400, we'd get something else again. e.g. For "Min" difficulty with level one cost at 400, and level one-hundred still at 10,000: Level 1 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 Cost 400.0 403.2 423.9 472.2 554.9 677.8 845.8 1,063.6 1,335.1 1,664.2 2,054.5 2,509.4 3,032.2 3,625.8 4,293.2 5,037.3 5,860.7 6,766.2 7,756.3 8,833.4 10,000.0 Benefits of this system... Set up your percentages and enslavement scales how you like, and you don't have to change them when you tweak your costs. Set up your level curve how you like, and never change it again. Tweak ALL your costs by adjusting just two values: level one cost and level one-hundred cost... Chances are, you can leave the level 100 cost at 10,000 and forget about it. Just change the level one cost to do all your cost tweaks during play. The curve system has the extra benefit that it introduces a certain ... uncertainty ... to the values you'll see. It's not random, but it's hard to predict unless you have the table in front of you. It gives you a challenge to play against. Set the leveled costs and a "difficulty" curve and see if you can do it. This is quite a big change, both in the MCM and in the internals of the game. There is no option to have the old system, this replaces it. I think it does a lot to remove that temptation to fiddle with the numbers though. You might adjust the daily rate once or twice in your game, and maybe not even that. It does away with the old problems where you'd adjust daily rate, then find deals were getting meaningless, so you'd adjust deals, and then it was too easy, and you'd turn it down again, then turn up daily rate again, and then enslavement value was too low, and punishment debt was too low, and so on and so on. I considered an alternative way to set the daily rate, using a level-fifty cost instead of picking a curve. In that case, the curve can be inferred from the additional data point. What do people think? Is setting a level-one-hundred cost just too ... abstract? Too hard to guess at? Almost nobody plays DF near that level AFAIK. I don't think I've ever leveled above 65. Many players start new games over and over before hitting level 40. In practice, at higher levels income is limited by ability to sell, though you do get more gold as well. The investment perk becomes essential. I really have no idea what the typical PC earns at level 100... Or 50 for that matter. In the games I play, income is distorted by mods removing all kinds of loot. 7
Nevi_ Posted May 12, 2020 Posted May 12, 2020 4 hours ago, Lupine00 said: You MUST NOT use the old EFF/AFT patches with newer DF releases. They have BUILT IN follower framework handling. It is in BIG FRIENDLY LETTERS on the front page of the mod, and in the release notes and ... I do not distribute those patches any longer for a reason. Um... but I wasn't able to dismiss a mercenary follower after fully paying off debt without the patch for EFF. That was on a new save with the latest versions of EFF and DF. 1 hour ago, Lupine00 said: What do people think? Is setting a level-one-hundred cost just too ... abstract? Too hard to guess at? Almost nobody plays DF near that level AFAIK. I don't think I've ever leveled above 65. Many players start new games over and over before hitting level 40. I think the curve approach is a bit too confusing and I'd rather see fixed per-level increases that this. Round numbers feel less random. That said, I'm using unleveled daily rate in my game, so as long as I can still have that by removing any sort of scaling it won't change much for me.
Lupine00 Posted May 12, 2020 Author Posted May 12, 2020 2 hours ago, PD_ said: Um... but I wasn't able to dismiss a mercenary follower after fully paying off debt without the patch for EFF. That was on a new save with the latest versions of EFF and DF. Why on earth would you think that old scripts from a version of DF that predates even Lozeak's rewrite of the follower handling would result in proper functioning? I guess stomping all over the new script might let you dismiss a follower. It might do a few other things as well. Or stop a few other things. 2 hours ago, PD_ said: I'd rather see fixed per-level increases that this. That's what you get if you set max in the curve. Then there IS NO CURVE. 2 hours ago, PD_ said: I'm using unleveled daily rate in my game Set daily rate for level one: 1000 gold Set daily rate for level one-hundred: 1000 gold. Job done. But given what you're doing, you might be better off if you go back to DF 1.710
Nevi_ Posted May 12, 2020 Posted May 12, 2020 3 minutes ago, Lupine00 said: Why on earth would you think that old scripts from a version of DF that predates even Lozeak's rewrite of the follower handling would result in proper functioning? I guess stomping all over the new script might let you dismiss a follower. It might do a few other things as well. Or stop a few other things. That patch does not add any new scripts - it simply restores EFF scripts that were replaced by DF. I guess it's not the best solution, but the fact is - it did allow me to dismiss a follower. Unlike your built-in support.
Lupine00 Posted May 12, 2020 Author Posted May 12, 2020 3 hours ago, PD_ said: it simply restores EFF scripts that were replaced by DF What patch are you even talking about here? If it does as you claim, then it's not a patch, it's "letting EFF overwrite DF". Maybe if you report a problem, I can help you solve it, or fix a bug, but if you run some weird-franken-install there's nothing I can do, you're on your own, and your reports don't help anyone else, except to encourage them to make weird installs that lead to things never getting fixed. You can release any follower from EFF if you use its Reset functionality, and DF does not overwrite or block that EFF feature by design. If you're using the "Devious Followers - EFF Patch.7z" file that was in old distros, I am 100% sure your DF install will not work correctly. It stomps over _DflowFollowerController.pex, which is clearly a DF file, not part of EFF. That "patch" file does not contain new functions called by newer code, so the best you can hope for is a log full of None spam and very odd follower behavior. It'd give a fair to middling chance of a CTD. The funniest part is that one of the changes there handle the correct dismissal of hirelings, which are left in a broken state by the old version, making them not rehire properly afterwards. Nor does it contain any logic that tries to block follower dismissal that isn't in the old file. But as you've made me look at why it didn't dismiss your hireling... Spoiler This is the "patch" file follower removal (comments removed): Function RemoveFollower(Actor DismissedFollowerActor) int var = game.getmodbyname("EFFDialogue.esp") if (var != 255) Quest theQuest = Quest.GetQuest("FollowerExtension") EFFCore Core = (theQuest as EFFCore) Core.XFL_RemoveFollower(DismissedFollowerActor, 0, 0) else (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) endif endfunction and this is the new RemoveFollower in the same file: Function RemoveFollower(Actor who) If 255 != Game.GetModByName("AmazingFollowerTweaks.esp") _df_AFT_extensions.RemoveFollower(who) Return EndIf If 255 != Game.GetModByName("EFFCore.esm") _df_EFF_extensions.RemoveFollower(who) Return EndIf If 255 != Game.GetModByName("nwsFollowerFramework.esm") _df_NFF_extensions.RemoveFollower(who) Return EndIf (pDialogueFollower As DialogueFollowerScript).DismissFollower(0, 0) EndFunction No logic in that code blocks dismissal... It's just a straight pass-through to the shim. However, I thought there there might be a problem with the extensions shim, if the CK decided to rebuild it. Or ... if you rebuilt anything in your DF install yourself... On my development machine, the real source for _df_EFF_extensions.psc is replaced with a fake file that does nothing. The real source file is called _df_EFF_extensions_REAL.psc That's because I don't have EFF installed on my development machine. It's kind of hard for me to simultaneously have three follower frameworks installed at the same time. Try it yourself The idea is that fake file shouldn't cause a rebuild, but if it does, the the distribution .pex is a no-op. So, to confirm that wasn't the case, I decompiled the shipped .pex ... As it turns out, it is fine and contains the expected code. This differs slightly from the old version: Spoiler Function RemoveFollower(Actor who) Global EFFCore effCoreScript = Game.GetFormFromFile(0x00000EFF, "EFFCore.esm") As EFFCore If effCoreScript effCoreScript.XFL_RemoveFollower(who, -9999, 0) EndIf EndFunction If anyone wants to show that the EFFCore quest doesn't have the FormID of 0x00000EFF or has a theory that passing -9999 to XFL_RemoveFollower was a mistake rather than a fix, feel free to explain what I did wrong. The 0 to -9999 change simply suppresses spammy messages ... so how about the ID? So I went in Tes5Edit and pulled EFFCore.esm and this is what I found: Looks exactly like the SAME quest as the patch, albeit obtained by ID rather than by name. In the above case, loaded into slot 1, but that's immaterial. And if you're wondering, the script name in Tes5Edit is EFFCore, so I don't think that's wrong either. e.g. Scriptname EFFCore extends Quest Conditional It's the same cast as the patch, but in one step, rather than two. So, if there's actually a functional difference in how the "patch" does the core act of dismissing a follower in EFF, I can't spot it. Any ideas? It would make sense if the problem lay in another file, but in that case, why would changing _DFlowFollowerController fix it? Most of the code in there has to do with the correct establishment of new followers, which differs from old code because functionality was moved out of fragments and into a maintainable location. This means that newer DF's don't *have* the fragment code required for the old "patch" to work anyway. DismissHireling is clearly different, but it doesn't actually do any follower removal. However, if it crashed for some reason in the new version, but not the old, maybe it could cause an issue. Probably not though, as the crash would be isolated to that function's scope; it would just return None and we'd move on - unless it really crashed hard. So, what's in there? Spoiler Old "patch" code: Function DismissHireling (Actorbase myFollower) If myFollower == Jenassa CanRehireJenassa.SetValue(GameDaysPassed.value+1) elseif myFollower == Marcurio CanRehireMarcurio.SetValue(GameDaysPassed.value+1) elseif myFollower == Stenvar CanRehireStenvar.SetValue(GameDaysPassed.value+1) elseif myFollower == Vorstag CanRehireVorstag.SetValue(GameDaysPassed.value+1) elseif myFollower == Belrand CanRehireBelrand.SetValue(GameDaysPassed.value+1) elseif myFollower == Erik CanRehireErik.SetValue(GameDaysPassed.value+1) endif endfunction 2.11 code: Function DismissHireling (Actorbase thisHireling) ResetHirelingFlags() If thisHireling == Jenassa CanRehireJenassa.SetValue(GameDaysPassed.value+1) ElseIf thisHireling == Marcurio CanRehireMarcurio.SetValue(GameDaysPassed.value+1) ElseIf thisHireling == Stenvar CanRehireStenvar.SetValue(GameDaysPassed.value+1) ElseIf thisHireling == Vorstag CanRehireVorstag.SetValue(GameDaysPassed.value+1) ElseIf thisHireling == Belrand CanRehireBelrand.SetValue(GameDaysPassed.value+1) ElseIf thisHireling == Erik CanRehireErik.SetValue(GameDaysPassed.value+1) EndIf EndFunction Spot the difference? ResetHirelingFlags() Function ResetHirelingFlags() HirelingRecognizeJenassa.SetValue(0) HirelingRecognizeMarcurio.SetValue(0) HirelingRecognizeStenvar.SetValue(0) HirelingRecognizeVorstag.SetValue(0) HirelingRecognizeBelrand.SetValue(0) HirelingRecognizeErik.SetValue(0) EndFunction This is a fairly subtle tweak. I don't see it causing a super-hard crash that ends the dismissal process... But ... hey! ... Skyrim ... who knows? I just don't see it interfering in the dismissal process. The new code has some new functions etc, but simply removing those functions creating a few seems a long shot. Not impossible perhaps, but it would seem more likely that if putting in the old file allowed dismissal, it would more likely be a change in a function that actually executes in that file, not one that doesn't. Even then, I think the only remotely plausible candidates are only used if you have AFT.
valcon767 Posted May 12, 2020 Posted May 12, 2020 like the idea of the curving scale. for those who dont want it to scale as they level they can just set min/max to a single number and it wont scale at all. for those who want it to get harder as they level the curving scale does that ...and with options as to how fast it scales without needing constant tweaking. thats a win/win in my book (FWIW)
Nevi_ Posted May 12, 2020 Posted May 12, 2020 1 hour ago, Lupine00 said: What patch are you even talking about here? Hmm... looks like it's from version 2.03a of Lozeak's branch of the mod. I used it a while back on my previous save. 1 hour ago, Lupine00 said: If it does as you claim, then it's not a patch, it's "letting EFF overwrite DF". It's basically it, but as a separate esp. I wanted to keep DF as a conflict winner in case there are more overwrites. Plus I've added a few of my own changes (like putting Stenvar's dialogs in their proper topics). 1 hour ago, Lupine00 said: Maybe if you report a problem, I can help you solve it, or fix a bug, but if you run some weird-franken-install there's nothing I can do, you're on your own, and your reports don't help anyone else, except so encourage them to make weird installs that lead to things never getting fixed. I was trying to do just that. Maybe I shouldn't have mentioned a patch in the first place as it's barely a solution, rather a switch from one problem to another. No weird installs here: DF 2.11 from this page and EFF from nexus. Nothing overwriting them either. EDIT: The problem is - you can't dismiss (mercenary!) followers with DF and EFF installed. It was Marcurio in my case, although I'm pretty sure it's the same for all of them. Can't say anything about other followers as I haven't tested them. 1 hour ago, Lupine00 said: You can release any follower from EFF if you use its Reset functionality, and DF does not overwrite that by design. Didn't know that, thanks. I would still prefer to dismiss them via dialog though.
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