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Followers as Companions Help


Glaurung26

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Posted

https://www.nexusmods.com/skyrim/mods/62863?tab=description

 

Anyone still use this? I was looking for a mod that lets my followers walk beside me but I can't seem to get it to proc right. MCM comes up, I can mess with the sliders and the notifications even come up but the sliders don't seem to do anything. The follower behaves the same way. I tried paring everything down to bare bones but each follower I try seems to do the same thing. If anyone has experience using this I would appreciate it. I don't know if the mod is dead or just hasn't been updated in forever. Alternatively a mod that does the same thing would be cool.

Posted
5 minutes ago, Grey Cloud said:

Tired of followers always following. Now they can walk beside you.

 

Not in one of my games, thank you. ?

 

 

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Haha quite the army you've got. ?

1 hour ago, Lestat1627 said:

I was unaware of its existence, I try it and let you know

 

EDIT 

Tested and, as you mentioned, it doesn't work. Apparently missing behavioral files (HKX)

Okay thanks for checking for me. I'm glad I'm not crazy then. I'll have to have long walks on the glacier with my followers another way. 

Posted
3 hours ago, Glaurung26 said:

my followers walk beside me but I can't seem to get it to

So according to the mod page this kinda makes me wonder about scripts already in place from a follower you had already met. Have you tried it with a follower you have not met in game yet? Skyrim like to save data from the first meeting of NPC or place. The example I always use is when you meet Lydia she walks like a man now install a walk animation and she still walks like a man why? because you already met her and the game puts her into a saved  game file for reference. Make sense? If you never met her she will walk like a woman because the save was not made yet.

  1. Install mod
  2. Start game & load save
  3. Set up options in the MCM
  4. Use the sleep menu or go through a load door
  5. Press the user designated hot key to toggle follower position
  6. Follower should start using the new AI packages properly
Posted
2 hours ago, woodsman30 said:

So according to the mod page this kinda makes me wonder about scripts already in place from a follower you had already met. Have you tried it with a follower you have not met in game yet? Skyrim like to save data from the first meeting of NPC or place. The example I always use is when you meet Lydia she walks like a man now install a walk animation and she still walks like a man why? because you already met her and the game puts her into a saved  game file for reference. Make sense? If you never met her she will walk like a woman because the save was not made yet.

  1. Install mod
  2. Start game & load save
  3. Set up options in the MCM
  4. Use the sleep menu or go through a load door
  5. Press the user designated hot key to toggle follower position
  6. Follower should start using the new AI packages properly

I could take the time to recruit a vanilla follower. What I've been trying is a fresh save, then teleporting various customs to me and recruiting them to experiment with. New profile, new save, handful of mods [compared to what I normally have], so shouldn't be any script holdovers. They seem to travel at the same distance no matter how I monkey with it. The notification says that it updates the sandbox but no change yet. I'll try a couple other things before abandoning it.

 

Need to revisit my follower framework mods and a couple specific followers as well sometime. Minor bug here and there not proccing the menu right. Probably having issues with my custom followers. I turned all that off for the troubleshooting profile though. Just using vanilla follower interface and still having issues. Probably just not updated the mod for current SKSE, Skyrim or something. *shrug*

Posted

Why not read the description and the post's of the mod?

 

Compatibility: 

  • Not compatible with any mod that modifies the stock DialogueFollower quest.
  • Followers using a different control system will not utilize this mod.

That mean the mod Followers as Companions is incompatible with any other follower mod (AFT, iAFT, EFF, UFO and many others) and is incompatible with any follower with personalized AI like Vilja, Inigo, Sofia and many others.

 

The post from tonycubed2 in 02 March 2015, 9:25PM say it very clear:

The original mod supports one user, one pet. It also edits a quest event that is used by most follower mods, making it incompatible in varying degrees. However, for the many people who do not want extra followers this is more than fine.

 

To make Followers as Companions work you must remove from your game any follower mod (AFT, iAFT, EFF, ...) and start a New Game to recruit one and only one vanilla follower.

Posted
1 hour ago, alex77r4 said:

Why not read the description and the post's of the mod?

 

Compatibility: 

  • Not compatible with any mod that modifies the stock DialogueFollower quest.
  • Followers using a different control system will not utilize this mod.

That mean the mod Followers as Companions is incompatible with any other follower mod (AFT, iAFT, EFF and many others) and is incompatible with any personalized follower.

 

The post from tonycubed2 in 02 March 2015, 9:25PM say it very clear:

The original mod supports one user, one pet. It also edits a quest event that is used by most follower mods, making it incompatible in varying degrees. However, for the many people who do not want extra followers this is more than fine.

 

To make Followers as Companions work you must remove from your game any follower mod (AFT, iAFT, EFF, ...) and start a New Game to recruit one and only one vanilla follower.

Hm so basically vanilla only ? Ok thanks for the quote.

Posted
9 hours ago, alex77r4 said:

Why not read the description and the post's of the mod?

Too obvious. Far better to not spend 10 minutes reading and then waste several days trying to get a mod to work. ?

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