Jump to content

Recommended Posts

Follower Goes On a Trip


Allows you to send of followers or other NPCs on trips. Optionally do bounties as well with toggleable risk of being captured on failure.

 

UNOFFICIAL VERSION - The mod author Kitaring has not been online for a year and not responded to messages or questions on the modpage. The original has no permissions set and neither has their other two uploaded mods which leads me to assume it might be intended and they, at least, do not have an obvious objection against a port or update. Should I receive a response or information stating otherwise this mod will be removed.

 

Please see the original description here. There's also a straight SE port posted in the comments if you just want the original without any changes.

 

If you haven't tried the mod before I cannot overstate just how much it makes the game feel "alive" by giving your followers a life of their own when you're not dragging them along. You'll randomly find them traveling the roads, exploring dungeons or just getting uselessly drunk in an inn.

 

Changes in this version

New - Added difficulty sliders with sample successrate info
New - Added NPC list with teleport and cancel options
Change - Days to travel are now the entire week, previously Mon->Fri
Change - Script:FGTDialogueQest - startWander now returns false or true depending on NPC being added to the mod or not (false = likely no more NPC slots free, 23 max)

Fix - Removed (wild?) edit to Dark Brotherhood cell/marker
Fix - Removed (wild?) edits to DialogueFollowerDismissTopic and DialogueFavorGenericFollowBranchTopic

 

DISCLAIMER

No warranty or guarantees whatsoever, keep backup saves etc. Stick with the original version if that's an issue.


  • Submitter
  • Submitted
    01/30/2021
  • Category
  • Requires
    SkyUI SKSE64
  • Regular Edition Compatible

 

Link to comment

None, don't even got Oldrim installed. Plus a proper LE version would mean remaking the esp from scratch and that's a lot of work.

However, it might work in LE. I haven't added any SE specific forms and there are no external assets like textures, meshes, LODs, facegen data etc that could cause problems.

Link to comment

You're amazing, thanks for this. It's such a great mod. I've been using this for a long time in most of my playthroughs, its superior to followerlivepackage which allows followers to travel too, with the exception that the later allows tracking where they are traveling.

 

However I should tell you of a possible bug with this mod that I have once encountered. I noticed that many followers were gone and could not return when the mod was reset. Turns out they were all stuck in Blackreach, and they couldn't return because the exit gates are closed until you go there for the main quest and open them.

Link to comment
6 hours ago, LazyGirl said:

None, don't even got Oldrim installed. Plus a proper LE version would mean remaking the esp from scratch and that's a lot of work.

However, it might work in LE. I haven't added any SE specific forms and there are no external assets like textures, meshes, LODs, facegen data etc that could cause problems.

 

Appreciate the prompt reply, thanks

Link to comment
17 hours ago, Durante said:

However I should tell you of a possible bug with this mod that I have once encountered. I noticed that many followers were gone and could not return when the mod was reset. Turns out they were all stuck in Blackreach, and they couldn't return because the exit gates are closed until you go there for the main quest and open them.

 

I took a look and the reset function command runs moveToMyEditorLocation() as a finishing touch. It sends the NPC back to their original point in a new game. It's a straight teleport so locked doors shouldn't matter. The fact I noticed was due to the reset sending a LazyFollower back to the holding cell which was quite confusing until I understood why!
As for why that didn't work in your game I have no idea, might have been script lag or something blocking or interfering with reading their original placement.

 

It's possible to add an "Unlock" procedure to the package handling their travels but even if it works I'm not sure that would be a good idea, NPCs running around unlocking areas the player shouldn't be able to access yet would probably break a lot of quests and NPCs...

 

The reset move is not very intuitive though, having to remember exactly where you first met the NPC. Might be better to teleport them to the player instead as the "cancel trip" option does. At least if it's a follower.
If the player has sent off a normal NPC that's not put back at its original place it might cause problems though. Their behaviour packages, including vendor services, often are set to only work at there. But on the other hand if the player decides to send a non-follower away from their intended location they've already signed up for problems.

 

As for having quest markers I actually looked into it at first and believe it should be possible. I've never made any quests mods though and finding no good guide I decided against making an attempt and risk bugs in the process. I saw there's an oldrim mod that helps with tracking though - CS Tag and Track.

Link to comment

I loved the original mod, but I never actually used it in conjunction with anything like the more advanced versions of MHIYM (My Home is Your Home) or even NFF (Nether's Follower Framework) for that matter. Would this interact in a screwy way with mods that set custom follower homes and have them pop up (or walk to) different cells at specific times based on a custom schedule (set by a MCM or something) or does it ignore those packages somehow while it's working? I could try to test this myself, but due to the random nature of Follower Goes on a Trip, I'm not sure how I could be sure not seeing a follower use FGoaT behaviour was a conflict and not just not getting lucky.

I also want to be clear that I'm not asking ya to make any compatibility patches, changes, or really anything like that, just if you have any thoughts on compatibility. 

Link to comment
7 hours ago, DroZzhat said:

I loved the original mod, but I never actually used it in conjunction with anything like the more advanced versions of MHIYM (My Home is Your Home) or even NFF (Nether's Follower Framework) for that matter. Would this interact in a screwy way with mods that set custom follower homes and have them pop up (or walk to) different cells at specific times based on a custom schedule (set by a MCM or something) or does it ignore those packages somehow while it's working? I could try to test this myself, but due to the random nature of Follower Goes on a Trip, I'm not sure how I could be sure not seeing a follower use FGoaT behaviour was a conflict and not just not getting lucky.

I also want to be clear that I'm not asking ya to make any compatibility patches, changes, or really anything like that, just if you have any thoughts on compatibility. 

Packages with NPC behavior are built around overlapping each other, the one with the highest priory "wins". So I don't think anything would break, just that one or the other would take charge. Looking at the quests holding the aliases with the packages in both mods Follower Goes on a Trip has a priory of 65 and MHiYH 81. So I'd take a guess MHiYH would override the travelpackage at all times.

It should be noticeable directly if this mod works or not with them set to travel 24/7 all days of the week. Might have to wait an hour or two for the package to kick in though.

 

If you're having problems you could try changing the quest priorty to a number higher than 81 in CK or SSEEdit for the quests starting with "FGTWandererQuest". I'm not using MHiYH myself at the moment to do any testing.

Link to comment
16 hours ago, LazyGirl said:

Packages with NPC behavior are built around overlapping each other, the one with the highest priory "wins". So I don't think anything would break, just that one or the other would take charge. Looking at the quests holding the aliases with the packages in both mods Follower Goes on a Trip has a priory of 65 and MHiYH 81. So I'd take a guess MHiYH would override the travelpackage at all times.

It should be noticeable directly if this mod works or not with them set to travel 24/7 all days of the week. Might have to wait an hour or two for the package to kick in though.

 

If you're having problems you could try changing the quest priorty to a number higher than 81 in CK or SSEEdit for the quests starting with "FGTWandererQuest". I'm not using MHiYH myself at the moment to do any testing.

That's good information, thank you.

Link to comment

Well.... you were sure right about this making things seem more alive!! (Well for Skyrim anyway, the bar is low. ?)

 

I've recently switched to SE and have been doing a bunch of testing. (Because that's apparently all I do, test. ?) Sent 2 "freebie" followers on their own trips. Didn't think a thing about it after that. Was in the Rift and was losing badly to some idiot Nords when out of nowhere, one of the followers happened to be in the area and saved the day! Said Hi and went back on his way! :cool:

Later was randomly in Whiterun when the other just happens to walk by on her way out of town. Thanks for porting this over. It's in my "Essential Mods" list for good! :cool:

 

I'll be sure to keep sending followers out and will note any errors should I run into anything. Particularly looking forward to them getting captured. (Especially the annoying ones! ?)

Link to comment

I took this out for a test drive last night,

It does not seem to be compatible with any follower framework like Nether's. When you turn off the scripts (for NFF) your followers will go on trips as they are told but will teleport back to you each time you move through a cell and if you try to dismiss them before sending them out they will just go home and lounge around. I also cant switch off the the option for them to be taken hostage upon failure. The box is there in the MCM but it wont untick. 

Link to comment
On 2/2/2021 at 6:13 PM, alicestar6 said:

I took this out for a test drive last night,

It does not seem to be compatible with any follower framework like Nether's. When you turn off the scripts (for NFF) your followers will go on trips as they are told but will teleport back to you each time you move through a cell and if you try to dismiss them before sending them out they will just go home and lounge around. I also cant switch off the the option for them to be taken hostage upon failure. The box is there in the MCM but it wont untick. 

I tested the new version with NFF realy quick. They didn't go anywhere at first, then I disabled the "sandbox" option in NFF. After that I verified the FGT package was active on the NPC in the same menu. After telling them to come back and then travel off again it seemed to work. Waited a couple of hours and saw the follower being elsewhere in game at least.

 

On 2/2/2021 at 6:26 PM, sfdrake said:

anyway will captured followers be taken to simple slavery and sold into slavery??? with a rescue citizen in the notice board and missive board???

 

No. It's just a very basic quest with marker where they're escorted by a couple of bandits. It would theoretically be possible to change the function to pass the NPC off to another mod but it's not something I have planned or plus something less likely the original mod creater would approve of.

Link to comment
23 hours ago, LazyGirl said:

I tested the new version with NFF realy quick. They didn't go anywhere at first, then I disabled the "sandbox" option in NFF. After that I verified the FGT package was active on the NPC in the same menu. After telling them to come back and then travel off again it seemed to work. Waited a couple of hours and saw the follower being elsewhere in game at least.

 

 

No. It's just a very basic quest with marker where they're escorted by a couple of bandits. It would theoretically be possible to change the function to pass the NPC off to another mod but it's not something I have planned or plus something less likely the original mod creater would approve of.

Nice, I'll give that a shot and see what comes of it.

Is the option to turn off the capture function working in your game? I'm curious if its another mod conflict in mine.

 

Link to comment

This mod really has the potential to turn into a one of the best full blown Guild guild mods. Just using my player homes as bases with NFF as bases for my followers and having them loot bodies has netted some really cool results. It would be cool to see someone build some buyable properties in each hold that can be turned into guild halls and put a loot chest that all of your looted gear gets dumped in. Hell maybe even a ranking system for your guild members would be cool with some textured necklaces for them to wear as they rank up.

Just some ideas I had, not even really suggestions so much as voiced fantasies.

Right now its looking good. Keep up the Good Work LazyGirl!

Link to comment
On 2/5/2021 at 12:23 AM, alicestar6 said:

Nice, I'll give that a shot and see what comes of it.

Is the option to turn off the capture function working in your game? I'm curious if its another mod conflict in mine.

 

It should work in the latest version. If you updated you may have to reload the MCM script otherwise the old buggy version baked into is still used. Might work saving the game, run "reloadscript FGTConfigure" in console and finally load the saved game. 

 

Yes having a mod where you can recruit random NPCs and start up guilds, send them off on quests, set them up with houses or shops and other more managerial elements would be pretty cool. Maybe something will surface eventually now that it's possible to synthesis new spoken lines from the NPC voicetypes.

2 hours ago, Wolfstorm321 said:

I always used the old one, but in that one, you had to tell the follower to go back home, else he would keep following you, instead of travelling on his own. Were you able to fix this? 

Haven't had any problems myself. Having to dismiss the follower and release them is only natural. The package controlling that behavior has a very high priority to avoid active followers running off somewhere else. Not only would it leave the player without backup you'd also had to search through Skyrim to find and dismiss them in order to recruit a new one.

Link to comment
  • 2 weeks later...
  • 2 weeks later...
18 hours ago, Dohvakin said:

Hello @LazyGirl,

 

Thank you for your work on this. Is it possible to send the followers to complete like a radiant quest or something? Like the quests which go: Kill this guy or fetch that thing from that cave?

Thanks

Thanks! Hmm theoretically - yes. But you'd have to figure out some way that works with all radiant quests, modded included, or make patches so it's likely a lot of work.  So it's not something I'll add, especially since it's not really my mod to poke around in to begin with.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use