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Posted (edited)

Probably it's already been asked but how does this mod handles adding new followers mods after this one was initialized?

Do I need to reinstall mod, start game again with the clean save or it will just add new mods with followers and it will simply proceed?

nvm - here is the answer

 

Edited by Partel
Posted

doesnt the description say it only runs at the beginning of a new game? if it did than any newly installed follower after the game starts should not be affected.

Posted

I would love for when you entered the area their held a marker would pop up cause I have ran Fort glenmoor a thousand times and i can't find the second captured follower

Posted (edited)
39 minutes ago, cazzaren said:

I would love for when you entered the area their held a marker would pop up cause I have ran Fort glenmoor a thousand times and i can't find the second captured follower

Are you sure it's an actual follower from a follower mod? I've had that problem with some mods I didn't even realize add followers, like RDO and those could usually not be found wherever they were supposed to be (or perhaps they were just invisible).

But yes adding something to highlight the follower in your cell (as a debug option perhaps) might help in finding/fixing those edge cases.

Edited by Talesien
Posted
On 8/22/2024 at 3:15 PM, Talesien said:

Are you sure it's an actual follower from a follower mod? I've had that problem with some mods I didn't even realize add followers, like RDO and those could usually not be found wherever they were supposed to be (or perhaps they were just invisible).

But yes adding something to highlight the follower in your cell (as a debug option perhaps) might help in finding/fixing those edge cases.

Yeah it was but I started a new game and noticed alot of areas to spawn in it... And 15 damn dremora xD i do have another question. I recently removed sexlab stuff to see if the mod works with only zzz and the other stuff listed but it didn't run unfortunately. Is it a soft hidden mod needed to run it?

Posted

Hey lads, I am trying to setup my own mod to scan the modlist for followers and get them to wander the worldspace, and since this mod is the closest I could find, I could use some help getting it working. I got no idea what im doing but I have a terrible feeling im gonna have to fuck around with scripts. I made a copy of this mod in my MO to use as a baseline and edit from there. I only need it to affect mod added followers, as I have vanilla npcs already covered with other mods.

Posted

This is a fun mod, but I came across a quirk that might be worth mentioning

 

Rescued 'Belle' from Fort Dunstad whilst retaking the Pale in the Civil War.   She followed along fine and responded OK to my Follower Mgt Mod, iAFT.  Got her equipped with armour, weapons etc

 

Entered the in-fort pub, and the PC, 2 original followers and 'Belle' got ambushed by an Estrus Trapped Chest

 

Went through all the Estrus animations etc and, once that was over, 'Belle' had vanished

 

Moved on, thinking that, as is often teh case, she'd catch up, but she never appeared,  So, I went back a save before she disappeared, got her Refid, went back to the save in which she had vanished, and then tried the NPC 'move to player' commant.  Console showed that the script to do that failed

 

So I checked Estrus Chaurus and, given that a day had elapsed, there was evidence of where she had been, as the eggs laid after the Estrus event pregnancy were shown as hatching in the notorious 'Bleakwind Basin'

 

Went there and but there was no sign of her anywhere near

 

So I tried to console 'player move to <her> Refid'

 

And there she was, all strung up again in Fort Dunstad, fully equipped in all the follower's gear I had given her.  Still resonding to iAFT dialogue too

 

But trying to knock her out of the restraints was met with some resistance.  She'd just try to re-enter them. 

 

So I dismissed her from iAFT, and that got her released.  She then still followed and on finally getting some distance from Dunstad, I had her rejoined as an iAFT follower.  But IIRC, she still had a Captive Followers current package,  Anyway, wWhen I finally got her to Windstad Manor, she had her 'proper' current package as from iAFT

 

The moral to this tale, and it's touched on in the thread above too, albeit with less specifics, is to make sure you have had the captive tag along behind you for long, and far, enough to lose the Captive Follower package, before you try to recruit them as a follower, and once you think you have done that also make sure the NPC has a package from your Follower Mgt mod

 

Hope that helps someone, and maybe might help to get some change made that ditches the 'Captive Follower' package as soon as you recruit as a follower anyone that you have rescued

 

DQW

 

 

Posted
3 hours ago, Grecia300 said:

Hey lads, I am trying to setup my own mod to scan the modlist for followers and get them to wander the worldspace, and since this mod is the closest I could find, I could use some help getting it working. I got no idea what im doing but I have a terrible feeling im gonna have to fuck around with scripts. I made a copy of this mod in my MO to use as a baseline and edit from there. I only need it to affect mod added followers, as I have vanilla npcs already covered with other mods.

So, something like this? Even if it's not exactly what you looking for, it sounds like it might be a better starting point:

 

Posted
5 hours ago, Talesien said:

So, something like this? Even if it's not exactly what you looking for, it sounds like it might be a better starting point:

 

 

No, no. Follower goes on a Trip is dialogue based, which I wanted to avoid. Ideally the implementation would be like this mods, where the modlist is scanned and things are automatic from there. In my head I hoped it would mostly be as easy as copying the scripts and just swapping out a few lines to use a different ai package. Like Gaius Maro's or something.

Although granted, the follower going to bandit or giant camps would be cool. But unnecessary, I realistically only need them to be wandering around the overworld.

Posted
On 8/6/2024 at 2:36 AM, Talesien said:

I really wonder how you managed that, given that this mod is supposed to capture followers only at the start of a new game. So if you installed it on an existing save, as you stated, it should not capture any follower at all.

so you want to say that if I load all the mods after leaving Helgen, configure them, and then connect this mod, it will not work?
Sorry, English is not my language.

Posted
40 minutes ago, Cerberus_sr said:

so you want to say that if I load all the mods after leaving Helgen, configure them, and then connect this mod, it will not work?
Sorry, English is not my language.

That's what I'm saying, yes. At least it should not work, if it does, something odd is going on in your game.

Posted
36 minutes ago, Cerberus_sr said:

so you want to say that if I load all the mods after leaving Helgen, configure them, and then connect this mod, it will not work?
Sorry, English is not my language.

 

FWIW, I installed this mod on an existing game, ran it, and loads of mod followers disappeared from the taverns etc and are now collectible from various dungeons, caverns, forts etc

 

The ones that I have encountered on my travels have all been able to be rescued OK - see my post above for how you want to make sure that you don't try to recruit them too quickly as followers after rescue

 

This was done using v1.4.  Obviously you don't want to run it twice, so I've had to be happy with what I have

 

Save your game, give it a try, and see if the MCM shows that a whole load of followers are now spread round Skyrim.  You can always go back to the earlier save if it didn't work (assuming there that you are using a decent mod manager like MO2)

 

Hope that helps

 

DQW

Posted
6 minutes ago, Talesien said:

That's what I'm saying, yes. At least it should not work, if it does, something odd is going on in your game.

 

You say No, I say Yes ... 😋

 

 

Posted
29 minutes ago, DonQuiWho said:

 

You say No, I say Yes ... 😋

 

Well, there is always the possibility that DarkDesires changed something without mentioning it in the change log. More likely though, you've some mod installed which causes this behavior. I'm tempted to test it, but currently a bit short on time, perhaps on the weekend. If I remember. ;)

Posted
On 8/29/2024 at 12:37 AM, Talesien said:

That's what I'm saying, yes. At least it should not work, if it does, something odd is going on in your game.

I'm very sorry, but I still couldn't run this mod. I ran it from a save and started a new game - to no avail. When starting the mod, the message "Restraining followers..." appears,
after 5 minutes of real time there is not a single restraining follower in MSM.

Posted
13 hours ago, Cerberus_sr said:

I'm very sorry, but I still couldn't run this mod. I ran it from a save and started a new game - to no avail. When starting the mod, the message "Restraining followers..." appears,
after 5 minutes of real time there is not a single restraining follower in MSM.

I never timed how long it takes, there is a lot going on at the start of a new game. Just set up your game, get out and play a couple minutes if needed then check the MCM perhaps, you know a watched kettle never boils. 😛 

Posted

this mod was working just fine, added two more mods to the whitelist, stopped working. reverted back to what i had before, new game, still dosent restrain any followers. Uninstalled, redownloaded, reinstalled and re-edited to be just as i had it, copy paste, still fails to restrain after the meny pop up and "restraining followers" notification.... can anyone see if anythings listed wrong somehow?

{
  "ForceCaptureNPCs": [
    "__formData|Geralt.esp|0x03883"
  ],
  "BlacklistedMods": [
    "Skyrim.esm",
    "Dawnguard.esm",
    "Dragonborn.esm",
    "Hearthfires.esm",
    "LegacyoftheDragonborn.esm",
    "SexLab-AmorousAdventures.esp",
    "Minerva.esp",
    "nwsJennaFollower.esp",
    "0Kaidan.esp",
    "DK_Thogra.esp",
    "Lucien.esp",
    "Inigo.esp",
    "Katana.esp"
  ],
  "BlacklistedNPCs": [
    "__formData|Deviously Cursed Loot.esp|0x094B48",
    "__formData|Deviously Cursed Loot.esp|0x02D74E"
  ],
  "RestrainOnlyFromWhitelist": 1,
  "WhitelistedMods": [
    "SofiaFollower.esp",
    "Karin_follower.esp",
    "Aurlyn.esp",
    "EMCompViljaSkyrim.esp",
    "Aniya Follower.esp",
    "HLIORemi.esp",
    "CompanionArissa.esm",
    "OB01SecundaFollower.esp",
    "zMirai.esp",
    "Recorder Follower Base.esp",
    "zz_YenneferRace.esp",
    "TrissMerigoldW3.esp",
    "SC_TW3_Ciri.esp",
    "lwbWitch.esp",
    "k101Daegon.esp"
  ],
  "WhitelistedNPCs": [
    "__formData|VR_Tannick.esp|0x01838",
    "__formData|Helen_follower.esp|0x0811"
  ]  
}

Posted (edited)

update: ran new game with the config file untouched, no edits made, still no followers restrained....

 

Edit: deleted all saves, new game. followers restrained but only 16 of a potential 30+. made one edit to the json to blacklist TOH npcs:

{
  "ForceCaptureNPCs": [
    "__formData|Geralt.esp|0x03883"
  ],
  "BlacklistedMods": [
    "Skyrim.esm",
    "Dawnguard.esm",
    "Dragonborn.esm",
    "Hearthfires.esm",
    "LegacyoftheDragonborn.esm",
    "SexLab-AmorousAdventures.esp",
    "Minerva.esp",
    "nwsJennaFollower.esp",
    "0Kaidan.esp",
    "DK_Thogra.esp",
    "Lucien.esp",
    "Inigo.esp",
    "Katana.esp",
    "troublesofheroine.esp"
  ],
  "BlacklistedNPCs": [
    "__formData|Deviously Cursed Loot.esp|0x094B48",
    "__formData|Deviously Cursed Loot.esp|0x02D74E"
  ],
  "RestrainOnlyFromWhitelist": 0,
  "WhitelistedMods": [
    "SofiaFollower.esp",
    "Karin_follower.esp"
  ],
  "WhitelistedNPCs": [
    "__formData|VR_Tannick.esp|0x01838",
    "__formData|Helen_follower.esp|0x0811"
  ]  
}

 

now on new game it fails to capture any followers/npcs....

Edited by shane400m
new information
Posted (edited)

Sorry for the spam, tried again just running the json at default, and this time it failed to capture any followers, new game, new save, no tweaks….double checked all requirements are downloaded and up to date….the more I try the less it works, appreciate any insight anyone has. 

 

Edit: set a timer and waited 6 minutes even, got the pop up warning to set settings, restraining followers notificaiton, 0 followers.

Edited by shane400m
updating testing methods
Posted
18 hours ago, Talesien said:

I never timed how long it takes, there is a lot going on at the start of a new game. Just set up your game, get out and play a couple minutes if needed then check the MCM perhaps, you know a watched kettle never boils. 😛 

Fails to work for me as well. I set a timer and gave it a solid 15 minutes after the “restraining followers” notification, not a single follower got captured during this time, when the mod had worked previously. 

Posted
2 hours ago, shane400m said:

Fails to work for me as well. I set a timer and gave it a solid 15 minutes after the “restraining followers” notification, not a single follower got captured during this time, when the mod had worked previously. 

The json is valid, so that's not it. Seems something is keeping Captive Followers scripts from executing properly. A papyrus log from that startup phase (i.e. first start of a new game) might provide some insight.
Also, if you run the save through reSaver, does it complain about anything or is the save perfectly clean?
 

Posted

Strangely, only around 10-15 NPCs get restrained total instead of the large amount I would have expected with a few hundred of possible locations, albeit I don't have any "extra" dungeons, only vanilla. Multiple new games were tested and it's always around that amount.

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