sup3rttg3r Posted September 18, 2025 Posted September 18, 2025 Have pinged the MA a few times and no updates since this May. Just recently another person posted a bug report on the same problem so it's a few of us dealing with the issue now. I don't have a working CK and am not good at scripting so I'm curious if someone here could take a look at the behavior and come up with a fix. The mod is a very cool concept that works pretty well - you can select which followers you want to keep near you during combat or disable. It's especially if you have a big entourage following you and actually want to kill some bad guys yourself (not to mention avoid a VRAM overload which I deal with as well). However, the mod doesn't work so well when you ask a follower to wait and then, after you finish combat, those waiting followers are transported to you (instead of staying where they were). I think one alternate might be instead of teleporting them to you, is just re-enable them after combat, so they have to run / catch up to you. https://www.nexusmods.com/skyrimspecialedition/mods/149843?tab=bugs
sup3rttg3r Posted September 19, 2025 Author Posted September 19, 2025 19 hours ago, traison said: Not tested. patch.7z 1.71 kB · 1 download Thank you very much! I did some testing and the waiting followers stay waiting after combat. Sweet! I'll test some more but it looks good. I'm planning to send this updated script to Razaron and make a comment on Nexus giving you credit.
sup3rttg3r Posted October 9, 2025 Author Posted October 9, 2025 (edited) On 9/18/2025 at 4:08 AM, traison said: Not tested. patch.7z 1.71 kB · 1 download Hi again, Traison. Your new script works, thank you! I did notice another odd behavior / bug in the mod - after combat ends, the mod often pulls non-follower NPCs to me. They're in the mods 'follower list' even if they aren't a current follower, or never even were a follower! Is there some logical condition I can add via xEdit ('Get Is Current Follower' ?) to prevent this, or would that logic have to be in the script itself? I only want an actual current follower to be in the follower list (not just a friend / associate / ally). Edited October 9, 2025 by sup3rttg3r
traison Posted October 10, 2025 Posted October 10, 2025 (edited) The follower list comes from PO3_SKSEFunctions which is provided by Papyrus Extender. The definition for GetPlayerFollowers is in src/Papyrus/Functions/Game.cpp:358. The code appears to use the vanilla game engine function IsPlayerTeammate to determine who is a follower and who isn't. Based on that name, it's quite likely more than just followers will show up in that list, which confirms what you're seeing. As an example, Maurice is set to a teammate using SetPlayerTeammate on line 156 in QF_T03_0001C48E.pex and would most likely show up in the list while he's following you to Eldergleam, despite not being a follower. So, assuming your follower framework adds its followers to the vanilla CurrentFollowerFaction [FACT:0005C84E] faction. This patch should now filter out only actual followers. Not tested. Edit: The script sources may be in the wrong directory in this patch. I use the old standard, where as the previous patch seems to have been using the new standard. You'll have to move that yourself if you want to compile things or don't like it cluttering the place. Patch functionality doesn't care about script source files. patch2.7z Edited October 10, 2025 by traison 1
sup3rttg3r Posted October 10, 2025 Author Posted October 10, 2025 Wow, you are truly exceptional, thank you Traison! You understand these behaviors very well and I greatly appreciate your detailed explanation. Much of the inner workings is unfamiliar to me. I will note the correct folder locations for the script itself files and give and your revised ESP a test.
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