Jump to content

About followers, need help to decide : UFO, AFT, EFF .


Deedlit

Recommended Posts

Posted

Hi ...

 

Don't be afraid just try it to see what it does.

 

Don't worry , you just need to save in another file ...  like this you will corrupt nothing .

 

 

 

One thing i forgot : i use only a few mods , 20 maximum  ( major of them are personnal mods... but all are "custommized" because of my French version ) but there is one to increase the number of summoned NPC to eight (8)  ... so if you got a follower with this bat command and also summon more then seven  (7) summoned creature/NPC the first one ( acquired with the "bat command") will return to his/her first state ( but still remain a potential follower at the first time ... in fact until thegame reset/respawn his/her AI).

 

I use this command in conjonction with a "charm  "spell first ( this spell make a non hostile NPC a potential follower too) .

 

Or after killed this NPC i use this bat command with another console command : resurrect .... and this create a new reference ID of that killed NPC.

 

I  need to test more the results of these two console commands (  "Bat follower " and  "resurrect" )  because i'm plying in a "real time mode" , so i could get an issue only 15 days later ...  i must try .

 

Just one thing : don't use these command on a scripted NPC ( marked as a Quest item by the Skyrim original's scenario) .

 

I  known , usually this "bat follwer" command was done just for a "legacy" NPC (  a NPC with a "name" )  not as i use for a leveled NPC ( like Necromancer, Bandits sorcerer etc .... ) but it seems to works without a reset/respawn of the follower inventory ( that's an important point to me) .

 

I need to test this with a created NPC  (even an hostil NPC) , it's better and more sure.

 

So this "bat follower" command is made for a short time  companion/follower's mod.  

 

As for Oblivion i don't really play Skyrim , i essantially use it for modding ... most of the time just to compare and see the differences between these two Bethesda  games.

 

My favorite Elder Scroll is Morrowind  , it was much more "intensive" than Oblivion or Skyrim. It's a pity Bethesda made the Morrowind'NPC look so bad ... it was possible to do much better ... but that's another story too.

 

Cheers.

 

NB : just one more thing : with this command my skyrim game use "only" +/- 780 mega of memory (  with a screen resolution of : 1400 x 900 )  I saw somewhere that the scripts used in UFO or others follower's mods use much more CPU usage or resources ...  so this is just an idea , nothing else. 

 

 

PS : Warning about one thing  (04-04-2014) : if for some reasons you decide to use a "bat follower" script , don't force it  on a hostile NPC faction ... doing so , this could ruin some quest ( like the marriage quest ... try it and you will see what i'm talking about ... but use a  clean save first ...)  .

Ex: In one of my principal mods , i've  put some "Vampires" as " follower" ( they live in a special quarter i added in a "player house mod" ): they are not especially hostile or agressive ,  but they are also in the "Player faction" and when i want to marry someone , two of them ( or other NPC being repertoried as "ally or friend " are there  ( in the Marra's Temple) , and the others NPC begin to fight with them ... and i cannot do anything to stop this because at this moment the "Player" is in an Intro sequence ( without the possibility to do anything) ... .

 

 This problem occurs sometimes, not always , but that's why it's better to not got "Hostile faction"'s NPCs as "friends or Allies " .

Posted

The only thing i can regret with theses mods is  : no MCM configuration menu. (not for dialogues, but for general settings, it will be very nice)

There is a MCM menu for Puppet Master.

Posted

 

The only thing i can regret with theses mods is  : no MCM configuration menu. (not for dialogues, but for general settings, it will be very nice)

There is a MCM menu for Puppet Master.

 

EFF got menu for various options at MCM

Posted

 

The only thing i can regret with theses mods is  : no MCM configuration menu. (not for dialogues, but for general settings, it will be very nice)

There is a MCM menu for Puppet Master.

 

 

Yeah i know for Puppeteer Master (udr iy) but it's not really a follower mod : a poses and scenery mod in fact.

Posted

Well ... About EFF, there is a problem (at least for me) :

 

 

Don't have it currently installed but tried it before. WAAAY better than UFO. Redownloading in the near future c:
Thank you so much!
If only it worked with Serana and Cicero ;3;

And the last update dates from august 2013 (a beta version).

Posted

I used UFO for a whole while and switched to EFF when I started a new game the second time. Never tried AFT.

 

As complex UFO is and as many features UFO adds, as unstable is this mod. EFF is very stable and delivers the basic features and has the least incompatibility issues I ever experienced. EFF + Convenient Horses = Win. I run EFF with the last SKSE version v1.6.16 without any issues (not the new alpha 1.7.0, the new alpha causes issue without end at moment, many mods can't handle the new alpha and lack updates).

Posted

I used to have UFO installed, and like how it worked. But recently i have installed AFT and i'm amazed by how customizable it is, and how many different features it have.

 

AFT is my new favorite, recommended.

Posted

 

 

The only thing i can regret with theses mods is  : no MCM configuration menu. (not for dialogues, but for general settings, it will be very nice)

There is a MCM menu for Puppet Master.

 

 

Yeah i know for Puppeteer Master (udr iy) but it's not really a follower mod : a poses and scenery mod in fact.

 

 

 

No. Puppet Master, not Puppeteer Master. It's a follower mod here on LL. I think it's made by the same dude that made Immersive First Person actually. Check it out.

 

http://www.loverslab.com/files/file/463-puppet-master/

Posted

I didin't knew this mod. Will try it out :).

I'll warn you now....if you use the dialogue option "I had something else in mind..." you might be in for a shock! :o

Posted

 

I didin't knew this mod. Will try it out :).

I'll warn you now....if you use the dialogue option "I had something else in mind..." you might be in for a shock! :o

 

 

Naaaah it's the best of the mod <3

xD

Posted

I tried all three when I first started a few months back with mods. IMHO EFF was the most user friendly in that it was the easiest to find what you wanted quickly. ATF I thought was the best over all for doing stuff but has again IMHO the worst interface, meaning it is the hardest one to find what you want to use it. UFO was kinda in the middle, I didn't feel it stood out as great at anything but didn't really have any weak points.

 

I ended up going with ATF myself, as it lets me do more of the stuff I want out of such a mod. I do wish at some point the user interface would be changed though.

  • 4 weeks later...
Posted

welp, as i Say Before

 

 

AFT>>>>>>>>>>>>>>>>>>>>>Rest

 

 

and yeah you can macro a follower to use a Healing spell, in my case, its better to you to choose erandur Graham and then give him a Grand Healing Spell

 

Posted

Never used Aft, only used UFO and EFF, I personally liked EFF. Because it works, and it doesn't crash my skyrim.

 

UFO changes 91 vanilla scripts in your game I tend to stray away form any mod that alters the vanilla scripts. EFF has it's own system so that's what I used until I made my own follower mod. I'm not familiar with how AFT handles things.

Posted

AFT is really light. Only one ESP so far (unless you want the optional plugin for no friendly fire). The only thing i can tell is the lack of a MCM interface for basis options. The "follower specefic" may rest in the dialogue menu.

 

And AFT works pretty well with Serana ;).

Posted

Used UFO and AFT. Liked AFT more.

 

The cloth/armor managment feature alone convinced me, you can select different tipes of cloths/armor en every follower (Regular/City/Home).

 

Followers can also make camp to spend the night. Plus poses, basic dances, multiple followers, followers use horses... so on.  

 

 

  • 2 weeks later...
Posted

As I start a new game myself now and at moment I am just reinstalling all my over 200 mods, I decided to give AFT its chance too.

 

I used UFO and EFF yet for a whole play through and my decision is pretty clear when it comes to compare those two:

 

EFF --------- 2 million light years ----------- another million light years ---------------------- UFO

 

UFO is far too script heavy for me and it messes with special followers like Serana and Frea (at least the last time I used UFO, that was a while ago). EFF is absolutely stable and what it can't handle it does not even try to handle. EFF has minor weaknesses too when it comes to Serana and Frea. The set home function does not work for them (you need to install My Home Is Your Home, thank god this mod is perfectly compatible to EFF as Spouses can live everywhere is it too for the case you have a custom player home) and the basic EFF outfit system has flaws when it comes to Serana and Frea (I can't remember how often I found them both totally naked wandering around in my player home, not that this was an annyoing sight :-)

 

As stable and light EFF is...as I read the AFT description on the mod page I decided to go with AFT this time. It just has a few features that are very convincing for me. I am an outfit collector and the outfit management of AFT seems to be superior. In addition it adds somewhat more follower combat options.

 

I do not mind the clunky AFT dialog menu, to be honest, although EFF had that nice ambient menu, I never used it. In 90% of all times I had just one favorite follower around (so that the mass command feature made no sense for me anyways) and I am just too used to click dialog menus in this game.

 

 

I have to look up one more thing though, horse handling. As far as I know EFF and AFT are both perfectly compatible to Convenient Horses, but my question is, do I need CH at all when I use AFT?

 

All I want is that my followers use horses and the horses follow after a fast travel (be it on foot or be it mounted). I am not bothered with mounted combat and such stuff. The overall best option of CH is the horse alignment setting, so horses will be just ignored in combat. If AFT can manage that too, I guess I won't need CH (as less scripts running as better). 

Posted

I've been using AFT for a few days and I find the menu system baffling.  I can't get my followers to properly use the outfit management system.  Could someone do a step by step for that process?

 

I've tried the following.

 

1. mark X for equipment management

 

2. unequip all

 

3. show shared inventory

 

4. give follower items you wish them to wear/use

 

5. close dialogue

 

I got Lydia to update her outfit and got the custom Angelika to as well... it's just that eventually she decided to go buck naked.  Trying to use the system a second time and I get duplicated items and missing inventory.  Any tips??

Posted

I've been using AFT for a few days and I find the menu system baffling.  I can't get my followers to properly use the outfit management system.  Could someone do a step by step for that process?

 

I've tried the following.

 

1. mark X for equipment management

 

2. unequip all

 

3. show shared inventory

 

4. give follower items you wish them to wear/use

 

5. close dialogue

 

I got Lydia to update her outfit and got the custom Angelika to as well... it's just that eventually she decided to go buck naked.  Trying to use the system a second time and I get duplicated items and missing inventory.  Any tips??

 

Mark the box for Manage Equipment

Don't just stick things in their backpack...

INSTEAD, after you've marked that box for Manage Equipment, select View Standard Outfit

 

That will bring up a "trade window" where you see the followers stuff on one side and you can tab to your stuff on the other side. 

From YOUR inventory, give the follower what you want them to wear and whatever weapons you want them to have available on standard "missions".

This is how they'll be geared up when not at HOME or not in a CITY (but only if you activate a Home and/or a City outfit.... otherwise, they'll be equipped using the "Standard" all the time)

 

If you enable a CITY outfit (Tweak Options -> Gear -> scroll down to More Options...)

Then you can View City Outfit

The first time you do this they'll strip down nekkid and wait for you to give them stuff to wear. So give them a City outfit.

 

Now if you enter a city.... they'll swap outfits to their city outfit.

 

If you ALSO enable a HOME outfit, then when you get home they'll swap out to THAT outfit. 

If you ENABLE a Home Outfit (for example) and then don't give them anything, but just tab out of the trade window, then their "home outfit" is buck naked.

 

TAKE AWAY FROM THEM whatever of their ORIGINAL GEAR (the stuff they had when you found them) you don't want them to ever wear or any weapons you don't want them to use. 

 

The Backpack is for storage. You might see their Home Outfit in there if they are wearing their Standard Outfit, but if they CAME WITH gear and you no longer want them to wear it... take it away from them.

 

I just got done creating a follower. Part of that process involved giving them their initial inventory and outfit. I BELIEVE.... and I'm very new at this so take this with a grain of salt, that if you just move their original equipment around they'll try to use it again instead of being naked. Or SOMETHING.... there's something going on there that I don't yet understand. But I've used AFT for several months and once you get the hang of the gear management, it is pretty much set-and-forget.

Posted

Ufo is very old and has not been updated in a long time and read that it has a lot of problems so that I stop using it. so i tried it out AFT and liked it very much liked that you could set up camp, but one day stopped the work it was possible to ask the follow me and they reply that they would follow me, but did not, was the only one that follow me not the other, I asked them just stay in the same place I asked them to follow me, tried reinstalling it did not help, so I run EFF works very well so far and is very smooth missing just set up camp from the AFT so I think you should run EFF

Posted

Thank-you chajapa, I can see where I was making the mistake now.  I'll give it a go later.  Appreciate the help.

 

Yeah that is my only real issues with AFT, the menu system isn't very user friendly and has a very steep learning curve. I like the mod but not a fan of the menu system is uses.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

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