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Anyones Experience with EFF and Unique Followers


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Posted

Ive used Extensible Follower Framework for a long time but only had it only control standard followers like Lydia, Aela etc. while unique followers like sofia, the anna npc group, or the interesting npc followers, used the vanilla system. Recently though I'm changing the interface of the game and wanted the follower health bars from the framework to finalize the look this time covering all the followers I'm using, especially Sofia and Alicia

 

so before i jump into the game and use the force recruit method on every unique npc i find i was wondering what experiences others had trying to mix EFF and unique followers. the only thing i know so far is that you have to recruit and dismiss Sofia twice, once the follower itself then through the eff menu.

 

hoping that if i disable most of EFF's options the unique follower doesn't break when force recruited :s

Posted

Well, the thing about unique followers, and the reason EFF doesn't work with them right out of the box, is that they're not using the vanilla system - they're using their own follower scripts written just for them, so EFF doesn't catch them.

 

Anyway, I've yet to see anything break with force recruiting a unique follower, they still say things they're supposed to say and all that. However, if what you'd like is to be able to keep track of their health bars, might I recommend Floating Healthbars, also made by Expired? It's not a panel in the corner, but it does display a health bar over their heads while they're in combat.

Posted

Ive used Extensible Follower Framework for a long time but only had it only control standard followers like Lydia, Aela etc. while unique followers like sofia, the anna npc group, or the interesting npc followers, used the vanilla system. Recently though I'm changing the interface of the game and wanted the follower health bars from the framework to finalize the look this time covering all the followers I'm using, especially Sofia and Alicia

 

so before i jump into the game and use the force recruit method on every unique npc i find i was wondering what experiences others had trying to mix EFF and unique followers. the only thing i know so far is that you have to recruit and dismiss Sofia twice, once the follower itself then through the eff menu.

 

hoping that if i disable most of EFF's options the unique follower doesn't break when force recruited :s

 

I use it with ALL of my followers - my Vanilla overhauls, and the new additions to the game that I have made - and I have no problems with it at all, it works with ALL of them. Use it. :)

Posted

Speaking of EFF anyone having is odd inventory bug with it?

Give your follower item in the inventory tab of the circular menu. Dismiss them. Recruit them again. All the items in the inventory would be gone.

Posted

Speaking of EFF anyone having is odd inventory bug with it?

Give your follower item in the inventory tab of the circular menu. Dismiss them. Recruit them again. All the items in the inventory would be gone.

 

It's not a bug. When your follower gets dismissed, their inventory contents are dumped into a container within a cell created by the mod called "followerplugincell." You could get to the followerplugincell via console commands - coc followerplugincell - then you could get back to Skyrim by coc Riverwood or wherever you desire. At the follower plugin cell, you will see a barrel called "Unclaimed Items." That's where the items you put in your follower's inventory then dismissed them will be. If you don't want to go to the followerplugincell, then find a container/barrel/strongbox/chest/etc that doesn't respawn, and preferably empty, then open MCM Menu > EFF > Settings. Under Set Container, set what you desire as the container. What you gave your follower for their inventory when you dismissed them will be there as well. So, your missing items are not forever gone.  Also, when your follower gets dismissed the next time, those items in their inventory will be in whatever container you;ve set it as. The "Unclaimed Items" barrel in the followerplugincell will no longer serve any purpose.

Posted

And place EEF after the follower (if using MO), that way it will have priority and will save you a few more problems.

Posted

 

Speaking of EFF anyone having is odd inventory bug with it?

Give your follower item in the inventory tab of the circular menu. Dismiss them. Recruit them again. All the items in the inventory would be gone.

 

It's not a bug. When your follower gets dismissed, their inventory contents are dumped into a container within a cell created by the mod called "followerplugincell." You could get to the followerplugincell via console commands - coc followerplugincell - then you could get back to Skyrim by coc Riverwood or wherever you desire. At the follower plugin cell, you will see a barrel called "Unclaimed Items." That's where the items you put in your follower's inventory then dismissed them will be. If you don't want to go to the followerplugincell, then find a container/barrel/strongbox/chest/etc that doesn't respawn, and preferably empty, then open MCM Menu > EFF > Settings. Under Set Container, set what you desire as the container. What you gave your follower for their inventory when you dismissed them will be there as well. So, your missing items are not forever gone.  Also, when your follower gets dismissed the next time, those items in their inventory will be in whatever container you;ve set it as. The "Unclaimed Items" barrel in the followerplugincell will no longer serve any purpose.

 

 

I'd forgotten all about this - so, we could set the container as a chest in a player home for example? :huh:

Posted

 

 

Speaking of EFF anyone having is odd inventory bug with it?

Give your follower item in the inventory tab of the circular menu. Dismiss them. Recruit them again. All the items in the inventory would be gone.

 

It's not a bug. When your follower gets dismissed, their inventory contents are dumped into a container within a cell created by the mod called "followerplugincell." You could get to the followerplugincell via console commands - coc followerplugincell - then you could get back to Skyrim by coc Riverwood or wherever you desire. At the follower plugin cell, you will see a barrel called "Unclaimed Items." That's where the items you put in your follower's inventory then dismissed them will be. If you don't want to go to the followerplugincell, then find a container/barrel/strongbox/chest/etc that doesn't respawn, and preferably empty, then open MCM Menu > EFF > Settings. Under Set Container, set what you desire as the container. What you gave your follower for their inventory when you dismissed them will be there as well. So, your missing items are not forever gone.  Also, when your follower gets dismissed the next time, those items in their inventory will be in whatever container you;ve set it as. The "Unclaimed Items" barrel in the followerplugincell will no longer serve any purpose.

 

 

I'd forgotten all about this - so, we could set the container as a chest in a player home for example? :huh:

 

 

Yes,you can! Just make sure it's empty to reduce the likelyhood of bugs.

 

 

Posted

 

 

 

Speaking of EFF anyone having is odd inventory bug with it?

Give your follower item in the inventory tab of the circular menu. Dismiss them. Recruit them again. All the items in the inventory would be gone.

 

It's not a bug. When your follower gets dismissed, their inventory contents are dumped into a container within a cell created by the mod called "followerplugincell." You could get to the followerplugincell via console commands - coc followerplugincell - then you could get back to Skyrim by coc Riverwood or wherever you desire. At the follower plugin cell, you will see a barrel called "Unclaimed Items." That's where the items you put in your follower's inventory then dismissed them will be. If you don't want to go to the followerplugincell, then find a container/barrel/strongbox/chest/etc that doesn't respawn, and preferably empty, then open MCM Menu > EFF > Settings. Under Set Container, set what you desire as the container. What you gave your follower for their inventory when you dismissed them will be there as well. So, your missing items are not forever gone.  Also, when your follower gets dismissed the next time, those items in their inventory will be in whatever container you;ve set it as. The "Unclaimed Items" barrel in the followerplugincell will no longer serve any purpose.

 

 

I'd forgotten all about this - so, we could set the container as a chest in a player home for example? :huh:

 

 

Yes,you can! Just make sure it's empty to reduce the likelyhood of bugs.

 

 

 

 

Awesome! Thanks Shizurin! ;)

 

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