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Any way to make followers not run off?


NNS10

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Posted

I'm playing a zombie apocalypse playthrough, and I'm using Immersive AFT so that followers can die. The problem is when there's an unending horde of enemies and the fighting begins, instead of sticking together,  the followers will run off to chase enemies and eventually one of them gets themselves killed.

 

Is there a way to make followers stick together? I think Follower Live Package may have a formation feature, but FLP sounds like it's too much of a pain to configure correctly.

Posted

AFT should let you set your follower's behaving in the battle. You can turn off their aggressiveness.

 

But...

 

Try Puppet master mod too: I'm using it quite often. In this mod you can set your follower's behaving during the battle:

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

 

I think AFT aggression control is just for when you're sneaking and also whether will initiate combat first or only respond after being attacked (or the player attacks). Once the fight begins, I don't think those settings apply anymore.

 

The issue I have really only is a major problem when you're using zombie apocalypse and you face waves and waves of enemies. Since combat doesn't end, the followers stay in attack mode and will run off to the next wave of enemies instead of falling back and regrouping.

Posted

I think AFT aggression control is just for when you're sneaking and also whether will initiate combat first or only respond after being attacked (or the player attacks). Once the fight begins, I don't think those settings apply anymore.

 

The issue I have really only is a major problem when you're using zombie apocalypse and you face waves and waves of enemies. Since combat doesn't end, the followers stay in attack mode and will run off to the next wave of enemies instead of falling back and regrouping.

 

 

I see. Well, I have no zombie apocalypse mod so I don't know how AFT co-work with that mod. That's why I suggested you PM mod.

Posted

 

I think AFT aggression control is just for when you're sneaking and also whether will initiate combat first or only respond after being attacked (or the player attacks). Once the fight begins, I don't think those settings apply anymore.

 

The issue I have really only is a major problem when you're using zombie apocalypse and you face waves and waves of enemies. Since combat doesn't end, the followers stay in attack mode and will run off to the next wave of enemies instead of falling back and regrouping.

 

 

I see. Well, I have no zombie apocalypse mod so I don't know how AFT co-work with that mod. That's why I suggested you PM mod.

 

 

Isn't Puppet Master a separate follower system? If I use that instead of iAFT, then my followers will lose the ability to die. The mod page also mentions the controls are Aggression and Confidence. Is it just tweaking actor values? Because if so, iAFT essentially controls the same values but they don't help followers stick together once combat begins.

 

This link describes what the actor values Aggression and Confidence control: http://www.uesp.net/wiki/Tes5Mod:Actor_Value_Indices#Actor_Value_Codes

 

Aggression controls when they will initiate combat. Unaggressive means they have to be attacked first before initiating combat. Aggressive means they will just attack. This actor value doesn't impact what the NPC does once they're fighting though.

 

Confidence just affects how easily they flee from combat. And I'm pretty sure I did not have the foolhardy setting (never flee) on my followers, and they still died. It also doesn't stop them from running off engage enemies in the distance if they're already in combat.

Posted

Isn't Puppet Master a separate follower system? If I use that instead of iAFT, then my followers will lose the ability to die. The mod page also mentions the controls are Aggression and Confidence. Is it just tweaking actor values? Because if so, iAFT essentially controls the same values but they don't help followers stick together once combat begins.

 

This link describes what the actor values Aggression and Confidence control: http://www.uesp.net/wiki/Tes5Mod:Actor_Value_Indices#Actor_Value_Codes

 

Aggression controls when they will initiate combat. Unaggressive means they have to be attacked first before initiating combat. Aggressive means they will just attack. This actor value doesn't impact what the NPC does once they're fighting though.

 

Confidence just affects how easily they flee from combat. And I'm pretty sure I did not have the foolhardy setting (never flee) on my followers, and they still died. It also doesn't stop them from running off engage enemies in the distance if they're already in combat.

 

 

PM is a separate follower system. You can't  use them at the same time. You can have up to 5 followers. They can die unless you choose "I don't want you to die".

 

You can set their behaving in the battle in various ways.

 

back to AFT - I had the same problem as you, but rarely. When told my followers to stand behind me, they never attacked first and never were after the foes. To have that possibility you have to have Fus do Rah mod.

 

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