[WIPREL] Multiple Followers

Post » Fri May 25, 2012 2:45 am

'second_follower' relied on the use of console commands rather than coming as a packaged mod. The sequence was:

-attach one follower as normal
-open console
-click on required follower to get the data string
-run the following batch file

setrelationshiprank player 4
addfac 5c84d 1
addfac 5a1a4 1
setav confidence 4
SSQ 750BA
SET PLAYERFOLLOWERCOUNT to 0

-finish with 'forcerefintoalias animal'

(Sorry for the thread hijack).

-Y-
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Paula Ramos
 
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Post » Thu May 24, 2012 4:34 pm

I Was using this with quite a bit of success until i hit some sort of odd bug with v0.4b. Hoping anyone on here has any solution? I correctly installed everything and played with it for a good 20+ hours of gametime, then made it all the way to Illia's quest/tower and finally finished the quest. Saved for the night and shut everything down. The next day I load up my save, and all of my followers except farkas (whom was following me due to the purity quest, not of a "follow me" dialogue choice, which i still did have however.) are walking off down the road, most likely returning to the idle locations when you dismiss them; to be specific they were Lydia and Alea.


When I attempt to talk to them they have the dialogue choices as if they were still my current follower, but as i try to dismiss them with the "part ways" option, they say they'll head back home, but when i speak to them again their dialogue options havn't changed back to a "follow me" option. I still have the same choices as when they were following me. (Wait here, Trade, Part ways, ect). I've tried deleting the .esp and all scripts, clean saved and talking to them again with and without the mod active, and i still get the same results. Even tried setting them to different factions via the console and no changes whatsoever, they are just stuck with the same dialogue as if they were currently following me, but won't follow me. They even draw weapons when I draw mine still as they're walking off on their own, (but strangely won't sneak when I do).


So i'm completely stumped. Anyone have any ideas? i didn't see anything when I skimmed the previous pages about anything like this. The only thing i did after shutting down that night was installing the "riverwood redux" mod, which should have absolutly nothing to do with this at all, Removing that mod and loading up the save doesn't fix anything, so I don't know what's going on. I even tried loading up a save from nearly 10 hours prior to the problem when I only had faendal and Lydia, and lydia still walks off on her own as if returning to Dragonsreach immiedatly, with the exact same dialogue bug. Anyone have a possible solution? I'm hoping it's as simple as some console command that I can't seem to find to reset their dialogues.







EDIT: Fixed the problem and left up for anyone who ever runs into this problem in the future, but no idea why this worked, or how it even happened in the first place:

Downloaded 0.4a and installed, loaded everything up and it was back to normal... o_O. Dismissed followers and saved, Removed 0.4a, started up Skyrim up again, cleansaved and reinstalled 0.4b, rehired everyone and everything works again, even can dismiss them and rehire on the spot.

So I have no clue what went wrong or how, but If anyone has this problem later, this might help. I figured maybe one of the scripts somehow got corrupted/stuck in a loop? No idea, either way thanks to the creator for this mod, as without it I doubt i'd play Skyrim even half as much. Group of companions + WIS/Warzones = My kind of Skyrim.
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lucile
 
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Post » Thu May 24, 2012 10:53 pm

For anyone that's interested, I finally figured a way around the second_follower problem.

1. Take all items off the follower in slot 0 i.e. the one you recruited normally.
2. Do the same for the follower forced into the dog slot.
3. Dismiss follower 0.
4. Kill follower 1 (how I hated doing that! - I'd invested a lot of time in Lydia).
5. Open the console and click on follower 1's corpse.
6. Enter 'recycleactor'.
7. Close the console and go find your ex-follower 1 at home.

Run this mod!!! :biggrin:

-Y-
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Katey Meyer
 
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Post » Thu May 24, 2012 6:05 pm

Excellent work! This is one of, if not my favorite mod. Will you consider adding the following attributes?

1. Change all follower default outfits to "none". This would render a conflict with other mods moot.

2. Make followers essential, or at least an option to make them essential.

With these 2 additions I think this would be the all time best mod ever!

Thanks for all your hard work.


PS. I created an account just so I could tell you how great this is. :banana:
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meghan lock
 
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Post » Fri May 25, 2012 6:26 am

Hello! Really amazing work you did here, I had nine companions for a while but then that got annoying so I settled with two. Best mod I've downloaded so far, and same thing with the guy above. I created an account just to tell you how great this is. Would be awesome if you added an option to tell all of your followers to wait and follow at the same time. That way, you can play effectively with nine companions(You won't have to tell all your followers to wait individually when you enter a small space xD).

This might be something you want to know, this mod doesn't work with one of or a combination of the Fixed Followers Lite mod and Followers Keep Up mod on Steam workshop. Only one of the followers will follow you, the others are still in your employment and have basic dialogue actions but they are unable to do anything except stand there. You can't trade, command, or release them because if you do, you'll just get a 'Could not find this follower in actorrefs.' message.

Also, how do you make all your followers essential?
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Amy Masters
 
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Post » Fri May 25, 2012 2:04 am

Out of curiosity, does this also allow multiple marriages? I know that the first post said something about marriage, but I was hoping someone could clarify.
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Ray
 
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Post » Fri May 25, 2012 12:58 am

Out of curiosity, does this also allow multiple marriages? I know that the first post said something about marriage, but I was hoping someone could clarify.

I am curious about this too.
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Steve Smith
 
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Post » Thu May 24, 2012 5:48 pm

Absolutely great mod ,been waiting for this ever since Skyrim's release. Anxiously waiting further updates.

Hopefully you'll include to be able to completely customize your followers equipment, a command to let them relax [ but keeping the wait one place, can't have them walking into traps ] and perhaps stuff similar to Phalanx ? Like group commands and such.

Regardless of what you do , i really like how its coming along and look forward to your releases.
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Tyrone Haywood
 
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Post » Fri May 25, 2012 4:46 am

I just had so much fun taking Jenassa and all of my housecarls for a stroll. We got attacked by a dragon.

I used Dragonrend and brought it to the ground, then everyone just mobbed the poor thing. I was dodging around trying to get a clear line of fire for a spell, but I never even got the chance.

I almost felt sorry for it.
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DAVId Bryant
 
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Post » Fri May 25, 2012 4:20 am

This is a great mod, but I'm also interested in hearing if you manage to find a way to do this without your round-robin aliases trick. So far it's not looking easy to assign behaviour to multiple actors.
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Lewis Morel
 
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Post » Fri May 25, 2012 6:25 am

Just want to report that the mod works fine w/ the new beta patch 1.4.26.

And I agree w/ others that the mod needs group commands. Hopefully this will be implemented, despite the complexity.

Edit: the mod still works w/ new beta but followers will not go into sneak mode when you do (they still draw weapons when you do).
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Kristian Perez
 
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Post » Thu May 24, 2012 10:56 pm

A centralized follower control mod is what is needed.

Adding one more feature onto this mod or that mod is not going to address all concerns. Even with the suggestions above I'd still need more mods to get them to act right.

I've been playing Mass Effect (never played before) this last week. I really like the squad command control keys. Very handy. I could see the numpad being used more extensively in group commands.
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Rebecca Dosch
 
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Post » Fri May 25, 2012 6:01 am

The author of followers can relax has released a second version, called 'Followers can relax 2', compatible with multiple followers, which can be found on steam workshop.
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Jessie Rae Brouillette
 
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Post » Thu May 24, 2012 8:39 pm

Also, how do you make all your followers essential?

Since this question (and others) has been asked more than once:

How To Make Followers Essential

1) Click on the face of the NPC (ex. Muiri)
2) Open the console using the tllde key
3) type help Muiri
4) look for the line towards the bottom that says NPC_: (0001406B) 'Muiri'
5) type setessential 1406B 1 (you only need to type the last 5 characters, this is called the NPC's base ID, followed by a 1 = essential or 0 = not essential)

To see if it worked, click on the face of the same NPC and type isessential. It should return a value of 1.00. If it returns a value of 0.00, then redo the above steps.

How to Make Followers Stop Fighting Each Other

1) Click on the face of the NPC
2) Open the console using the tilde key
3) type sifh 1

To see if it worked, click on the face of the same NPC and type gifh. It should return "Actor ignores friendly hits". If it returns "Actor counts friendly hits", redo the above steps.

How to Make Followers Behave Optimally

1) Click on the face of the NPC
2) Open the console using the tilde key
3) type setav confidence 4 (followers will never run from combat)
4) type setav aggression 1 (followers will never attack you)
5) type setav morality 0 (useful for thieves and murderers)
6) type setav assistance 1 (will aid all allies in combat)




All the above needs to be performed on each NPC and be sure to do a save immediately after so the tweaks stick.
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Deon Knight
 
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Post » Thu May 24, 2012 9:36 pm

Something I just noticed from my new game. I had a bunch of my followers waiting at my home in whiterun at my breezehome. While out doing quests with a couple of my followers all the rest gave me the notice "follower got tired of waiting" so they auto dismissed themselves and went home lol.
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clelia vega
 
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Post » Thu May 24, 2012 6:02 pm

I've noticed a problem with this mod. Everytime i give an companion armor (affects chest piece only) He/she will automatically change back to their default armor (even if i remove the default armor) I've tested and found out that it was this mod that made this happen. This is a great mod, and it's very useful.
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Eduardo Rosas
 
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Post » Fri May 25, 2012 5:59 am

^^ this mod does not touch NPC clothing/armor so it's some other mod you have installed that's causing your problem.

What I've been doing to get around the default NPC clothing issue is to tweak their armor skills. For example, if I want an NPC to wear light armor:

setav lightarmor 50
setav heavyarmor 10

It doesn't have to be those numbers but as long as light armor is higher then heavy armor, the follower will wear whatever is higher.
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Francesca
 
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Post » Thu May 24, 2012 11:30 pm


Since this question (and others) has been asked more than once:

How To Make Followers Essential

1) Click on the face of the NPC (ex. Muiri)
2) Open the console using the tllde key
3) type help Muiri
4) look for the line towards the bottom that says NPC_: (0001406B) 'Muiri'
5) type setessential 1406B 1 (you only need to type the last 5 characters, this is called the NPC's base ID, followed by a 1 = essential or 0 = not essential)

To see if it worked, click on the face of the same NPC and type isessential. It should return a value of 1.00. If it returns a value of 0.00, then redo the above steps.


On the subject of NPC essential status, I think there is a more flexible work around.

Basically, you can go into the CK and edit the aliases under the Follower quest and check the essential flag there. This, as far as I can tell, makes it so that as long as the NPC is a follower (e.g. assigned an alias), he/she is essential. However, once dismissed, you can kill him/her (as long as he/she isn't essential to begin with).
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NeverStopThe
 
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Post » Thu May 24, 2012 10:00 pm

Ran into my first problem recruitment since I started using / testing this mod. Started a clean / new game 2 days ago. everything has been working fine until today. recruited up to 10 followers dismissed a bunch etc. well i went and did the grimsevre sword quest for mjoll the lioness went back to turn in or give her the sword, she says i see i still have much to learn, offers to be a follower, then says lead on but no recruit dialogue option pops up. Tried the bat follower command i get all the right readings, still no dialogue option for recruit. she just says lead on still. i pull my weapon out she does hers also but is not actively following me nor has she been added to the alias list.
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roxxii lenaghan
 
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Post » Thu May 24, 2012 6:42 pm

I'm sorry, it turns out it probably wasn't this mod which made the default armor pop back on. I had a lot of cloth changing mods for companions (2 or 3 to be precise) I will try without these mods on.
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Nicholas
 
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Post » Thu May 24, 2012 3:33 pm

On the subject of NPC essential status, I think there is a more flexible work around.

Basically, you can go into the CK and edit the aliases under the Follower quest and check the essential flag there. This, as far as I can tell, makes it so that as long as the NPC is a follower (e.g. assigned an alias), he/she is essential. However, once dismissed, you can kill him/her (as long as he/she isn't essential to begin with).

This would be a better solution. When Foobar gets back from his studies, it'll be up to him whether he wants to implement it.

But I think the focus for this mod, at this point, should not be tweaks to individual NPCs (stuff like NPC clothing, bows, setting essential status, etc.). Although all that stuff would certainly be welcome.

The focus should instead be functionality that is relevent to a multiple follower mod ----> a single interface for group commands.
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Jessie Rae Brouillette
 
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Post » Thu May 24, 2012 11:01 pm

Trying this mod coming from the 2follower hack on nexus which gave me issues with the "dog" follower. So far this mod is great.

I'll update with any bugs I run across.

Thanks! Keep up the good work!
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Frank Firefly
 
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Post » Fri May 25, 2012 5:35 am

Hello, I'm very horribly sorry if this has been asked before and I failed to notice it, but are there plans to upload this mod into the Steam Workshop?
I'm always afraid of file manipulation based modding methods, since I had some bad (not just bad, absolutely terrible) experiences trying to mod Oblivion that way, and even though Skyrim is reportedly much easier to mod, I'm still leery of it.
Thanks, this looks like a REALLY great addition to the game!
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sarah taylor
 
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Post » Fri May 25, 2012 2:49 am

Hello, I'm very horribly sorry if this has been asked before and I failed to notice it, but are there plans to upload this mod into the Steam Workshop?
I'm always afraid of file manipulation based modding methods, since I had some bad (not just bad, absolutely terrible) experiences trying to mod Oblivion that way, and even though Skyrim is reportedly much easier to mod, I'm still leery of it.
Thanks, this looks like a REALLY great addition to the game!

He said that once it's out of Beta it'll go up on the Nexus. No word as of the Steam Workshop.
Though I guarantee you, you aren't the only one who wants it up there.
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evelina c
 
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Post » Thu May 24, 2012 7:19 pm

Out of curiosity, does this also allow multiple marriages? I know that the first post said something about marriage, but I was hoping someone could clarify.
I don't think it does. There is a mod on the nexus that has multiple marriages but I haven't tried it since one script conflicts in it with this. Script is in scripts\QF_RelationshipMarriageWeddin_0007404E.pex
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Rich O'Brien
 
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