Any plan on giving the follower a horse to ride? Thanks for working on the multi-follwers.
No problem. At this stage, I'm debating whether or not to keep this mod as simple and unobtrusive as possible (i.e. enable multiple followers using the built-in system and nothing more) and allow other mods to tweak things like that, or try to turn this into a full-fledged mod with bells and whistles, at the expense of compatibility and user choice.
On that note, perhaps it's worth rewriting the follower framework from scratch and making it much more modular and changeable from child scripts. Still don't know whether there's a way to programatically assign arbitrary packages and scripts on NPC refs, but just putting it out there for now.
There is also conflict w/ this mod: http://www.gamesas.com/topic/1346637-rel-tcg-tradable-companion-gear/ Would it be possible to implement fLokii's fix so the mods don't conflict?
I'll try to look into it, but I need fLokii's modified script source files to see exactly what's changed and fix any compatibility issues. SetPlayerTeammate sets whether or not npcs sneak when you sneak, draw weapons when you draw weapons etc. and isn't something that should be set to true in DismissFollower normally, so I'm guessing he's doing something different.
What I did have a problem w/ is friendly fire. This temp follower kept hitting my followers causing them to break out in fights. An easy way to get around this is to console each follower and type "sifh 1" (w/out quotes so they ignore friendly fire) before getting into a combat situation. Alternatively, you can console each one after they've gone hostile and "stop combat" (this needs to be done all at once in one console instance or it won't work right).
About a situation where your followers are forcefully removed as part of a quest (Companions), I think those are the only quests in the entire game where that happens. So, it's not a deal-breaker by any means. Maybe add a caveat when this mod gets out of alpha/beta to have your followers wait or dismissed prior to those 2 quests? I don't have a save that far back but I'll begin a new character soon and test that situation thoroughly.
An issue with the vanilla game made more apparent when fighting with 10 heavily armed guys in tiny corridors, unfortunately. I'm not sure if there's a way of avoiding this by screwing around with factions or scripts (perhaps check combatant factions and stop combat in an OnCombatStateChanged event?). As for the Companions issues, if they exist, I don't think it'd be too difficult to fix them; the main problem is identifying them in the first place. Thank you and everyone else again for playtesting.
This mod is probably the best of its kind as of right now, because it works almost flawlessly. But, there is a very small bug I noticed. If a male companion is blocking, and gets hit, 1/4 of the time he makes a female grunt. Just a tiny thing. Other than that, the mod works great!
This mod shouldn't change anything of that sort. Are you sure it's from this mod specifically?