[WIPREL] Multiple Followers

Post » Thu May 24, 2012 5:38 pm

Incredible work. This is just what I've been looking for. :biggrin:
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Isabell Hoffmann
 
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Post » Thu May 24, 2012 10:33 pm

Awesome foobar!
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J.P loves
 
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Post » Thu May 24, 2012 8:22 pm

What's the differences with this :

Foobars mod is simply further along than mine on the steam workshop. I've ran into a issue with the workshop not allowing me to update files. I will be changing my referral from the outdated 3rd party tool on the nexus over to foobars mod in the meantime.
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naana
 
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Post » Fri May 25, 2012 3:44 am

Thanks for your work on this foobar92! :thumbsup:
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koumba
 
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Post » Fri May 25, 2012 2:02 am

Hi everybody. I was very excited about this mod so i downloaded it but i'm having some problems due to my extraordinary skill with computers. I opened the folder and drag 'n dropped all the files into the skyrim data folder. Then i launched the game and tried to recruit two followers: the second follower did not accept to follow me giving the ordinary response in this case but the interesting thing was that the game gave me a message, at the moment of the recruitment, that i had never seen before, suggesting that the mod was somehow working, but still i couldn't take more than one companion. I was wandering about the .esp file in the mod folder, since i can't recall having enabled it in any way, on the contrary of what the brief installation guide says. So, what am i missing? How can i enable the .esp file? Thank you very much for your advice.
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Isabell Hoffmann
 
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Post » Thu May 24, 2012 6:44 pm

Hi everybody. I was very excited about this mod so i downloaded it but i'm having some problems due to my extraordinary skill with computers. I opened the folder and drag 'n dropped all the files into the skyrim data folder. Then i launched the game and tried to recruit two followers: the second follower did not accept to follow me giving the ordinary response in this case but the interesting thing was that the game gave me a message, at the moment of the recruitment, that i had never seen before, suggesting that the mod was somehow working, but still i couldn't take more than one companion. I was wandering about the .esp file in the mod folder, since i can't recall having enabled it in any way, on the contrary of what the brief installation guide says. So, what am i missing? How can i enable the .esp file? Thank you very much for your advice.
You can enable the esp-file in 'data files' in your launcher.
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Kahli St Dennis
 
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Post » Thu May 24, 2012 5:41 pm

Oh, thank you very much. Now it works, thank you again.
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dean Cutler
 
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Post » Thu May 24, 2012 4:42 pm

Any plan on giving the follower a horse to ride? Thanks for working on the multi-follwers.
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Lil Miss
 
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Post » Fri May 25, 2012 2:06 am

Just want to report that the mod works fine in a situation where a follower is assigned in a quest dungeon. I had 2 followers already going into a nordic ruin and was assigned an NPC as part of that dungeon (I won't get specific so as not to spoil). But that temporary assignment had no conflicts w/ the mod.

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.
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Stat Wrecker
 
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Post » Thu May 24, 2012 7:07 pm

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?

Renaming it is a no go as it is the script that governs general follower behaviour. Though i belive there is a simple workaround. If you are using that mod, go into DialogFollowerScript.pcs and remove under Function DismissFollower(Int iMessage = 0, Int iSayLine = 1, ObjectReference obj = No
following line of code
DismissedFollowerActor.SetPlayerTeammate(false). - or just change to true it doesn't really matter.
Compile and you can use his script for both mods.
Havent tested but that should be enough to make the two mods work together and not brake anything.
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Mariana
 
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Post » Fri May 25, 2012 5:05 am

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!
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Robert Jr
 
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Post » Fri May 25, 2012 12:04 am

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?
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Enie van Bied
 
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Post » Fri May 25, 2012 6:32 am

I've been tinkering with a an attempt to force an automatic check on each follower alias for an assigned actor before assigning a actor to any of them. If you are confident you're current work is done you may want to take a peek in that area as well Foobar. I believe that by automating the follower script to check each alias in turn for an actor and then assign the new follower to the first empty alias is likely the best way of getting a pure CK fix to the issue.
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Samantha Mitchell
 
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Post » Thu May 24, 2012 11:04 pm

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.

Well, if the quality of this mod is any indication, then I think I can speak for others that we want you implementing anything that has to do w/ followers :) Seriously, I think modularity is key here; allow users to pick and choose which elements to install and they have best of all worlds.
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Khamaji Taylor
 
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Post » Thu May 24, 2012 4:22 pm

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!

Have any tranny mods installed (JK) :smile:
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Kate Schofield
 
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Post » Thu May 24, 2012 4:26 pm

I've been tinkering with a an attempt to force an automatic check on each follower alias for an assigned actor before assigning a actor to any of them. If you are confident you're current work is done you may want to take a peek in that area as well Foobar. I believe that by automating the follower script to check each alias in turn for an actor and then assign the new follower to the first empty alias is likely the best way of getting a pure CK fix to the issue.

I'm doing a variant of this at the moment: using the actorRefs array as a "surrogate" ref store, which has the advantages of being easily scalable (at least until some way to create arrays of quest aliases can be found) and providing a reliable record of who exactly is following the player right now that's hidden to external scripts, in case there's some missed script/bug/whatever that messes with pFollowerAlias or PlayerFollowerCount. That's my idea anyway; let me know if you think there's something better.

Well, if the quality of this mod is any indication, then I think I can speak for others that we want you implementing anything that has to do w/ followers :smile: Seriously, I think modularity is key here; allow users to pick and choose which elements to install and they have best of all worlds.

That's the thing: Bethesda's system for generic followers is a tangle of function calls, property assignments, global variables, differently named references to the same object and dialogue conditions that has feelers in a bunch of dialogues and quests (just look at the number of edited quest scripts and TIFs). I've no idea if making modifications to this current system modular without having to maintain different versions of the same scripts for each mod or combination of mods is doable. Still, any ideas/corrections are welcome.
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Tammie Flint
 
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Post » Fri May 25, 2012 4:54 am

Hi guys. Since we're talking about compatibility, does this mod conflict with this one? http://skyrim.nexusmods.com/downloads/file.php?id=8810
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Rach B
 
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Post » Thu May 24, 2012 6:15 pm

Hi guys. Since we're talking about compatibility, does this mod conflict with this one? http://skyrim.nexusmods.com/downloads/file.php?id=8810

From a quick check in tesvsnip, v1.2 of that mod should be compatible.
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WYatt REed
 
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Post » Thu May 24, 2012 3:43 pm

The mod is fine but just having the followers to kill a npc that my pickpocketing failed and become followers bloodsheds each other are lol..
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Reven Lord
 
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Post » Thu May 24, 2012 3:47 pm

I am haveing one hell of a time getting this mod to work. The first time I installed this mod I had forgotton that I had a follower with me, so i installed it and it didn't work. So i dismissed all followers so my count was 0 uninstalled by disableing then deleteing the .esp then deleteing all of the PEX file's in my script's folder's that was associated with this mod. Loaded up saved the game with 0 follower's in a cell by myself. Reinstalled by dragging and dropping into data. made sure the .esp was checked and still no cigar. I will hire one follower it says that it sets him as 0, go to hire another it set's them as 4 if i recall correctly. then the 2nd follower just stand's there and doesen't follow me, if i reopen dialgue i have the same follow me option. I'm out of idea's here not sure what I am doing wrong on the installation front.
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Franko AlVarado
 
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Post » Thu May 24, 2012 2:28 pm

Pelinal,

Does the same issue happen with your backup save once this mod has been installed properly? Also, are you using any other mods that affect followers in any way?

The fact that it first assigned a follower to slot 0, then slot 4 from a clean save suggests that save hasn't been properly cleaned. Dismiss all followers, check that "show playerfollowercount" returns 0 and that the dialogue of your ex-followers is back to the unrecruited stage, save, then remove the mod entirely, load the save, check those two conditions again, save and reinstall. Ensure all 72 (using v0.2b) or 83 (v0.3a) .pex files are in Data/scripts and haven't been overwritten, and that MultipleFollowers.esp loads after any other follower mods.

EDIT: Forgot to ask: which NPCs are you trying to recruit?
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Vickytoria Vasquez
 
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Post » Fri May 25, 2012 12:31 am

Ok, after reverting to a backed up version of the game (I had just backed up my skyrim folder on an external hard drive 2 hour's pior to installing this mod. I reinstalled this mod initially and it was setting the second follower as alias #1 yet still they didn't do anything of use. So I wen't and disabled the .esp's of three file's that could cause it. Follower hunting bow fix, general fixes to follower's and specialized follower's. One must be conflicting so I am going to go with process of elimination to find out whitch it is. I will edit this post with the one or more that cause the conflict and post a link to the mod here.



***EDIT***
Ok, it appear's the conflict was with follower hunting bow fix. From the steam workshop, not entirely sure how that was the one it was my last guess haha.
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DeeD
 
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Post » Fri May 25, 2012 6:17 am

So what are the conditions for an NPC to function as a follower? Is it only faction-based to make them have the follower-conversation or are there other things? I remember from the other games oblivion, fallout etc had "create your own follower" mod. So I figured why not try it for Skyrim?
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Joe Bonney
 
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Post » Fri May 25, 2012 2:25 am

So what are the conditions for an NPC to function as a follower? Is it only faction-based to make them have the follower-conversation or are there other things? I remember from the other games oblivion, fallout etc had "create your own follower" mod. So I figured why not try it for Skyrim?

Pretty much - CurrentFollowerFaction for the dialogue options and either calling SetFollower to assign them the packages and factions from the follower quest alias or doing it manually.
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naomi
 
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Post » Fri May 25, 2012 6:37 am

Is this compatible with http://skyrim.nexusmods.com/downloads/file.php?id=7245 and http://steamcommunity.com/sharedfiles/filedetails/?id=10203? Multiple marriages with divorces would also be cool.
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Rachel Eloise Getoutofmyface
 
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