[WIPREL] Multiple Followers

Post » Thu May 24, 2012 5:05 pm

Just wanted to say th
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.


Just wantedto say, that I think this mod should focus on serving as unobtrusive as possible and attempt to remain compatible with other mods. I think any sort of full fledged mod should be a separte project, because ultimately some minimal mod needs to serve this function, and this mod does it admirably. I think a few possible bolt-on's would make sense, like a follower menu that would allow you to more easily manage your followers, but I think it'd be good to keep the focus on core functionaliy with compatabilty as the major focus.

On the other hand it's your mod and modding should be FUN for the modder! So while I think it'd be awesome for the community to have this serve as a core funciton mod that unobtrusively allows multiple followers, if that's not any fun to make (and I suspect it may not be!) then you shold build somethign that is fun.

-Starcrunch
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Nichola Haynes
 
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Post » Fri May 25, 2012 1:54 am

I have three followers. From time to time, when going from an interior to an exterior, one disappears. I have to do a moveto and a disable and enable to restore him/her; if I don't they vanish into thin air half a second after returning to game from console.
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Heather Dawson
 
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Post » Thu May 24, 2012 8:47 pm

Can someone give me a very descriptive guide on how to install this please.. x_x Ive been trying to fix/use it for hours (literally :stare: ) now and havn`t made any progress :( Any help would be greatful.. :confused:
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Blackdrak
 
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Post » Thu May 24, 2012 2:51 pm

Can someone give me a very descriptive guide on how to install this please.. x_x Ive been trying to fix/use it for hours (literally :stare: ) now and havn`t made any progress :( Any help would be greatful.. :confused:

Drop it into Data. Uncompressed.
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Bethany Short
 
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Post » Fri May 25, 2012 6:07 am

my companions keep fighting each other :(
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Sophie Louise Edge
 
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Post » Thu May 24, 2012 5:17 pm

Can someone give me a very descriptive guide on how to install this please.. x_x Ive been trying to fix/use it for hours (literally :stare: ) now and havn`t made any progress :( Any help would be greatful.. :confused:

Extract the archive.
Copy or move the .esp and the Scripts folder directly into your Skyrim Data folder.
Start the launcher and select 'data files'.
Check the multiplefollowers esp.
Launch the game.
Recruit followers.
Get followers killed.
Recruit more followers.
Repeat.
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Nathan Risch
 
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Post » Fri May 25, 2012 5:37 am

my companions keep fighting each other :(
If that happens due to friendly fire you could try going back to a save where everyone still liked eachother; now open up the console, select one of your followers and type in "sifh 1" (without quotation marks naturally). Repeat for each one of your followers.
If it happens because of something else I got nothing except to check for conflicting mods.
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gemma
 
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Post » Fri May 25, 2012 1:23 am

Extract the archive. Copy or move the .esp and the Scripts folder directly into your Skyrim Data folder. Start the launcher and select 'data files'. Check the multiplefollowers esp. Launch the game. Recruit followers. Get followers killed. Recruit more followers. Repeat.

Wow.. I did exactley that, and still doesn`t work. Whats wrong with me D:
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kitten maciver
 
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Post » Fri May 25, 2012 3:16 am

Wow.. I did exactley that, and still doesn`t work. Whats wrong with me D:

Did you already have a companion recruited when you activated the mod?
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Wanda Maximoff
 
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Post » Thu May 24, 2012 3:22 pm

I want to thank foobar92 for this mod, since i've been waiting for something similar for more than two months. I want to compliment Dark_Lord_ on the fairness demonstrated by supporting this project in spite of his own.
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Taylor Bakos
 
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Post » Thu May 24, 2012 6:02 pm

Just tried out using a npc that wasn't originally a follower using the http://skyrim.nexusmods.com/downloads/file.php?id=4139 and everything is working out well so far. Thanks for all the updates.
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Kelly John
 
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Post » Thu May 24, 2012 11:00 pm

Did you already have a companion recruited when you activated the mod?

Well, I let my real follower go, but I had another one in the animal slot. I didn`t think it would matter thoug, because she was technically taking the place of a dog, and it says that dogs are okay. But the thing Im having trouble wiht is getting the esp into Data Files from the launcher.. It wont show up there. So either its screwed up decompressing or it wont load into skyrim >_>
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Rex Help
 
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Post » Thu May 24, 2012 4:58 pm

Well, I let my real follower go, but I had another one in the animal slot. I didn`t think it would matter thoug, because she was technically taking the place of a dog, and it says that dogs are okay. But the thing Im having trouble wiht is getting the esp into Data Files from the launcher.. It wont show up there. So either its screwed up decompressing or it wont load into skyrim >_>

Do you have other mods installed? You can see the other mods in the launchers data files list but not this .esp even though it's in the same folder as they are?
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emma sweeney
 
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Post » Thu May 24, 2012 6:59 pm

First off - thanks for making this mod, as I've been waiting for something like this (that actually works) since day 1.

The main problem I am having is that it's still very difficult to get the NPCs that I want to follow me to do so. What I'm really aiming for is to simply walk up to a guard or legionary, addfac or do whatever is needed in the console, then tell him to follow me and be off. From an RP perspective, this is kind of a no-brainer as I've completed the civil war quests. It's proving extremely difficult in practice, however.

I've tried using the bat files MrDarkSim mentioned, but it's just not working. Even with all the right console commands applied to, say, a guard, I can't initiate a dialogue with them. It's also true of some characters that I can initiate dialogues with. Mjoll the Lioness, for example, has a certain dialogue sequence and I can't get the follower dialogue to come up. Same with Brynjolf. So far the only non-vanilla followers I can get to join me are merchants.

Any ideas?
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Stacy Hope
 
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Post » Fri May 25, 2012 12:07 am

First off - thanks for making this mod, as I've been waiting for something like this (that actually works) since day 1.

The main problem I am having is that it's still very difficult to get the NPCs that I want to follow me to do so. What I'm really aiming for is to simply walk up to a guard or legionary, addfac or do whatever is needed in the console, then tell him to follow me and be off. From an RP perspective, this is kind of a no-brainer as I've completed the civil war quests. It's proving extremely difficult in practice, however.

I've tried using the bat files MrDarkSim mentioned, but it's just not working. Even with all the right console commands applied to, say, a guard, I can't initiate a dialogue with them. It's also true of some characters that I can initiate dialogues with. Mjoll the Lioness, for example, has a certain dialogue sequence and I can't get the follower dialogue to come up. Same with Brynjolf. So far the only non-vanilla followers I can get to join me are merchants.

Any ideas?

I don't know. In Oblivion we had a great mod called Companion Share and Recruit that allowed you to enlist pretty much anyone. However, we were warned that the mod could act funny if we attempted to recruit an NPC without a name, like 'guard' or 'bandit' because those weren't unique characters.

I imagine there would be a similar issue in Skyrim trying to recruit respawning generic NPCs.
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Jerry Cox
 
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Post » Thu May 24, 2012 8:30 pm

Do you have other mods installed? You can see the other mods in the launchers data files list but not this .esp even though it's in the same folder as they are?

I have lots.. :P The specific follower mods being Specialized Followers.. I did have the long bow fix mod, but I read that it was incompatible wiht this mod.. so I deactivated it. But still nothing :/
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Bones47
 
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Post » Thu May 24, 2012 10:54 pm

First off - thanks for making this mod, as I've been waiting for something like this (that actually works) since day 1.

The main problem I am having is that it's still very difficult to get the NPCs that I want to follow me to do so. What I'm really aiming for is to simply walk up to a guard or legionary, addfac or do whatever is needed in the console, then tell him to follow me and be off. From an RP perspective, this is kind of a no-brainer as I've completed the civil war quests. It's proving extremely difficult in practice, however.

I've tried using the bat files MrDarkSim mentioned, but it's just not working. Even with all the right console commands applied to, say, a guard, I can't initiate a dialogue with them. It's also true of some characters that I can initiate dialogues with. Mjoll the Lioness, for example, has a certain dialogue sequence and I can't get the follower dialogue to come up. Same with Brynjolf. So far the only non-vanilla followers I can get to join me are merchants.

Any ideas?

It depends I think if that voice set has dialogue for followers. I'm not sure if there is an original follower that uses the same voice as male guards. Same thing probably goes for uniquely voiced characters.

I just tried recruiting a guard by 'bat follower'. They would follow as long as I used activate to order commands and not tell them to do anything.
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Jesus Sanchez
 
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Post » Fri May 25, 2012 12:21 am

I tried that too, but it seems like it only works for one at a time. They also seem to stop following once you leave command mode to do something.
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A Dardzz
 
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Post » Fri May 25, 2012 12:24 am

One of my companions (Aela) keeps running in place sometimes, but most of the time she's fine. Does anyone else have that happen?

The only conflict I could find was in Follower Hunting Bow Fix mod (QUST DialogueFollower)... but I remember it happening before I installed that mod.
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Sammygirl500
 
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Post » Thu May 24, 2012 3:08 pm

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.

Specialized followers v1.01 should be compatible. I can't check Fixed Followers Lite because it's on the SW; if there are no scripts and the .esp doesn't change any of the things listed under [Compatibility] in the OP, chances are it'll work fine as well.

I have three followers. From time to time, when going from an interior to an exterior, one disappears. I have to do a moveto and a disable and enable to restore him/her; if I don't they vanish into thin air half a second after returning to game from console.

Again, there's nothing in this mod that affects AI packages beyond the original follower system. Are there steps that consistently reproduce the issue? I know that with sufficient followers, there's sometimes a slight delay in how long it takes some of your entourage to follow you through a door. Have you tried waiting a bit longer?

Johnny, if the esp isn't activated, all bets are off, naturally. If it isn't appearing in Data Files, then use NMM or Wrye Smash to enable it.

Warpoet, I think MrDarkSim is right - if the attempted follower has a voice type not in one of the voicesfollower* formlists, they won't get the recruitment dialogue. Can be fixed, but at the cost of having two different voices for the same NPC. The issue with Mjoll is odd, but I'm assuming you're trying to force recruit her before retrieving her sword? In that case, it's likely an issue with dialogue priorities.

As for problems with command mode, I haven't been able to verify, but I suspect it's an issue with the engine itself - the guards' base actor forms aren't flagged as unique, which interferes with the SetDoingFavor native function.

Regarding the reports of fights breaking out easily between followers, do you guys think it's a sufficiently annoying issue that it justifies an attempt at a "fix" as mentioned http://www.gamesas.com/topic/1345602-wiprel-multiple-followers/page__view__findpost__p__20295296

Also Morchai, I've copied your installation guide into the OP; hope you don't mind :smile: Cheers for helping with tech support as well.

Edit: Fix link
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Chloe Yarnall
 
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Post » Thu May 24, 2012 3:14 pm

I would say that friendly fire is incredibly annoying even with just one companion. However, with several companion, it doesn't take very much to set them of - especially if you have a AOE mage in the party. If friendly fire could somehow be turned off for NPCs, that would be great.

Other than that, great work!
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Rach B
 
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Post » Fri May 25, 2012 2:49 am

The friendly fire thing can be mitigated somewhat by increasing the number of hits it takes to turn them hostile. I don't know how this is done, but XSO had an .ini option that allowed you to set the number of hits before an ally became hostile. I'm not sure if it works NPC against NPC though, but it would seem like it should.

@Foobar92: Haha, I worked for hours composing and editing that installation guide. It's good to see it published. I think it's a contender for a Pulitzer, even.
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Andrew Lang
 
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Post » Thu May 24, 2012 2:27 pm

Not really a bug. But may I make the suggestion of removing the follower hunting bow and arrows assigned under the alias inventories for the follower aliases?

They tend to be a bit buggy and followers tend to use them rather than more powerful bows in their regular inventory.

Thanks.
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carley moss
 
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Post » Thu May 24, 2012 3:23 pm

For those with friendly fire issues. Try:
If that happens due to friendly fire you could try going back to a save where everyone still liked eachother; now open up the console, select one of your followers and type in "sifh 1" (without quotation marks naturally). Repeat for each one of your followers.
That should force your followers to ignore hits from friendlies.

One of my companions (Aela) keeps running in place sometimes, but most of the time she's fine. Does anyone else have that happen?
Yeah, I've seen that glitch happen to. It often occurs for me when a follower is sprinting to catch up to you and you enter a door, exit a cave, etc. It's not caused by this mod. As far as I can tell the follwer just doesn't get the message from the engine that he/she should use another animation.
You can also see the same effect happen if a follower is far away, sprinting towards you and you use placeatme to bring them to you instantly. Instead of appearing at your feet and standing there, they'll start there are still sprint for a couple of meters before figuring out that they have to stop.
It always fixed itself for me the moment the follower had to move.

They tend to be a bit buggy and followers tend to use them rather than more powerful bows in their regular inventory.
There are several mods that already try to fix that issue (without having to resort to console magic that is) and that are compatible (as far as I could quickly tell) with this mod:
http://skyrim.nexusmods.com/downloads/file.php?id=6520
http://skyrim.nexusmods.com/downloads/file.php?id=8118

Be aware that if you use those fixes, that for some weird reason followers get a new set of their starting equipment the moment you fire them. So each time you rehire them you have to remove the bow again. Also in my tests the follower-infinite-arrow-feature only works with their dinky default bow. You'll have to keep them supplied with arrows if you force them to use any other bow.

Edit: bad type, bad!
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Tamara Dost
 
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Post » Fri May 25, 2012 7:00 am

One of my companions (Aela) keeps running in place sometimes, but most of the time she's fine. Does anyone else have that happen?

That's probably an engine issue. Google gives a few other instances of it, but no real solution as of yet, unfortunately.

The friendly fire thing can be mitigated somewhat by increasing the number of hits it takes to turn them hostile. I don't know how this is done, but XSO had an .ini option that allowed you to set the number of hits before an ally became hostile. I'm not sure if it works NPC against NPC though, but it would seem like it should.

@Foobar92: Haha, I worked for hours composing and editing that installation guide. It's good to see it published. I think it's a contender for a Pulitzer, even.

The Hemingway of our time, doubtless ;)

There are some GMSTs carried over from FO3 which might have something to do with that - see the http://geck.gamesas.com/index.php/Friendly_Fire. Still thinking about which method to implement, if any.

Not really a bug. But may I make the suggestion of removing the follower hunting bow and arrows assigned under the alias inventories for the follower aliases?

If there are no objections, v0.4b will do this.
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Becky Cox
 
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