[WIPREL] Multiple Followers

Post » Fri May 25, 2012 5:25 am

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.

In the meantime I had changed 0001A23D iFriendHitCombatAllowed from a default of 4 to 10. I haven't seen any fights break out in a dungeon between a party so far.
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Angela
 
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Post » Fri May 25, 2012 3:26 am

In the meantime I had changed 0001A23D iFriendHitCombatAllowed from a default of 4 to 10. I haven't seen any fights break out in a dungeon between a party so far.

Good to know. I'll give it a try.
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bonita mathews
 
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Post » Thu May 24, 2012 6:34 pm

Hi, does this work on custom made followers I made in CK??
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Calum Campbell
 
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Post » Thu May 24, 2012 6:47 pm

@Kuro
I asked that on the first page, and he said it should have no problem based on the way it was made.


@Foobar
2 questions:
Will this collide with this mod: steamcommunity. com/sharedfiles/ filedetails/?id=7701
(No idea why it wouldn't let me post links)


(I know it's on the workshop and you said you'd have trouble with that, but currently it only changes the companions themselves.
BUT it's (hopefully) going to include a fully fixed clothing change operation, which may be a script (based n the nexus mod that got around the issue)

And Are you going to put this up on the workshop?
I'm trying to move away from the Nexus since Steam automatically keeps them up to date. (I know it has problems with conflicts though but I'd prefer the auto update version)
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Elizabeth Falvey
 
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Post » Thu May 24, 2012 11:30 pm

Happens when I go through a door, but it's not that some take longer to appear. sometimes once disappears into thin air.
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Ymani Hood
 
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Post » Thu May 24, 2012 3:39 pm

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.

OMG! I never thought of that! Thank you so much! Works flawlessly! x3
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Vicki Blondie
 
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Post » Thu May 24, 2012 2:38 pm

@Kuro
I asked that on the first page, and he said it should have no problem based on the way it was made.



O i see, then getting this for sure!
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JeSsy ArEllano
 
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Post » Thu May 24, 2012 3:21 pm

I've tried this mod on one of my custom followers. It gets to the the part where it assigns him/her to an alias and a response "lead the way", but doesn't actually add them as follower; only the follow me dialogue pops up again and it just keeps adding more aliases if I ask her again with no result. I haven't tried the other basic followers yet to see if its something wrong with my characters. I'll keep reporting.
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lucy chadwick
 
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Post » Fri May 25, 2012 12:15 am

Will this collide with this mod: steamcommunity. com/sharedfiles/ filedetails/?id=7701

(I know it's on the workshop and you said you'd have trouble with that, but currently it only changes the companions themselves.
BUT it's (hopefully) going to include a fully fixed clothing change operation, which may be a script (based n the nexus mod that got around the issue)

And Are you going to put this up on the workshop?
I'm trying to move away from the Nexus since Steam automatically keeps them up to date. (I know it has problems with conflicts though but I'd prefer the auto update version)

As of this post, that mod should be compatible. I don't have plans to put this up on SW; perhaps in the future when the myriad issues with it are fixed (esp. those to do with load order and bsa). The Nexus Mod Manager does have a feature to keep track of downloaded files and notify you of updates, so I'd suggest using that. This will be uploaded to the Nexus once it goes out of beta.

@jhon
Do you know where they disappear to (player.moveto them and see)? And is it the same NPC(s) who disappear each time?

@Kuroneko
Sounds like dialogue condition issues. How is the dialogue of your custom companion set up? Are they simply added to the PotentialFollowerFaction, or have you written custom dialogue and conditions for them?

Edit 2: A thought regarding the NPC outfit issue: is it possible to replace the default outfit of the follower with an empty LVLI, and then assign the default clothes/armor to that LVLI on dismissal and remove them upon hire? The functions are there, only problem is somehow maintaining a map of each NPC's default clothing.

Edit: speeling
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Taylor Tifany
 
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Post » Fri May 25, 2012 1:12 am



@Kuroneko
Sounds like dialogue condition issues. How is the dialogue of your custom companion set up? Are they simply added to the PotentialFollowerFaction, or have you written custom dialogue and conditions for them?

Edit: speeling

I have added them to the PotentialFollowerFaction to value 0 and CurrentFollowerFaction to value -1. But I have written a dialogue that simply makes an introduction of him/her.
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Micah Judaeah
 
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Post » Thu May 24, 2012 5:17 pm

So the original DialogueFollower and DialogueFavorGeneric quest dialogues are untouched? How does your custom greeting interact with them?
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Bethany Watkin
 
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Post » Thu May 24, 2012 8:08 pm

So the original DialogueFollower and DialogueFavorGeneric quest dialogues are untouched? How does your custom greeting interact with them?

They are untouched; what is custom greeting? (I am new to all this :(...started playing with modding since CK's release.) I am pretty sure I haven't touched anything with such a name as of now. If this concerns the introduction dialogue, it simply has another topic in the talk menu and the follower recruiting topic just uses the basic stuff...I wanted to make it so I could recruit him/her after the dialogue but I have no idea how to do that since I'm a total noob.
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Christina Trayler
 
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Post » Thu May 24, 2012 3:41 pm

I should have said your custom introduction, not greeting. Regardless, it might be easier if I took a look at your mod myself. Is it available for download anywhere? If not, would you mind upping it somewhere and shooting me the link?
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Rozlyn Robinson
 
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Post » Thu May 24, 2012 2:59 pm

I should have said your custom introduction, not greeting. Regardless, it might be easier if I took a look at your mod myself. Is it available for download anywhere? If not, would you mind upping it somewhere and shooting me the link?

Wow thanks! I'll be sure to upload it as fast as I can when I get home.
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Kathryn Medows
 
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Post » Fri May 25, 2012 6:58 am

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.

Reporting back about the Companions issue (forced removal of followers as part of a quest script). After testing both quests (Silver Hand and Purity of Revenge) multiple times, there are no issues.

I tested w/ 3 followers and what happened was they were never removed by the quest system (ie all of them came along from beginning to end of both quests).

Spoiler

In Silver Hand, all followers followed me into the Underforge. Then all disappeared during the Werewolf transformation (no alias removal messages appeared on screen). They then reappeared at the target destination w/ Aela after transformation.

I also tested dismissing and rehiring all followers immediatedly after each quest to see if the alias enumeration was affected in any way. All were correct and working properly.

Edit:
A thought regarding the NPC outfit issue: is it possible to replace the default outfit of the follower with an empty LVLI, and then assign the default clothes/armor to that LVLI on dismissal and remove them upon hire? The functions are there, only problem is somehow maintaining a map of each NPC's default clothing.


Remember that mod conflict I linked earlier in the thread? http://skyrim.nexusmods.com/downloads/file.php?id=8530 That is another quality mod that solves the "NPC clothing issue". I think he replied to your post, maybe you guys can work w/ one another. And about the "default bow issue", please include a fix in the next revision. I don't consider these two issues "bells and whistles", they are bug fixes and they are entirely appropriate to be integrated into this follower mod.

Foobar, here's a link to that thread: http://www.gamesas.com/topic/1346637-rel-tcg-tradable-companion-gear/
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Honey Suckle
 
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Post » Thu May 24, 2012 2:40 pm

http://www.gamesas.com/topic/1348131-total-noobs-first-trynot-going-so-well/

I have uploaded the esp on mediafire.
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Etta Hargrave
 
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Post » Thu May 24, 2012 7:46 pm

@Son of Skyrim
Thanks a lot for the report.

Re: the TCG mod, there's this comment from the SW entry:
Spoiler
That mod does work to allow followers to retain their outfits, however it was done by having them always being a teammate which means always in your service. If you dismiss them they will technically stay in your service. This means the game is never notified that they have been dismissed. This results in 2 things.
1. They never load the default outfit and will therefore keep the best equipment.
2. You cannot pickpocket from them and they will draw weapons & sneak when you do.
i.e. the SetPlayerTeammate() issue mentioned before.

I'm also planning to remove the default hunting bow and iron arrows from the follower aliases in v0.4b, but this means that followers will use up arrows (as Raygereio mentioned). I'm working on a script that will hopefully automatically replenish them, as I'm guessing not everyone will like that.

Edit: yet more typos
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jenny goodwin
 
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Post » Thu May 24, 2012 9:37 pm

Re: the TCG mod, there's this comment from the SW entry:
That mod does work to allow followers to retain their outfits, however it was done by having them always being a teammate which means always in your service. If you dismiss them they will technically stay in your service. This means the game is never notified that they have been dismissed. This results in 2 things.
1. They never load the default outfit and will therefore keep the best equipment.
2. You cannot pickpocket from them and they will draw weapons & sneak when you do.
i.e. the SetPlayerTeammate() issue mentioned before.

I can see how the teammate issue would be problematic for alias assignment/dismissal. Not to mention some followers could be potential pick-pocket victims if you happen to be in the thieves guild, breaking those quests. This NPC clothing issue has stumped alot of modders, hopefully it will not stump you.

I'm also planning to remove the default hunting bow and iron arrows from the follower aliases in v0.4b, but this means that followers will use up arrows (as Raygereio mentioned). I'm working on a script that will hopefully automatically replenish them, as I'm guessing not everyone will like that.

Probably best to make that script an optional download for people who consider the infinite arrow bug a cheat or realism-breaker.
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Ash
 
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Post » Thu May 24, 2012 10:49 pm

I can see how the teammate issue would be problematic for alias assignment/dismissal. Not to mention some followers could be potential pick-pocket victims if you happen to be in the thieves guild, breaking those quests. This NPC clothing issue has stumped alot of modders, hopefully it will not stump you.

There's no problem with aliases, just the fact that they continue to draw weapons/sneak with the player. A minor issue, really, save for the pickpocketing thing. At any rate, my current idea for this is to save their current outfit and assign them an empty one on recruitment, and then assign their old outfit back on dismissal.

Edit: I'm assuming that the thing that's bugging most people about this is that followers don't maintain custom equipment while they're recruited, not that they revert back on dismissal.

Edit: Actually, scratch that. There's SetOutfit() but no GetOutfit(); go figure.

Probably best to make that script an optional download for people who consider the infinite arrow bug a cheat or realism-breaker.

Naturally. Having a bit of trouble with this, though, and I'll be rather busy over the next week, so don't expect it for a while.
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TIhIsmc L Griot
 
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Post » Fri May 25, 2012 4:02 am

@foobar

Talk with the Steam Workshop guy I linked to earlier, Remanik (When I asked if it was compatible). He handled invisible bows (can probably handle arrows), modified followers to actually fit with the weapons given to them (ie, the Companion who has a Two Handed sword actually learns Two Handed) and such.

The three of you can probably tackle the biggest problems with followers. (Only having 1 [you], being bugged in certain ways [Remanik], allowing full armor customization [fLokii]).

You guys are building everything I want/need in my followers and I'd absolutely hate to see you guys try to duplicate each other's work instead of all just working together.


Plus, please put this up on the Workshop XD
Nexus doesn't automatically remember my mods (I just moved computers), Steam does.
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Eibe Novy
 
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Post » Fri May 25, 2012 6:22 am

Just tried to get this to work but to no avail.

Here are the following steps I have done:

1. Unpacked the scripts and the .esp file to my Skyrim/Data folder.
2. Launched Skyrim launcher and verified that the MultipleFollowers.esp is enabled.
3. Watched the console with show playerfollowercount is set to 0
4. Added 1 follower (Sven) and the playerfollowercount changes to 1.
5. I add Jenassa as second follower, she express: Lead the way! and the playerfollowercount changes to 2.

The problem is that Jenassa don't get up from the chair and follows me. If I speak to her again, I can hire her once again and the playerfollowercount changes to 3. Did it again and the count changed to 4, again and chaned to 5. So its clear that it's tracking the follower, trick is that she's not following me.
I tried it the reverse way aswell, Jenassa being my first follower and Sven being the attempted second follower. Same problem (Sven being the problem this time ofcourse).

I have done trial and errors, first when i installed the mod, I was way to eager and didn't noticed that I was still apparently having a follower since the playerfollowercount was on 5. But I have made or atleast made everything what I think is right!.

Anyone who can help me with this? Could it be a conflicting mod error? I am gonna try disable every single follower mod I have to see if it solve it.
The mods I currently have for followers are the following:

FixedFollowersLite
Specialized followers
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Laura-Lee Gerwing
 
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Post » Thu May 24, 2012 7:18 pm

I'll write a new reply to make it easier for everyone to follow.

By disabling "FixedFollowersLite" and "Specialized followers", I got a box saying that Jenassa was assigned to alias 1. Talked to Sven and asked him to follow me and this time it worked!
So it was either of those mods that were causing the problem. Gonna enable Specialized Followers first to see if it still functions.
It still worked with "Speciallized followers" enabled. Gonna try out "FixedFollowersLite" now.

And the problem was "FixedFollowersLite"!

I'll just highlight this one so people don't make the same misstake as I did.

THIS MOD IS NOT COMPATIBLE WITH "Fixed Followers Lite" MOD THAT YOU CAN GET FROM STEAM WORKSHOP!


Thanks alot for this mod, awesome work!

Since "Fixed Followers Lite" is not working with this one and I just wanted the mod for the level cap removal, can someone recommend another mod that removes level cap for followers?
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vicki kitterman
 
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Post » Thu May 24, 2012 8:03 pm

@ bugulu: try out this one http://skyrim.nexusmods.com/downloads/file.php?id=8810
Not only it removes their level cap but makes them level with you too and it has already been tested by foobar with positive answer.
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Jamie Lee
 
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Post » Fri May 25, 2012 1:59 am

I like the leveled list idea for multiple outfits without conflict, however wouldnt it increase cross compatibility if it just removed the outfit and added the armor to each followers inventory regularly, making the items tradable on hire? This way any mod that wishs to add outfits to them can just add the armor to each one and then the player would remove the original outfit from the follower in game.
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Marcia Renton
 
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Post » Fri May 25, 2012 6:28 am

Dunno how he did it but by removing the talking portions this guy seems to have managed an unlimited follower mod...
http://steamcommunity.com/sharedfiles/filedetails/?id=11472

He has a nexus version, but I don't have the link on me.
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Zoe Ratcliffe
 
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