This is my favorite follower framework, i've used it in Oldrim and in SSE and SAE. It is simple, fast, intuitive, no bugs no CTDs, no incompatibilities, no breaking followers AI. It works perfectly well with SAE GOG Edition v1.6.1179. The mod is not SKSE version dependent, it will never break. It is not even SKSE dependent... without SKSE you will just lose the MCM menu (no need to revert to an older edition, use the main one, v4.0.5). This mod it is also very compatible, i only use 2 patches for it in my entire mod list, the RDO Patch and the 3DNPC patch.
EFF is not abandoned it is just FINISHED, it achieved its purpose, no need for further updates. Sure you can add more and more features, by increasing the script load, but i don't think that will match the target audience.
The feature that i use the most, 90% of the mod usage, is access to the follower inventory. No other mod can beat EFF at this speed and convenience. I tested the same feature in NFF and AFT, and it takes 5x-10x more time to do this simple feat. EFF wins hands down. No one beats the EFF easy Wheel Access (you need UIExtenstion to get the wheel btw). The mod has several features also, as allowing you to Recruit any NPC in the game to the framework, easy check the stats, have your followers learn spells, do various simple tasks, change outfits. The mod does set the follower importance to Essential by default, and you have to change that. The followers automatically level with the player, no need for bat files and other stuff. The framework supports up to 100 followers if i remember correctly and you can always clear the system and start anew. I don't think the other frameworks are this extensive.
I didn't encountered any of the issues mentioned below by some users. Most certainly, those are end users mistakes (and the MCM framework as a whole), it has nothing with the functionality of the EFF.
For consuming food and riding horses, leave the other mods manage that, like iNeed and Immersive Horses, as is there own territory and they control and overhaul that specific mechanic. Having the follower frameworks do that (like the NFF spawning horses out of nowhere) it will just conflict with those mods mechanics.
Yeah I used NFF because the recommended patches for mods such as Serana Dialogue Add-on. I used to use this mod long ago but not sure if it would conflict with others now. Also sticking to 1.5.97 for compatiblity with some other mods. I don't like much NFF so hopefully this won't break AI.
And AFT's only reason for me to use over anything would be the vampire lord form for followers.
Hello everybody responsible for this amazing follower framework mod. You've all made our lives 500% easier with these management menus. Thank you so much.
I have a question regarding the mod "Serana Dialogue Addon", and how it does not play along with your EFF. Specifically, I was hoping to teach Serana SDA some new spells, but, she simply does not offer that option amongst the available dialogue choices. Bummer, really.
So I was hoping if any of you guys could please provide me with some assistance as to how I could... I don't know... "force-start" the EFF preset upon her?Specifically regarding "TEACHING SPELLS". Maybe opening the console, tagging her ID on screen followed by a written command?
I'd appreciate any help received about this matter. Much appreciated, friends.
you can do it with the option teach spell in right hand or left hand BUT due to skyrims way that combat parameters are set and if the author of w.e. spell you're trying to teach, added the right keywords, she may not use the spell even if it says she learned it
But that's the thing: you are referencing the classic EFF framework options, to teach a Follower a new spell from your left/right hand. That works flawlessly with a regular "common" follower from vanilla and/or several mods available.
The Serana Add-On does not offer that option. Period. She has her own framework based on normal dialogue choices, and while she has an option named "Train", that is only focused on Melee or Ranged attacks. Not teaching spells, per se.
Followers seem to be ignoring the residence command completely. Even worse, when I do set their residence to somewhere, they seem to leave the room I set, before completely disappearing from the game world. They do not go back to their original residence point either. Help?
Nevermind. Cells with multiple rooms and doors in them seem to be finnicky, but simply walking around the different rooms in the cell for a bit will make the follower appear again.
Is there anything that would cause npc overlays to turn purple periodically. When I check the overlay tab when this occurs, all previously assigned overlays switch to default automatically and only stop being purple when I modify them.
common question, is it possible to have a version to just up the follower limit? I've got NFF but it only allows up to 10 followers when there is more people that I want as my followers, I don't want to get this as I don't want it to conflict with stuff i've set with NFF. So i'm wondering if there is an easy way to just up the limit.
Long answer... If i remember correctly from the oldrim there is a Global Variable that set that limit to 1 (in vanilla game). The follower frameworks change that Global, to a higher number to allow more follower to be recruited at the same time. It stands to reason that if 2 mods / frameworks try to change the same Global, they will conflict, hence they are not compatible with each other. If you try to make a mod and change it yourself, that will surely break NFF, since the mod is designed and scripted to manage only 10 followers. The only one that can safely modify that limit is the mod author himself, since he has to update the scripts and the mod features. Once set, this limit is not very easy to modify, since these frameworks tend to become more and more featured and complex, the harder it is to change that, and the mod authors stick with their original number.
The custom followers, the more complex ones that do not use the vanilla follower system, but come with their own follower framework, will not count to the limit, since they don't use the same system and the same Global. But this only is you don't manage them with NFF / AFT / EFF, otherwise they will also count to the limit, because their own framework is overwritten in this case.
I have installed as it's said but when I go back to my game my previous follower Jenassa cant be hired with any option exept the force in the mcm, kinda annoying to go there every time I want to travel with her
1496 comments
EFF is not abandoned it is just FINISHED, it achieved its purpose, no need for further updates. Sure you can add more and more features, by increasing the script load, but i don't think that will match the target audience.
The feature that i use the most, 90% of the mod usage, is access to the follower inventory. No other mod can beat EFF at this speed and convenience. I tested the same feature in NFF and AFT, and it takes 5x-10x more time to do this simple feat. EFF wins hands down. No one beats the EFF easy Wheel Access (you need UIExtenstion to get the wheel btw). The mod has several features also, as allowing you to Recruit any NPC in the game to the framework, easy check the stats, have your followers learn spells, do various simple tasks, change outfits. The mod does set the follower importance to Essential by default, and you have to change that. The followers automatically level with the player, no need for bat files and other stuff. The framework supports up to 100 followers if i remember correctly and you can always clear the system and start anew. I don't think the other frameworks are this extensive.
I didn't encountered any of the issues mentioned below by some users. Most certainly, those are end users mistakes (and the MCM framework as a whole), it has nothing with the functionality of the EFF.
For consuming food and riding horses, leave the other mods manage that, like iNeed and Immersive Horses, as is there own territory and they control and overhaul that specific mechanic. Having the follower frameworks do that (like the NFF spawning horses out of nowhere) it will just conflict with those mods mechanics.
And AFT's only reason for me to use over anything would be the vampire lord form for followers.
This savefile has 3 script instances whose data is missing.
- EFFPluginAggression:*EFFCore.esm:18001175 (000001a98c6a5dd0) (5)
- EFFPluginTattoos:*EFFCore.esm:18001188 (000001a98c6a4de0) (5)
- EFFPluginNickname:*EFFCore.esm:1800118a (000001a98cf9f320) (5)
any help plsI have a question regarding the mod "Serana Dialogue Addon", and how it does not play along with your EFF. Specifically, I was hoping to teach Serana SDA some new spells, but, she simply does not offer that option amongst the available dialogue choices. Bummer, really.
So I was hoping if any of you guys could please provide me with some assistance as to how I could... I don't know... "force-start" the EFF preset upon her?Specifically regarding "TEACHING SPELLS". Maybe opening the console, tagging her ID on screen followed by a written command?
I'd appreciate any help received about this matter.
Much appreciated, friends.
The Serana Add-On does not offer that option. Period. She has her own framework based on normal dialogue choices, and while she has an option named "Train", that is only focused on Melee or Ranged attacks. Not teaching spells, per se.
Console>
Item 'FollowerMenu' not found for parameter Quest.
Compiled script not saved!
...
Long answer... If i remember correctly from the oldrim there is a Global Variable that set that limit to 1 (in vanilla game). The follower frameworks change that Global, to a higher number to allow more follower to be recruited at the same time. It stands to reason that if 2 mods / frameworks try to change the same Global, they will conflict, hence they are not compatible with each other. If you try to make a mod and change it yourself, that will surely break NFF, since the mod is designed and scripted to manage only 10 followers. The only one that can safely modify that limit is the mod author himself, since he has to update the scripts and the mod features. Once set, this limit is not very easy to modify, since these frameworks tend to become more and more featured and complex, the harder it is to change that, and the mod authors stick with their original number.
The custom followers, the more complex ones that do not use the vanilla follower system, but come with their own follower framework, will not count to the limit, since they don't use the same system and the same Global. But this only is you don't manage them with NFF / AFT / EFF, otherwise they will also count to the limit, because their own framework is overwritten in this case.