About this mod
A new updated version of AFT, a multi companion framework with tons of fixes and new features! Works on any Fallout 4 version! Includes now a cap of 10 followers, option to disable the Spouse Companion feature, SS2 support, assigning vertibird seats to companions, charisma-based recruitment, and more!
- Requirements
- Permissions and credits
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If you enjoy my mods and want to support me, here is my patreon:
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Description:
The original Amazing Follower Tweaks mod was a multi-companion follower framework that let you have 5 vanilla-follower system Companions + dogmeat (a total of max 6), with tons of features such as all companions interjecting in dialogue scenes, tons of customization in terms of AI, outfit, affinity reactivity, and more.
This mod is an enhancement of that, with a bunch of fixes, more dialogue interjections and features.
Works on any Fallout 4 version! Some of these features are increasing the humanoid follower limit to 10, assigning vertibird seats, charisma-based recruitment, an option to disable the Spouse Companion feature, and support for Sim Settlements 2.
If you want to learn more about the mod, check the original mod page here: Amazing FollowerTweaks at Fallout 4 Nexus - Mods and community
I've also uploaded the original README as a document in the Documentation section of this mod.
Requirements:
Works on any Fallout 4 version due to no reliance on SKSE
(as of version 3.01 of AFT Plus, the original Amazing Follower Tweaks files are now included).
Installation:
AFT Plus
Other AFT Plus Patches
load it late in your load order to win conflicts
Regarding the original Amazing Follower Tweaks mod and it's optional patches:
The AFT_Use_Original_Spouse patch's changes are now included in AFT Plus, so that patch is now redundant.
Don't use the Alt_Names_pack patch from the original AFT mod, just use the new one I've created, which is now ESL-flagged and has more names like Jake from SS2.
Don't use the AFT_AI_Priority_Boost patch either, it's not compatible anymore.
Generally speaking to be safe, don't use the other patches unless you know what you're doing and know how to use xEdit to resolve your own conflicts.
AFT PLUS FEATURES
NEW FEATURES
10 Follower/Companion Limit
The original AFT only allowed a max of 5 humanoid/robot companions, along with dogmeat, for a total of 6. I've doubled this as of version 3.03 onward, allowing 10 humanoid/robot companions + dogmeat, for a total of 11 actively following companions.
On existing saves, you can change the follower limit from 5 to more in the global settings in the AFT pipboy settings; if you're playing on a new game/fresh install of the mod, the default limit will be 10 already.
Disable The Spouse Companion Feature
Some folks prefer to use either another mod (such as Nora Spouse Companion) to bring back their spouse, or they want better compatibility for alternate start mods (Start Me Up Redux). This feature is now back and implemented more elegantly. Upon a new game after finalizing your appearance or first time loading AFT Plus into your save, you will be prompted to enable or disable the AFT Spouse Companion feature. If you choose to disable it, the quest will shutdown and all of it's features will revert back to vanilla.
Optional Feature Follower Recruitment Based on Charisma
Brought back from Fallout 2, you can now have your companion recruitment limited by your charisma! This will help make Charisma less useless with all the % based save scumming in the game.
For every 2 points of Charisma, rounded down, you can recruit one follower. So if you have 9 Charisma, you can only recruit 4. If you have 10 Charisma, you can recruit 5.
If you only have 1 Charisma, you'll still be able to recruit 1 follower, because that's just base Fallout 4 mechanics and all the existing dialogue supports that.
This does include gear and consumable charisma bonuses (i.e. beer).
The hard cap follower limit however still applies, so even if you have 10 Charisma but in the settings you set your max follower limit to 3, you'll only be able to recruit 3 followers.
This option can be toggled under -> All Followers -> Tools -> Global Settings. Check the screenshot section for specifics.
Setting to only Enable Loitering/AutoRelax in Safe cities
-new option to toggle no autorelaxing in locations that are not bars, inns, settlements (diamond city and goodneighbor are included), and homeplate. Enable it in Global Misc Settings. This should reduce the issue of companions using activators on the map that they shouldn't (lying down in injured positions, military stance like the BoS soldiers in the prydwynn, etc.)
Requires Disable AutoRelax Globally to not be enabled to show up in the setting.
Companion Vertibird seat support
Additionally, there is this new feature which you can select the seat for each individual companion in the vertibird, in the AFT settings.
Codsworth can also now sit in the Vertibird (this was disabled in original AFT)
Craftable AFT Master Controller Aid Item
The whole regenerating README and AFT master controller item upon game load if it wasn't in your inventory was archaic, and causing massive amounts of duplicate items and glitches if you toggled the setting off in global misc settings. From now on, These items will no longer auto-regenerate if they are missing in your inventory on a game load. The old settings to restore AFT items is no longer present as well. If you lose the Master Controller AID item, you can craft in the Chem Lab under Utilities. The Aid Activator is also now using a holotape model!
TWEAKS
Companions Talk A Lot More Now!
Modifications so companions in general talk more when you have multiple companions following you! (modifications to the AO system). Things like commenting on loot, locations like Bunker Hill, dusty and dark areas, etc.
Companions Teleport into the Institute with you!
Once you've beaten the main questline where you choose the Institute path, as the Director you'll be able to let your companions tele into the Institute with you!
Comes with special effects teleporting in and out of the institute!
Camera doesn't pan to a companion now if they have nothing to interject.
If you have the camera panning option toggled on, it will only center on a companion that actually has something to say. This will hopefully reduce the chances of a NPC walking away from a dialogue scene.
Companions healing others option is default disabled on a new game/ fresh install of AFT
This is a script heavy feature and honestly kind of janky, didn't make much sense to have it default enabled.
All Incoming and Outcoming Damage Scale options for companions are now always shown
in the Original AFT, certain damage scale options were not shown depending if you're incoming damage was too high or low, and vice versa. These conditions are now removed.
Tracking Companion Quests are now categoried as "miscellaneous"
This should unclutter your quest completion history.
Popular mod companions will now have their names automatically assigned upon registering into AFT
No longer need to assign names manually, so far this supports Ellen and Ivy (ver 6).
Block users from importing the popular companion mod Heather Casdin into the AFT system.
Don't do this! please stop! AFT is only supposed to manage "vanilla companion system" based followers; mod companions like Heather have their own unique scripted AI follower framework and should not be imported into AFT, it will really mess up her AI and features.
No AFT lockpicking/hacking experience:
in AFT's latest update, companions after lockpicking or hacking successfully, progressively get better at it, to the point where they succeed first try. This means Cait can pick any lock first try, and essentially kills the lockpick economy in the game, as well as save you 4 perk points. I've reverted it back to vanilla-like behavior where she should fail on harder difficult locks. Let's put to use those 80+ lockpicks you have in vanilla!
No AFT Special bonuses:
Special stats should not give additional bonuses now that were from AFT. This should revert back to normal vanilla like behavior for SPECIAL bonuses (only strength should give noticeable differences).
The Special stat bonuses offered in original AFT was extremely buggy, due to the fact that there is a game engine bug where MGEF on NPC's are wiped out when a new piece of gear is equipped onto them. This made this entire system not reliable and shoddy.
The Holotape was buggy and redundant, it will no longer be added in new games, and is now non-functional in existing. Use the Aid activator instead!
BUG FIXES
-There is a vanilla bug for companions where sometimes they still have their weapons equipped even though you don't and/or you're not in combat. This is now fixed via AFT Plus, which checks periodically if a companion hasn't stowed their weapon and forces them to.
-Fixed the AFT bug where companions wouldn't heal themselves if they had a stimpak or heal other companions in Survival Mode
-"Fixed" renaming Automatron followers losing their display name if you assign a name to them in the AFT activator. From now on, their ingame display name won't change, only the name showing up in the AFT menus. This has to do with the fact that leveled actor bases like the Automatron followers are templated/non-unique, and also that they are dynamically assigned a name upon creation, thus preventing any other future name changes.
-The "alt names" patch had inconsistencies with some of the AFT setting menus where certain options wouldn't show up like for outfits or terminal navigation. The new names pack patch I provide fixes this (you don't need the old one anymore)
-fixed some bugs in TweakDLC01Script and TweakDLC04Script for scanning scrap, getFromFromFile args were wrong.
-Fixed a bug where Dogmeat was given humanoid vertibird seating keywords (original bug from AFT)
Better Custom Companion Support:
Custom Companions are better supported and have better compatibility. This includes general bug fixes, they interject along with the other vanilla companions for pre-established vanilla quests, comment on unique locations and points of interests.
Quest Fixes:
-Fixed RR03 "Rocket's Red Glare" where it would dismiss one of your followers who would immediately go hostile in the brotherhood blimp, and not allow you to recruit them again (Caveat, do not dismiss your followers in the blimp during this quest!)
-Fixed "Open Season", which wasn't unmanaging Porter Gage correctly, or setting him to hostile/non-essential
-interjection hooks should still work now if you accidentally leave a scene
Better Performance:
-The scripts were re-written to use more properties instead of always doing Game retrievals (getForm, getplayer), which add up when you have 5 followers and their code always running
NEW INTERJECTION SUPPORT
Support and fixes for these quests/scenes to correctly support multiple vanilla companion interjections.
Bug fix where certain dialogue wouldn't play and just pan to companions silently.
Fixed/Supported/Added Scenes:
Sanctuary (restored broken vanilla scene bug)
nuka-cola sheffield (spouse support)
Unlikely Valentine (Piper's dialogue when talking to Ellie)
Vault Tec Rep recruitment scene fix
Grey Garden missing interjection
Abernathy intro
USS Constitution scene 3
USS Constitution MS11_comp_sabotage restored scene (cut content)
USS Constiution ironside intro fix
Special Delivery tweaked camera for interjection scenes
Shadow of Steel BoS201_07_MaxsonStage140 fix
Synth Retention x86 reset code scene
battle of bunker hill (courser intro)
Kid in a Fridge
Giving Old Emogene Serum (Emogene Takes a Lover)
Old Guns
Diamond City Blues Paul Intro change camera
Diamond City Blues divide split
Libery Reprimed Dr Li
Libery Reprimed Child of Atom
Hancock Greet Scene 2
Pinned
The Silver Shroud
Far Harbor:
Where You Belong DLC03MQ03
Visions in the Fog
The Way Life Should Be
Cleansing the Land
High Confessor Greeting Scene
Close To Home
Reformation
Rite of passage
Also, please let me know if there's an interjection scene I missed. I've been sourcing youtube to find them easily but I know there's many hidden or not well documented (such as the Piper one in Unlikely Valentine).
AFT SPOUSE TWEAKS
I've changed the deadline to save your spouse from killing Kellog and going to the memory den, to meeting Virgil in the Glowing Sea.
I feel like this was a better paced option story-wise to give the player some leeway from just bum-rushing it to the Vault 81.
I also fixed a lot of silent lines playing due to the coding relying on certain quest scenes.
Additionally, I've also removed how the other V111 residents become ghouls and get a sack on their heads, I felt that was un-immersive.
ADDITIONAL PATCHES
Enhanced Names Pack:
Adds additional names of popular companions, such as Ivy, Jake, Raphael, and Allison.
Ivy 6 Patch:
The popular Ivy companion mod has a patch now! Make sure its after AFT Plus and the Ivy mod. Also, once she's been recruited, ensure she is the "primary companion" in the AFT global chat settings to ensure maximum compatibility and to hear all her lines!
SS2 AFT Plus Patch:
This patch adds support to Sim Settlements 2 chpt 1 and chpt 2 quests, so multiple vanilla companions can now interject in the dialogue scenes!
KNOWN INCOMPATIBILITIES
X - not compatible
* - minor incompatibility, will still work
* - Dixie as Companion at Fallout 4 Nexus - Mods and community (nexusmods.com)
She's not a vanilla companion framework mod, but is using the vanilla affinity system. She will still work but she won't gain or lose affinity from some events (drinking, swimming, drugs, etc.)
* - Pack Attack Companion Edition
As long as you disable all the AFT combat AI features and toggle them off (teleport on weapon draw, heal self, heal other companion, using non-default combat styles) it should be compatible. Keep in mind though, PACE is all scripted AI, not engine, so at times it will perform even worse than vanilla AI if you have a lot of scripts running.
* - Amazing Follower Tweaks MCM Menu at Fallout 4 Nexus - Mods and community (nexusmods.com)
This was implemented for the original AFT and was not updated with all the features and code changes I've done for AFT Plus
* - Better Companions - All In One at Fallout 4 Nexus - Mods and community
A lot of what this mod offers is already customizable in AFT, it will probably be glitchy used together.
X - Liga of my companions at Fallout 4 Nexus - Mods and community (nexusmods.com)
Don't use another multi companion framework.
X - Unlimited Companion Framework at Fallout 4 Nexus - Mods and community (nexusmods.com)
Same deal, don't use another multi companion framework.
X - Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack) at Fallout 4 Nexus - Mods and community
No need for this mod. AFT already allows you to have 10 humanoid companions + dogmeat.
X - Simple Everyone's Best Friend at Fallout 4 Nexus - Mods and community
Same as above.
X - Dogmeat Follow Behind at Fallout 4 Nexus - Mods and community
It won't work, you can also customize if a follower follows behind or scouts ahead via Combat AI -> Player Distance already in AFT per companion level settings.
FUTURE SUPPORT
I may also look into supporting SS2 multiple companion interjections as well.
Make the vertibird seat assignment UX better
More optimizations
Option to toggle if a companion will be included during a sleep event if you have multiple companions
Potentially allow more humanoid companions in the future!