About this mod
By the power of SPID this mod allows Followers to be teleported back to you unobtrusively and on the fly. No dialogue edits, no hassle, no MCM. Just play. Clean, immersive, Esl.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Via SPID and by leveraging follower factions an ability is dynamically distributed to all active followers.
- It will, upon reaching a certain distance to the player, retrieve them for you unless they have been told to wait. The teleport will trigger upon weapon draw.
- The mod does NOT run checks if followers are actually allowed in an area. You can tell them to wait, that will interrupt the behavior. But I have no explicit mechanism to monitor for restricted worldspaces.
This mod operates via a papyrus script on the follower ability. The script is sleeping most of the time so as to prevent strain on the scripting engine. I added a Timer you can adjust in xEdit if you feel the mod isn't responsive enough. It is set to 40 seconds, i recommend a range from 5-60 seconds. Lower values make the script more "present" in the scripting engine. While the functions are very low-maintenance, i still do not recommend shrinking the value too much.
TECHNICAL & SCRIPT LOAD
- There is a distance check. If the follower is close to the player, the mod won't fire. This saves computing time, and more importantly it would be highly immersion breaking to be able to pull the follower to you through the matrix at will. If they got lost, they got ...well, lost. If they got REALLY lost, the mod will get them back, aka.. "Lydia took a little detour". The trigger distance should be about 1 cell length, plus distance covered during sleep delays.
- Worldspace change: I noticed followers are being unregistered from the Player party when changing from an inside cell (dungeon) to the exterior world. It can take a moment until they are re-registered. There is nothing i can do about that.
- Followers in combat won't be teleported. I COULD remove that flag, but would have to change the distance check as well. This is, for now, intentional. Imagine seeing Lydia fight a draugr in the dungeon 1 level below you, and suddenly teleport behind you. That would be weird. If it causes problems I'll change that.
The overall script load is negligable for a single follower, problably up to 5 at a time. After that i don't wanna hazard a guess and someone will have to actually measure it. If you wanna see what's happening - activate papyrus trace, play a while with followers and just check the trace. Whenenver my script is active, it will log a procedure message as [follower_teleporter] .... . Can can check the time stamps there.
If youre worried about script load you should generally also use Papyrus Tweaks NG.
INSTALLATION
- Main version: Install lol
- Test Version: install lol. Then manually add NPC names to _DISTR.ini
CHECKING THAT IT WORKS
- Go to Documents\My Games\Skyrim Special Edition. Enable papyrus trace and logging in SkyrimCustom.ini (this is the one for personal changes)
- Find the papyrus.0.log under Documents\My Games\Skyrim Special Edition\Logs\Script. Open log with text editor.
- Go in-game, load your save with the followers. Dismiss and hire them again after a few seconds. Let the game run for a few more seconds.
- Alt +Tab into the log. if the mod registered you will find traces of it - Search for "Follower_"
Activating the papyrus trace:
[Papyrus]
bEnableLogging=1
bEnableProfiling=0
bEnableTrace=1
UNINSTALLATION
Even though this is a script-based mod, it is save to uninstall. Here is how:
- Dismiss all your followers, NPCs and animals, automatons, everything. Wait a few seconds so the game can unregister their mod ability.
- Save the game. Exit, uninstall mod.
COMPATIBILITY
This mod contains no edits to followers and is compatible with every follower mod out there that uses the standard follower faction memberships. It is also compatible with follower frameworks. If such frameworks already provide such a mechanic, this here will not disrupt it but simply double up.
- Follower Replacers: ------------------------ Compatible
- Lydia Follower-frameworks: ---------------- Compatible
- Improved Follower Dialogue - Lydia: ------ Compatible
- Housecarls Have Lives: ------------------- Compatible
- Follower AI Tweaks: ----------------------- Compatible
- The Wheel of Time - Fully Voiced F&Q: --- Compatible
- Serana Follower Framework -------------- Already contains a teleport mechanic, which this mod does not touch. The solution here is much more performance friendly, and I have spoken with the SFF author DRFire9001 about it. He is working on an update that will include my improvements or outsource the mechanic entirely to mine.
MORE MODS --------------------------------------------------------------------------------------------------------------------------
- Skyrim de-Bearer - When you just can't bear it anymore...
- Various Workbenches - Craftsmen should look the part.
- Hadvar Cart Crash Fix - Often useful. Rarely hurts. Start smooth.
- WindowsShell Cleaning Script - 'cause modding is a filthy business.
CREDITS
- DRFire9001 for the original version of this script and his great SFF. I love the girl, you make her viable. Thank you for sharing man!
- ed1990on for his help and feedback in testing. Brother, i couldn't yet implement the ideas for interiors, But they are not forgotten. Thanks man! <3
- sasnikol for their help debugging the DISTR.ini, and generally the incredible ongoing support on all things SPID.
- MarcosPereira5 who made the awesome Header image. Brother, all I can do now is advertise for you - i hope this is fine. If not, please find me on Discord so i can change the image.
- hoangdai94 for just being a great guy who always pops up when you don't see it coming. Thank you friend, for all your positivity!