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  1. Dromundas
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    Sometimes people say things they don't mean...

    v4.1 CHANGELOG

    =new
    +voiced dialogues for unique characters
    +voiced dialogues for creatures
    +cloak for dialogue-disabled actors, enables dialogue
    +independent restart function for dialogue
    +safety-on-startup to block multiple startups by the player
    +customizable configuration presets
    +configuration preset hooks
    +version number, global variable and function call
    +mff function call to check start-up status
    +dialogue quest restart function
    +added faction names to mff factions
    +hidden item for blocking dialogue on specific followers
    +new unhandled faction for mod developers to use in their mods
    +built-in compatibility for MFF_DialoguePatch, MFF_Voices, and RDO

    =changed
    ~minor changes to dialogue with followers
    ~Power of Configuration menus moved into combat menu
    ~Power of Configuration can block dialogue per follower
    ~added another 512 block, 512 + 512 = 1024 active followers
    ~MFF book re-added upon removal, caused by certain quests
    ~mff quests/scripts improved for future updates and mods
    ~isolated the actor aliases from the core quest and into their own quest
    ~isolated the entire party/dialogue system from the core quest and into its own quest
    ~voiced dialogues for MFF characters have been moved to a separate optional mod

    =removed
    -non-functional CheckCrimeFaction function in party script
    -race edits for allow PC dialogue

    =bugfix
    #unexpected menu result
    #removed fire fx from mount shouts
    #autowait not working correctly
    #added creature faction to conditions
    #book gets stuck on exit of final startup menu
    #hookquest call error on startup function
    #book scripts pointing at invalid objects
    #poc menu stealth perk was more limited than moc
    #applied stealth perk was not re-applied after restart
    #mff restart not restoring some party member values correctly
    #global display text for recruitment cost not displaying correctly after game update

    MFF_Voices
    Due to file size, voiced dialogue for MFF is now an optional mod. Adds 2249 dialogue lines for 164 voice types to support followers, creatures, NPCs, and custom followers alike. Some quieter animals have silent dialogues.
    Compatibility: This mod is for Multiple Followers Framework and should be compatible with all other mods.

    MFF_Dialogue_Patch (beta)
    With completion of voiced dialogue, the dialogue patch is finally returning and is already a better patch than before. Patches the default follower system, Relationship Dialogue Overhaul, and many systems from the game that interact with the default follower system in some way.
    Compatibility: Intended to be used along with MFF_Voices, but it's optional. Compatible with custom followers using custom frameworks. Patches the base game it conflicts with most multi-follower mods.
  2. Dromundas
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    Starting October 25, 2024 at 1:14pm EST

    Since this websites moderation is very weak, I'm creating a new rule for my mod page for MFF.

    Any new low effort posts will be hidden, and the poster will be permanently banned from this mod page.

    That's all.
  3. somymindu
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    I have been using EFF - Extensible Follower Framework since Skyrim LE for 11 years now.
    It is a mod that works well without any problems, but I have already accumulated hundreds of followers while playing Skyrim for so long.
    However, EFF - Extensible Follower Framework, which was released a long time ago, has a limit of 100 followers and cannot recruit more followers.
    While looking into solving this problem, I came across Multiple Followers Framework and thought about replacing the follower system I have been using for the past 11 years. However, I did not download it because there is no YouTube video or detailed image description for this mod.
    When you have time, I would like to ask for a detailed video about the mod.
  4. YourDerivation
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    Maybe im stupid but does this still work??? Adding somebody to my party does nothing - they don't follow me but the dialogue options act like they should be, so because then I cant tell them to follow me I remove them from my party, but then I'm told I cant have them as a follower because I already have one with me, the mod config menu is so so confusing I'm so lost oh my god
    1. LivieZ05
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      Yes it is not working
  5. sanethfckingod
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    idunno if this mod follows the set playerfollowercount 0 system because everytime i recruit someone new i cannot access the old follower commands and only have "follow me, i need your help" and im sorry in advance if i missed something and i need to activate something from the power of configuration options (i do have it enabled hence why i can recruit another follower) but im not really a mod geek to know every word and configurations listed there and i dont want to do trial and error with everything i dont understand because im pretty sure theres a huge chance of me breaking it

    i really love the mounting system and the only feature i love from this mod so far because if i cant access old follower inventories then this mod is obsolete and id rather use set playerfollowercount 0 but maybe im wrong and

    if so help me
    1. Dromundas
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      It’s confusing, but playerfollowercount is used like a true or false flag in the original, and is not a functional follower count. That why you can manually set it to zero with console command, and then recruit multiple followers until dismissal. I tried to exploit this to avoid a custom framework, but it seems tied to how the console itself is pausing the game, and is not accessible to the vanilla modding toolkit.

      The tool I have says you only downloaded MFF and none of the companion mods. Either download the voices mod or the dialogue patch to gain some voiced content. Read the mod page to understand the difference between them and how you can use both together.
  6. RedDevil9
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    Hey, so firstly I've been using this mod for a very long time now and I absolutly love it, even more now that the Dialog Patch is available (downloaded that tonight) but for some reason lately ive been having some major issues and im hoping someone could help me figure out the cause.  My game is Heavily modded but ive had mostly the same modlist for a long while without any issues (ive added a few here and there but mostly cosmetic and nothing to do with follower systems). ive also never had an issue running it with YoungLovers. But here recently i will click on one of the dialog options to recruit or dismiss or even use the shouts and it either does nothing or it takes an extremely long time to process my command, when it use to be immediate. also why do i have two books now for the configuration? ive got one that weighs nothing and the other says it weighs over 1000 lbs...

    I'll attach a link to my Modlist in collections for anyone with the time to help me understand what's wrong, it would be greatly appreciated. thank you :)

    https://www.nexusmods.com/games/skyrimspecialedition/collections/gtj9fx/mods

    UPDATE: 
    I think it was an update that i did through vortex that broke the mod but it no matter how hard i tried it wouldnt remove from my game and let me update proplerly so that save is trashed. also the dialog patch does not work for me at all. ill tell someone to follow me and they say their line but then remain seated. im going to continue to use the mod but it looks like i will have to restart my game again...
    1. Dromundas
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      Update steps:

      1. Shutdown
      2. Save and exit
      3. Remove mod from load order
      4. Reload game without mod
      5. Save and exit
      6. Add mod to load order
      7. Reload game

      It must be done in this order. FYI, I don't recommend uninstalling the Dialogue Patch because it patches the base game. It might work but I don't have any intention to support that.
    2. RedDevil9
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      i did all that, in that order. multiple times from multiple save points and it did not work. had to abandon save...

      dialog patch still has same affect in new game...
    3. Dromundas
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      On my end it shows that you first downloaded my mod 8 days ago. Maybe that was just a bug with Nexus Mods?

      The only other thing you can try is: test it with nothing else enabled to know what to expect, then disable mods from your load order until you find the issue. I'd recommend focusing on any scripted or follower mods first.

      What you describe is most likely script lag from other mods, or scene AI that's interrupting the framework, since my framework doesn't inhibit scene AI on followers. I can't think of anything else.

      If I can't be shown how to reproduce it, there's nothing I can do. I have to assume it's an issue on your end that I can't solve. And I would rather work on my projects than debug your mod list. Looks fun by the way.
    4. RedDevil9
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      i dont know what caused the issue originally but i have since redownloaded it and i still cant get the dialog patch to work. they will say their voiceline but they do not follow me. they continue doing what they were doing. I'll try testing that again with no other follower mods installed to see if something else is interfering. i wish i knew how to look up my follower list. i'll have to dig into that see if they are being added or not. 

      thank you tho for responding. so many creator dont so i really appreciate it
    5. Dromundas
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      Creators move on, eventually I will too.

      You know when a party member is recruited by looking for that party-specific message on the screen. When there's no message about it, the code execution has failed or it was never called. So it could be script lag, or something else interfering with the call. I can confirm that code execution is working.

      Something changed on your end to make it stop working.

      It could be a conflict with a dialogue mod. It could be a conflict with mods using scene AI. It could be something hard to imagine. The problem with most mod developers is they are amateurs who don't research compatibility, they upload some truly haphazard work just to get a new idea out there. Best example is most multi-follower mods being incompatible with each other as though that's some kind of norm, and many aren't even compatible with the game itself, like when questing. That's why so many of them break after a while.
    6. RedDevil9
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      makes sense. im still fairly new to all this but im starting to see where mods that you wouldnt suspect are causing conflicts.

      I have seen the lag and im trying to figure out what mods may be causing that so i will look into the voice mods and i didnt even think about the scene mods so ill go through those as well. 

      i usually use this mod with YoungLovers with no issues but i havent been lately. Some NPCs just dont get the dialog especially if they are Mod Followers so it was nice to have both but I realy like the shout controls and rely on them heavily so this is the one I will be sticking with. My modlist is getting a little out of hand so im trying to find the best compatible mods for smooth gameplay...
  7. TennesseeTuxedo
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    Very exciting to see this mod!  Luckily I did a DuckDuckGo search and found it, it does not show up for me in Nexus's search, even putting in the exact name of it.

    I plan to attempt to use this mod as a "backstop" or second follower system.  I currently have AFT and want a few more active followers than the 7 max and more compatibility for RDO and Immersive NPCs.  I am considering moving to NFF.  So I may:
    (1) use MFF to hold my 50 or so dismissed AFT followers while I decommission AFT properly and then put followers into NFF. 
    (2) or just use MFF to get past the 7 AFT actives follower by having some active MFF followers simultaneously with AFT followers

    Are there any gotchas in using it in this manner?
    1. Dromundas
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      Nice, I'm glad you found it. You might have been looking at Skyrim mods instead of SSE mods.

      (1) Uninstalling AFT is ambitious and not supported. The goal is to return your game to as vanilla a state as possible before disabling it. Making sure each follower is not actively managed by AFT, or dependent on AFT at all. AFT also has dialogue patching built-in, so glitches might still pop up after you uninstall it.

      (2) Upon review, I discovered that AFT is using follower factions differently than the original follower system. User reports say a "bleed over" occurs on MFF's party members, and they enjoy the result. If AFT used factions inline with the original, this bleed over effect would not occur.
    2. TennesseeTuxedo
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      No I think it was the UI change over they didn't have all the mods indexed.  I found your mod this morning in search results.

      AFT uninstall IS precarious mid playthrough, but I don't care.  I have plan about it and if it blows up my game, I'll start my 200th+ playthrough earlier than planned.   Outfit management and re-specing is something I use AFT for, but there is a potential strategy to go with a more basic follower system like MFF and get those features from other mods.

      Thank you for being responsive with your mod!
  8. peridorabletastic
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    Hello this mod has been working great for me so far. I was wondering if there are any other conditions for the blades quest dialogue to start or how long it might take? I haven't been able to find the dialogue and I've been coming back to sky haven with all but one follower waiting outside and sleeping around delphine to try to get it to appear but it hasn't. I am using the normal vanilla choices I've tried uthgerd and kharjo, and making faendal my steward worked fine.
    Hope all is well thank you for the mod.
    1. Dromundas
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      The dialogue option should appear on MFF Party Members who are not creatures, not a Blade, and are currently following.

      The quest stuff, and steward/adoption/blades stuff is untested, that's why this Dialogue Patch is a beta edition.

      Steward/adoption/blades stuff isn't a simple patch job like the other quests... these are new systems built to work with MFF. Upon further review with xEdit and by looking at the contents of the archive, I don't think it's working at all. It looks like scripts didn't make it into the archive when I packed them. The dialogue not showing is a different issue, and I'm not sure why it doesn't just show up on everyone in your party, regardless of the Blades quest...

      I'll need to do a more thorough investigation in the Creation Kit to remember what's going on, and to get it to work as intended.
    2. HexoSlaya369
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      so i cant recruit my followers to the blades with this mod? if i disable this mod to assign blades will i get any negatives?
    3. Dromundas
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      Not yet. It looks like I messed something up when I packed the beta patch for upload.

      You can try disabling the beta patch and see what happens, beta is for testing anyway. I haven't tried it yet.
  9. Dromundas
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    I mentioned aiming for a release by the end of March... well, I've been working on a mod for runescape that has occupied my time. It's an exciting new project. Delivering "AI voice acting" to different regions of the game. My plugin for that has already reached the polishing stage, so I won't be working on it for much longer.
    1. Dromundas
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      More delays unfortunately.

      I live in Canada, had a big ice storm, no power for a week. Snap election, my riding is heated, and I care a lot about this election.
  10. Dromundas
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    Here’s a little progress report:

    Update 4.1.1 is pretty much ready. This is the update that adds a WW/VL transformation system for party members. It also adds new presets which enable lots of the features, like a featured mechanics + recruit all preset, as one example.

    I decided to hold off and bundle this release with the one after. So, next update will be 4.2. It might be the last content drop, so we might be nearing the end of development on the framework itself!

    I estimate 4.2 should release before the end of March.
    1. a5027650276
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      WOW! Thank you for your continuous updates!
      I'm really looking forward to the next release!!
      Much appreciated! 🎉
  11. AshenPyromancer
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    Will this work with "My Home is Your Home"?
    1. GalaxGx
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      Yes, i use this mod with MHIYH
    2. AshenPyromancer
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      Sweet, ty
    3. Dromundas
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      I've never tested it, why do I get mixed results from this question.
  12. fujoyari
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    Is it safe to recruit Serana through MFF systems if she refuses to follow normally? And is there any MFF way to unfuck her mandatory speech about losing the interloper?
    1. GalaxGx
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      Yes is safe, i even recluit any NPC important that normally cant recluit in vanilla game
    2. Dromundas
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      Simple rule: don't recruit a quest NPC when you need to progress their quest. If you aren't progressing it, or are finished, totally safe.

      edit: are you having this issue?

      https://www.reddit.com/r/skyrim/comments/uadwgr/serena_keeps_telling_me_to_get_rid_of_this/

      As for her dialogues, MFF doesn't inhibit any dialogue by design. It allows you to hear rare dialogue.