I made this mod quite some time ago. I've learned a lot more about conditions since then and I felt the mod was in need of some fixing and a different approach. As of V2.0, there are no longer "hard requirements" that demand you start a new playthrough to get someone to follow you. Instead:
Interesting NPCs have 3 different unique conditions that affect their disposition to follow you or refuse to do so. You only need to meet at least one of the 3 requirements for them to follow you.
A lot of them are very generous requirements (For example, most followers will agree to go with you if your speech is high enough, as you can convince them to follow you. This also helps with this underused skill in vanilla)
The original "hard requirements" are now just one of these 3 conditions, but it's no longer as definitive as before, as there are alternative ways to meet the requirements.
Full list of A/B/C requirements can be found here. As always, feel free to let me know if you disagree with something. I'm open to discussing my thoughts on these conditions too if you're curious about a specific one. Have fun!
And yes, it's safe to update to 2.0 mid-playthrough. Mod is just a couple of conditions on a dialogue option. No scripts or anything like that at all. Enjoy!
I don't know what the complaining is about. This should've been part of the base mod and perhaps supported by some dialogue too. Random people you literally just met two seconds ago risking their life for you and following you to death (just because you said so) is not immersive at all. But once the "follow me" dialogue has been selected, an optional pop-up message showing you their requirements could've been nice, since they're very specific. Like, you wouldn't randomly come up with bringing Gorr horker stew, so you'd HAVE to check the mod page anyway.
as immersion is the idea, if conditions aren't made clearly known in-game, then what's the point? .... for example: like if the 3dnpc says: "hey, you need to bring me a black-briar reserve mead before i will work with you" type thing,( not voiced- obviously that'd be nearly impossible), but there as text none-the-less - to see CLEARLY - what the heck they need to do to get the follower. know what i am saying? as immersion is the whole point, i don't see having to exit game and find out the requirements to gain the follower on your mod page- kind of immersion breaking. also, one would just assume they aren't a follower option and move on, rather than periodically check with them to see if anything changed in dialogue options... never to explore the option again, because ain't nobody got time for that.
It is immersive actually. Imagine you like this girl, but you don't know what to do to get her to like you back. She probably won't tell you: "if you want to be my boyfriend, you need to work out, take me to the movies and give me your jacket when its cold during one of our dates."
You just happen to meet the requirements, and the rest happens on its own. Same with these characters. If you meet their requirements they will follow you, otherwise no. Reading the requirements for each NPC is optional.
That is an Interesting way of looking at it. However, I'll pass on this one. I must say: Great work with all your mods. I must have at least twenty or thirty of your mods adding immersion to my personal world of Skyrim. Thank you! and Take care!
I came to the posts section to specifically find an answer to the question like yours, thank you jjt725. This mod's idea is awesome, but asking players to guess the NPC requirements and search blindly in the dark for it or "having to exit game and find out the requirements to gain the follower on your mod page" is not a very good way.
Out of all of your mods, I think this is legitimately the only one I wouldn't really enjoy. I can see the logic behind making it but the chances of just not being able to have fun with a character I like are a bit too high. For instance, Gorr has been my bro in quite a few new playthroughs I've done, specially because he's in Riverwood, so that has been my "first stop" time and time again. I've always considered that the time I've taken to stop and listen to his story was enough to form an initial bond so we can adventure together. With these conditions, it's straight up impossible for me to recruit him at the start of the game, and I think that's a bit too harsh to impose on a mod like 3DNPCs. I think a version of this mod with much more lenient requirements would be interesting, but as it stands it's too punishing, especially as I don't think most players would keep coming back to an NPC just to check if "maybe they like me now?" lol
That being said, this comment is mostly a compliment. I've gone through all of your mods now and this is the only one I would never see myself grabbing. It's the exception that proves the rule that jayserpa has excellent taste. Cheers, and many, many thanks for your contributions to our beloved Nord land. Gorr and I will soon grab some stew in your honor!
do you know of a mod that would just block all interesting npcs untill lvl 5 or x number of places discovered? jusst so I can stop myself of hiring Gorr as soon as I start the game hahahah 3d npcs has so many interesting npcs that I would never know wich one would be able to follow me without memorizing your requirements list...
does Yigne still have the "not be stormcloak" reqw in 2.0?
Maybe a version that sets to be lvl 15 as a requirement for every follower would be nice, specially for those that uses mods that slows the xp gain...
It took me sometime to realise Carmella's follow dialogue didn't show up because I had this mod's 3DNPC conditions and they weren't enough for my minimal-magic-skill character (I consider Art and Sacrifice's ending quite enough for Carmella to follow the player).
143 comments
Full list of A/B/C requirements can be found here. As always, feel free to let me know if you disagree with something. I'm open to discussing my thoughts on these conditions too if you're curious about a specific one. Have fun!
And yes, it's safe to update to 2.0 mid-playthrough. Mod is just a couple of conditions on a dialogue option. No scripts or anything like that at all. Enjoy!
as immersion is the whole point, i don't see having to exit game and find out the requirements to gain the follower on your mod page- kind of immersion breaking. also, one would just assume they aren't a follower option and move on, rather than periodically check with them to see if anything changed in dialogue options... never to explore the option again, because ain't nobody got time for that.
You just happen to meet the requirements, and the rest happens on its own. Same with these characters. If you meet their requirements they will follow you, otherwise no. Reading the requirements for each NPC is optional.
That being said, this comment is mostly a compliment. I've gone through all of your mods now and this is the only one I would never see myself grabbing. It's the exception that proves the rule that jayserpa has excellent taste. Cheers, and many, many thanks for your contributions to our beloved Nord land. Gorr and I will soon grab some stew in your honor!
does Yigne still have the "not be stormcloak" reqw in 2.0?
Maybe a version that sets to be lvl 15 as a requirement for every follower would be nice, specially for those that uses mods that slows the xp gain...