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  1. Netherworks
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    Q: I want my follower to wear what I give them, so that they can have enchants, etc.

    A: Couple of options:

    1 - Create an outfit and leave out rings, necklace, etc that you want to enchant. After making the outfit, trade the jewelry and things to them. You will will not be able to enchant the body/upper/lower/boots or whatever you include as the outfit. This still will allow outfit switching so you can make town, home, etc outfits.

    2 - Create an outfit for them but leave it empty. They will be naked. Give them whatever you want them to wear. Do not give them duplicates of the same type of thing (1 top/body, 1 lower, 1 boots, 1 gloves, etc) - they can carry other clothing stuff in their satchel. NFF is designed to refresh them when entering a new cell, so they should keep their things on. If you dismiss them they will eventually go naked - to prevent this, go to the Outfit page and turn on Scan Area for Outfit Switch - this will cause them to refresh their inventory when the player enters the cell they are in. This option doesn't allow outfit switching (home, town, etc).
  2. Netherworks
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    The outfit changes (2.8.0) were done to streamline things and fix a bug with extra sleep outfits defined on some followers as part of their outfit (but that the vanilla game doesn't actually use) and was an effort to fix things, not create new issues.

    There may be a bug with outfits going from 2.7.9 (or before) to 2.8.0/2.8.1 if:
    - Updated in the current game
    - You have standard + town and/or home outfits defined via NFF for followers prior to the update.
    - I haven't yet noticed any issue 2.8.0 to 2.8.1 or starting a new game with 2.8.0/2.8.1
    - This has nothing directly to do with the helmet bug that was fixed, it's a separate issue.
    - I have eyes on it to try to determine the cause (because everyone plays differently) and I'm actively monitoring it locally.
  3. Netherworks
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    Version 2.8.2 is ready.

    This is mainly to fix some bugs and make things better. There are a couple of Command Followers Power features.

    IMPORTANT: Hearthfires is now required as I'll be moving towards better supporting some of that DLC. But on SSE/AE this shouldn't be an issue.

    FIXES important Game Slot issue and please read how game slot works in spoiler in regard to the game's follower count. TLDR version is only use the game slot if you need it for blades recruitment or for marriage ceremony (there may be other situations but those are the big 2) and clear the game slot otherwise (but dismissal for Blades/Marriage will take care of this also).

    STARTUP potential hang is also an issue and this really should only be happening rarely with other script optimization mods. This should be fixed but you may get a warning in papyrus or might see NFF's initialization complete twice on update. This would be due to the script function baking into the save game so it tries to retrieve it then it gets replaced. After save and load should be fine.

    CHANGES for 2.8.3 (and 2.8.3b):
    Spoiler:  
    Show
    Outfit Preview Mode:
    - Fixed a bug where outfit creation or removal might accidentally select the last follower you made an outfit for, not the current one. This had a side effect of disabling ai processing on the wrong actor. This fix corrects one script only. FIXED in 2.8.3b
    - If you have a follower that is turned to stone (will not move) due to this bug, open console, select them, type: tai.

    -  Fixed an issue where changing the items in an outfit and using preview mode could cause the game to freeze. Intermittent issue, so was not happening in all cases.
    - Creating or Change an outfit now turns off actor AI processing so that they don't wander around right before making it.

    Favorites:
    - You can now set/remove/change a home base for a follower through the Favorites menu when selecting a specific actor.

    History:
    - History count (sequence) and names now update upon loading a save. The sequence should show correct numbering in the MCM and if the Actor's name has changed, should be reflected (for example "Strange Girl" to "M'rissi").

    Misc:
    - Suppressed load order position warning message for now due to false positives, potentially from a mix of esl and esp mods, where most of them might be esl.


    CHANGES for 2.8.2:
    Spoiler:  
    Show
    Hearthfires Notice:
    - Added Hearthfires as master. Nearly everyone should have this master active, especially on SSE/AE. This fixes an issue with those that are asking their kid to tag along on adventures. Should also technically support multiple adoptions.

    Game Slot Notice:
    - Now when using the game slot, the game's player follower count is set to 1.0. This will prevent ANY followers from being recruited while a follower is in the game slot. This was done for compatibility with blades without dialogue changes. Removing a follower from the game slot (either by using the slots page or the follower is dismissed) will set the game count to normal (only sets to 1.0 if 10 followers are being used). Keep in mind that you should only use the game slot if needed - saving a game with a follower in the game slot and loading that game is likely to kick the follower completely due to how NFF initializes.

    Fixes:
    - Weapons should now unequip properly if a follower asked to wait.
    - Fixed an issue where the game slot wasn't being filled if you've placed a follower in this slot for purposes of Blade recruitement, marrying and the like. Fixed an issue where swapping with a follower already in the game slot wasn't functioning. This is an outstanding issue from a few versions back.
    - Command Followers power should now perform actions on a single follower properly in regards to follow/wait/dismiss commands.
    - Fixed a potential issue where the worker threads during startup could get hung, possibly due to papyrus tweaks. After installing 2.8.2, you may get the startup complete message twice as Skyrim may have tried to bake the save. Just save your game, exit and load your save and it should be fine.
    - Fixed an index error in the Command Followers power, having to do with follower scaling.

    Teammate Healing:
    - Followers in NFF's healer role can now occasionally heal player teammates that aren't followers. This is the lowest priority after: The player, the caster, other followers (in that order). Target must be within 512 units to be healed and is randomly detected (not 100% precise).

    Import (MCM):
    - You can now toggle between allowing a follower to be imported by dialogue via NFF or not. This setting is found under the system page when a valid follower is under the game's crosshair. This does not affect standard followers or expendable recruits. The follower must currently be a player's teammate.

    New Favorites Features (via Command Followers):
    - In the individual Favorites menus, you can now recruit all followers in your created favorite. The favorite followers will be teleported to you and added, in order, to the current roster. Followers will not be added once reaching the maximum follower count of 10. Only standard followers can be affected (no import followers).
    - In the individual Favorites menus, you can now swap out existing followers for all followers in your created favorite. The favorite followers will be teleported to you and added, in order, to the current roster. Followers will not be added once reaching the maximum follower count of 10. Only standard followers can be affected (no import followers). Formerly current followers will be dismissed and sent to their home base, if they have one.
    - These two additions should allow you to set up small squads of followers that you can swap in and out or add to the current pool. Also, if you've been just making followers wait to easily acquire them, this might be an alternative for you.
  4. scathtroy2147
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    Great mod!  :)

    Bug, it blocks Dephine from taking your followers. If you have one or two followers. Had to uninstall to get her to take any followers.
    Nearly all mods cleaned, recent ones not sure. Resaver one script unattached.

    Lydia Redefined, mod installed correctly, it doesn't conflict. I could add one more follower with no problems. More than two followers is too much for my style of combat.
    1. ambugaton23
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      Others have complained of this, but it may be something else causing the issue.  First, make sure the follower you want to give to Delphine as a blade is moved to the Game Slot, before you approach Delphine (in the slots and history section).  And make sure you get confirmation that the follower has been moved to that slot.  If they aren't in the game slot, the game won't recognize them as a follower for purposes of that quest.  Following that, I've never had an issue with the blades quest.
    2. scathtroy2147
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      I found the shift follower into game slot. Will need to try it, when I find that save again.

      Lydia Redefined has bug. She loots corpses and returns to her default armor. I have do this trick, take out a weapon and put it back from her inventory. I never got to setting outfits. Do I use your setting outfits or 'Lydia Redefined' set outfit?   Does this mod overwrite it?  So, there is only one set outfit.

      Also, I found random bug. If I try to access the backpack, the menu won't work. I have dismiss and have her follow me again.

      I now have two affinity systems. I tried to turn lydia's off, didn't work.

      Note, I did what you should. Dismissed lydia on clean save with the mod unchecked. Then, loaded the game with it checked. Used  lydia's menu, sometimes, no extra commands in her menu, sometimes not. Then, added the standard followers. On the lydia redefined, I could never figure out how to use the outfit features.

      Lydia Redefined, she not so easy to win over. It takes about 40 hours, according to the site owner. It gives her realism.
      Giving objects seems to be duplicated. Two affinity systems. She doesn't give thing that often without the mod.
      [edit - reading next message]
    3. ambugaton23
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      Just saw these.  So, I've never used Lydia Redefined, but from the sounds of it, she is on her own framework, which means you had to actively import her.   To be on the cautious side, never import a follower on their own framework, you get conflicts exactly like you describe. 

      If you do import them, make sure only one mod is controlling each feature, i.e. don't set outfits in each, choose one or the other.  Some followers using an older outfit model have pre-set outfits, if that is the case, you're likely to get their script running at times and you're going to get conflicts, so don't use the NFF outfit system on her.  (as an example, I had a basic follower that had custom armor.  The mod author moronically decided, instead of just giving it to her as a base outfit, to script it so that it would pop up even if it wasn't in her inventory.  Decided to delete the follower rather than hunt down the script, because I figured if they made that dumb decision they were more likely to do some asinine thing that would eff up my game)

      The safest bet: eject her from the NFF framework.  If you are going to keep her in the framework, then toggle off all NFF features that the mod also controls that you can't turn off within that mod.  
    4. scathtroy2147
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      If you import a quest follower, like serena, it makes her follow you when are suppose to leave. Removing her from the framework fixed the problem.

         The safest bet: eject her from the NFF framework.  If you are going to keep her in the framework, then toggle off all NFF features that the mod also controls that you can't turn off within that mod.  

      Lydia has no import into framework option, not on the menu like other followers, no prompt. So, I use her default 'follow me' She will stop  being able to use trade items or can't update her outfit randomly. 'It's time for us to part ways' then have her 'follow me' using her framework fixed it.

      Putting Lydia into a gameslot might have fixed some issues. [edit]

      I'm looking for turn off NFF functions. There seems to be some overlapping functions. The conflicts are manageable.

      Also, I still haven't figured lydia's outfits or NFF. So, I change around her outfit using 'trade items'.
  5. Onugar44235
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    How does this work with perk addons like adamant? Do the followers get the new perks? Thanks.
  6. DatRedGuy
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    I have a problem where sometimes teleporting my followers they will lose all given and default armor
    Sometimes when transitioning levels they will enter in bleedout and also lose all armor

    I can't figure out the cause of this problem
    Please help
    1. ambugaton23
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      99.9999% chance these issues are either completely sourced in another mod and that mod's conflict with a third or is because of a conflict between NFF and another mod.   Look for likely culprits, disable, see if it happens still, rinse and repeat.
  7. SethSaidThat
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    I cant get this to work with GTS  collection. When starting the game a message pops up that my follower account is set to 2 and not 10. How do i edit this?
    1. ambugaton23
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      A similar conflict happens when you recruit the custom follower Yazakh because of some bad character design.  GTS has close to 2k mods, doesn't it?  Likely a similar conflict somewhere in that 2k mod list.  Of course, first just try setting it back to 10 in the NFF MCM if you still have that option.  Beyond that, best bet is to do searches on discussion boards for people with similar issues and how they fixed it, but hopefully someone else had the same issue who reads this.
  8. IonizedSalmon
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    I can't get the dialogue options to show at all, it's ticked in the settings but still nothing
  9. Miduway
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    Had a pretty funny interaction between mods the other day.

    I was roaming around in Candlehearth Hall when I noticed that one of the NPCs was a vampire, radiantly added by the Missives mod. I was pleasantly surprised to learn that they spawn in even before you have knowledge of the respective Missives' quest to kill them. I tapped the interact button to try to talk with her, and to my surprise, NFF allowed me to pay her to become an expendable. I did, and she actually joined! The roleplaying aspect of casually hiring a wanted vampire is honestly really cool. Regardless, I was still in the middle of installing more mods, so I couldn't keep the save. I dismissed and killed her before leaving to go to the Missives board. But immediately upon entering Windhelm proper, I received an INHERITANCE LETTER with 300 gold (minus tax) notifying me of Vampire Fledgling's tragic passing.

    Peak immersion. 10/10 mods, take my endorsements.
  10. scathtroy2147
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    I gave the Jenassa follower candlelight. They are using it during the day, it appears so. Dawn and dusk hours, might be a fine-tuning. Noting...
  11. scathtroy2147
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    To save menu options, you need PapyrusUtil SE - Modders Scripting Utility Functions.

    MCM helper

    This says it's saves menu data. I've found it does. Right?
    1. ambugaton23
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      I had issues with MCM helper.  I had a mod that required MCM helper.  With MCM helper installed, certain toggles made in MCM menus would not be persistent, they'd revert back to whatever the default was as soon as I exited the menu.  It could well have been a deeper conflict, but I didn't have the patience to isolate it.

    2. scathtroy2147
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      One of my mods requires it. It seems to working.
      https://www.nexusmods.com/skyrimspecialedition/mods/53000?tab=description
      \
  12. Kyguy89
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    Been using this forever and never got around to asking but assuming its true. Do accessory/clothes enchantments still apply when giving them to NPC's/followers using NFF's outfit system?
    1. ambugaton23
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      So, the outfit system uses the base form of what it stores.  What that means is: enchantments from items that are inherently enchanted (xxxxx of Eminent Health (or whatever)) are recognized, because that is their base form.  Player enchantments and smithing improvements are not recognized though.

      Two work arounds  if you want your followers boosted by your own enchantments:

      1.  Keep enchantments limited to accessories (amulets, rings, etc) and keep them out of the outfit system.  Trade them to your followers by the normal trade dialogue (the actual item is what gets traded, so the enchantment is recognized)

      2. Define the outfit as completely empty.  Your follower will be nude, but will then equip whatever you give them through the trade dialogue, so you can have player enchantments and smithing improvements on main armor pieces recognized.
    2. Kyguy89
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      Cool. Thanks for the detailed info
  13. thank you for the fantastic mod. if you ever update this again would you consider an option to import followers just for viewing their skills and perks? e.g. so you could import inigo, not to manage him, but purely to view his stats and abilities. that feature is really useful and the apart from your mcm UI the only place i know to view this info is in the console. thanks!