SKYRIM
Simple multiple followers by kuertee
Skyrim » Gameplay effects and changes
Added: 21/02/2013 - 12:20AM
Updated: 11/03/2014 - 01:24AM

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0.801 Latest version

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Uploaded by kuertee

Description

Last updated at 1:24, 11 Mar 2014 Uploaded at 0:20, 21 Feb 2013

Simple multiple followers


Version: 0.801
Date: 11 March 2014
Author: kuertee, vidalia for "ignore friendly hits" feature and beta testing
Source: http://skyrim.nexusmods.com/mods/31581/
Requirements:


Options:

Compatibilities:
  • All followers from current and future DLCs and 3rd party mods that use the default game's DialogueFollower quest are supported.
  • All followers from current and future DLCs and 3rd party mods with their own recruit/dismiss system and do not use the default game's DialogueFollower quest are ignored and so are compatible.

Incompatibilities:
  • Note that 3rd-party mods that edit DialogueFavorGeneric quest will conflict with each other and only one of those mods will have their NPCs recruitable. Use the Force-recruit feature on unrecuitable NPCs that were caused by this conflict.




Note that a copy of this document exists in the SkyrimDataDocs folder.

Short description


Allows up to 10 NPC followers and 10 pets.

Updates since last release (0.8)




    0.801, 11 March 2014:
  • New feature: Follower Activation Menu. When userUseFollowerActivationMenu is set, non-conversational dialogue options are removed from the Dialogue Menu and are added to a new Activation Menu. With this new Activation Menu, the blocking dialogue (userUseBlockingDialogue) and the briefly hiding of the Dialogue Menu (userHideDialogueWhileReturningToAlias) when the follower is moved back to the Alias are no longer required.
  • Bug fix: If userWaitAllFollowAllKey is 0 (i.e. not bound to a key), followers will not continually switch between waiting and being called.
  • Bug fix: Equip from containers was disabled in the last couple of updates.


Updating


  1. Simply deactivate and uninstall the previous version then install and activate this version. Note that you do not need to stop the mod in-game. If you do, you will lose your accumulated mod-specific data. Let the new version back-up the data of its old version, clean-up the old data (i.e. zero-out) by stopping itself, restart itself and restore the data of the old version.
  2. After the update is finished, the message "kuSMF v0.801" will appear.


Gameplay changes


Allows up to 10 NPC follower and 10 pets.

The mod doesn't change any of the default AI Packages, Aliases, conversations, Quests and Scripts.

Note that Serana's willingness to wait (i.e. determined by the variable IsWillingToWait in her Script and is controlled by various conditions in her AI) will make her ignore any wait commands.

Follower Activation menu

When userUseFollowerActivationMenu is set, non-conversational dialogue options are removed from the Dialogue Menu and are added to a new Activation menu.

Otherwise, the dialogue options below are listed in the Dialogue Menu.

"Wait here with everyone.", "Come with me and get the others."
When either dialogue option is selected, all followers will either stay or follower you. The userWaitAllFollowAllKey (default = the number 9 key) is a shortcut to this and toggles between "wait" and "call". Also, when called, if the 3rd-person camera is active, it will move and follower one of your follower - until they reach you. You can cancel this camera by pressing the key a second time.

"What can you do?"

After choosing this dialogue option, your follower or the potential follower will describe their best skill, list their next best two and his armour class preference.

Equipment management for followers:
These are "Equip from my inventory." and "Equip from ..." dialogue options.

The "Equip from my inventory." dialogue option will let your follower take items that you have not equipped nor favourited from your inventory.

The "Equip from ..." dialogue option will present you two inventory containers: yours or the container that was last in your crosshair before you conversed with your follower. You can target any container or any actor. This allows your follower to equip from a horse (if you have a saddlebag mod) or from a wardrobe.

With either option above, your follower will take all available (i.e. not equipped or favourited) equippable items. Then your follower will return any that they did not equip. Unfortunately, the mod does not change your follower's AI in regards to choosing their items. Their preferences are determined by their behaviour from the default game. You can see this when they automatically equip an item that you manually give to them.

However, choosing "Equip only what I give you.", which is presented when you choose "Equip from my inventory.", will force your follower to give to you any items that are of the same types as that you gave to them. This will leave them only with the the items you gave - forcing them to equip only those items.

Apart from managing their gear, you can let your follower restock their ammo and potions. This option will make them take enough items so that their stock is 25% (or whichever amount you select) of your stock.

Force recruit followers:

Press "O" (for open) on potentital follower NPCs. Set this key by changing userDebugKey in the MCM or Ini file.

Follower mods that edit the base game's recruitment quest (i.e. DialogueFavorGeneric Quest) will conflict with each other and only one version of this quest will be loaded by the game.

Only Potential followers attached to the loaded quest will have the "Follow me. I need your help." Dialogue Topic and will be recruitable.

And potential followers from the other mods will not be recuitable. Use this force-recruit feature to recruit them. They will be recruited as a "normal" follower.

Note that it's best to use this only when you have mods that have conflicting DialogueFavorGeneric Quests and you know that this conflict is preventing you from recruiting them.

Follower troubleshooting menu:

Open this by pressing "O" (for open) when a follower is in the crosshair. These options are available: (1) move the follower to the "normal" or "special" lists, (2) force-dismiss the follower, (3) open the teleport options for "stuck" followers. Set this key by changing userDebugKey in the MCM or Ini file.

Details


Normal followers

This mod works by monitoring the DialogueFollower Quest which contains the follower and pet Aliases. When an Alias is filled, the mod clears it and attaches the actor in a custom Quest that contains the list of 10 followers and 10 pets.

The Global Variables, PlayerFollowerCount, PlayerAnimalCount and HasHireling, are set to 0. These variables control what Dialogue options are available when conversing with a potential follower. At 0, they allow you to hire multiple followers and adopt multiple pets.

When conversing with a current follower, the appropriate Alias in DialogueFollower Quest is refilled so that the original Dialogue options, like dismiss and trade, can work as normal.

Special followers

Note that some followers (e.g. Serana and other 3rd-party followers) do not comply with the default follower system (i.e. do not get added to the DialogueFollower Aliases). These types of followers are ignored by the mod. However, because the appropriate Global Variables are always set to 0, you should still be able to recruit multiple followers.

These followers are dynamically found by checking their player teammate flag - if userTeammatesAreFollowers is True. By default, it is. If True, they are added to the list of special followers and get the features and dialogue options (e.g. "Wait here with everyone else.", etc.) like normal followers. Also, they will be automatically added to the CurrentFollowerFaction. When dismissed, they will be removed from the CurrentFollower faction.

However some mods set NPCs' player teammate flag to True even if they have not been recruited. If you find that these NPCs have started to follow you, set userTeammatesAreFollowers to False. Then dismiss them.

When userTeammatesAreFollowers is False, special followers are found by checking if they a member of CurrentFollowerFaction but have not been added to the list.

Note that these list (which are Aliases) of special followers have no attached AI Packages. And apart from CurrentFollowerFaction (if userTeammatesAreFollowers is True), no special object (Script, Faction, AI Package, etc) are attached to them. Basically, this mod relies on these followers' native code for their behaviour (e.g. following the player).

Sandbox AI

When waiting or when you have not moved (for about 10 seconds), followers start to "go about" their business. Those who you have not commanded to wait for you, will automatically follow you when you start to move away.

Configuration

You can configure this mod with SkyUI's MCM or in the Console by typing "SetPQV kuSMFQ {mod data} {value}". Below are the various mod data that you can change, their default values and a short description of their effects.

userEssentialFollowers FalseWhen True, followers and pets will be tagged as 'Essential'. Essential characters cannot die.

userFollowersIgnoreFriendlyHits True
When True, followers and pets will ignore friendly fire.

userApplySandboxToSpecialFollowers False
When True, 'special' followers receive the 'sandbox' AI Package. Special followers are those that are not recruited through the DialogueFollower Quest. They may have their own sandbox AI.

userTeammatesAreFollowers True
When True, NPCs with their player teammate flag set to True are followers. Set this to False if you have a mod that sets the teammate to Flag of NPCs even if they are not actually following the player. When False, NPCs that are in the CurrentFollowerFaction but not yet recognised by the mod will be added to the list of 'special' followers.

userApplySandboxToFollowers True
When True, 'normal' followers receive the 'sandbox' AI Package. Normal followers are those that are recruited through the DialogueFollower Quest.

userRemoveDefaultBowAndArrow True
When True, the FollowerHuntingBow and FollowerIronArrow are removed from the follower. Note that the default game will actually add these items when you recruit the follower.

userWaitAllFollowAllKey 10
Wait all/Follow all key. When there are nearby followers, tapping the key will make them stop following you. Tapping the key again will make them start following you. This has a range of 5000 distance.

userSetCameraToFollowerWhenCalled True
When called with the wait all/follow all key, the camera will be moved to one of your followers.

userDebugKey 24
When pressed while a follower is under the crosshair, this opens the follower's debug window.

summonNonWaitingFollowersNow
summonAllFollowersNow
Teleport followers to you. These console commands ("SetPQV kuSMFQ.summonNonWaitingFollowersNow True" or "SetPQV kuSMFQ.summonAllFollowersNow True") and MCM option lets you teleport your followers to you. This is useful for when your followers' path-finding AI gets stuck and cannot find their way to you. Thanks to karios525for suggesting this feature.

A configuration file (datainikuerteeSimpleMultipleFollowers.ini) is provided with the relevant console commands. If you want to change any of the default values above, change them in the INI file then run the file by typing {bat "inikuerteeSimpleMultipleFollowers.ini"} (without the brackets) in the console. You only need to do this when you want to change the values of the properties. Your changes will be saved in your game.

Install


  1. Use Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install this mod. Just drag the package (which is a normal ZIP file) into Wrye Bash's Installers tab. However, the package is only a normal ZIP file, so if you know the game's mod file structure, install it manually.
  2. Change your settings within the game in Sky UI's MCM or check the settings in "DataIni". If you change any of it, execute your changes by typing in the console {bat "inikuerteeSimpleMultipleFollowers.ini"} without the brackets.
  3. Activate the mod.


Uninstall


  1. In the console, type "SetPQV kuSMFQ uninstallNow True." Or with Sky UI's MCM, set the uninstallNow toggle to True then exit the menus.
  2. Wait for a message confirming the uninstallation. Save the game.
  3. Deactivate the mod with Wrye Bash. If you installed this manually, simply delete all the files you installed. (Wrye Bash keeps track of files used, so installing/uninstalling the mod with it is 100% simpler.)


Troubleshooting


  • You can reset the mod by typing {SetPQV kuSMFQ resetNow True} (without the brackets) in the console. Or with Sky UI's MCM, set the resetNow toggle to True then exit the menus.
  • When it resets it will ask you either reset all of its data or continue with the current data. Resetting all its data will remove all your configurations and set the mod as if you have first installed it.
  • You can check all the mod's data by typing {SQV kuSMFQ} in the console. You can check if your configurations were set in the mod properly with this.
  • If you find that your changes (with the command SetPQV or from executing the INI) do not appear in the mod, check the command again for spelling errors. Then try again.
  • If you find that resetting (with resetNow) and uninstalling (with uninstallNow) don't seem to work, the mod may have been suspended. It is best to simply start-over (i.e. reinstall the mod) after a "clean" save.


Creating a clean save:

  1. If you can, uninstall the mod from the console with {SetPQV kuSMFQ uninstallNow True}.
  2. Wait for the mod to confirm the uninstallation. It may take a minute. If no confirmation appears, then simply continue to the next step.
  3. Save the game manually from the console by typing {save uninstalledMod}.
  4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game folders. Make sure that none of the mod's Scripts are left. A mod manager like Wrye is best used for this.
  5. Load the "uninstalledMod" save.
  6. Save the game manually again from the console by typing {save cleanSave}. Because all of the mod's files were removed, all of its data will be "zeroed" in this game.
  7. Play from this game.


Starting from a downloaded saved-game

(Thanks to Restutitor Orbis for this suggestion on how to jump-start my mods when playing from a downloaded saved game.)


"Starting another character from a DLed saved game file in Helgen, I came upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20This ends the LAL quest and re-enables the MQ101 update that you are supposed to get when you complete your escape, but was initially disabled by LAL.
That way you can do the vanilla MQ without switching to the LAL beginning if you want to."
-Restutitor Orbis


Script logging

  • As a last resort, you can also enable script logging and investigate the "DocumentsMy GamesSkyrimLogsScriptPapyrus.0.log" file and/or send them to me. Contact me first either on TESNexus or the official Bethesda forums.
  • To enable script logging, set bEnableLogging, bEnableTrace and bLoadDebugInformation in the Skyrim.INI file. More information about this is in this thread in the official Bethesda Creation Kit Forum: http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-some-things-to-try/.
  • Then you can set the mod's specific log operations by setting debugMode to 1 in its MCM.
  • Play the game for 5 minutes or so - enough time for the game to capture enough events.
  • If your logs contain "Suspended stack count is over our warning threshold, dumping stacks:", then your game is suffering badly. I've written a guide on how to clean your game and recover from it in Bethesda's official forums: http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-our-warning-threshold/.
  • Then send the the "DocumentsMy GamesSkyrimLogsScriptPapyrus.0.log", "DocumentsMy GamesSkyrimLogsScriptUserkuSMFQs.0.log" to kuertee@gmail.com.


History




    0.8, 10 February 2014:
  • New feature: Force recruit. Press "O" (for open) on potentital follower NPCs. Set this key by changing userDebugKey in the MCM or Ini file. Follower mods that edit the base game's recruitment quest (i.e. DialogueFavorGeneric Quest) will conflict with each other and only one version of this quest will be loaded by the game. Potential followers attached to the loaded will have the "Follow me. I need your help." Dialogue Topic and will be recruitable. However, potential followers from the other mods will not be recuitable. To recruit the potential followers from these other mods, you can force-recruit them. They will be recruited as a "normal" follower. Note that it's best to use this only when you have mods that have conflicting DialogueFavorGeneric Quests and you know that this conflict is preventing you from recruiting them.
  • Bug fix: The mod keeps intact the FollowerHuntingBow and FollowerIronArrow counts when it re-inserts the follower back into the alias. By default, the game automatically re-adds these items everytime the alias is filled. The mod simply adds or removes (depending on their number before the follower's re-insertion back into the alias) after the follower is re-inserted. userRemoveDefaultBowAndArrow now works as intended.
  • Bug fix: Followers were getting left as essentials when you change userEssentialFollowers to False.
  • Tweak: Normally, the Sandbox AI is triggered after about 10 seconds is passes without the player moving away 500 distant away. This timer is now also reset when the player goes into sneak mode or into combat.
  • Bug fix: The follower-track-cam when calling them didn't work when you're in first-person view. In this version, it is not used unless you're in third-person view.
  • Tweak: Faster method of finding the follower you are in dialogue with.
  • 0.716, 31 December 2013:
  • New feature: Wait all/follow all key. When there are nearby followers, tapping the key will make them stop following you. Tapping the key again will make them start following you. This has a range of 5000 distance.
  • New feature: When called with the wait all/follow all key, the camera will be moved to one of your followers. Set userSetCameraToFollowerWhenCalled to False to disable this feature.
  • Bug fix: When dismissing, some items of clothings were not restored when their Outfit is reset. This version fixes this.
  • Bug fix: When dismissing, the base outfit of "special" followers were getting set to the DefaultSleepOutfit. It shouldn't. This version fixes this.
  • Bug fix: When dismissing, followers on horseback will be dismounted. E.g. this usually happens when updating from a previous version while your followers are on horsebacks.
  • 0.715, 23 December 2013:
  • Bug fix: After dismissal, the follower will have no clothes equipped the next time you see them.
  • 0.714, 20 December 2013:
  • Bug fix: Previously, the follower wasn't getting moved to the Alias if the player opened the Dialogue menu too quickly - before the code saved the id of the follower under the crosshairs. This should fix any dismissal bugs.
  • Tweak: This version has a new "empty outfit" that is given to your followers. Hopefully, it'll stop them reverting to back to their default clothes while following you. The outfits of their base forms are reset when they are dismissed.
  • Bug fix: Between mod updates, waiting followers are now teleported to their previous waiting locations. Previously, because their follower status is removed temporarily (and then restored soon after) during the update process, they would move away from their waiting location to return to their original location.
  • 0.713, 27 October 2013:
  • Bug fix: Previously, the Dialogue menu would not appear after it is hidden.
  • Bug fix: The debug panels for the followers were automatically opening up if you clear its key.
  • 0.712, 15 October 2013:
  • Bug fix: The "Your other follower is busy talking." status would get stuck.
  • Tweak: The "silent blocking greeting" when you converse with your follower is now determined by the value of userUseBlockingDialogue in the MCM or Ini. When false (the default), the follower is returned to its Alias with the Dialogue Menu open. So you may see the options get refreshed. However, I do hide the Dialogue menu until the follower is in the Alias. You'll see it briefly before it gets hidden. If you find that the menu doesn't return, simply set userHideDialogueWhileReturningFollowerToAlias to False. When False, you WILL see the options gets refreshed but the menu will never get hidden.
  • Bug fix: Pets were not cleared in the DialgoueFollower quest. It may have caused pets to get dismissed when you recruit new pets.
  • Tweak: Because I strictly control when recruiting is available...In previous versions, I was preventing new recruits by resetting the follower and pet count back to 1. Some follower mods may be setting the check against these counts in their "Follow me. I need your help." Topics to a high value. In this case, the follower that was previously in that Alias will be pushed out "uncleanly". They will stop following you even if their internal data is set as a follower. In this version, I prevent new recruits by setting the counts to 99999. That should truly prevent new recruits until AFTER cleanly remove the previous follower from their original Alias.
  • 0.71, 22 September 2013:
  • New feature: Follower troubleshooting menu: Open this by pressing "O" (for open) when a follower is in the crosshair. These options are available: (1) move the follower to the "normal" or "special" lists, (2) force-dismiss the follower, (3) open the teleport options for "stuck" followers.
  • Bug fix: Previously, when followers lists are full (i.e. you recruited 10 times), the next recruit will incorrectly dismiss the follower in the first place of the list - even if there are other available places. In this version, the 11th ever recruit will be placed in the next available place instead of being forced into the first place.
  • Tweak: Previously, the followers are moved back to their appropriate "recruitment" quests when they enter the crosshair. This was the cause of the Script getting suspended - causing the game to go through its "dump suspended stacks" process. In this version, the followers are moved back when you first conversed with them - just before their dialogue options are presented.
  • Tweak: Previously, the MCM checking if the mod has been suspended waited for the ping-back only 60 seconds. This is sometimes not enough time - causing the MCM to report that the mod was not found. In this version, the MCM allows the mod to return its "ping" in 5 minutes. That's an excessive amount of time for this function. However, the mod not being able to ping the MCM back within that time suggests that the mod has truly stalled. It may need to be restarted from a clean-save.
  • 0.709, 12 August 2013:
  • Tweak: Moving followers into the alias in DialogueFollower quest now happen when you first converse with them. This should prevent the "suspended stacks" problem from the OnCrosshairRefChange () Event that sometimes happened in previous versions.
  • Tweak: The sandbox AI is now toggable in the MCM.
  • Bug fix: Dismissal failed if the follower doesn't have a base outfit set. Setting their outfits was a feature I used to stop them from reverting to their standard clothes in previous version. And when you dismiss them, I revert their outfits to that set in their base record. Some of these base records seems to have no outfit set - or the query returns as None. And so, setting the outfit to None stopped the dismissal function prematurely.
  • Tweak: The FollowerHuntingBow and FollowerIronArrow are removed from the follower. Note that the default game will actually add these items when you recruit the follower. Also, the follower will reacquire these items when you converse with them, this is because I re-add them back into the DialogueFollower Alias. However, the mod ensures that they are removed after your conversation. Set userRemoveDefaultBowAndArrow to False for the default game's behaviour - which is for them to have these items in the follower's inventory.
  • Tweak: Increased the auto-ping check interval from 60 seconds to 5 minutes. This should stop the MCM from complaining that it has not found the mod. The previous interval of 60 seconds was simply too short - especially for those running with a lot of mods. 5 minutes without a response is definitive that the mod has stalled.
  • 0.708, 2 August 2013:
  • Bug fix: Re-enabled the "teleport" options in the MCM.
  • Tweak: Followers do not acquire the sandbox AI if there is an enemy within 5000 distance from the player.
  • 0.707, 28 July 2013:
  • New feature: I described the mod a lot more than in previous versions in regards to "Normal" followers, "Special" followers, player teammate flag and CurrentFollowerFaction. Read it in the Details section.
  • New feature: userTeammatesAreFollowers (default True). When True, special followers (i.e. those that are not recruited/dismissed via DialogueFollower quest) are found when their player teammate flag is set to True. They are added to the specials list and then added to the CurrentFollowerFaction. When False, only NPCs in the CurrentFollowerFaction but not yet recognised by the mod will be considered as special followers. Note that some mods set NPCs' player teammate flag to True even if they have not been recruited. If you find that these NPCs have started to follow you, set this to False. Then dismiss them.
  • 0.705, 10 July 2013:
  • Tweak: The "sandbox" AI only runs if the player is 2000 units distant from the follower. This should get the followers to stop their activities sooner.
  • Tweak: The sandbox AI is disabled when the player is sneaking.
  • Bug-fix: Special followers were not getting added to the "essentials" list - even if you had that user setting enabled.
  • Tweak: The "hidden" items that are used for storing names of best skills used by the "What can you do?" dialogue option are cleaned up between mod updates or uninstallation.
  • Tweak: You can now change user settings before the main quest is at stage 5 (e.g. before leaving Helgen).
  • Bug fix: Fixes to the MCM's ping-back code. This will be the last time this bug will resurface - I hope. I found another instance when the RegisterForModEvent () for the ping-back is not registered or loses its registration in the previous version.
  • 0.703, 30 June 2013:
  • New feature: Followers now have the "sandbox" AI Package. They will do random activities when the mod determines that you have "settled" in your location. By default this AI is applied only to followers that are recruited through the base game's DialogueFollower quest. If you want this to apply to "special" followers that have their own recruiting system, set userApplySandboxToSpecialFollowers to True. Note that they may already have their own sandbox AI.
  • Tweak: When commanding your followers to "Wait here with everyone." or "Come with me and get the others.", only followers within 5000 units distance are affected. This will allow you to leave followers all over Skyrim. Previously, all followers were affected.
  • Bug fix: When selecting "Equip from...", followers were not equipping weapons or armour.
  • Bug fix: Setting the default outfit to None doesn't actually work - it returns an error. I've removed that line of code (even if it didn't affect the actor) in this version.
  • 0.702, 19 June 2013:
  • New feature: Equipment management for followers: "Equip only what I give you." When selected, the follower will return any items that are of the same types that you give to them. This will force them to equip only those items that you gave. Thanks to Restutitor Orbis for the suggestion.
  • Bug fix: Equipment management for followers: Restocking of ammo and potions only worked in the first instance of the "Equip from ..." process.
  • Tweak: Equipment management for followers: I streamlined the menu items a little more.
  • 0.701, 16 June 2013:
  • Tweak: Equipment management for followers: Followers now only take enough ammo and potions so that their stock equals to the percentage of your stock that you asked them to take. Previously, they took the amount that you asked them to take regardless of how much stock they already have.
  • Tweak: Equipment management for followers: The slow process of "examining" the items in a container (incl. the player's inventory) is tweaked and made efficient. The items are kept in a list in memory. This list is reset when you change the source container the follower will loot from or 5 minutes after the list was populated. Quickly restocking your followers with equipment is quicker this way.
  • Tweak: Your follower's default outfit is removed. This should stop them reverting to their default gear while following you. However, once you dismiss them, their outfil will be reverted back to their "base" form's outfit.
  • Tweak: When the MCM "pings" the main mod (to check if it has not stalled), it will wait for the "ping-back" for 60 seconds. Previously this was 10 seconds. In normal play, the ping-back only takes a fraction of a second. But during initialisation on a clean install or an update to a new version, the main mod would not have been set-up to listen for the ping from the MCM yet - which causes the MCM's ping-back test to fail and then presenting it's "stalled message". In this version, I've increased the time the MCM waits for the ping-back to 60 seconds.
  • 0.7, 6 June 2013:
  • New feature: Support for the full (voiced-version) of Interesting NPCs. Previously, only the "safe" version of Interesting NPCs was supported.
  • New feature: Equipment management for followers: These are "Equip from my inventory." or "Equip from ..." dialogue options. When selected, your follower will take available (i.e. not equipped or favourited) items from a container (your inventory, another's, or a chest). Then your follower will return any that they did not equip. Note that the mod does not change your follower's AI in regards to choosing their items. Their preferences are determined by their behaviour from the default game. You can see this when they automatically equip an item that you manually give to them.
  • The "Equip from my inventory." dialogue option will let your follower take items that you have not equipped nor favourited from your inventory.
    The "Equip from ..." dialogue option will present you two inventory containers: yours or the container that was last in your crosshair before you conversed with your follower. You can target any container or any actor. This allows your follower to equip from a horse (if you have a saddlebag mod) or from a wardrobe.
  • New feature: "What can you do?" dialogue option: Your follower or the potential follower will describe his best skill, list the next best two and his armour class preference.
  • New feature: Teleport followers to you. These are two console command ("SetPQV kuSMFQ.summonNonWaitingFollowersNow True" or "SetPQV kuSMFQ.summonAllFollowersNow True") and an MCM option that teleport your followers to you. This is useful for when your followers' path-finding AI gets stuck and cannot find their way to you. Thanks to karios525for suggesting this feature.
  • Bug fix: You can now dismiss pets.
  • Bug fix: Some actors were not receiving the custom "kuSMFTag" keyword.
  • Tweak: In previous versions, the "Follow me." command (as if they're not following you) was sometimes briefly choosable (before it gets removed) in the dialogue options of followers who were already following you. This version should stop that from happening.
  • Tweak: The main package and the MCM can now be merged manually (with TES5Edit). Removing the reliance on GetFormFromFile () from the MCM discovery code made this possible. In this new version, SendModEvent () is used by the main package and the MCM to "ping" each other.
  • 0.56, 30 April 2013:
  • Tweak: Recompiled the main mod with Skyrim's 1.9 patch and the MCM component with SkyUI's 3.4 patch.
  • New feature: Followers can ignore friendly hits. By default, this is set to True and can be changed by setting userFollowersIgnoreFriendlyHits. Thanks to vidalia from the Nexus for coding and testing it.
  • New feature: Followers can be essential actors. By default, this is set to False and can be changed by setting userEssentialFollowers.
  • New feature: MCM component for the two new features. Remember that the MCM is a separate download and both (this mod and the MCM) need to be downloaded, installed and activated.
  • New feature: "Wait here with everyone." and "Follow me and get everyone." dialogue options.
  • 0.53, 25 March 2013:
  • Bug fix: Auto-recruit bug: Previously, actors with their PlayerTeammate flag set to True are getting auto-recruited. Though, this flag should really be set to False before the player recruits the NPC, some mods sets this to True on potential recruits so that they do not reset their gear to the default. In the previous versions, my mod looked for this actors and added to them to it's custom follower list so that followers that do not comply with the default follower system (i.e. followers that are not added to the DialogueFollower Aliases) are found by my mod. In this version, my mod doesn't look for these "special" followers anymore. And so, my mod does not look for/auto-recruit actors with their PlayerTeammate flag set to True anymore
  • Bug fix: Dismiss bug: Previously, when you exit the Dialogue menu prematurely after dismissing an Actor, the dismissal will fail. Only when letting the Dialogue system exit the menu was the follower dismissed. In this version, the follower is dimissed regardless of whether you exited the Dialogue menu prematurely or not.
  • 0.52, 25 February 2013:
  • Bug fix: Previously, you cannot dismiss animals. (This was due to Bethesda not turning off the teammate tag on animals after they are dismissed. My mod uses this to distinguish followers from non-followers. The teammate tag on NPCs are cleared properly when they are dismissed.)
  • Bug fix: Some actors automatically follow you without them going through the DialogueFollower Quest. In this version, the mod finds these actors and adds them to your follower list.
  • 0.5, 21 February 2012:
  • Initial release.


Credits


kuertee in http://www.bethsoft.com/bgsforums/

vidalia for ignore friendly hits feature and beta testing

Tools Used


Creation kit - http://www.creationkit.com

Licensing/Legal


You can do whatever you want with this mod but all I ask in return is that you give me credit. I would also like to be contacted when you include this mod in part or in full in a public release.