Skyrim

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GrandBulwark

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GrandBulwark

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  1. GrandBulwark
    GrandBulwark
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    Farewell my friends, until we meet once more

    Hi folks, this mod has been thoroughly tested and revamped several times. That said my current save doesn't have access to all the followers included. Pay special attention to quest followers that are unique EG: Mercer Frey for example, if an effect titled "Guildmaster's Guile" does appear in the active effects UI, great! If not, open the console and click him and enter "GetPlayerTeamMate" while he is following, and again after he stops following. That will return the response "GetPlayerTeamMate=X" whatever X is for you, report both integers here along with the name of the follower and I will update their conditions ASAP.

    EG: Mercer Frey
    GetplayerTeamMate=1(Or the integer that displays while he is following)
    GetGetPlayerTeamMate=0(Or the integer that displays after the stops following you/is dismissed.)

    Thanks folks.

    Important; this mod does not effect mod added followers. The Legendary Edition has been uploaded, it requires all DLC files. If you have Skyrim, and have this mod and NOT the DLCs(or just not all of them), you need to update the Skyrim file. The DLC files were not changed for the 2.1 update.

    My Mods,
    Skyrim Project Stability
    Followers Share Knowledge
    Conjurer's Friend
    Creatures of the Night Revised
    Immersive Armors for NPCs Revisted
    8-bit Skyrim Theme Music
    Resistance Restrictions Removed
    Worn Armor Effects
    Palace of Kings Rugs Fixed
    Better Shrouded Armor - Standalone
    Black Dragonscale Hi-Res - Standalone
    Evil Incarnate Daedric Gear - Standalone
    Glorious Daedric Armory - Standalone
    Heroic Dwarven Armory - Standalone
    Insanity's Ebony Sword - Standalone
    Rabbits of Skyrim
    Project Standalone

    Project's I've Helped with:


    After a great deal of consideration, patches for other mods will not be created; at least not by me.

    If another author would like to whip a patch up; I can post it here or they can post it there. No dependency on my file is required though credit would be appreciated.

    The reason: I am not all that interested in playing Skyrim, and while I enjoy modding I simply don't have the time. Integrating a similar system in the mods themselves only requires an quest alias on the player to add the spell and a condition on the SPELL(NOT THE MAGICAL EFFECT RECORD!!!) that only allows the spell to activate with X follower Active. This must be repeated for each follower. If you need advice on making this for your mod, feel free to drop me a PM.
  2. dioxyde0
    dioxyde0
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    if only this was for sse!
    1. GrandBulwark
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      soon
    2. dioxyde0
      dioxyde0
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      nice
  3. Horsemaster
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    Nice mod thanks, but it doesn't work right with Ordinator.
    1. GrandBulwark
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      It works exactly as it's intended to regardless of what mods you have loaded, it uses all custom records and relies upon game conditions.  If ordinator doesn't apply XYZ effect to my mod, that's because it alters vanilla counterparts to my custom record entries.  That doesn't mean the mod doesn't work, it just means your mod's effects don't apply to it and never will without a patch.
  4. TheRealDuckosaur
    TheRealDuckosaur
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    does this still work?
    1. GrandBulwark
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      it relies on nothing more than game conditions, it will always work.
  5. yexian7
    yexian7
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    you changed many flags in worldspace and cell, give them "persistent"(even Initially Disabled). what's this used for?
    1. GrandBulwark
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      Follower references need to be persistent so that the game conditions on the spell can check things against them.  Any other "changes" like initially disabled or whathaveyou are disparities between the patch this mod was release on, and the current version.  I've have a cursory glance and there's nothing critical, it's just old worldspace data, and things that bethesda forgot to flag in that old patch, and has since remedied with the SSE/SAE updates.

      That all being said, the mod is on the plate for resurrection in the near future.  I'm going to fix all the old worldspace data, revise the implementation a bit and potentially improve the perks to some extent.  Obviously this will be for SSE, but if there's interest here still I may backport it.
  6. hoangdai94
    hoangdai94
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    Please port this kool mod to SSE, I like it
    1. GrandBulwark
      GrandBulwark
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      soon
  7. Bersark93
    Bersark93
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    and Marcurio curiously wasn't even on this list...
    1. AlanPaul
      AlanPaul
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      You are mistaken

      Yes I am a thread necromancer >:)
  8. DecayWolf
    DecayWolf
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    Compatible with perkus maximums and disparity?
    1. Alexmancer
      Alexmancer
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      It doesn't actually change any of the Perks in the perk system, so it sounds like it should be.
      This is a bit like playing Fallout, where one of your companions will give you a boost to an ability.
  9. Jusey1
    Jusey1
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    I recommend changing Derkeethus's perk to something a bit more useful... Juzt saying.
    1. GrandBulwark
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      You are free to change whatever you like, or make your own. Just sayin
  10. TheRevan1337
    TheRevan1337
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    A good idea, but i would have hoped for more interesting effects. I would however recommend this mod to others if they were looking for this sort of stuff
    1. GrandBulwark
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      Just a proof of concept. Revamped version with more features is done if I can ever get my damned rig back.
  11. BigG911
    BigG911
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    No Archery buff from Fandral?
    1. uskarsol
      uskarsol
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      There is one listed - but maybe it is not very big.