OK. Before I say anything else, I want to say that this might break having more than one follower. I tried recruiting a second person with this installed and they wouldn't follow. In fact, interacting with that person again revealed that s/he wasn't even recruited.
I am testing with a small set of mods: UFO (ultimate follower overhaul) 3 test dummy demon followers that use the vanilla follower system SKSE and SkyUI USLEEP All 3 DLCs (also cleaned with TES5Edit (also one of them manually cleaned further, forget which) Alternate Start - Live Another Life
Without UFO, only one follower can be recruited. I had no idea that this is how it works. :/ With UFO, only one follower can be recruited even though I can get more (doesn't happen without the follower distance mod).
I'm going to try putting UFO below this mod in the load order (it loads after this mod). (Yes, LOOT run from Mod Organizer 2 puts UFO before this mod.) Results: It doesn't work. I can recruit multiple people, but the follow distance doesn't change for any of the followers. I think UFO might have overwritten something. The choices still appear, though. Also, the choices made apply to all followers, so the dialogue choice reflects a change even on followers that shouldn't have their distance changed.
I tried this on my follower and thought I'd give you some feedback, because I use Extensible Follower Framework.
This mod didn't seem to change the distance they followed at, but only changed how close to me they would get when I stop. They still dropped back to the normal following distance once I started to move. And I didn't see any real difference between the various options, either. They all caused my follower to come up closer behind me once I quit moving, and they stopped in roughly the same spot.
At this point I'm not sure how much of this result is due to EFF, and how much is due to this mod.
I don't use EFF but what you're describing sounds like a conflict between the 2 mods. EFF probably also makes changes to the Default DialogueFollower quest so depending on which you load last in your load order, the effects of my mod may not even be applied. EFF also tweaks GameSettings and has some SKSE functionality so there's a lot of room for overriding logic.
Any plans or is it possible to affect animal companions? My stray dog follows so close when I'm sneaking that he ends up pushing me forward. And with Disable Follower Collision https://www.nexusmods.com/skyrim/mods/98804 I've more than once ended up accidentally shooting him. Or looking through the back of his head.
And thanks to your mod, I finally found what my issue was. I've tried using mods that used overwrite records to increase follower distance and they never seemed to work, I never saw any difference. With your mod, when I had asked the dog to follow from far, he stayed really far when I was standing, but once I entered sneak mode, he'd run up close. Which I took as a sign that there was another mod making changes. I don't know why I never considered Better Stealth AI for Followers, but after messing with the packages in that mod, now my dog stays further back while sneaking.
I guess you can call Better Stealth AI for Followers a soft incompatibility? Its follower distance settings in its packages seem to override your mod's distance settings, triggered by sneaking.
Your mod is gonna keep a permanent place in my load order now, I like how lightweight, simple, and flexible it is. I might decide to f*#@ up my game by copying your structure and crossing it with Better Stealth to set different sneaking distances, I like it that much.
Whenever you enlist a follower, a hunting bow is placed in their inventory. If you remove it, dismiss them and enlist them again, a new hunting bow is placed in their inventory again.
I don't use UFO so i don't know what records UFO changes in order for it to function but you can open up the mod in xEdit and see for yourself. The only records i change from the vanilla game are those within this <750BA - DialogueFollower> quest.
Thank you for making the mod, This is the mod that I wanted for a long time! Overwrites Quest-DialogueFollower (ID: 000750BA) in "Update.esm." Is this a problem?
27 comments
I am testing with a small set of mods:
UFO (ultimate follower overhaul)
3 test dummy demon followers that use the vanilla follower system
SKSE and SkyUI
USLEEP
All 3 DLCs (also cleaned with TES5Edit (also one of them manually cleaned further, forget which)
Alternate Start - Live Another Life
Without UFO, only one follower can be recruited. I had no idea that this is how it works. :/
With UFO, only one follower can be recruited even though I can get more (doesn't happen without the follower distance mod).
I'm going to try putting UFO below this mod in the load order (it loads after this mod). (Yes, LOOT run from Mod Organizer 2 puts UFO before this mod.)
Results: It doesn't work. I can recruit multiple people, but the follow distance doesn't change for any of the followers. I think UFO might have overwritten something. The choices still appear, though. Also, the choices made apply to all followers, so the dialogue choice reflects a change even on followers that shouldn't have their distance changed.
Any mods that changes the default DialogueFollower quest records will be incompatible.
Follower System Overhauls (ex. AFT, EFF, UFO)
I can't even imagine running skyrim without a follower framework
Perhaps someday you will.
Best of luck!
This mod didn't seem to change the distance they followed at, but only changed how close to me they would get when I stop. They still dropped back to the normal following distance once I started to move. And I didn't see any real difference between the various options, either. They all caused my follower to come up closer behind me once I quit moving, and they stopped in roughly the same spot.
At this point I'm not sure how much of this result is due to EFF, and how much is due to this mod.
BTW, I'm not posting about this in order to try to get the author to fix it. It's just info for others who use EFF.
And thanks to your mod, I finally found what my issue was. I've tried using mods that used overwrite records to increase follower distance and they never seemed to work, I never saw any difference. With your mod, when I had asked the dog to follow from far, he stayed really far when I was standing, but once I entered sneak mode, he'd run up close. Which I took as a sign that there was another mod making changes. I don't know why I never considered Better Stealth AI for Followers, but after messing with the packages in that mod, now my dog stays further back while sneaking.
I guess you can call Better Stealth AI for Followers a soft incompatibility? Its follower distance settings in its packages seem to override your mod's distance settings, triggered by sneaking.
Your mod is gonna keep a permanent place in my load order now, I like how lightweight, simple, and flexible it is. I might decide to f*#@ up my game by copying your structure and crossing it with Better Stealth to set different sneaking distances, I like it that much.
Thanks again!
What's the "Hunting Bow issue" followers have?
Overwrites Quest-DialogueFollower (ID: 000750BA) in "Update.esm." Is this a problem?