Skyrim Special Edition

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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. CuyanSkirata
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    Mjoll keeps using a "call to arms" spell, can't for the life of me find which combat or taunt setting prevents it. Any help appreciated!
    1. bacsie
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      Are you sure that this is about Mjoll (from Riften) and that she casts the master spell "Call to Arms"? If "yes", it shouldn't actually be possible, because Mjoll only has "50 Magica" at "level 40". Also, she is a 2-handed warrior by default!
    2. CuyanSkirata
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      Yep for sure Mjoll, just hired her after getting Grimsever, and she keeps using this spell, no other mods installed that would do it. Very similar to the Tank aggro spell included with Nether, which makes me think its that. Would like to be able to turn it off, because yes, she shouldn't be casting master level spells lol.
    3. CuyanSkirata
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      Really its more like a shout, as she is swinging a 2-handed sword when she casts it at the start of combat, which also makes me think its from NFF, exactly like Tank aggro shout/spell
    4. bacsie
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      I stand by my statement.
      First you have the master spell “Call to Arms”, then a “Tank Aggro Spell” and finally a “Tank Aggro Scream”.
      Please read the PDF pages 23/24 about the “Healer & Tank Roles” where you will notice how questionable your previous statements are.
    5. CuyanSkirata
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      Okay what I'm trying to say is NFF has a Tank-class ability as a part of the mod. There's settings for it in the MCM menu for NFF. It resembles a shout, has a red glare, and enemies aggro and attack your Tank follower. What I'm saying is that Mjoll seems to be doing a similar thing, except its definitely Call to Arms instead of whatever the Tank ability is, but she doesn't cast it in the vanilla Skyrim sense; When combat begins, there's a bright blue flash that explodes from Mjoll while she's wielding a greatsword (i.e. not casting), and it applies Call to Arms to all nearby allies, including me. I even tried to remove the spell from her in console, and it says she doesn't know it, which makes me think its part of NFF, as it behaves very much like an established NFF ability (The aforementioned Tank ability). Hopefully that made it more clear. Any help appreciated, hoping there is an option to disable it in MCM like tank spell.
    6. AizenV
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      try using More Informative Console,
      and see if she have some weird spell in her mind and where did she get it from. 
    7. bacsie
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      Ok, according to your description, let's now agree on something like "magical" or "animation".

      So far you have not provided any information about Mjoll's level and therefore health, magica and stamina - especially magica to assess whether you have an "exceptional" Mjoll.

      How or where can you recognize that you are affected by this "effect - take up arms"?

      Properly determined, you can set a whole lot in the MCM. When I set Mjoll and check it in the MCM, Mjoll is preset to use "Standard" as the "Combat Role and Fighting Style". If Mjoll plays a "tank class" for you, you must have already set it yourself. Try deselecting this option to observe Mjoll's behavior.

      Console commands should be used with caution. In the MCM_"Companion Skills" you can easily find "Basic Spells & Skills" and "Assigned Spells & Skills", but ONLY "Assigned Spells & Skills" would be removable.

      In the MCM_"Gameplay"_"Settings for Tanks" - deactivate "taunt effect" to be on the safe side.

      Ultimately, I suspect that, contrary to your claims, you could have a mod that makes this “appearance” possible. Mods that affect Magica or combat AI, possibly also assigned by SPID.

      Please also answer carefully whether you receive "the 2 initialization messages" for NFF when starting Skyrim.
    8. CuyanSkirata
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      -Just recruited Mjoll, I'm maybe level 18, so that should give some idea of her level

      -In the magic status effects menu, I can see that I'm under the effect of call to arms, which coincides with her "cast" visual effect.

      -I do not have Mjoll set as a tank class, she is all default, I was merely commenting on the similarity between whatever she is doing with the NFF Tank ability, indicating I think it is being caused by NFF and not another mod.

      -Since the only combat mod i have installed is Wildcat, I doubt it could be another mod.

      -She has no magic abilities whatsoever listed in the NFF MCM

      -I get the NFF initialization messages, it is working great with other followers.
       
    9. bacsie
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      You seem to have taken everything into account so far. However, if Mjoll is not set as a tank class, why would she use such behavior?

      As for Wldcat, I would like to point out from the NFF mod description:"Possible conflicts:– Mods that improve followers’ combat AI will likely override this mod. This affects the healer's role and combat distances."

      Try deactivating "Wildcat" as a test and then observe Mjoll's behavior. That's the end of my ideas, sorry.
    10. CuyanSkirata
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       "However, if Mjoll is not set as a tank class, why would she use such behavior?"
      - my question exactly haha
      Thanks for your input
  5. CompetitiveDepth
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    Cant add follower to Homebase. I have created a Homebase but add/Remove follower option in Homebase is still greyed out even though I have a follower.

    Edit: Nevermind I found the issue.
    1. MrUncreated
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      What was the issue you found? Don't make me write an entire story in my head to fill the gap. That could get... dark.
  6. Vaniellis
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    Hello, I recently started a new SE game after years on LE. I used to manage my followers with AFT, but I kept reading that NFF was better and still maintained.

    I did read the manual, but I still have a problem. I created a Standard Outfit for my follower (Adelaissa, base game companion), but she still auto-equips stuff from the inventory. Isn't there any way to stop that ?

    Also, why can't I assign a weapon to an outfit ? I don't want to accidentally grab her sword everytime I empty her inventory.
  7. EvilBunnny
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    NFF was working fine last week but it seems the message has stop appearing this week after I installed some mods. I've tried the Misc steps which worked previously but not this time. Not sure if its because of mods I installed such as Bathing Beauties, Take a Peek, some clothes mod, ConsoleUtilSSE NG (was using the non-NG version previously). I tried reinstalling NFF and SKSE too but to no avail plus I have the Recommended and Optional mod too. NFF is at the bottom of the load order and there are no conflicting mods (winning conflicts over Bathing Beauties). I'm still wondering if there are other mods that is somehow overwriting NFF that I am unaware of. This is quite perplexing XD
    1. DatBaraDude15
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      Honestly same but I think it just happens at some point. Mine stopped giving start up notifications a few saves way back until I just started noticing it. It was more noticeable if you disabled the follower unsheathing weapons option with you because it would revert back to default if the start up notifications didn't appear. They also don't stick to their combat style/class AI if the start up notifications don't appear again. The only solution I have found is rolling back to the save where the start up notifications would appear again. 
    2. EvilBunnny
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      Oh no. I usually delete my saves and my oldest save doesn't have the NFF message. I guess I'm screwed XD Perhaps I could try to
      Step 1: Dismiss all followers and flush the follower slot
      Step 2: Save the game
      Step 3: Uninstall NFF
      Step 4: Save to a new slot
      Step5: Clean the save using Resaver
      Step 6: Install NFF
      Step 7: Load the save file that has been cleaned by Resaver
      Step 8: Message should now appear

      Just to update: It is working now and the mod name in MCM is now called "NFF". Previously, it was "Follower Framework". SO basically if all else fail including running "bat freeNFF", what we can do is the aforementioned.
    3. bullanguero82
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      What's Resaver? Can't find it on the Nexus page.
    4. JobiWanUK
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    5. bacsie
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      @EvilBunnny
      The "Stuck-Fix" = FreeNFF.txt can only be executed successfully if the file "FreeNFF.txt" is in the NFF installation folder. There are no clear implementation instructions for this in the mod description and the PDF, but only in various posts here on this page. This could also be a cause if the “Stuck-Fix” does not work properly.

      Your described method will work exactly as you described. However, cleaning with Resaver / Fallrim tools from 'markdf' does not guarantee 100% security for the cleaned game state. Should only be used in exceptional cases, preferably at an advanced character level.

      Your method has another disadvantage that should be mentioned: Assuming you already have 10 or more followers that should be dismissed, these should at least be noted beforehand, because after the dismissal they will not have access via the "newly installed NFF". Follower history and these cannot be called up using the “teleport function” integrated into NFF.

      Those users would also be well advised if, in addition to assigning home bases via NFF, they assigned previous followers a home place at the same time as MHIYH - before being released. Once NFF is uninstalled and cleaned, this information may also be gone.
      An additional “tracking mod” like “CS Tag N Track SE” may also be helpful, with which you can actually record all NPCs, including followers, that are important to you.

      With the “tracking mod” you can quickly teleport all previous followers to the appropriate locations in order to then (reassign home bases) or at least be able to include them as followers again. I haven't checked whether the outfits assigned via NFF are retained, but I doubt it.

      In this context, a REQUEST to NETHERWORKS: "The possibility of implementing FreeNFF.txt when installing in the NFF installation folder." The PDF is also integrated into the installation folder, which many users have certainly overlooked.
    6. bacsie
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      @DatBaraDude15
      You might want to look at the post @oiedjkasuijksdh from April 28, 2024, 11:10 PM in advance. There is the included Universal Guide from February 13, 2024, 9:04 PM.
  8. drbeans69
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    My followers just walk away the second i enter a new cell. I have changed the settings multiple times now but as soon as I enter a building, they walk out and don't activley follow.
    1. EvilBunnny
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      Do you see the NFF message when you load your game?
  9. Wrathchilde
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    Is there a guide somewhere that explains how to create outfits for auto-switching?
    1. JobiWanUK
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      Did you grab the detailed PDF manual in optional files?
    2. Wrathchilde
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      I did not! I usually don't notice optional files unless something tells me to specifically use one (as you have just done). Thanks for pointing it out. I can't wait to read all about the things in this great mod.
  10. KitsuSport
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    How can I increase the follower limit over 10
    1. KitsuSport
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      Mod works fine but the menu does not appear in MCM
    2. ShadowKraz42
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      You can't. As stated, the mod only allows you to have 10 active followers at a time. BUT, you can have upto 100 followers; 10 active and 90 inactive (staying at home), or all 100 of them inactive, or 3 active and 97 inactive, or... etc.
      I don't, however, know why the menu isn't appearing in MCM.
    3. KitsuSport
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      No it appears now dont worryt
  11. jobensai
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    Loving this mod so far but I seem to run into a couple of problems.

    After a while my followers have stopped crafting their arrows and potions. Even when the rare moments they would interact with the stations no notification pops up nor any new items being created in their inventory.

    Also, I have assigned some followers to live in Elysium Estate and set their work area to the crafting area outside of the house. I noticed that they would just stand around and not interact with the stations at all.

    Would love some help on how to fix this, thanks so much!
  12. BourbonStl
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    is it this mod that keeps showing the "doing history update" notification every time I load a game? I turned off the setting that has to do with notifications but this is still showing up and it's kind of annoying
  13. Jibbon
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    Does anyone know if this mod plays well with "Followers as Companions"? This mod basically makes your followers walk beside you instead of behind. In the description it mentions that any mod that affects follow distance may not be compatible, but am curious as to just how uncompatible we are talking.