- Entire behind-the-scenes system has been revamped, making it more stable than before. - Removed permanent injuries. Serious injuries no longer stack. Reason being that I think the old system was too complicated. - Now there's 3 possible outcomes when your follower enters bleedout:
They suffer a -25 H/S/M "mini debuff" for a couple of minutes, nothing serious.
They suffer a -75 H/S/M "serious injury" that lasts from 2 to 20 days, configurable via MCM.
Follower dies.
- Serious injuries do not stack, but as with the previous version, you might want to send your follower away for some time to let them heal. Why? As long as they wear the bandage (meaning they are injured) they will be in a weakened state, more likely to fall in battle and die. You can ignore this and keep them around anyway. - Revamped how the "serious injury" behind the scene timer works. These are the changes:
There was a bug before that sometimes caused dismissed followers to never heal. This didn't affect followers that remained in your service (either waiting or actually following you). Now they will always heal when the time comes, no exceptions.
I no longer touch the health, stamina or magicka values of any followers. Instead, the bandage has an enchantment that applies the -75 debuff to health/stamina/magicka. This means that I only have to remove the bandage for the follower to go back to normal, increasing compatibility and making the system more streamlined. If for whatever reason you want to cheat the system and force a follower to heal, use the console to remove the bandage from your follower heads and voilá, your follower is healed and back to normal.
- Made so the mini injuries (-25 H/S/M) no longer plays the effect of drinking a potion, the debuff will apply without any visual indication of it. - Added a new option to the MCM menu: Display Important Messages as MessageBox: When a follower dies, gets a serious injury or heals, you will get a big message box (that stops time) letting you know about it. This way, you can make sure you are aware of this and can note down the duration of the injury for example. This is optional and disabled by default. The default system is that these notifications will appear in the left top corner of the screen as usual.
And the bad news:
I haven't got a lot of time at the moment and I stopped playing with EFF, so I'm dropping support for it on the newer version. If you are still using EFF, just know NOT to dismiss your hurt followers, as this can cause them never to heal (sorry). Since EFF allows for almost infinite followers, you can simply tell them to wait and healing will work when the time comes.
Not sure if this mod is still being worked on, but I have one suggestion. The mod description indicates that all these effects happen upon a follower entering bleedout/kneeling. Maybe add an option to the MCM to trigger the small and large injuries upon a certain (adjustable) percentage of health remaining (like 30%, 10% etc.).
The reason is that I've modified most of my followers to be non-essential, and I think many others have done this, because of the ridiculous insta-heal once combat ends for essential or protected followers which eliminates any need to heal them and thus makes the "healing hands" spell pointless most of the time. Basically, if my followers enter bleedout, they almost always just die. So if I used this mod, I'd almost never see the injuries.
I was using the old version (SE version but it worked on my LE), thought it required SKSE but I do not see that requirement on this version. SKSE is not required now on LE version is that right?
Mini debuff - there is no message is this correct? Or is there a message? There is a head bandage or no? I don't see one. But if there is no bandage then how is the debuff applied?
Serious injury - adds the head bandage, says "your follower has been gravely injured" , but follower is not removed from the party and sent home, is this right? Says your follower will recover in 14 days but I thought they were dismissed also before?
Death - They die and are removed from party says "your follower has died!"
You say that higher level followers have less chance to die or serious injury, may I ask how that is calculated?
------------------- I may still be using the old version because it works well, I don't think there is a mini debuff at all, sometimes they go down on one knee but then get up okay same as not using the mod (if you are lucky)
I don't think I am using old version anymore but I can't remember, sorry.
I am testing this now with some custom followers not 100% sure how it will work with them I will report back, I believe it does work properly though. I made a respawning follower for use with this mod. Although follower is bugged (my fault I think) and won't dismiss properly (I just let her die instead =) ). Turned out to be very complicated since the game was never designed for respawning followers. I'm sure it can be done but it's quite difficult. She won't rejoin after respawn so I just disable then re-enable the follower mod, it is actually a bit easier that way as you dont need to wait 10+ days for her to respawn if you don't want to. If you want to try it out it's called "thieves guild recruit". - warning extreme alpha version.
Couple suggestions: -Including a version specific readme file in the archive / download would help to see the version differences. -I don't think the mini debuff is necessary really and complicates things with not much benefit. -Putting links to LE version on SE version page and vice versa might help more users find the correct mod, and also if you put LE or SE on the download / archive file name, would be more clear.
Couple things though! I'm not using SKSE and it'd be nice to make a non-SKSE version. It says "has died" (name is missing) on the messages, without SKSE. I just added the words "Your follower " to the start but for many that is hard to do. Need use TES5edit. Also need use TES5edit to change death chance without SkyUI and SKSE. You could put a couple different versions and couple with different death chances like 40/30 =) And version for no SKSE
2, question, I recently aquired the Azura's priestess follower
Aranea Ienith and she took off all her clothes to put the bandage on, because of hooded mage robes, and I sent her home lol, but will she put the robes back on? ah I guess I will find out. Anyways fighting in the nude =)
I have come to the conclusion that it is my game style and not the latest release of the mod which is causing efficiency issues. Problem on my end, I was playing Master level difficulty and when I dropped the difficulty back to Apprentice, my followers started dropping like flies. It's counter intuitive how difficulty works in Skyrim to say the least.
It is true, I found this mod last year and got happy, but it was kinda complicated, and I think it gave my game some issues. I'll try it again, placing right after NFF. Thank you.
Just checked with xedit, 0 errors for me. I am still in the previous NFF version (where the auto import was still available) so perhaps the patch needs to be updated.
Does anyone know how to open the MCM? I'm new to modding skyrim and don't know if there's a universal key to open them. I also couldn't see any option to open it in the settings. I'm playing on the original skyrim, so is that the issue?
Maybe that's the issue I am having? I am running NFF with the latest version of FD&I and I have seen two followers die fairly early in the game. Thing is, I don't know when the level of the follower starts to impact on the chance of death or injury? I have both sliders set to 50% and my followers are level 28 and nobody seems to get effected any more.
I don't have Skyrim LE installed anymore, but I just tested it on SE with nff and it worked fine. (RIP Jenassa, you will be missed) - No importing necessary.
I tested it on LE + nff before uploading, so I'm pretty sure it should work. Not sure if it will work if you updated in the middle of a playthrough (as opposed to starting a new game)
I remember reading someone mentioned it wasn't working, but it worked again after they updated NFF. I adapted the mod to the latest NFF version, so make sure your NFF is up to date. My mod should be placed after NFF.
For testing, I recommend going to the MCM, putting the settings to 50% each, going TGM in the console and spawning a couple of bandit chiefs and see if it's working correctly or not.
@jspee1965 As far as I remember, the level bonus was quite small. 1% decrease of dying at level 10 / 10% decrease chance at level 100.
Thanks for the reply @jayserpa :) Really like your mods LE and SE :)
"Not sure if it will work if you updated in the middle of a playthrough (as opposed to starting a new game)"
That would be a good reason and this is something that i didnt test since i was in a playthrought with version 2.0, when i updated. What i did was a clean save and all but this may be the reason that i didnt start a new game, will have to check and give news
*After testing You were right, a clean save is not enought, i must make a new game. I did a new game then grabbed three followers and the mod worked great without importing.
@jspee1965 my followers are level 7 so i got quite a long climb to reach where you are :) if i get there i will check.
92 comments
- Entire behind-the-scenes system has been revamped, making it more stable than before.
- Removed permanent injuries. Serious injuries no longer stack. Reason being that I think the old system was too complicated.
- Now there's 3 possible outcomes when your follower enters bleedout:
- They suffer a -25 H/S/M "mini debuff" for a couple of minutes, nothing serious.
- They suffer a -75 H/S/M "serious injury" that lasts from 2 to 20 days, configurable via MCM.
- Follower dies.
- Serious injuries do not stack, but as with the previous version, you might want to send your follower away for some time to let them heal. Why? As long as they wear the bandage (meaning they are injured) they will be in a weakened state, more likely to fall in battle and die. You can ignore this and keep them around anyway.- Revamped how the "serious injury" behind the scene timer works. These are the changes:
- There was a bug before that sometimes caused dismissed followers to never heal. This didn't affect followers that remained in your service (either waiting or actually following you). Now they will always heal when the time comes, no exceptions.
- I no longer touch the health, stamina or magicka values of any followers. Instead, the bandage has an enchantment that applies the -75 debuff to health/stamina/magicka. This means that I only have to remove the bandage for the follower to go back to normal, increasing compatibility and making the system more streamlined. If for whatever reason you want to cheat the system and force a follower to heal, use the console to remove the bandage from your follower heads and voilá, your follower is healed and back to normal.
- Made so the mini injuries (-25 H/S/M) no longer plays the effect of drinking a potion, the debuff will apply without any visual indication of it.- Added a new option to the MCM menu: Display Important Messages as MessageBox: When a follower dies, gets a serious injury or heals, you will get a big message box (that stops time) letting you know about it. This way, you can make sure you are aware of this and can note down the duration of the injury for example. This is optional and disabled by default. The default system is that these notifications will appear in the left top corner of the screen as usual.
And the bad news:
I haven't got a lot of time at the moment and I stopped playing with EFF, so I'm dropping support for it on the newer version. If you are still using EFF, just know NOT to dismiss your hurt followers, as this can cause them never to heal (sorry). Since EFF allows for almost infinite followers, you can simply tell them to wait and healing will work when the time comes.
The reason is that I've modified most of my followers to be non-essential, and I think many others have done this, because of the ridiculous insta-heal once combat ends for essential or protected followers which eliminates any need to heal them and thus makes the "healing hands" spell pointless most of the time. Basically, if my followers enter bleedout, they almost always just die. So if I used this mod, I'd almost never see the injuries.
I was using the old version (SE version but it worked on my LE), thought it required SKSE but I do not see that requirement on this version. SKSE is not required now on LE version is that right?
Mini debuff - there is no message is this correct? Or is there a message? There is a head bandage or no? I don't see one. But if there is no bandage then how is the debuff applied?
Serious injury - adds the head bandage, says "your follower has been gravely injured" , but follower is not removed from the party and sent home, is this right? Says your follower will recover in 14 days but I thought they were dismissed also before?
Death - They die and are removed from party says "your follower has died!"
You say that higher level followers have less chance to die or serious injury, may I ask how that is calculated?
-------------------
I may still be using the old version because it works well, I don't think there is a mini debuff at all, sometimes they go down on one knee but then get up okay same as not using the mod (if you are lucky)
I don't think I am using old version anymore but I can't remember, sorry.
I am testing this now with some custom followers not 100% sure how it will work with them I will report back, I believe it does work properly though. I made a respawning follower for use with this mod. Although follower is bugged (my fault I think) and won't dismiss properly (I just let her die instead =) ). Turned out to be very complicated since the game was never designed for respawning followers. I'm sure it can be done but it's quite difficult. She won't rejoin after respawn so I just disable then re-enable the follower mod, it is actually a bit easier that way as you dont need to wait 10+ days for her to respawn if you don't want to. If you want to try it out it's called "thieves guild recruit". - warning extreme alpha version.
Couple suggestions:
-Including a version specific readme file in the archive / download would help to see the version differences.
-I don't think the mini debuff is necessary really and complicates things with not much benefit.
-Putting links to LE version on SE version page and vice versa might help more users find the correct mod, and also if you put LE or SE on the download / archive file name, would be more clear.
So epic!
I have it set on 30 death and 40 injury chance.
Couple things though!
I'm not using SKSE and it'd be nice to make a non-SKSE version. It says "has died" (name is missing) on the messages, without SKSE. I just added the words "Your follower " to the start but for many that is hard to do. Need use TES5edit. Also need use TES5edit to change death chance without SkyUI and SKSE.
You could put a couple different versions and couple with different death chances like 40/30 =)
And version for no SKSE
2, question,
I recently aquired the Azura's priestess follower
Aranea Ienith
and she took off all her clothes to put the bandage on, because of hooded mage robes, and I sent her home lol, but will she put the robes back on? ah I guess I will find out. Anyways fighting in the nude =)
cheers great mod
i will try it out now (this mod)
never downgrade skyrim lvl of difficulty mid game :p
This has to be the very, very first mod I've seen on skyrim LE to be marked as light
I'm sure I missed a couple of nexus mods, but this is awesome
14 <Warning: Quest Alias not found in "DialogueFollower [QUST:000750BA]"> type messages and also quite a few
[03179283] < Error: Could not be resolved >
in the NFF version.
Are these anything to worry about?
Thanks!
I am still in the previous NFF version (where the auto import was still available) so perhaps the patch needs to be updated.
Make sure you have SKYUI, or you won't see this "Mod" Menu.
My basic followers don't seem to be affected unless i import them in the three special slot, then everything works good.
I am using nff with the nff version of the mod
Before in 2.0 i didnt have to do that to make the mod work
Does someone have the same problem as me ?
thanks
**Edit : My bad, with a new game everything works fine ! I updated midgame from 2,0 to 2,5
I tested it on LE + nff before uploading, so I'm pretty sure it should work. Not sure if it will work if you updated in the middle of a playthrough (as opposed to starting a new game)
I remember reading someone mentioned it wasn't working, but it worked again after they updated NFF. I adapted the mod to the latest NFF version, so make sure your NFF is up to date. My mod should be placed after NFF.
For testing, I recommend going to the MCM, putting the settings to 50% each, going TGM in the console and spawning a couple of bandit chiefs and see if it's working correctly or not.
@jspee1965 As far as I remember, the level bonus was quite small. 1% decrease of dying at level 10 / 10% decrease chance at level 100.
"Not sure if it will work if you updated in the middle of a playthrough (as opposed to starting a new game)"
That would be a good reason and this is something that i didnt test since i was in a playthrought with version 2.0, when i updated. What i did was a clean save and all but this may be the reason that i didnt start a new game, will have to check and give news
*After testing You were right, a clean save is not enought, i must make a new game. I did a new game then grabbed three followers and the mod worked great without importing.
@jspee1965 my followers are level 7 so i got quite a long climb to reach where you are :) if i get there i will check.