Version 4.0.1 available THIS VERSION REQUIRES SKSE 1.7.1 or greater you will need to do a proper uninstall (dismiss followers first and then uninstall) of the previous EFF (Before Beta 6) before installing Beta 10, this is a complete rework.
4.0.1 Changes: Version 3.5.6 is no longer supported, I don't have time to troubleshoot old versions which may or may not have their issues fixed already. See changelog for remaining changes
Beta 13 Changes: -Fixes inventory/equipment swapped bug -Fixed redraw game setting re-application -Brings UIExtensions to up date
Beta 11 Changes: -Fixes sandboxing actors (You may need to cleansave if updating from 7,8,9,10 to 11) -Adds auto sandbox toggle
Beta 10 changes: -Added Clear System option to MCM -Added Fix Actor option to MCM (Use this when a follower is improperly dismissed and cannot be recruited) -Added Force Recruit (Use this until proper patches are made DO NOT DISMISS VIA "It's time for us to part ways." or whatever vanilla dialogue equivalent is, use the system Dismiss)
WARNING: When followers are dismissed, their "Inventory" contents are dumped into a static container in "followerplugincell", you can assign the target container via MCM by looking at the item ingame (where it shows the open text) and going to the MCM and pressing Set Container.
The new version will not be compatible with existing EFF patches, these will need to be remade unfortunately due to the nature of the changes, however with the event-based API it is much easier to access the EFF functions without actually referencing EFF itself in any way.
The changelog is too long to list, and frankly I've forgotten most of it. PLENTY of bugfixes, new features.
Changes that I can remember: -Equipment and Inventory are separate -Nicknaming (This works, but its not really been thoroughly tested) -Tattooing (Requires RaceMenu, don't try changing Familiar Faces follower's tattoos, they will be overwritten) -Follower limit configurable -Actor Panel alpha configurable (0 to hide) -EFF can now be interacted with via SKSE events -Fixed outfit manager (hopefully?) -Automatic sandbox idling (Serana walking around when you're idle) -Outfits should now extract themselves and be available in their Equipment -All items added to Followers not from the player are redirected to the Inventory rather than their Equipment -Automatic invisibility/muffle when stealthing configurable -Menu system now uses SKSE custom menus, no more MessageBox replacer -Menu system uses locking mechanism to prevent empty data menus
Is it possible to teach a follower a shout from EFF? I think it would be cool to teach them shouts as if you were tutor/trainer in the way of the voice. I haven't seen a way to do that but I could just not have looked hard enough.
There is Train Followers in the list at setup. However, it is better to add magic to their respective spell list in Ck, they will use all magic added, even dragon shouts. This only works with mod followers.
My followers' clothes disappear and I can't get them back any way to find them. there a solution for that? They are unique outfits for those followers 😭
Guys I cant fidn the damn plug in in vortex ?? it says i alredy downloaded it and its no where to be found in vortex under this name or EFF or anything similar ?? does this even work now ?
Now I remember why I tried this mod a while ago and ended up deleting it: it doesn't work. I tried recruiting a mod follower who is supposed to be compatible with EFF. It didn't work. If this follower had been made compatible with AFT, I wouldn't have had any problems. AFT can basically force any NPC to follow. EFF seems comparatively weak and ineffectual. If I can't even get a follower to follow, then this mod is basically dead in the water.
This mod does work, but over time it has conflicts with some other important mods that have been updated. For example -- RDO definitively clashes with this mod. But this is easily fixed for the more experienced mod user.
If do NOT know how to resolve conflicts with TES5Edit, or are unwilling to learn. (there are a million tutorials on YouTube) then maybe leave this mod alone.
But if you just want to put in a little time and learn how to edit out conflicts, then EFF should be fine for you.
You can draft everything with EFF, it is in the third listing under EFF. Choose Classic command, then you fix Faction then Recruit. You can draft hostiles Calm spell or sneak. If Xp wasn't rotting in his grave, I could show everyone what I drafted into my service, including a dragon.
I use Followers as Summoned, Autonomous Weapon Systems. Does the Player gain XP from Followers with EFF? Can XP be an option in setup? Both door distance sliders should be reduced down to at least, 512 down from 8192 or an typed Input choice.
Looks like this Xspire is rotting in his grave as my pics are still waiting approval after a whole year.
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4.0.1 Changes:
Version 3.5.6 is no longer supported, I don't have time to troubleshoot old versions which may or may not have their issues fixed already.
See changelog for remaining changes
Beta 13 Changes:
-Fixes inventory/equipment swapped bug
-Fixed redraw game setting re-application
-Brings UIExtensions to up date
Beta 12 Changes:
-Removes messagebox swf
-Fixes incorrect UIExtensions.esp plugin
Beta 11 Changes:
-Fixes sandboxing actors (You may need to cleansave if updating from 7,8,9,10 to 11)
-Adds auto sandbox toggle
Beta 10 changes:
-Added Clear System option to MCM
-Added Fix Actor option to MCM (Use this when a follower is improperly dismissed and cannot be recruited)
-Added Force Recruit (Use this until proper patches are made DO NOT DISMISS VIA "It's time for us to part ways." or whatever vanilla dialogue equivalent is, use the system Dismiss)
WARNING: When followers are dismissed, their "Inventory" contents are dumped into a static container in "followerplugincell", you can assign the target container via MCM by looking at the item ingame (where it shows the open text) and going to the MCM and pressing Set Container.
The new version will not be compatible with existing EFF patches, these will need to be remade unfortunately due to the nature of the changes, however with the event-based API it is much easier to access the EFF functions without actually referencing EFF itself in any way.
The changelog is too long to list, and frankly I've forgotten most of it. PLENTY of bugfixes, new features.
Changes that I can remember:
-Equipment and Inventory are separate
-Nicknaming (This works, but its not really been thoroughly tested)
-Tattooing (Requires RaceMenu, don't try changing Familiar Faces follower's tattoos, they will be overwritten)
-Follower limit configurable
-Actor Panel alpha configurable (0 to hide)
-EFF can now be interacted with via SKSE events
-Fixed outfit manager (hopefully?)
-Automatic sandbox idling (Serana walking around when you're idle)
-Outfits should now extract themselves and be available in their Equipment
-All items added to Followers not from the player are redirected to the Inventory rather than their Equipment
-Automatic invisibility/muffle when stealthing configurable
-Menu system now uses SKSE custom menus, no more MessageBox replacer
-Menu system uses locking mechanism to prevent empty data menus
If do NOT know how to resolve conflicts with TES5Edit, or are unwilling to learn. (there are a million tutorials on YouTube) then maybe leave this mod alone.
But if you just want to put in a little time and learn how to edit out conflicts, then EFF should be fine for you.
Both door distance sliders should be reduced down to at least, 512 down from 8192 or an typed Input choice.
Looks like this Xspire is rotting in his grave as my pics are still waiting approval after a whole year.