@ obdown666 - "If there is a way to make base armors and weapons unremovable that would be good."
Default armor which is specifically designated as default on their inventory screens can not be removed from their inventories because it doesn't even show up in their inventories. Only armor actually placed in their inventory list can be seen and removed in game. Weapons are almost always placed in their inventories.
@ Mug00825 _ "...Anneke Crag-Jumper seems hard-capped at level 30..."
Yes, some of the companions are capped at lower levels.
If there is a way to make base armors and weapons unremovable that would be good. Too easy to take several 1000 in worth of items from a would be follower at level 1.
Alternatively, make them all relatively poor. I mean, they wouldnt be so eager to join for free unless they were poor, right?
Just a note to mention I think this mod would still be useful, patch or no. In fact, even using it there are still some vanilla followers that it doesn't affect. Anneke Crag-Jumper seems hard-capped at level 30, and a fav of mine Illia seems hard capped at level 40. Maybe the housecarls auto level now, but it doesn't seem all followers do. At least in Illia's case, her primary skills are maxed, but not leveling she might be losing out on whatever extra HP or magicka she might have gotten otherwise.
The companion stats are increased as they level. However, spells are divided into novice, apprentice, etc. and the companions do not receive higher level spells as they level up.
When I create magic using companions, I will give them starting spells, perks to increase their level to novice and apprentice, and one or two apprentice spells per magic specialty. Any more than that, and they are too powerful taking out enemies so fast that the player doesn't have a chance to use and improve his own abilities.
Great mod, but i wonder if this version could be loaded after and overwrite bdo(http://skyrim.nexusmods.com/downloads/file.php?id=1422, since bdo contains an older of this mod?
Found a minor issue. I updated to the newest version, but now I have a second nord race in my character customization menu. Ive gone through ALL my mods and this is the one that caused it.
69 comments
Default armor which is specifically designated as default on their inventory screens can not be removed from their inventories because it doesn't even show up in their inventories. Only armor actually placed in their inventory list can be seen and removed in game. Weapons are almost always placed in their inventories.
@ Mug00825 _ "...Anneke Crag-Jumper seems hard-capped at level 30..."
Yes, some of the companions are capped at lower levels.
Alternatively, make them all relatively poor. I mean, they wouldnt be so eager to join for free unless they were poor, right?
Just a note to mention I think this mod would still be useful, patch or no. In fact, even using it there are still some vanilla followers that it doesn't affect. Anneke Crag-Jumper seems hard-capped at level 30, and a fav of mine Illia seems hard capped at level 40. Maybe the housecarls auto level now, but it doesn't seem all followers do. At least in Illia's case, her primary skills are maxed, but not leveling she might be losing out on whatever extra HP or magicka she might have gotten otherwise.
The companion stats are increased as they level. However, spells are divided into novice, apprentice, etc. and the companions do not receive higher level spells as they level up.
When I create magic using companions, I will give them starting spells, perks to increase their level to novice and apprentice, and one or two apprentice spells per magic specialty. Any more than that, and they are too powerful taking out enemies so fast that the player doesn't have a chance to use and improve his own abilities.
With Bethesda's companion leveling system, will a follower's spells increase in power as well?
You'd have to try it and see.You could even get both options on your menu. Depends how they setup the dialogue.
I am sorry. Bug corrected and new version 1.2 uploaded.