To port this over to SSE, just run it through CAO (I repacked the .bsa), save in the CK64 and you're done. I'm running on the latest SKSE (2.0.19) and it works perfectly.
This mod have a conflict with CACO. When you select a alchemist follower, he wont use the Alchemy station. Instead you have the prompt from CACO and your character use the station, instead of the follower. I already put FCC after CACO in the load order, but still cant see npcs using the station, because of the prompt. I asked in the CACO page for a buttom to deactivate the prompt, but I doubt someone will answer.
Any hopes this will be ported to Special Edition? Maybe it'd stop my followers from their continual "Is there anything I can do for you?" comments. As is, I can only get them to do things on a managed basis (ie, "follower, can you do something for me?", then pointing to a flower or vegetable plant, etc for them to pick. Everything else they do seems only for show (when they idle sitting at a sharpening stone, an anvil, crafting tables, or mining or whatever, as they never show any change in inventory after performing the idles..
I suppose I could swap out AFT for one of the others that allows follower crafting, but it seems like a PITA that this mod would avoid, (since it's compatible with AFT as is)
Watching the you-tube review for this mod was very encouraging, and it appeared to be everything I wanted.
Example smithing.
I followed the simple instructions, i.e 'there is something I need you to do' and pointed to the particular piece of furniture (e.g forge, workbench, etc). My npc with 100 smithing and all smithing perks (assigned in C.K), went through the motions of crafting/improving and nothing else.
For example; to improve armor, the crafting dialog opens and shows items in the player's inventory. I found that the resources (i.e ingots) also needed to be in the player's inventory. The best improvement level was 'fine' which also related to the player's knowledge of smithing and not the npc's. I don't see the purpose of this mod, if you have to stand by the npc to instruct it to do what the player can do for itself?
The video review gave the impression that you could leave the npcs to craft, while you could go and do something else. I was at least expecting the npc to improve the item at it's level of expertise. Maybe I missed something.
Any chance of getting this working with PerMa? I like this mod taking some of the load off if I want to do some smithing as a mage or enchanting as a warrior, thanks a lot for your work!
+1 to that. Currently using PerMa and would really like to have a follower enchant things for me. Trying to roleplay someone without the ability makes it hard.
I somehow always get the first perk in smithing when I tell a follower to smith. Does anyone know why that is the case? I am using Requiem, but for alchemy or enchanting I apparently get no perks. I don't want to get perks for nothing, I just want a limited way to use smithing/alchemy/enchanting with followers.
Thank you for this mod. I was trying to use sven as a follower to get a crafter follower instead of a fighting one. But vanilla skyrim makes it useless. With followers can craft i could use sven to his full potential.
Still, I uninstalled it after a while because i realize it breaks the leveling. But it is a matter of personal taste. This mod made possible what was not in vanilla, thanks.
73 comments
When you select a alchemist follower, he wont use the Alchemy station. Instead you have the prompt from CACO and your character use the station, instead of the follower.
I already put FCC after CACO in the load order, but still cant see npcs using the station, because of the prompt.
I asked in the CACO page for a buttom to deactivate the prompt, but I doubt someone will answer.
I suppose I could swap out AFT for one of the others that allows follower crafting, but it seems like a PITA that this mod would avoid, (since it's compatible with AFT as is)
Watching the you-tube review for this mod was very encouraging, and it appeared to be everything I wanted.
Example smithing.
I followed the simple instructions, i.e 'there is something I need you to do' and pointed to the particular piece of furniture (e.g forge, workbench, etc). My npc with 100 smithing and all smithing perks (assigned in C.K), went through the motions of crafting/improving and nothing else.
For example; to improve armor, the crafting dialog opens and shows items in the player's inventory. I found that the resources (i.e ingots) also needed to be in the player's inventory. The best improvement level was 'fine' which also related to the player's knowledge of smithing and not the npc's. I don't see the purpose of this mod, if you have to stand by the npc to instruct it to do what the player can do for itself?
The video review gave the impression that you could leave the npcs to craft, while you could go and do something else. I was at least expecting the npc to improve the item at it's level of expertise. Maybe I missed something.
FLP has over 100s of options and can have a large leaning curve.
i am using elys uncapper, so im wondering if anybody else has this issue.
Still, I uninstalled it after a while because i realize it breaks the leveling. But it is a matter of personal taste. This mod made possible what was not in vanilla, thanks.