Bug: Debugging messages is on It's been reported that the debugMode flag isn't get turned off the next time you load the game. I intended it to be on at first install, so that I can immediately request a log file from people who have problems with the mod. Unfortunately, it seems that the code that should turn it off at the next time you load a game isn't working.
Set debugMode to 0 in the Troubleshooting section of the MCM.
Creating a clean save For those who find the "Creating a clean save" section of the read-me daunting: You only need to follow the steps given in the "Summary" of the "Creating a clean save" section. I should have noted this in the read-me. The other sections ("The save file" and "Creating a clean save") are lengthy descriptions of the process and my findings of its effects in the game from playing and modding Skyrim (and Oblivion).
(I want the read-me to contain as much detail as possible. But, admittedly, this section requires an edit/clean-up.)
0.875, 13 December 2017: Overhaul: Avoid traps AI:
Trigger boxes are now used to manage the follower's trap avoidance AI. Previously, the follower's distance and location from the trap were polled to determine their AI: jump, wait, walk. Trigger boxes are less process-intensive than polling.
Jump over traps AI: 8 points around the trap are now used to determine "safe" jump destinations. These points are dynamically set as you and followers jumps or moves around the trap. Previously, only your entry and exit vectors across the trap were used to determine the follower's start and finish jump angles.
Combat around traps AI. A better implementation of the how followers avoid combat when near traps. Followers will avoid combat near traps unless they get hit - in which time their AI will revert to the default, allowing them to immediately fight back.
Followers are "essential" (i.e. protected from death) when near traps. They still trigger traps, after all. But dying "stupidly" is an annoyance. And for those who prefer traps to still be meaningful, where followers are concerned, might find this option preferable to followers not triggering traps at all as provided by other mods.
Bug fix: Jam traps: Previously, unjammed traps goes through a reset process. In this version, only jammed traps are reset and unjammed traps are left alone.
Overhaul: Casual clothes AI when not in combat and no weapon is out:
In town: Non-armor clothes (rich clothes have priority), non-armor headwear, gloves, shoes.
At home: Non-armor clothes (rich clothes have priority before 9pm), no headwear, no gloves, shoes.
Elsewhere: no helmet, but wear gauntlets.
Outdoors and raining or snowing: hoods have priority over hats, capes when raining, cloaks have priority over capes when snowing.
Vampire followers outdoors: hoods during the day or when raining or snowing. (I.e. no hoods during clear nights. They do love the dark, after all).
Vampire followers in inns: hoods.
Followers randomly choose what to wear from up to 5 items per apparel type.
Note that hoods need to have "hood" in their item name for the followers to recognise them as hoods. Capes need "cape" in their name. And cloaks need "cloak".
Others:
Tweak: "Leave my fights to me" AI. As per the previous version, followers who get hit reverts their AI to the default allowing them to fight back. But in this version, this "fight back" reaction is immediate.
Bug fix: Re-equiping adventuring gear. Followers now equip their full adventuring gear when combat starts or when they draw their weapons.
Replacement: the move aside AI (which forces the follower to move away from you when you face and bump into them) has been replaced by a general "move away" which makes them move away (350 units) anytime they near you (less then 300 units).
Tweak: When userAvoidCombatAIOnRecruit is set in the MCM, followers will avoid combat at recruitment (or when they are re-loaded from FISS). You can still ask them to "avoid combat" or "assist in combat" from their Dialogue Menu.
Bug fix: When Eat and Sleep mod (http://skyrim.nexusmods.com/mods/13246) is installed, and the follower's Eat and Sleep feature is enabled, followers' waterskin are filled when you collect water from lakes and rivers.
Bug fix: The "loot" version of the "Equip/loot from ..." command would fail if looting wasn't already in progress.
Bug fix: "Equip/loot from ..." menu item is now unavailable while a previous "Equip/loot from ..." is in progress. Previously, the menu item was available even if the command failed because the previous "Equip/loot from ..." was in progress.
Bug fix: The missing "Vampire feed" script is included in this package.
Bug fix: Followers would sometimes loot when in stores.
Tweak: Storing/dumping loot after exiting a looted interior: Do not limit finding Horse Command horses that are in your forward direction, instead find horses anywhere in your vicinity.
New feature: "COC kuSMFCell" in the console to teleport to SMF's hidden cell which holds all the containers the followers use for looting, the party food bin, and other containers used by the mod. Before deactivating the ESP on uninstallation, check these containers for items that may have been left due to a uncompleted process caused by a bug or crash.
Uninstalling: I had to add a new last step when uninstalling this mod: "Copy the "kuSMFInterface.pex" file back into the "Skyrim\\Data\\Scripts" folder. The game will crash if you have other mods that use it. This file allows 3rd-party mods (even mine, e.g. Battle Fatigue and Injuries, Horse Commands, etc.) to use features in this mod. And this is an unfortunate step because there's no method to protect the file from getting removed when uninstalling with a mod manager."
Read the complete uninstall procedure in the Uninstalling section of the read-me.
I realized that somehow my game got laggy when using this mod, so I uninstalled it from my vortex, then it corrupted my save files. But i found a way to restore the corrupted save files from unistalling this mod and i just wanna share and hope it works for you too. You first gotta download this https://www.nexusmods.com/skyrimspecialedition/mods/5031 Go to files and MANUAL DOWNLOAD just the first file (its FallrimTools 4.3.2 when I used it) Then extract that and open the resaver from the files. After opening resaver youll have to find the corrupted save file (mine was in documents/my games/skyrim/saves) After opening it'll show a lot of folders (probably some mod scripts i dunno) There's this search box on top. Just search "kuertee" or "kuer" or something, it'll show a folder related to this simple multiple follower mods. Expand the folder, more folders will show up (there were three sub-folders on mone), right click on the folders and click delete (not sure if it says "delete elements" or "delete instances", but pretty sure there's a delete in there) Save the file (probably want to rename it too) The save file is gonna show up on "show all saves" in game. And it'll work.
Thank you so much. I am new to Skyrim modding and I want a more followers mod. I thought this was like Minecraft cursforge. I will be more carefull. Thank you again so much.
Currently enjoying my travels with my menagerie: a khajiit barbarian, an alfiq knight, the chicken companion, my fat idiot son, Kanra, and Faendal
I'm using the "simple" version and appreciate the toggle-able MCM options of the quick menu (no scrolling through 400 dialog options) and follower sandboxing
eta: I had a bit of trouble with animal followers never leaving but using Force Dismiss with the Debug menu solved that
I don't even know why I have this mod installed (haven't played for 3 years, came back and found this mod in MO2 modlist). Pinging the mod in MCM works, but uninstall option doesn't do anything. Typing in the uninstall command in the console doesn't work either. Uninstalling the mod corrupts all save files, fallfrim / savegame clearner have trouble loading save files. I am about to start a new playthrough, let's see if a fresh save with the mod uinstalled will allow me kick it off my back.
im liking the mod to an extent. the advance feature seems pretty cool if you like to micro manage your followers. only downside im having is with the "simple version" it will not let me hire more than one modded follower with an NPC follower so max is 2 atm. some suggestions for a simplier version: 1. enable ability to hire more than one modded follower and more than one NPC follower 2. disable the extra narrative portions (talk to "follower' is pretty much the same as default) 3.maybe have the ablity to marry more than one (for fun ;p)
your mod here works, just needs some tweeking and/or other versions. thanks for the mod, mate
I know this is old, but I been playing skyrim again. I have immersive armors and simple follower mod. I have 4 followers, including vigilance. since the beginning I didn't change the armor i gave to character followers. But after i removed all their armor and gave new sets the helmet keeps replacing the new one for 2 of my followers. I have tried to reset mod, but seems to stall. Anything I can do?
Lesson learned - read others' comments before downloading any MODs! First of all, this MOD worked for me in game, but I didn't like all my followers asking me for food and drink every time I fast travel, so I decided to uninstall. Followed the uninstallation guide and guess what - my Lv 57 save file was corrupted! I almost gave up on this game, but thank god someone shared using ReSave to fix my save so I could continue gaming.
2884 comments
It's been reported that the debugMode flag isn't get turned off the next time you load the game. I intended it to be on at first install, so that I can immediately request a log file from people who have problems with the mod. Unfortunately, it seems that the code that should turn it off at the next time you load a game isn't working.
Set debugMode to 0 in the Troubleshooting section of the MCM.
For those who find the "Creating a clean save" section of the read-me daunting:
You only need to follow the steps given in the "Summary" of the "Creating a clean save" section. I should have noted this in the read-me. The other sections ("The save file" and "Creating a clean save") are lengthy descriptions of the process and my findings of its effects in the game from playing and modding Skyrim (and Oblivion).
(I want the read-me to contain as much detail as possible. But, admittedly, this section requires an edit/clean-up.)
Overhaul: Avoid traps AI:
Overhaul: Casual clothes AI when not in combat and no weapon is out:
Others:
Uninstalling:
I had to add a new last step when uninstalling this mod: "Copy the "kuSMFInterface.pex" file back into the "Skyrim\\Data\\Scripts" folder. The game will crash if you have other mods that use it. This file allows 3rd-party mods (even mine, e.g. Battle Fatigue and Injuries, Horse Commands, etc.) to use features in this mod. And this is an unfortunate step because there's no method to protect the file from getting removed when uninstalling with a mod manager."
Read the complete uninstall procedure in the Uninstalling section of the read-me.
But i found a way to restore the corrupted save files from unistalling this mod and i just wanna share and hope it works for you too.
You first gotta download this https://www.nexusmods.com/skyrimspecialedition/mods/5031
Go to files and MANUAL DOWNLOAD just the first file (its FallrimTools 4.3.2 when I used it)
Then extract that and open the resaver from the files.
After opening resaver youll have to find the corrupted save file (mine was in documents/my games/skyrim/saves)
After opening it'll show a lot of folders (probably some mod scripts i dunno)
There's this search box on top. Just search "kuertee" or "kuer" or something, it'll show a folder related to this simple multiple follower mods.
Expand the folder, more folders will show up (there were three sub-folders on mone), right click on the folders and click delete (not sure if it says "delete elements" or "delete instances", but pretty sure there's a delete in there)
Save the file (probably want to rename it too)
The save file is gonna show up on "show all saves" in game. And it'll work.
Upd: yet i loaded wrong save. it worked out. Thank you for you kind help with this crappy mod
I'm using the "simple" version and appreciate the toggle-able MCM options of the quick menu (no scrolling through 400 dialog options) and follower sandboxing
eta: I had a bit of trouble with animal followers never leaving but using Force Dismiss with the Debug menu solved that
some suggestions for a simplier version:
1. enable ability to hire more than one modded follower and more than one NPC follower
2. disable the extra narrative portions (talk to "follower' is pretty much the same as default)
3.maybe have the ablity to marry more than one (for fun ;p)
your mod here works, just needs some tweeking and/or other versions. thanks for the mod, mate