Some suggestions for more immersion for the outfit management:
1. Can we specify an area in a cell that can trigger an outfit change? Rather than the whole cell? 2. Can outfits be assigned group numbers and we assign the group instead of an outfit to a location or action? The choice of which outfit to wear would then be chosen randomly from the group? 3. Ability to tell them to unequip weapons when not in combat and cloaks when not outside (to save an outfit slot just to remove a cloak). 4. Ability to assign a container to an outfit or group so I can just throw clothes in and they grab from the container when switching (less for immersion and more for convenience).
Suggested by gardyanakbar : posted @ 11:48, 6 Jul 2017 " I've been messing and testing around with the wandering and daily schedule and I really like the ability to have an undecided option, really makes the follower's activity dynamic and random. As stated in the description and our previous conversations, the undecided option will choose in random to follow / wait / release / wandering, but I was wondering if you have any plans to further expand upon this randomization? I mean it would be really great if I can randomize only certain things, like for example among the 4 possibilities, I don't want my follower to ever follow me (would be great to be used on guild members). Also there doesn't seem to be a possibility in the randomization to join other squads, at least that's what the description says. "
Spoiler:
Show
I agree, there could be a drop down menu for optional chosen 'Scheduled States' so some may be excluded or included. And as with your example: "Join any existing Squad" or create a 'New >Wandering< Squad' (Example Squad 0)
I would love to see a lighter version of the mod. It seems that no matter what I do, FLP pushes my load order over the edge and causes CTDs. When doing thorough testing, it usually occurs when my followers use Magic Ralley, and sometimes when giving out Armor effects.
I would start a new game, go to Riverwood, and save with no followers. Each time I "started over" I would come back to this save.
Next, I would use EFF's Mind Control ability to take Faendel with me through Bleakfalls Barrow. We go through without incident.
I reload, give him both healing abilities and use the console to increase his maximum magicka so he can try the various healing spells as we go. No problem here.
Then, I'd do it again with all 3 abilities: Healing/Heal Other, Magic Rally, on. Had a few CTD, but I was able to make it through without crashing twice.
Reloaded, and took Sven and Faendel with me at the same time, again, giving them both no abilities and slowly adding on with each playthrough. When I get to the Magic Rally part I was guaranteed to CTD sooner rather than later.
It's a shame because I LOVE this mod. It is easily the best follower mod, but regardless of whether i use it with EFF or without, or what version I install, I seem to have these problems. I'm confident it isn't the mod's fault, but either script overload or conflicting mods on my end, so I'd like to see a reduced script version so that I can more easily use it with larger or more intense mods.
For the record, I'm pretty sure Sands of Time spawning several new enemies combined with FLP is what causes my overloads.
-> I agree, although I rarely get CDT from "Magic Rally" ; myself, I am not fond of FLP "Magic Rally" or Bard song at all. And would not recommend it (However, there are those who love it) Apparently you and I are not them that do
FLP has way less then half the scripts to that AFT or EFF The FLP scripts are never running longer then a MS (rapid fire) and are fired only when required.
Like you, I never had an issue from FLP Healing and Party Healing, and has always been absolutely perfect.
IF you have many CDT or Crash on Save; more then likely it is an "Encounter MODs" ' regardless of Management MOD. Sounds to me you need a light "Encounter MOD" . When you are ready for a new game; try DFB - Random Encounters - MCM @ http://www.nexusmods.com/skyrim/mods/32394/ . Assuming you are using SKSE Memory Manager and ini, with this Random Encounter MOD I rarely (if ever) have CTDs. Been using for years with AFT, AFT&FLP and FLP.
After you tried crashless DFB-Random Encounter MOD: Then try any newer Encounter MOD and you will see (Cell overload=Crash) Mem Issue=(CDT) and who knows what issue from new Encounter MODs that causes ((Crash on Save)) ...
================================= General Note: Crash fixes by meh321 http://www.nexusmods.com/skyrim/mods/72725/ with SKSE Plugin Preloader by meh321 and sheson http://www.nexusmods.com/skyrim/mods/75795/
^(PLUS= No ESP and when both are installed then Safety Load and SSME/SKSE memory patch are not needed)^
Many would like the sound of 'Summoned Horse dismissed' >gone
FLP is fully Compatable with Convenient Horses and Immersive Horses by sevencardz. IH @ http://www.nexusmods.com/skyrim/mods/64067/ CH @ http://www.nexusmods.com/skyrim/mods/14950/
Totally agree That sound is annoying. Although keep 'Followers Get a Horse (auto summing) as individual Follower option' , otherwise it would be difficult to find enough Horses in Skyrim for all our Followers.
If you use Immerse Horses that is not one issue. That mod adds horses. You can even steal them. But perhaps one little better compatibility whit that mod. Hard to set up.
OldC should consider using my scripts from my NPC jumping mod, to add jumping capability to followers (MCM option of course) it could be really useful in formations or if followers get stuck. Not to mention it looks awesome seeing followers do somersaults
Yes, I think OldC will release another version with added options if there is support for changes.
I have noticed an uptick in total Downloads; so people are adding FLP to there existing Management (AFT, EFF, UFO, etc) Also many are just switching to FLP as there only Management MODs
This right here. ^^ After pouring over all the details, posts, reddit threads, etc regarding multi-follower mods, I can't imagine going with anything else. I'll take the trade-off for stability, versatility & what looks like greater compatibility any day of the week.
Many Players would like to see the FLP [Shared Container] having an adjustable Weight Unit Slider, example: A slider option for [50>1000] units of weight. This will add to immersion by taking the Total Followers in Party equals the total weight we select for that expedition
I recently found this mod: http://www.nexusmods.com/skyrim/mods/68285/? If this mod can do it, maybe the same idea could be applied to the container of shared inventory? I wonder how Chesko is going to manage the shared provisions idea of Last Seed. I assume he would have a limit there. It must be possible.
Update Wants for next FLP version (27 comments)
( Pease keep requests concise )
1. Can we specify an area in a cell that can trigger an outfit change? Rather than the whole cell?
2. Can outfits be assigned group numbers and we assign the group instead of an outfit to a location or action? The choice of which outfit to wear would then be chosen randomly from the group?
3. Ability to tell them to unequip weapons when not in combat and cloaks when not outside (to save an outfit slot just to remove a cloak).
4. Ability to assign a container to an outfit or group so I can just throw clothes in and they grab from the container when switching (less for immersion and more for convenience).
"
I've been messing and testing around with the wandering and daily schedule and I really like the ability to have an undecided option, really makes the follower's activity dynamic and random. As stated in the description and our previous conversations, the undecided option will choose in random to follow / wait / release / wandering, but I was wondering if you have any plans to further expand upon this randomization? I mean it would be really great if I can randomize only certain things, like for example among the 4 possibilities, I don't want my follower to ever follow me (would be great to be used on guild members). Also there doesn't seem to be a possibility in the randomization to join other squads, at least that's what the description says.
"
I agree, there could be a drop down menu for optional chosen 'Scheduled States' so some may be excluded or included. And as with your example: "Join any existing Squad" or create a 'New >Wandering< Squad' (Example Squad 0)
I would start a new game, go to Riverwood, and save with no followers. Each time I "started over" I would come back to this save.
Next, I would use EFF's Mind Control ability to take Faendel with me through Bleakfalls Barrow. We go through without incident.
I reload, give him both healing abilities and use the console to increase his maximum magicka so he can try the various healing spells as we go. No problem here.
Then, I'd do it again with all 3 abilities: Healing/Heal Other, Magic Rally, on. Had a few CTD, but I was able to make it through without crashing twice.
Reloaded, and took Sven and Faendel with me at the same time, again, giving them both no abilities and slowly adding on with each playthrough. When I get to the Magic Rally part I was guaranteed to CTD sooner rather than later.
It's a shame because I LOVE this mod. It is easily the best follower mod, but regardless of whether i use it with EFF or without, or what version I install, I seem to have these problems. I'm confident it isn't the mod's fault, but either script overload or conflicting mods on my end, so I'd like to see a reduced script version so that I can more easily use it with larger or more intense mods.
For the record, I'm pretty sure Sands of Time spawning several new enemies combined with FLP is what causes my overloads.
FLP has way less then half the scripts to that AFT or EFF The FLP scripts are never running longer then a MS
(rapid fire) and are fired only when required.
Like you, I never had an issue from FLP Healing and Party Healing, and has always been absolutely perfect.
IF you have many CDT or Crash on Save; more then likely it is an "Encounter MODs" ' regardless of Management MOD.
Sounds to me you need a light "Encounter MOD" . When you are ready for a new game; try
DFB - Random Encounters - MCM @ http://www.nexusmods.com/skyrim/mods/32394/ .
Assuming you are using SKSE Memory Manager and ini, with this Random Encounter MOD I rarely (if ever) have CTDs. Been using for years with AFT, AFT&FLP and FLP.
After you tried crashless DFB-Random Encounter MOD: Then try any newer Encounter MOD and you will see
(Cell overload=Crash) Mem Issue=(CDT) and who knows what issue
from new Encounter MODs that causes ((Crash on Save)) ...
=================================
General Note: Crash fixes by meh321 http://www.nexusmods.com/skyrim/mods/72725/
with
SKSE Plugin Preloader by meh321 and sheson
http://www.nexusmods.com/skyrim/mods/75795/
^(PLUS= No ESP and when both are installed then Safety Load and SSME/SKSE memory patch are not needed)^
Many would like the sound of 'Summoned Horse dismissed' >gone
FLP is fully Compatable with Convenient Horses and Immersive Horses by sevencardz.
IH @ http://www.nexusmods.com/skyrim/mods/64067/
CH @ http://www.nexusmods.com/skyrim/mods/14950/
But perhaps one little better compatibility whit that mod. Hard to set up.
Vertical Shift - NPC Jumping Unleashed by chriz2fer
http://www.nexusmods.com/skyrim/mods/82669/
I also like your ' Player Taunting Ability With Animations '
I have noticed an uptick in total Downloads; so people are adding FLP to there
existing Management (AFT, EFF, UFO, etc) Also many are just switching to FLP as there only Management MODs
If this mod can do it, maybe the same idea could be applied to the container of shared inventory? I wonder how Chesko is going to manage the shared provisions idea of Last Seed. I assume he would have a limit there. It must be possible.