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dragonjet

dragonjet

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• supporter
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Status: Doing an overhaul, making next version 2.0.

- This upcoming 2.0 will include an interface where you can configure options
- This upcoming 2.0 will support Skyrim Special Edition
- Increased compatibility with follower management mods
- Option to provide mortalized followers with health regeneration
- Possibly extra features to be added through the mentioned configuration UI

In terms of development, my automated workflow is already in place to build both Oldrim and SSE variants,
so there is very little, to no "porting" work for me when updating code.
• member
• 5 posts
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You can run the patcher on Special Edition without converting the output ESP from form 43, choose one method below, both confirmed working here with Mod Organizer 2.2.0 and SSEEdit 4.0.2.

(A) To run it via batch file
• Rename VFPatcher.tes5pas to VFPatcher.pas, so that SSEEdit will not be started in TES5 mode.
• Edit VFPatcher.bat so it just contains:
C:\Path\to\SSEEdit\SSEEdit.exe -script:"C:\Path\to\mods\Volatile Followers\tools\Volatile Followers\VFPatcher.pas" -nobuildrefs

Note: paths must be updated to match your setup.
• Add to and execute the updated VFPatcher.bat through your mod manager.

(B) To manually apply the script in SSEEdit
• Rename VFPatcher.tes5pas to VFPatcher.pas, so that SSEEdit is able to see it, later.
• (Optional, if you already have MXPF installed) Edit line 12 in VFPatcher.pas to:
uses 'lib\mteFunctions';

• Copy the following scripts to SSEEdit/Edit Scripts:
• mteFunctions.pas (optional if you already have MXPF installed and followed the above step)
• vf_logic.pas
• vf_utils.pas
• VFPatcher.pas

• Start SSEEdit through your mod manager.
• Right click on any mod, Apply Script..., choose VFPatcher, OK to everything, close and save.

• supporter
• 502 posts
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Thank you Pragasette! This worked beautifully.

FYI you may need to add quotation marks to the C:\Path\to\SSEEdit\SSEEdit.exe like so: "C:\Path\to\SSEEdit\SSEEdit.exe". The bat file didn't run for me without the quotation marks.
• supporter
• 502 posts
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This is a really great idea! Immortal followers are no fun and break immersion. I just really hope you'll port this to Skyrim SE.

I'm wondering if one can just run this patcher for SE and then open and save the new mod in the Creation Kit to update it to Form 44 mod.

Alternatively, I guess we could just use xEdit to set the follower status to not protected/not essential, right?
• member
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so ive looked at the mod through tes5 and some of the followers are still protected? like all the housecarls and a few others. is there just no getting around that?
• 801 posts
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I checked this out too, but I noticed it's when they have some sort of crucial story (Like Lydia, or Farkas). My guess is to keep it from being game breaking if they died before their part.Not sure there's anyway around that one other than chance breaking the game
• member
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SSE + u r mod = love
• 210 posts
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Did you manage to get it work with SSE?
• supporter
• 3 posts
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Hello,
when I run the patcher I encounter an error all the time. It says:

Error in unit vfpatcher on line 42: Type of expression must be integer.

https://imgur.com/wvp1QKJ <-- here is the Screenshot from the patcher's report

I would love to use this mod as it seems that it's the only one which can make your followers truly unprotected :< I will appreciate any help to solve this problem.

• 801 posts
• 8 kudos
The image you posted is only a partial. The error says the problem is on line 42 so you sorta have to see what that is. Select all and copy the text that's behind that error message. Then paste it on a blank Notepad++ document (easier than Notepad because the lines are numbered) and you will be able to see whats written on line 42. From there you should be able to figure out the problem
• account closed
• 11 posts
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Waiting for the special edition! Thank you dragonjet
• member
• 41 posts
• 1 kudos
I used to refuse to use followers because of that stupid kneel and ignore thing. Besides saying annoying things and stepping into traps I could use them to tank while cowardly sniping with a bow. BORING. I also recommend A Stark Beginning that stops health regen for everyone, so that spells like Healing Hands actually become useful. Horses still had stupid health regen (start a new game, steal a horse and stand and wait in the middle of a hostile wolf pack - LAME LAME LAME), but I made my own little simple mod that stops that as well. Any mods that make this game less of a theme park ride is always welcome.
• 9 posts
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Great Mod. Endorsed. Will be nice to have this in SSE...just a few mods left to convert by Modders and Myself....this is one of them.

This mod has not been updated in awhile so perhaps not going to 2.0....that is fine we all have things to do.
For others who end up here because 'Unchecking' Volatile Followers from the mod list (even when at the very bottom) resolves AFT and iAFT.

Confirmed (again) from some posts below with AFT (and iAFT) and Volatile Followers v1.3....Recruiting has Compatibility/Script Issues. Reverting to v1.0 solves AFT and iAFT recruiting and other script issues.
• 801 posts
• 8 kudos
This really is the best mod for follower mortality. Thanks again for making this.

One thing I noticed is that when you run VFPatcher.bat make sure you deselect 'Expanded Slider Colors' (if you have that mod installed). The process will hang and you'll have to CTRL+ALT+DEL out of it.

Otherwise, I haven't had any issues at all. It makes my followers more valuable and the game more dramatic
• member
• 360 posts
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I asked this on August 28, 2017 and never got a response. "The follower in question is scripted and forces herself immortal". Does your mod work with Inigo and Vilja?

Very much looking forward to the SE version. Thanks for porting it.
• supporter
• 87 posts
• 7 kudos
hi, I haven't tried it myself, and I am not aware if they have scripted mortality (to be honest i havent used those two followers before). what I meant by "scripts" in that note though, is not the usual follower script with their AI and dialogs, I meant a script that will mark them essential or protected during runtime. one method i can think of how to check is use EFF and set mortality to default, select the follower and console kill, if they die then this mod should theoretically work.
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