Someone needs to pick up this mod, fix the bugs and update it for latest versions of SE & AE please. I miss how chatty Oblivion followers were with each other and the player - it felt very immersive.
Skyrim followers hate talking to each other, unless specifically scripted to recognize specific NPCs/player's-followers and speak some prerecorded lines.
I know the mod is old.But here it is, I wanted to add Aela in the mod. I have the cif scripts and everything. But it's after for the social quest, I can't find her in the list. Otherwise, it would be nice to add all the vanilla npcs of the game or at least a part of them.Or to make the system a little easier because the CK is quite complex. Especially if the npcs are modified with appearance mods.
Hello. No need to use the CK. Use Tes5edit only, to add the keywords to Aela, keywords mentioned in description of this mod. There is an advanced guide out there somewhere.
In tes5edit and in your load order, you need to load CIF.esp plug-in first, after it Aela appearance plugin or others. Open only those two plugins in tes5edit. select Aela appearance plugin and add CIF.esp as master. Then add the keywords to Aela in her appearance plugin. You can also edit CIF conditions to run in heathfire houses or the companions house and cellar.
But is not that cool, needs animations and syth dialogue. And for copies of Aela spawned by console it will bug my game and I'll have to reload. Anything just ask me.
Managed to add custom followers XD Aisha and Lucien Lachance to the system, using only TEs5edit and got them to talk a bit.
Would this work if I just type in the console "starquest sociamoveplayerdialogue" ? or is it necessary to add every location in the CK ? How would look a condicion rule in the CK that starts the node in whatever interior location the player is in ? Opening the CK and skyrim is a pain for me I would never figure this out by testing myself.
For me the mod just breaks and lags permanently a lot after they interact positively and gain relationship, but when it goes down they just fight each other to death.
Made it to work in heathfire houses, but it still loops for me at some point, maybe will try to fix that script lowering 50 loops to 40 or something.
The script still loops when the npc interact many times with the player, breaking the game with common script loop lag, and they interact with even if I deleted all the cif keywords from the player "prisoner" and edited the script to loop 1 time in the CK, instead of the 50 default and tested it starting a new game. I think the modder lied here for his thesis.
So has anyone ever gotten their followers to start dating? If I brought two followers with me could they start liking each other too? or is this just to stand there and watch designated npcs date each other?
This is an excellent idea but it definitely needs some voice acting. If I was you, I would try to employ the actors of Interesting NPCs. That is the best mod ever made.
I worked this for a few hours and only understood one thing... computers have a long way to go before they can mingle in a Human society.
Great try, but I really think that the Bethesda characters scripting needs to be removed before this shows what it can do, the actions and standard audio are conflicting with much of the info shown on the screen (top left)
113 comments
I miss how chatty Oblivion followers were with each other and the player - it felt very immersive.
Skyrim followers hate talking to each other, unless specifically scripted to recognize specific NPCs/player's-followers and speak some prerecorded lines.
I have the cif scripts and everything.
But it's after for the social quest, I can't find her in the list. Otherwise, it would be nice to add all the vanilla npcs of the game or at least a part of them.Or to make the system a little easier because the CK is quite complex.
Especially if the npcs are modified with appearance mods.
No need to use the CK. Use Tes5edit only, to add the keywords to Aela, keywords mentioned in description of this mod.
There is an advanced guide out there somewhere.
In tes5edit and in your load order, you need to load CIF.esp plug-in first, after it Aela appearance plugin or others. Open only those two plugins in tes5edit. select Aela appearance plugin and add CIF.esp as master. Then add the keywords to Aela in her appearance plugin. You can also edit CIF conditions to run in heathfire houses or the companions house and cellar.
But is not that cool, needs animations and syth dialogue. And for copies of Aela spawned by console it will bug my game and I'll have to reload.
Anything just ask me.
Managed to add custom followers XD Aisha and Lucien Lachance to the system, using only TEs5edit and got them to talk a bit.
Would this work if I just type in the console "starquest sociamoveplayerdialogue" ? or is it necessary to add every location in the CK ? How would look a condicion rule in the CK that starts the node in whatever interior location the player is in ? Opening the CK and skyrim is a pain for me I would never figure this out by testing myself.
For me the mod just breaks and lags permanently a lot after they interact positively and gain relationship, but when it goes down they just fight each other to death.
Made it to work in heathfire houses, but it still loops for me at some point, maybe will try to fix that script lowering 50 loops to 40 or something.
The script still loops when the npc interact many times with the player, breaking the game with common script loop lag, and they interact with even if I deleted all the cif keywords from the player "prisoner" and edited the script to loop 1 time in the CK, instead of the 50 default and tested it starting a new game. I think the modder lied here for his thesis.
Great try, but I really think that the Bethesda characters scripting needs to be removed before this shows what it can do, the actions and standard audio are conflicting with much of the info shown on the screen (top left)
Good news! SKSE64 seems to be in a stable-ish state!