Skyrim Special Edition

If you're aiming to create a patch for a mod you didn't author, set this mod as a master. This will enable users to easily identify which followers have patches.
If you're the author of a follower and prefer not to use this mod as a master, you are free to integrate the mod's resources into your own mod.

If you are an inexperienced modder, it's recommended not to attempt creating a patch. Each custom follower is created differently, so there isn't a one-size-fits-all approach for patching. Keep in mind that idle topics can serve many purposes, thus not all idle topics should be conditioned in the same way.

To provide some insight into what this mod does, it makes the following condition available:



If the value equals 1, it means the player is in dialogue. The mod uses a simple SKSE function to detect if the player has the dialogue menu open. If SKSE isn't available (like on Xbox), it will always return 0.

There are several ways to use the condition. A mod author would probably add it to each individual line to be conditioned, or on the Quest Dialogue Condition (ONLY if the quest contains just an Idle topic).

But patching an existing follower you use another approach. You need to add a new line at the beginning of each Idle topic to be conditioned. This line is set to trigger when the player is in dialogue, which effectively blocks the other idle lines from executing. This line will play a silent sound file.

Click here for a how-to.

When is it necessary to update a patch?
A patch should be updated when a mod author introduces a new quest featuring an idle topic, as they won't be conditioned. Any new lines added by the mod author to topics that have already been conditioned will function without problems.

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