quite some custom followers/npc (like mine) do not use the standard follower AI package and will not transition to every place the player will be. this mod right here solves this serious issue.
Update: started noticing performance degradation across a few random things in my game. Opened up my save in Fallrim. 6k+ suspended stacks and related issues connected to partycount. Terminated strings, etc. purged Hero's Party and all is back to normal.
An update from an NFF user: I installed this, and turned off the improved combat awareness and auto-teleporting in the MCM. It serves its function well: I had to turn down the difficulty of a couple different mods after installing this, which was such a nice change from face-rolling everything. No issues so far at all, with one *possible* exception.
The exception is: prior to this install, I never had an issue with followers attackin "pseudo" followers that become followers only for a quest, like Anska. It was basically impossible to keep her alive this time: some one of her attacks would invariably aggro a current follower and she'd die. I also never had an issue with followers I had previously dismissed getting attacked by current followers. I use a few spawn mods, and had enemies spawn in a player home. That player home had a dismissed follower in it, who nailed a current follower with an arrow in the fight and proceeded to get mobbed. Getting out of bleedout, she then attacked the last (current) follower that struck her, rinse and repeat.
Not sure how this mod could be causing that so I don't want to say for sure that it's from this mod or from a conflict between this mod and NFF.
I think it's a great mod, especially with the support for follower teleportation. I have quite a few smart followers, and the author explicitly says they can't be imported into nff, meanwhile I use a mod called Dwemer cube to teleport and rest whenever I want, and this cube smart follower can't teleport, but nff can. It's been bugging me for a while. I'm glad this mod does that, and allows followers to teleport to places they can't spawn to in the normal way without importing nff. Hopefully this doesn't affect the follower's own AI.
I love it. Like Living World, it is the simplest way to make something that fulfills a specific function. The first one manages the probability of extra enemies that you might encounter in relation to the number of members of your group, and this one manages your followers in the simplest way possible.
Agreed, this is going to be a very common question. Saw this and immediately thought this would be a great addition to my LO alongside NFF: specifically the enemy scaling by party size, to the point that I could get likely get rid of a bunch of mods that I've tried to add to make up for the fact that I now usually have multiple followers with me. What would be very helpful to know for people like me is: what options, specifically, can I disable in the MCM. For example, follower speed and teleportation can be managed by NFF already, would be helpful to know if I can toggle those off. Also, what is meant by improved follower detection/helping. NFF has a robust system that optionally deals with follower stealth and has a bunch of variables you can control re: combat behavior. Knowing what those do and whether I can minimize overlap by toggling things on or off in either mod would be helpful. I assume that's all togglable in the MCM because they're optional, but making that explicit would help.
In any case, tracking this mod for my next playthrough.
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An update from an NFF user: I installed this, and turned off the improved combat awareness and auto-teleporting in the MCM. It serves its function well: I had to turn down the difficulty of a couple different mods after installing this, which was such a nice change from face-rolling everything. No issues so far at all, with one *possible* exception.The exception is: prior to this install, I never had an issue with followers attackin "pseudo" followers that become followers only for a quest, like Anska. It was basically impossible to keep her alive this time: some one of her attacks would invariably aggro a current follower and she'd die. I also never had an issue with followers I had previously dismissed getting attacked by current followers. I use a few spawn mods, and had enemies spawn in a player home. That player home had a dismissed follower in it, who nailed a current follower with an arrow in the fight and proceeded to get mobbed. Getting out of bleedout, she then attacked the last (current) follower that struck her, rinse and repeat.Not sure how this mod could be causing that so I don't want to say for sure that it's from this mod or from a conflict between this mod and NFF.Very good job.
In any case, tracking this mod for my next playthrough.