About this mod
A light-resources mod that introduces an immersive relationship system between the player and their followers, adding depth and role-playing elements to the follower dynamic.
- Requirements
- Permissions and credits
- Changelogs
The main goal of this mod it's to be light and compatible with other mods!
If you enjoy the mod please endorse it because it helps me in development!
changelog:
changelog v0.4
BugFixes:
-fixed bug with weekly limit sliders on MCM not setting global values;
-fixed bug when npc received friendly hit or dismissed penalty and it threshold the weekly limit;
-fixed bug in remove NPC system (very reliable, intensevely tested);
-fixed grudge quest init rank in edge cases;
-fixed grudge quest start in edge cases;
-fixed grudge mode aplly in edge cases;
-fixed clamping relationship rank values between -4.0 and 4.0, in all situations;
-fixed bug in grudgeraidquest not restarting;
AddedFeatures:
-added return, in the mood, ungrudge and reset relationship rank to 1.0, buttons in Tracker page.
-addded new MCM NPC registration/set relationship rank system in "Core Settings" MCM page.
-rebuild the MCM menu interface "Custom Ranks" page: rounded values, added stat info like Events and Daily gains and losses;
-added gradient color system to "Custom Ranks" page. Color go from more vibrant to less vibrant from lower and upper limits to 0.
-added MCM options to personalize lower and upper limits colors (default: red and green)
-added toggle to deactivate color system and toggle to color system compatibility with light theme MCM menus;
-added new MCM page "NPC Settings" to customize individual NPC's from the system;
-added new fully configurable sliders per NPC; dismiss chance, in the mood chance, grudge chance, prevent relationship under;
-added two new grudge quests: Grudge Kidnap Quest and Grudge Thief Quest;
-added system of attribution of grudge quest dependent on NPC class: Warrior, Mage, Thief, Hunter.
-added fallbacks for example when player have no house keys grudge quest is not able to be attributed, player have no NPC's to kidnap, no kidnap quest;
-added new Special Event: NPC rank gain when kill or assists killing an enemy, special gain if enemy unique;
-added custom relationship display in dialogue (can be disabled in the MCM);
-added color gradient system to custom relationship display in dialogue for modded dialoguemenu.swf that accepts html (Dear Diary, Convenient Dialogue UI, ...);
-added exporting and importing all data from the mod to json, can be used to migrate data between saves and to safe update the mod in the future;
Polishing:
-centralization of reusable functions in one utility script that it's being developed in pair with this mod;
-creation of new quest GrudgeQuestManager to prepare for the simultaneous grudge quests and API for devs to make quests to be released in v0.5;
-polished and centralized cleaning of quests;
-centralized attribution of bandits to grudge quests;
-centralization of emergency stop quest via MCM;
-centralization of letters;
-because grudge quests are centralized and have all the same structure now, will be much easier to do quests in the future for this mod;
-formatted numbers for better convenience;
-performance optimization in the main polling event.
New Features:
MCM NPC FULL PERSONALIZATION
- Register NPC's trough MCM (old dialogue registration system mantained), if NPC already registered set new relationship rank:


- Interface Progression Colors: Colors get vivid as you get closer to upper and lower limits of the value (can be disabled; as light mcm menu theme compatibility):

- New click options in "Tracker" page to force NPC's to go InMood, Return or Ungrudge:



- Individual NPC values configuration pages (in release it's gonna have 2 or 3 more customization sliders or toggles):

NEW GRUDGE QUESTS BY NPC TRAITS
1.Grudge Kidnap Quest
Quest where your grudged follower will kidnap, with 4 bandits, one of your friend follower. There's a ransom that is dependent on the victim's level (more higher levels victims, more expensive ransom) and there's a ransom limit time of 12, 24, 48 or 72 hours. The limit time is dependent on the Influence Coefficient (coefficient that is introduced by this mod and as roles in many calculations, it's defined by the player level, houses owned, speech level etc), so if you are more advanced in the game you will have a probability of having less time to do the quest. If the player don't pay the ransom or rescue in time there's a chance that the kidnapper will kill the victim based on the relationship rank the victim as with the player (more closer to you, more likely the kidnapper will kill the victim).
2.Grudge Thief Quest
Your grudged follower will follow you for some time trying to steal some items from you. After steal, you can than talk to him and convice him (with enough speech level) to give back the items, pay a good amount of gold to get the items back or just kill him. He will steal around 6 items, the number depends on player pickpocketing and sneak skill, so if you are more "thief" you get stolen less. After finishing steal the items from you, your grudged follower will go on with his life, if you don't solve the situation in one and a half game hour you can assume that he already sold or storaged your stuff, and it's gone for good.
Roadmap:

Vote in the next feature of the mod:
- Relationship Book: Check ranks, gains, and losses directly in-game.
- Detailed MCM Event Log: Track dismissals, returns, and mod events.
- Faction Reputation: Player actions with followers from factions (e.g., Thieves Guild) affect faction reputation.
- Other: Suggest an idea for the next pool!


Overview
This mod introduces a realistic relationship system between you and your followers, adding depth to their behavior and interactions. Followers will now have dynamic relationship ranks that evolve based on your actions and decisions, making your adventures more immersive and engaging. Their custom relationship ranks will determine whether they remain loyal, leave you permanently, or even develop a grudge that may eventually lead them to turn against you.
Why this mod?
- Unique Relationship Dynamics: Unlike vanilla mechanics, this mod offers a deeper, more realistic follower experience.
- Immersive Grudge System: Adds consequences to neglect, making your decisions more impactful.
- High Customization: Tailor the mod to fit your preferred gameplay style.
- Lightweight: Designed to be less resource-intensive than other follower mods.
Key Features
- Dynamic Relationship System:
- Custom Relationship Rank: Followers have a unique relationship rank that evolves based on your actions, time spent together, and combat experiences.
- Influence Factors: Player stats, such as Speechcraft, house ownership, and main quest progress, influence relationship dynamics.
- Vanilla Sync: Custom relationship ranks sync with vanilla ranks when convenient, ensuring seamless integration with the game.
- Dismissal & Return System:
- Dynamic Behavior: Followers may decide to abandon your service permanently if neglected or dissatisfied, adding a layer of realism to their loyalty.
- Return Chance: Based on relationship rank, followers have a chance to return, allowing for reconciliation and continued adventures.
- Not today: Followers may be at your service but in that day, they don't feel like going for a spider blood bath in some dodgy dungeon.
- Compatibility: Works seamlessly with popular follower frameworks like EFF and NFF.
- Grudge System:
- Consequences of Neglect: Followers who are deeply dissatisfied may develop a grudge, leading to unique and challenging scenarios.
- Grudge Quests: Three distinct grudge quests based on NPC traits:
- Raid Quest: Followers may attack your home with a group of bandits.
- Kidnap Quest: Followers might kidnap one of your other companions, adding urgency to your actions.
- Thief Quest: Disgruntled followers could steal from you, testing your resolve and negotiation skill.
- Customization & Control:
- MCM Menu: Extensive options to fine-tune settings, allowing you to tailor the mod to your playstyle.
- Per-NPC Customization: Adjust dismissal chances, mood chances, and grudge chances for individual followers.
- Export/Import System: Easily migrate data between saves or update the mod without losing progress.


Old version of the mod showcase, explanation of the system
Requirements
- SKSE64
- SkyUI
- PapyrusUtil
- PO3 Papyrus Extender
Recommended
- Rogue's Gallery - to show relationship rank in dialogue with NPC's in the system
- Convenient Dialogue UI, Dear Diary or a mod that alters dialoguemenu.swf so it accepts html - to show color gradient system in dialogue
- Sidequests of Skyrim - reconciliation quest and quests to improve relationship rank.
Installing
- Install the mod normally.
- Use the relationship dialogue options (that appears in potential followers, hirelings, and housecarls) or the MCM menu "Register NPC" button to register a follower in the system.
- The dialogue options serve to register the NPC within the custom system and set the starting relationship rank.
- Once registered, the follower’s is in the custom relationship rank system that will update every 24 hours.
- “Let’s talk about relationships”
- "I will like you the same way!"
→ Register / customrelationshiprank = actualrelationshiprank - "Can we start from the beginning?"
→ Register / customrelationshiprank = 0 - "Let's be friends!"
→ Register / customrelationshiprank = 1 - "Tell me what worries you more?"
→ Register / customrelationshiprank = 2 - "Can you be my ally?"
→ Register / customrelationshiprank = 3
- "I will like you the same way!"
→ Sidequests of Skyrim
→ NFF
→ FollowerDismissal
→ FollowerDismissalSSPatch
─

→ EFF
→ Sidequests of Skyrim
→ MHYH
→ FollowerDismissal
→ FollowerDismissalSSPatch
Updating
The game stores the scripts from all active mods in your save files, whenever you save a game. Because of this, outdated scripts from earlier versions will linger and can cause problems when updating to newer versions. To avoid these issues, there is a backup system in this mod that saves all data to a json file to be imported again but you have to do it manually. To safe update this mod follow these steps:
- In the old version use the button in the bottom of the Advanced Tunning MCM page "Export All Data", close Skyrim and backup your save file;
- Uninstall Follower Dismissal; (optional: clean your save. To clean your save: load your save without Follower Dismissal, save again, and exit. Then use a Save Cleaner Tool to manually remove the old scripts from the save file. Only attempt this after backing up your save files;)
- Open and load the game without the mod and save it in a new slot, close the game;
- Install new version and load your save game;
- In the new version use the button "Import Data" in the MCM and verify if every configuration is mantained.
Uninstalling
If you are uninstalling and don't want to update remove all NPC's registered in the system via MCM (this will restore their vanilla relationship rank and their original factions). Uninstall/Remove the mod files. The usual warning goes here; uninstalling mods mid-game is never recommended due to the scripts it leaves in your save file. However, it shouldn’t cause any problem, beyond throwing up some minor errors in your papyrus log. If the script errors bother you, try a 'save cleaner' tool to remove the script from your save file after uninstalling the mod.
More detailed explanation:

At home:
Dismisses the npc if is following you and cannot be hired unless they want to return. Npc's can't be dismissed in combat. The dismissal chance and the return chance are dependent on the relationship rank and can be configured in the Settings tab.
Follower was dismissed, and now have "AtHome?" "Yes" in the MCM menu. How can I make him "Return?" "Yes"?
There are two ways: By doing one sidequest, or by return chance in the 24h update, that is dependent on the relationshiprank and can be configured in the settings.
Now NPC has "Return" "Yes" in the MCM menu. How can i make him comeback, and not be "AtHome?"?
You must go meet the follower where he is and activate "follow me". After following, if the NPC is "AtHome?" "Yes" it will change to "No" after 1 or 2 minutes following the player.
Grudge:
If it shows Yes, it only means that the npc entered grudge mode not that the raid quest started. Grudge mode is the chance that npc's have to go under 0.0 of relationship rank. When they are in grudge mode, they left the normal relationship calculations and they enter in a exponentially decline relationship function. When they reach -2.0 the Grudge Raid Quest will start.
Grudge Raid Quest:
The script will look wich house keys of the (atm) 5 vanilla houses the player have and will choose one randomly. You will then receive a letter from you former follower saying the time and the location of the house that is going to be attacked (time atm is after 9.PM but they arrive sometimes 1 or 2 hours later). Then at the time of the raid, grudge leader and more 4 bandits will walk around your house to see if they find you. The quest ends when you kill the grudge leader but if you kill the grudge leader first the bandits will not become your friends (lol).
In Mood:
In mood is a diferent system from dismissal. Dismissal is meant to be like they have better things to do at their home, spent time with family etc and they go home and they only return if they have really good relationship with you. In mood is when they are with you at your place, base, and if in that day they want to go for an adventure or they rather stay at your place, base or go to work (if you set them work place with MHYH). A player Athome is never Inmood. The chances of In the Mood are high, like it starts in 50% for level 1 and goes up fast, so your interest is to mantain a good relationship with them if you want them to go the majority of the days with you. The in the mood function is called upon the register of the NPC so it's possible to register the NPC and you don't have the chance to hire him right away.
Known Issues:
Dismissal System:
- Penalty for ally hit can be registered twice if it's done by enchanted weapon. This is a papyrus issue and i can solve it but the only solution i have is not memory friendly and i'm not gonna implement it. I lowered the penalty values for this action because of this. You can disable it in MCM menu.
- Removing essentials from Companions followers: Companions followers that can be essential (Farkas, Vilkas, Aela) if they are essential at the time they have become the grudge leader maybe they are not properly removed from the essential flag. Solution: MCM button to stop the quest and erase all grudge raiders. Issue Cause: Companions have 14 radiant quests and all of them makes Farkas, Vilkas, Aela randomly the quest giver and set as essential, so a robust code have to be made to properly removed them
Compatibility:
- EFF - Extensible Follower Framework
- Nether's Follower Framework
- My Home is Your Home
- Wet and Cold - the only thing that interferes with wet and cold is when the grudge mission starts and the weather is cold, the wet and cold packages overwrite the grudge packages and cause issues to the grudge leader. Solution: MCM button to stop the quest.
Recommended Settings:
Do as you wish, you have the chance to register the npc's with relationship rank from 0 to 3. Note that npc's can only be followers above 1 relationship rank but you can register with 0, go up to 0.5 of customrelationshiprank, and their relationshiprank in game will be synced to 1.
I highly recommend sidequests of skyrim, i made a patch for that to work with this mod, and the relationship rank value earned from sidequests is reduced by the player stats coefficient present in this mod to balance the system. With Sidequests of Skyrim theres also chance for the reconciliation quest. If you do not have Sidequests of Skyrim installed, or not interested in it, this mod is balanced to play without it. This mod works very well with mods to improve roleplay like player sandbox mods, player interaction mods that allows you to read books with the game unpaused, etc...
Recommended Mods:
- Sidequests of Skyrim (as a lot of features incorporated in this mod, recommended settings: 20% of no quest givenchance and 0 gold multiplier)
- Show NPC Disposition Relationship Rank (if you don't like my mod dialogue UI you can always use this one from wskeever)
- Follower Death and Injury Chance (recommended setttings: 30% death chance, 50% injury chance)
- Immersive Interactions + Skyrim Souls + Immersive Interactions Alt Reading animations (to read while with your friends)
- Pay Your Respects (to bury your ex follower with dignity)
- Sandbox Player NPC
- Sandbox When Idle
- Animated Eating Redux or Eating Animations and Sounds (cool to eat with npc's gaining relationshiprank, recommended settings: AER eating sitted to like 70s around 45 ingame minutes)
- SunHelm, Last Seed, Survival Mode
- EFF - Extensible Follower Framework, Nether's Follower Framework
- My Home is Your Home
- Relationship Dialogue Overhaul
- and any mod that you can think that can improve roleplay like campfire, etc...
Disclaimer:
This mod it’s a script based mod but it’s a light script and resource friendly mod, I have a lot of experience in programming and believe me, you never gonna have script lag because of this mod. Just for you to have an idea this mod have only two polling events (timed events), one runs every 24 in game hours another every 1 in game hour. Most mods that use polling evens (every follower framework, every outfit manager, even simpler mods) calls them way more frequently. Aside from this 2 events it’s only functions that are used, cleaned and unregistered and im paranoid about edge cases and clean and reset. This mod is my passion project and i handle it with the most care. This mod is MUCH lighter than any follower framework out there, unfortunately I had to understand the code of all of them.
FAQ:
Will this work on custom followers and dialogue overhaul mods?
Custom followers with custom AI not. Dialogue overhaul mods yes..
Will this work in other follower frameworks?
EFF and NFF are compatible with this mod atm.
Will this mod break the storyline if a essential follower for the storyline quests will be dead by the grudge quest?
No, there's a specific system to handle that so for example: Erandur can only be added to the grudge quest if Walking Nightmare is complete; Cicero, after Cure for Madness; Frea after Summit of Apocrypha, etc...
Is this mod heavy scripting?
It’s lighter than any survival mod, any follower framework and lighter than all the big quests in Skyrim vanilla. So yeah it’s light.
If it’s light how does it register the time spent between NPC and player?
There’s an event called every in game hour that adds 2 numbers per NPC registered. The numbers are stored and all the calculations are made in an event every 24 hours. This way the script only does is main job every 24 hours and it’s not calculating stuff all the time.
Credits:
wankingSkeever - Author of Sidequests of Skyrim