I don't know if you have fixed this for newer versions I'm still on the old 1.0 no new game yet, but when the NPCs are spawned in the inn, they used the "temporary" tag instead of "persistant" in CELL record, this means that if and when the inn cell resets (I think all inn cells do reset) these NPCs are gone forever if they are in it. I had another follower that had the same problem aswell. =)
Edit: false alarm! Both your followers and the one from the other mod are now back in the Winking Skeever, they must have been somewhere else temporarily or something. So no problems with setting that record to temporary it seems! =)
Hi, I found a weird bug (or maybe not a bug, maybe this is as intended as you want it to be).
So in my game, all your followers have same face in each sex and all followers have the same hairstyle/hair type whether they are male or female. And this occurs in every races of your followers. Example, Nords followers in Bannered Mare Whiterun, out of 6 followers, all males have same face and the females one are like that too. And all 6 of them have the same hairstyle/hair type. They are like 2 pairs of triplets. And if I go to the Drunken Huntsman in Whiterun, the wood elves followers from your mod will have this exact same problems. The only differences of them is their name and the color coded outfit you give them.
This is the first time I have problem like this from a "vanilla-style followers pack" mod. I use many other "vanilla-style followers pack" mods with lots of followers from each mod, and this problem never happen. Their followers have the diversity in their looks like they intended. I already sorted the load order of my mods carefully with the help of LOOT too, and created a bashed patch too.
This is really an immersion breaker problems for me.
The main reason why I made this mod was because the in-game followers Bethesda made look (to be honest) very trashy. And most other mod "followers" offered here on Nexus look like taken from another game. My compromise was to make generic followers with neutral sliders, and yes, the price is a bit immersion breaking.
But all is not lost, if you load up the Creation Kit you can quite easily change their look in there. Just look up their names in SSEEdit and start tweaking the looks in CK. If I remember right, use: aaa_ <--- in the CK search box and all my edits should load up.
Does not work for me. I tell one of them to follow me, they say sure, swap gear, and stay sat where they are. I'm using this mod, RDO, Immersive AFT, More Tavern Idles, and Immersive Citizens in my list that might be affecting it.
Indeed! What you describe is a mod conflict. Try to disable mods that you suspect might conflict and mod will start to work as intended.
EDIT: try to change load-order, place my mod as the "last" mod and it should work. I'll later down the road also clean this old gem up a bit with a new version. I'll cut down on the number of followers and go for only one male/female for each faction.
With Alternate Followers v3.0 my "core vision" for this mod have been realized.
1. Finally we have a several neutral looking no strings attached followers from each race that can join you (the player) directly when meeting them.
2. Followers can and will heal you (the player) and other followers (really grateful for cortex56 that gave me permission to implement this AI script)
3. Followers are quite solid and very helpful (my favorite is the Paladin due to the cool looking FX)
Now we are down to the "tweaking stage" where you can give me feedback to get the different classes even better. Sometimes a mod author can't see the forest because of all trees, so please do know that I am open for any suggestions. And above all, do enjoy the mod!
I've read below that it's not safe to update from older versions to 2.3 "Oh, I really think it's very *NOT* safe to update any version 1.0, 2.0 or 2.1 to 2.3 since it's changed all across the board. I must rather insist on that's safer to just start a new game later. Sorry for any problems that it might create "
Is this the same if I want to upgrade from 2.3 to 3.0? or is it safe to upgrade?
I love this mod btw, I literally just downloaded it last night and it already got updated. I hired the four bretons at markath to be my "bodyguards" since I have mods that make enemies stronger and more challenging. Just a few minutes after leaving markarth, I got attacked by a huge group of vampire hunters(about 7 of them). the battle was tough and one of the bretons(amelia) died but it was fun. Endorsed!
Technically v2.3 to 3.0 should work since I just "added" a new follower/class (new ID's in the mod) and "added" new spells for the "mage". However, just to be safe, before you install 3.0, please make a save (open console and write: save and-a-short-word-you-remember, like "save backup"). If mod mess up, install the "old one" and then open console and write "load backup".
With Amelia dying I hope she did not die a perma death
Oh, thank you for the kind words. It's a good thing I have just started. More followers are on the way! Look out for version 3.0 coming soon (hopefully).
Nice update, wonder if it is safe to update mid game if I dismiss follower? Hard to say since these "people" are in my save now. Otherwise I update for next playthrough since I have no real problems with version 1.0.
Oh, I really think it's very *NOT* safe to update any version 1.0, 2.0 or 2.1 to 2.3 since it's changed all across the board. I must rather insist on that's safer to just start a new game later. Sorry for any problems that it might create
Will brainstorm some ideas for "new" tank classes. Maybe make some sort of pet-class tanker since there are some "hidden ones" not implemented already in the vanilla game. Preferably an alternative for the "good" paladin. Hmm... Death Knight?
Yeah that's what I thought aswell. No problem just gonna download the newer version for my next playthrough. 1.0 works good for me right now and the update will be a sweet bonus to my upcoming playthroughs =)
Make sure to download the latest version (i.e. 2.3) since I made a heavy update for the "tank" followers + AoE healing. Now even the "melee" can do a difference. All gear are 100% lore friendly too.
I would now consider Alternate Followers 2.0 in beta, and as such some things are left to figure out before mod can go live (I am open for any suggestions):
1. For those of you who knows about "NPC voices", with RDO a.k.a "Relationship Dialogue Overhaul" we now have full access to more voices than the vanilla game intended. Currently I am happy with NPC voices for High Elves, Dark Elves, Nords, Argonians, Orcs and Khajiits, but we really need to find "proper voices" for: Male and Female Bretons, Imperials, Redguards and Wood Elves. Please any "vanilla voice" will do or them RDO have opened up. Open for any suggestions!
2. Should I place "common clothing" as main armor (in hidden chest) on all followers and then in the "open" player accessible chest place the "intended gear" a.k.a steel armor, leather armor, robes and simple weapons? By placing the "armor" in the hidden chest player will never be able to access it (other than with follower mods) and there can/will be issues with hats. The main issue we will have by placing regular cloth on the followers would be that when you first meet then they will look like "commoners", and if you "take" the stuff from their "open chest" they will be forced to look like peasants until you give them some proper armor. Open for any suggestions!
3. In vanilla Skyrim the player can more or less only have one "follower", however with with follower mods like "Immersive Amazing Follower Tweaks SE" the player can now have practically any number of followers and here is my problem: When I made female and male followers as copies of each other in (as an example) you have two similar High Elf female and male mages and tanks. So, I am sure lots of players will pick both the female and male mage, and this is something I never intended. There is really no problem with this other than both *currently* have the exact same skills, so, my take to solve the issue is to give the female and males (currently four per race) when it comes to mages "different" elemental focus (frost/fire/lightning/death) and the tanks will be split in two "options": Tank and Rogue. When it comes to the "tanks" I have made a system so you can just with "gear" have the computer play as you want so for the "tank option" it's just cosmetic. Need your input on what you think is best.
4. Currently all followers start at lvl 10 and from there scale up with the player to the end of times, but... should i lower the start level to 1. This way players can't "abuse" their lvl 10 followers in doing too powerful content at low level?
5. If you have any other suggestions please give them. Please do notice that I am really going for "lore friendly" in Alternate Followers 2.0 and not having to good "start gear" on the followers.
1. My take on the voices: Male Breton: MaleYoungEager Female Breton: FemaleYoungEager Female Imperial: FemaleEvenToned Female Redguard: FemaleCommander Female Wood Elf: FemaleSultry
2. I would prefer if no gear was hidden on them, so if you remove their gear so they are naked/in underwear depending on your body replacer. This way you can give them nice clothes to wear easily without an additional follower mod to handle equipment on them.
3. No problem with them having the exact same skills, it requires a follower mod to even get more than one follower in the first place and people using such mods probably won't care that much about it anyways.
4. You can get Faendal pretty much from the get-go in Riverwood and he is level 6, so them being level 10 in the Inns is not really a big problem.
Valuable feedback! The voices are perfect, but I desperately need a good pick for the "male" wood elf. For the male wood elf I currently use "Male Sly Cynical" and he sounds just like Nick Valentine from Fallout 4 ...Something more compatible with elves and grace would be appreciated for the male wood elves.
The followers could not be left "naked" because they will not automatically dress-up in the gear in open chest before hired, so I solved it by taking some good looking regular cloth and then set the price on them all at *zero*, this way you can put *ANYTHING* in a followers inventory and they will replace it directly when you ask them to follow you.
If you gonna set a value of 0 on clothes, you have to include additional clothes with the followers that isn't vanilla clothes. Setting vanilla clothes to value 0 will create conflict issues.
Faendal is a wood elf male and he has the voice: MaleEvenToned
Indeed, I make copies of the clothes that are of interest. We don't want to affect the player economy. I'll test the voice right away! If all things work out as intended I'll make new screenshots and then post the new version. (will probably take lots of fine tuning to get proper screenshots... sigh). This have been the most complex work I ever done on a mod. It's not the mod by itself but rather all the "ideas" that have been incorporated that need lots of special instructions... well, you'll see in SSEEdit...
46 comments
Edit: false alarm! Both your followers and the one from the other mod are now back in the Winking Skeever, they must have been somewhere else temporarily or something. So no problems with setting that record to temporary it seems! =)
So in my game, all your followers have same face in each sex and all followers have the same hairstyle/hair type whether they are male or female. And this occurs in every races of your followers. Example, Nords followers in Bannered Mare Whiterun, out of 6 followers, all males have same face and the females one are like that too. And all 6 of them have the same hairstyle/hair type. They are like 2 pairs of triplets. And if I go to the Drunken Huntsman in Whiterun, the wood elves followers from your mod will have this exact same problems. The only differences of them is their name and the color coded outfit you give them.
This is the first time I have problem like this from a "vanilla-style followers pack" mod. I use many other "vanilla-style followers pack" mods with lots of followers from each mod, and this problem never happen. Their followers have the diversity in their looks like they intended. I already sorted the load order of my mods carefully with the help of LOOT too, and created a bashed patch too.
This is really an immersion breaker problems for me.
But all is not lost, if you load up the Creation Kit you can quite easily change their look in there. Just look up their names in SSEEdit and start tweaking the looks in CK. If I remember right, use: aaa_ <--- in the CK search box and all my edits should load up.
EDIT: try to change load-order, place my mod as the "last" mod and it should work. I'll later down the road also clean this old gem up a bit with a new version. I'll cut down on the number of followers and go for only one male/female for each faction.
EDIT: If it still not work, there is a bypass...
?To Divorce:
player.removefac C6472
then target spouse and:
removefromfaction C6472
Now enter rest of commands:
completequest 0007431B
resetquest 74793
resetquest 21382
resetquest 7404E
resetquest 7431B
setstage 74793 10
To make someone eligible to marry select them in console and
addtofaction 19809 1
setrelationshiprank player 3
Wondering what those faction numbers mean?
74793 "RelationshipMarriage"
21382 "RelationshipMarriageFIN"
7404E "RelationshipMarriageWedding"
7431B "RelationshipBreakUp"
Hope you will like it too...
1. Finally we have a several neutral looking no strings attached followers from each race that can join you (the player) directly when meeting them.
2. Followers can and will heal you (the player) and other followers (really grateful for cortex56 that gave me permission to implement this AI script)
3. Followers are quite solid and very helpful (my favorite is the Paladin due to the cool looking FX)
Now we are down to the "tweaking stage" where you can give me feedback to get the different classes even better. Sometimes a mod author can't see the forest because of all trees, so please do know that I am open for any suggestions. And above all, do enjoy the mod!
"Oh, I really think it's very *NOT* safe to update any version 1.0, 2.0 or 2.1 to 2.3 since it's changed all across the board. I must rather insist on that's safer to just start a new game later. Sorry for any problems that it might create "
Is this the same if I want to upgrade from 2.3 to 3.0? or is it safe to upgrade?
I love this mod btw, I literally just downloaded it last night and it already got updated. I hired the four bretons at markath to be my "bodyguards" since I have mods that make enemies stronger and more challenging. Just a few minutes after leaving markarth, I got attacked by a huge group of vampire hunters(about 7 of them). the battle was tough and one of the bretons(amelia) died but it was fun. Endorsed!
With Amelia dying I hope she did not die a perma death
Otherwise I update for next playthrough since I have no real problems with version 1.0.
Thanks for the mention btw! =)
Will brainstorm some ideas for "new" tank classes. Maybe make some sort of pet-class tanker since there are some "hidden ones" not implemented already in the vanilla game. Preferably an alternative for the "good" paladin. Hmm... Death Knight?
1. For those of you who knows about "NPC voices", with RDO a.k.a "Relationship Dialogue Overhaul" we now have full access to more voices than the vanilla game intended. Currently I am happy with NPC voices for High Elves, Dark Elves, Nords, Argonians, Orcs and Khajiits, but we really need to find "proper voices" for: Male and Female Bretons, Imperials, Redguards and Wood Elves. Please any "vanilla voice" will do or them RDO have opened up. Open for any suggestions!
2. Should I place "common clothing" as main armor (in hidden chest) on all followers and then in the "open" player accessible chest place the "intended gear" a.k.a steel armor, leather armor, robes and simple weapons? By placing the "armor" in the hidden chest player will never be able to access it (other than with follower mods) and there can/will be issues with hats. The main issue we will have by placing regular cloth on the followers would be that when you first meet then they will look like "commoners", and if you "take" the stuff from their "open chest" they will be forced to look like peasants until you give them some proper armor. Open for any suggestions!
3. In vanilla Skyrim the player can more or less only have one "follower", however with with follower mods like "Immersive Amazing Follower Tweaks SE" the player can now have practically any number of followers and here is my problem: When I made female and male followers as copies of each other in (as an example) you have two similar High Elf female and male mages and tanks. So, I am sure lots of players will pick both the female and male mage, and this is something I never intended. There is really no problem with this other than both *currently* have the exact same skills, so, my take to solve the issue is to give the female and males (currently four per race) when it comes to mages "different" elemental focus (frost/fire/lightning/death) and the tanks will be split in two "options": Tank and Rogue. When it comes to the "tanks" I have made a system so you can just with "gear" have the computer play as you want so for the "tank option" it's just cosmetic. Need your input on what you think is best.
4. Currently all followers start at lvl 10 and from there scale up with the player to the end of times, but... should i lower the start level to 1. This way players can't "abuse" their lvl 10 followers in doing too powerful content at low level?
5. If you have any other suggestions please give them. Please do notice that I am really going for "lore friendly" in Alternate Followers 2.0 and not having to good "start gear" on the followers.
Thanks so much for your input!
Male Breton: MaleYoungEager
Female Breton: FemaleYoungEager
Female Imperial: FemaleEvenToned
Female Redguard: FemaleCommander
Female Wood Elf: FemaleSultry
2. I would prefer if no gear was hidden on them, so if you remove their gear so they are naked/in underwear depending on your body replacer. This way you can give them nice clothes to wear easily without an additional follower mod to handle equipment on them.
3. No problem with them having the exact same skills, it requires a follower mod to even get more than one follower in the first place and people using such mods probably won't care that much about it anyways.
4. You can get Faendal pretty much from the get-go in Riverwood and he is level 6, so them being level 10 in the Inns is not really a big problem.
The followers could not be left "naked" because they will not automatically dress-up in the gear in open chest before hired, so I solved it by taking some good looking regular cloth and then set the price on them all at *zero*, this way you can put *ANYTHING* in a followers inventory and they will replace it directly when you ask them to follow you.
Faendal is a wood elf male and he has the voice: MaleEvenToned