Update 1.6.1 Notes: -Applied mercenary hireling bug fix to all mercenaries. I don't know why some mercs worked without issue while others had problems, but they all have the same bug-fix applied now just in case. If you still have problems hiring any mercenary please let me know which one(s).
Update 1.6 Notes: -Bug fixes as reported by user posts. Thanks guys! See change log for details.
Update v1.5 Notes: -All mercenaries from inns are now proper hirelings and cost gold to recruit (500g, just like vanilla hirelings) -All guild followers are now quest locked and can be recruited after you've advanced far enough in the guild main quest. Recruits are available after the first quest or two, veterans about half way through the guild quest lines. -Civil war followers start the game disabled (e.g. hidden) and are spawned in after you've advanced in the civil war for your respective side. This was done to avoid any potential conflicts with the final quests in the civil war, and any unwanted repercussions/immersion-breaks of having permanent, respawning Stormcloaks/Legionaries after you've annihilated that faction. -Drunk friend's memento wasn't showing up in game and wasn't equipable (arm wrappings). They've been replaced with iron gauntlets that buff hand-to-hand.
Perhaps the next version can be dwarven construct followers that you have to invest resources into so you don't feel bad about leading adventurers to their deaths.
Great mod. Do followers not heal after combat ends, though? Seems difficult to keep them alive if you're playing a non magic character? I read your recommendation to heal them but I just don't want to do anything restoration based, tbh. It's not a big deal since I am used to death being a big part of my companion's.... Experience....
I think you should allow multiple followers, though. :) The idea is to give us the most freedom possible. Balance is very much dependent on the person's mods. In vanilla it's true, having 8 followers would be overpowered, but..... With Obis, deadly dragons, and ASIS increasing spawns, then add in some damage multiplier mods and it really is a bloodbath. I play where I take a "company" of troops to certain areas. Fighting in the civil war, hunting dragons, or hunting vampires, or things of that nature, and basically every mission some of us die and I need to replenish my forces in a local tavern. Course finding followers is tough when they die like flies. That's part of the reason I got your mod. Cheap fodder who can die on the front lines with me :D so it's honestly great for that and it's forever in my load order. With that said, I think you should make them heal after combat so I don't need to do it manually with magic :)
Anyway, great mod! I wish more people made mods like this, since I go through followers like I go through my bag of potato chips. It's basically X Com out here in my skyrim settings :P lol
This is a problem, followers only regenerate if they are protected/essential. Or with a mod that adds that ability, in Legendary edition there where some, maybe there is one for Special Edition too?
https://www.nexusmods.com/skyrimspecialedition/mods/24127 This mod adds a lesser power which allows you to administer potions and poisons to friendly NPCs, to buff or heal them
I love the mod and it's pretty much exactly what I was looking for, however I've encountered an issue where having this mod enabled would prevent "Joining the Stormcloaks/Legion" to not initiate properly after speaking to the relevant NPCs about joining, I'd be told to go kill the ice wraith or clear the fort but no quest would actually start. I used console commands to brute force complete those quests and then I found doing the "Jagged Crown" that after I give the crown to Ulfric he would give me a message from General Tullius to give to Balgruuf and the quest would basically make me switch sides to Imperial.
After looking through what mods edit the Civil War questline in SSEedit it's just this one and USSEP and I found that this mod has a couple of scripts related to those quests (I'm guessing after Joining the Stormcloaks/Legion quests are completed you unlock the ability to recruit a Legion/SC follower?) and after I disabled this mod it all seemed to work as intended again.
I did delete the generic non-unique NPCs from this mod a while ago so it's possible this script was trying to execute with NPCs that are no longer exist, I've not done much with scripts in SSEedit before, would it be safe to delete the scripts associated with the CW quests so I can continue the questline and havfe this mod installed? Easiest workaround I can think of is just to disable the mod until I've finished the questline
tl;dr great mod but seems to cause issues with the initial Civil War quests
108 comments
https://bethesda.net/en/mods/skyrim/mod-detail/4086107
-Applied mercenary hireling bug fix to all mercenaries. I don't know why some mercs worked without issue while others had problems, but they all have the same bug-fix applied now just in case. If you still have problems hiring any mercenary please let me know which one(s).
Update 1.6 Notes:
-Bug fixes as reported by user posts. Thanks guys! See change log for details.
Update v1.5 Notes:
-All mercenaries from inns are now proper hirelings and cost gold to recruit (500g, just like vanilla hirelings)
-All guild followers are now quest locked and can be recruited after you've advanced far enough in the guild main quest. Recruits are available after the first quest or two, veterans about half way through the guild quest lines.
-Civil war followers start the game disabled (e.g. hidden) and are spawned in after you've advanced in the civil war for your respective side. This was done to avoid any potential conflicts with the final quests in the civil war, and any unwanted repercussions/immersion-breaks of having permanent, respawning Stormcloaks/Legionaries after you've annihilated that faction.
-Drunk friend's memento wasn't showing up in game and wasn't equipable (arm wrappings). They've been replaced with iron gauntlets that buff hand-to-hand.
The non-respawning followers are properly named and their initials are always "D.F." e.g. "Drinks-with-Friends", "Demelza Fireborn".
What exactly is the problem?
I think you should allow multiple followers, though. :) The idea is to give us the most freedom possible. Balance is very much dependent on the person's mods. In vanilla it's true, having 8 followers would be overpowered, but..... With Obis, deadly dragons, and ASIS increasing spawns, then add in some damage multiplier mods and it really is a bloodbath. I play where I take a "company" of troops to certain areas. Fighting in the civil war, hunting dragons, or hunting vampires, or things of that nature, and basically every mission some of us die and I need to replenish my forces in a local tavern. Course finding followers is tough when they die like flies. That's part of the reason I got your mod. Cheap fodder who can die on the front lines with me :D so it's honestly great for that and it's forever in my load order. With that said, I think you should make them heal after combat so I don't need to do it manually with magic :)
Anyway, great mod! I wish more people made mods like this, since I go through followers like I go through my bag of potato chips. It's basically X Com out here in my skyrim settings :P lol
This mod adds a lesser power which allows you to administer potions and poisons to friendly NPCs, to buff or heal them
After looking through what mods edit the Civil War questline in SSEedit it's just this one and USSEP and I found that this mod has a couple of scripts related to those quests (I'm guessing after Joining the Stormcloaks/Legion quests are completed you unlock the ability to recruit a Legion/SC follower?) and after I disabled this mod it all seemed to work as intended again.
I did delete the generic non-unique NPCs from this mod a while ago so it's possible this script was trying to execute with NPCs that are no longer exist, I've not done much with scripts in SSEedit before, would it be safe to delete the scripts associated with the CW quests so I can continue the questline and havfe this mod installed? Easiest workaround I can think of is just to disable the mod until I've finished the questline
tl;dr great mod but seems to cause issues with the initial Civil War quests