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  1. robbobert
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    KWF Version 4.7.2 full patch notes:
    Click me! (Google Drive Link)

    If you're using the KWFxCC House Compatibility patch or the Immersive Start patch, please update it along with the main mod. If you're using the Project Ja-Kha'jay Replacer by allonsywisegirl, please UNINSTALL it and then REINSTALL it after updating the main mod.

    If you're updating from 4.7.1, KWF 4.7.1 mistakenly had the ESM flag ticked in xEdit, and 4.7.2 correctly does not. I suggest you either start from a clean save, or if you MUST have the ESM flag, open KWF in xEdit and re-add the ESM flag by clicking KWF, double clicking Record Flags on the right, and ticking the ESM box.


    What's new in 4.7.2

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    • 1500 new dialogues, bringing the total line count for the mod to 13,800!
    • 1000+ new idle dialogues for male followers. KWF followers will now speak their minds a bit more while on the road with you. Comments include weather, location, dungeon type, city, items held, player crafting, etc.
    • I've tried to balance the idle dialogue frequency, but if it's too much, you can individually turn off each follower's commentary through the "Let's change something up" menu.
    • A handful of inter-follower banter scenes between KWF followers
    • 9 new book talks and 3 new conversations with Nanak
    • Implemented a Relax system for followers while in Inns or Player Homes. Speak to your follower or use the Khajiit-attuned Horn to tell them to rest and relax for a bit. While they're sitting, speak to them for some unique long-form conversations (currently only 1 convo for Bikhai and S'ariq, but more planned, including lessons in Ta'agra from Nanak).
    • Revoiced ~100 lines for improved audio quality.
    • Added a new note to the Shrine to the Lost Companion.
    • A whole host of tweaks and bug fixes.
  2. robbobert
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    A few frequently asked questions:
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    1) CAN YOU MAKE KWF START SILENTLY, WITHOUT AN ENTRY IN THE QUEST LOG?

    There is an Immersive Start patch available in the Files section that does just that. You're welcome!

    2) IS KWF COMPATIBLE WITH AFT/OTHER FOLLOWER OVERHAULS?

    No. There's a lot going on under the hood with KWF, and using follower overhauls may break KWF followers' AI, resulting in them refusing to follow, following after being dismissed, etc. If you are using AFT, you can do a few things to increase the odds KWF works:

    A) ALWAYS recruit and dismiss your follower using the KWF option. NEVER use the AFT option. Your follower will be added to AFT automatically on recruitment, but that is not a problem.
    B) Many AFT options seem to work fine, but DO NOT use the AFT option ("I need you do to something.") to have the follower do a favor for you, as it will cause their follower AI to bug out. Use the KWF "Will you do something for me?" option instead. Also, using the "Sleep" action command appears to lock you out of AFT options, so avoid it.
    C) If you aren't a fan of inappropriate dancing during conversations, make sure to include AFT's optional AFT_NoDance downloadable file in your load order. By default, AFT overwrites the IdleCiceroHappy idle animation, so instead of the vanilla "slight raising of the arms and nodding the head in agreement," you get an inappropriate custom AFT dance.

    3) THE FOLLOWER ABRUPTLY LEAVES CONVERSATION WHEN I ASK WHAT'S NEW, or THE "CAN I ASK YOU SOMETHING" OPTION HAS DISAPPEARED.

    There appears to be a bug in the game engine's system for dialogues with long cooldowns that causes them to not properly progress through their cooldown timers. Waiting for 24 hours, one hour at a time, seems to fix this in some cases and cause dialogue options to return. Give it a try?

    4) I CAN'T FIND S'ARIQ AFTER FINISHING HIS QUEST. WHERE IS HE?

    S'ariq hangs out in Whiterun behind Ysolda's house after you finish his quest. If you use a mod like Open Cities, you may not find him. This is because Open Cities creates a 2nd copy of Whiterun in the open world. It is not the "real" Whiterun, wich is still hidden behind a load screen. Refer to Open Cities mod page for how to access vanilla Whiterun. Then set a custom waypoint for S'ariq via the config options.

    5) I'M STUCK ON MA'KARA'S QUEST//HOW DO I GET MA'KARA TO MARRY ME?
    A walkthrough for Ma'kara's quests has been posted in the Articles section. In order to for her to become eligible for marriage, you must complete both quests. Additionally, you must enable marriage by speaking to Maramal in Riften and getting an Amulet of Mara.

    6) WHAT ARE THE FOLLOWERS' REFIDs? I WANT TO DO CONSOLE COMMANDS AT THEM.

    Check the Khajiit Will Follow: The Book you receive when first starting the mod for RefIDs for most major NPCs/items you could need.


    7) HOW CAN I GET MY SPOUSE TO MOVE INTO A CUSTOM HOUSE?

    This answer is copied from a comment from user Juqu. I have not tested it and can't confirm it, so if you attempt this, definitely save beforehand.

    How I set up married Ma'kara in custom player home using Nether's Follower Framework:

    After marriage go to Follower Framework's MCM menu and tick the box for "Allow Import/Export dialogue".
    Then take Ma'kara as a follower and choose the dialogue option "[add to framework (import)]
    In popup box Choose yes to Apply recommended tweak settings to Ma'kara.
    Take her to your custom house
    In follower framework MCM menu create new base, set home/work/relax to your custom home and add Ma'kara to that base.
    Talk to Ma'kara and choose [Remove from framework]
    go to Follower Framework's MCM menu and untick the box for "Allow Import/Export dialogue".

    Ma'kara will now stay in the home and have spouse dialogue when not a follower, and if dismissed as follower she will return to the custom home.

    I removed her from framework because other fuctions of NFF can break the Khajiit will follow AI. This solution has worked for me so far, but there is no qurantee AI won't break at later date. Use at your own risk.

  3. robbobert
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    KWF V4.7.2 Known Issues: 
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    • The "Can I ask you something?" option for the daily conversations, daily spouse conversations, and Nanak's daily book talks may not properly re-appear after the 20 hour cooldown. Try waiting for 24 hours, one hour at a time. I've had some success getting the options to reappear this way, when waiting for 24 hours all at once didn't work.
    • DynDOLOD Conflict? Unsure the cause of this, but I've had users report a conflict with DynDOLOD that is generating warnings from LOOT. KWF doesn't touch LOD, so I'm unsure what to make of this. For now, either
           A) disabling KWF before generating your LOD and sorting with LOOT and then re-enabling it, or
           B) making a rule in LOOT to load DynDOLOD after KWF should ensure that DynDOLOD takes precedence
      should be an easy enough work-around. Currenetly investigating and will fix as soon as possible.


    KWF Compatibility Issues:
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    1) AFT: Dancing during conversations: This mod makes use of the IdleCiceroHappy idle. The animation for this idle is replaced with a goofy, immersion-breaking dance by Amazing Follower Tweaks. AFT's modpage has a patch available to revert the idle to its original animation. Highly suggested.

    2) Open Cities: Inducting Bikhai into the Companions takes place in the Jorrvaskr training yard, which is in the vanilla Whiterun -- the one behind a load screen -- NOT the Open Cities Whiterun. To complete his ceremony, you'll have to access OG Whiterun. Check Open Cities documentation for how to get into OG Whiterun.

    3) Vigilant Patch x Project Ja-Kha'jay Compatibility: Using PJKJ with the Vigilant patch causes some navigation issues for Bikhai due to cramped spaces and his *ahem* largeness. Not much to be done unfortunately, except to use the summoning horn whenever he gets stuck.

    4) Khajiit Speak Redux: Potential issues with Khajiit Speak Redux and Hearthfire Multiple Adoptions resulting in some dialogue options not showing up, particularly relating to marriage and house selection. I DO NOT RECOMMEND USING KHAJIIT SPEAK MODS WITH KWF.

    5) Solstice Castle: There is a known conflict with skyrimlazz's Solstice Castle. It occupies the same space as the Shrine to the Lost Companions, making both locations pretty unusable. I eventually plan to move the Shrine to a standalone mod, at which point I may move its location; however, for now there's not a lot to be done. Apologies for the inconvenience.

    6) Bards College Expansion: BCE moves the interior of the Bards College to a new cell, which means that any KWF activities occurring in the college will not work properly. This includes the spawn locations for Nanak, the book for his quest, and the book for Ma'kara's quest. The BCE author has said they plan to add a way to access the vanilla Bards College, but because the mod is paid, it is not something I'll be able to make a patch for. 

    For now, you can teleport into the vanilla Bards College with the console command: coc SolitudeBardsCollege

    7) sothasimp's bed replacers: The geometry of these replacers may obscure or prevent picking up the Crumpled Note at the beginning of Bikhai's quest. Not a lot to be done here, other than using the TCL console command to clip inside Bikhai's bed and look on the floor for the note.

  4. cricketchick25
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    Is there somewhere that tells you where to find each khajiit part for Vigilant? I've searched everywhere and kind find any kind of guide and I'm stuck on the clue I'm being given. I want to confirm whether I have to go back and redo something or whether I'm in the wrong place. 
    1. robbobert
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      Hi cricketchick. There is no exact walkthrough for each of Khajiit's missing parts, as it's different for each of the four followers. However, if you speak to Khajiit while it's following you, it will give you a hint about where to go to find the next part. I believe the dialogue option is "Can I ask you something." You can also use Khajiit's summoning horn and choose to Listen to the Whispers, and it will add quest markers to your map for each of Khajiit's parts. Hopefully that will help! Best of luck!
    2. cricketchick25
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      I got the clue but couldn't figure it out. I had no idea the horn gave quest markers!!! Feeling silly now lol thank you
    3. robbobert
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      Eyyyy, happy to help. :) Let me know if you have anymore trouble and I'll do my best to get you back on track.
    4. cricketchick25
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      I got it all, but I had to go back a couple saves to find the last couple pieces because the whisper option stopped working after I killed molag bal. I hadn't quite finished all the quests in coldharbor so I didn't go through the portal at the end of aetherius and instead went back to finish what I'd missed, including Nanak's parts, so maybe not switching that option off til after you go through the portal in aetherius might be nice? Oh and maybe a warning when to take all of Nanak's stuff from him before you enter coldharbor lol I lost all the stuff I'd given him lol 
      Other than that, having him with his comments as I went through coldharbor was so great. It really added to the feel of the mod so much. You did an awesome job integrating a follower into a mod like that :)
    5. robbobert
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      You did not lose all of Nanak's stuff from before The Thing happened. It has all been placed into his Non-Equipment inventory, so it's just a matter of figuring out what he had equipped and moving it back over. A bit of a pain to do inventory management, but it's the best way I could work out how to do it with my non-expert skills. ;) Glad you enjoyed the patch! I'll give some thought to modifying the whisper functionality. It's a MAJOR pain to go back to modify Vigilant for such a minor thing, but if Vigilant gets updated again, it'll definitely be worth doing.
    6. cricketchick25
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      Ah ok! I'll have to look further. And as for the whisper thing, definitely not enough of an issue to modify it if it's a pain. I know for next time, and I just went back to a prior save, enabled it, found the last 2 pieces, then went to my current save and got them so easy enough to fix :) I love how active you still are and thanks again for such a great mod :) Nanak is definitely my fav. I pick him up before I even go to the museum to start as a relic hunter lol 
  5. milo1022
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    not sure why, nanak will not enter dialogue with me and tells me to go away in ta'agra every time i try to talk to him, tho everything worked the very first time i spoke to him. srry if this has already been mentioned, but i'm stumped as to wat got broken
    1. robbobert
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      If Nanak is telling you to go away, chances are there is nothing broken -- you just insulted him the first time you spoke to him by telling him he would make a small fur coat, and he's no longer interested in chatting with you. Be nice if you want to make friends!
    2. milo1022
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      ah alr mb mb, i thought that might have been it but i figured it must have been a bug cuz i remember some kind of option to apologize when i was speaking to him the first time. is there any way to enable dialogue again without reloading an earlier save? cuz this was like over 15 hours ago i think
    3. SpacyPineapple
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      Neat roleplaying aside, is there really no way to start his quest then? Losing a whole follower forever over minor bickering seems a bit extreme, especially since he's 25% of the mod.
    4. robbobert
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      I may have to do something about this, because people actually cannot stop insulting Nanak. I mean, I guess it kind of proves the point of his and S'ariq's narrative themes, but dang.
  6. Artur6697
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    Hi, thanks for great work you did.
    Sadly I have a problem with newest version. Upgrading it causes that game just shuts itself down after launch, no crashlog or anything. Game works fine after i downgraded KWF to 4.7.2. Luckilly this update didn't add more text, so i can do this with mute Makara, if you have no idea what can cause this.
    Still thanks for your mod again
    1. robbobert
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      Typically, i the game shuts down immediately after starting, you have installed a Special Edition mod on Legendary Edition Skyrim, or you have installed a Legendary edition mod on Special Edition Skyrim. Double check that you downloaded the right version of KWF for the version of the game you have. 
  7. Skyrimuser2024
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    Hi, is theres any chance to do or an existent "argonian will follow" version with the same principles of this mod? Its one of my favorites must have mods, love this and all content it adds to khajiit, but argonians lack of followers content in the game and here in nexus! It would be really awesome, If we could get any mod like that... T-T ( Sorry for my bad english, i dont mean to be rude. Just trying to do a request at 4pm here in my country) 
    1. robbobert
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      There are a few good argonian followers. Lucifer, Khash, and Xelzaz immediately come to mind, and there are probably more. Unfortunately, it would be waaaaay too much work for me to make an Argonian Will Follow mod. I just don't have enough time to do it haha. ;)
    2. Skyrimuser2024
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      Ok i'll try these, thanks anyway :(
  8. Adumpy
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    For some reason the game isn't recognizing the latest update and instead thinks I removed the KhajiitWillFollow.esp. Tried with my main save file and starting a new game but nothing.

    Had no trouble updating from 4.7.0.1 to 4.7.2a. So no clue what's causing problems updating from 4.7.2a to 4.7.3. Any ideas?

    Love the mod by the way, it's my favorite.
    1. robbobert
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      That's weird! All I can think is maybe somehow the mod isn't activated or actually being added to your load order, even though you have installed it. Unfortunately, I'm not a great source of knowledge on how mod managers work, so I'm sorry I can't be of more help. Beset of luck figuring it out!
  9. ANoobInDisguise
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    I was worried bringing a follower would detract from some of the oppressive atmosphere of VIGILANT but bringing Ma'kara along was a very good (and sad) time, thank you for making the patch and all the work that went into the base mod.
    One question though.
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    I got the "best" ending for her by finding all her parts, but I wasn't sure exactly what it meant. What was your intended explanation for how exactly her story resolves? Since she ends up existing simultaneously with her Alfiq counterpart, and the one resting in the mansion doesn't remember anything past Act 2. Did the event where you wake her up (and lose Karma, haha) get rolled into the Dragon Break and create two Ma'karas, one who remained asleep and didn't succumb to the curse, and one who did who became the Alfiq upon leaving Aetherius? If so I bragged to Bed!Ma'kara about saving her from CH for nothing, since she truly didn't experience those things, and the "original" Ma'kara got reincarnated, basically. If I understand...
    1. robbobert
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      First off, I'm really glad to hear you had a good (and sad) time with my Vigilant patch. Can't even tell you how much work wenet into it over the 3+ years I worked on it. It was monumental -- as was the effort put in by Ma'kara's VA to do all 2000+ lines of dialogue to make Ma'kara's journey as good as it could possibly be. So I really appreciate the kind words. Makes all the time and effort worth it.

      As for your question, I honestly wouldn't overthink it. A lot about Vigilant and its events isn't explicitly stated or explained, and I think leaving it up to the audience's interpretation is cool. I'm pretty okay with that here too. IDK if the "official" lore as determined by other third party sources is that it's all reincarnation, but if you want my thoughts and intent, here they are:

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      The Alfiq Ma'kara isn't actually Ma'kara anymore than the other two Alfiq are actually Campaner'ra and Jo'vanni. As Jazhan said, some Alfiq are born knowing their names, and it just so happens that these Alfiq have these names. Jo'vanni's still dead and in Coldharbour. Campaner'ra is still dead, though you freed her soul by returning her pelt to Jo'vanni. And you still rescued Ma'kara -- it's just she returns to a different spot on Tamriel than you do, and [perhaps via Stendarr's Mercy] has no memory of the horrific things she went through.

      And on a more practical note, I needed to have a way to tell the player where to go after returning from Coldharbour, and the Alfiq seemed like a good way to do it. You want the REAL truth, that's it haha.


      Thanks again for giving my mod a try!
    2. ANoobInDisguise
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      Of course, thank you for the explanation! I'm eager to see what the other three have to say. Even if (I assume) they hit the same story beats each one is so distinct. It's absolutely wild that you wrote so much and the actors voiced so much for something that you can only experience at most 1/4 of in any given playthrough. Thanks again!
  10. ra2phoenix
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    The JK's Skyrim patch has unnecessary vanilla/JK nav forwards, those and the NAVI can all be deleted as the only change is the wall marker.  As it is it may revert other mods and cause issues.
    1. robbobert
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      Interesting. Legit all I did was move the marker. Not sure how the other records came to be. I am away from my computer for a few days but will take a look at it when I get back. Thanks for letting me know.
  11. keypuncher
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    Just started a new playthrough a week ago - now I have the tantalizing update just beyond reach until I start my next one. :)

    Thank you for continuing to work on this.
    1. robbobert
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      You can probably get away with updating. It's not going rto *break* anything, exactly. It's just that some of the additions/fixes in the update will not be reflected in your game. You're likely to get the bulk of the big things like Ma'kara's new dialogue and the new shrine notes.
    2. Tindlebanana
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      Would you assume the same for an older file with ~180 hours on it, with Ma'kara having been present for around half that time?
    3. robbobert
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      Yeah, should be the same situation. I'd say just make sure that if you use the Immersive Start patch, that you update that along with the main mod. THat's the main point where I'm a bit unsure what will happen, because the old patch would overwrite portions of the new version of the main mod with the previous version, so all the new dialogue would be inaccessible. Again, I don't think you're going to break anything by updating, but you might just not get the new content.
    4. Tindlebanana
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      Just to clarify, when you say "Immersive Start", do you mean "Alternate Start - Live Another Life"? Cause I can't find a mod by that first name, but I do have the latter.
    5. robbobert
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      Nah, there's an optional patch over in the Files tab on this page called "Patch - Immersive Start" that starts KWF silently (no quest notifications or objectives listed out; no KWF: The Book on first load, etc.). If you don't use it, no worries. Alternate Start should be no issue either way.
    6. Tindlebanana
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      OOOH, gotcha! Thank you, and keep up the great work! This is easily one of my top mods for this game. Running a playthrough with Ma'kara, Lucifer, and Inigo has been awesome so far. 
  12. rama99
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    Is Chatur’jo a mf Gaturro reference???
    1. robbobert
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      Haha, unfortunately no. "Chatur" is from Hindi, where it means "clever," "wise," or "skilled." But after some googling, I can say that Gaturro is definitely another cute li'l guy just like Chatur'jo, so it works for me. :)
    2. rama99
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      Oh hahaha sorry. Gaturro is a really hated character in my country due to his author being an ass but has become quiete a shitpost icon xD.
      PS: Really apreciate your dedication to this mod
    3. robbobert
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      D: Well, I guess it's good it's not a reference then lmao.
  13. tarheelram
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    Will every update require a new game? If I don't make a new save and don't download this patch is there a chance I'd be able to download any future versions or does every new version always require new save?
    1. robbobert
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      It depends on what gets updated. Some things will be reflected immediately when you update a mod -- changed conditions on dialogues, new quests, changes in scripting. But other things are sort of baked into your save and won't change until you start a new game -- new reference aliases on quests that have already been started/completed, some large-scale changes to how quests run. So for this update, a lot of the changes will be reflected immediately (most of Ma'kara's new dialogue, the notes at the shrine), some of the under-the-hood bug fixes and adjustments will require a new game. 

      The next update will add a new dungeon, new quest, and a bunch of idle dialogue for Ma'kara. As long as I don't have to make any new reference aliases (and I don't think I will), it should be good to update mid-game, no problem.