=new +voiced dialogues for unique characters +voiced dialogues for creatures +cloak for dialogue-disabled actors, enables dialogue +independent restart function for dialogue +safety-on-startup to block multiple startups by the player +customizable configuration presets +configuration preset hooks +version number, global variable and function call +mff function call to check start-up status +dialogue quest restart function +added faction names to mff factions +hidden item for blocking dialogue on specific followers +new unhandled faction for mod developers to use in their mods +built-in compatibility for MFF_DialoguePatch, MFF_Voices, and RDO
=changed ~minor changes to dialogue with followers ~Power of Configuration menus moved into combat menu ~Power of Configuration can block dialogue per follower ~added another 512 block, 512 + 512 = 1024 active followers ~MFF book re-added upon removal, caused by certain quests ~mff quests/scripts improved for future updates and mods ~isolated the actor aliases from the core quest and into their own quest ~isolated the entire party/dialogue system from the core quest and into its own quest ~voiced dialogues for MFF characters have been moved to a separate optional mod
=removed -non-functional CheckCrimeFaction function in party script -race edits for allow PC dialogue
=bugfix #unexpected menu result #removed fire fx from mount shouts #autowait not working correctly #added creature faction to conditions #book gets stuck on exit of final startup menu #hookquest call error on startup function #book scripts pointing at invalid objects #poc menu stealth perk was more limited than moc #applied stealth perk was not re-applied after restart #mff restart not restoring some party member values correctly #global display text for recruitment cost not displaying correctly after game update
MFF_Voices Due to file size, voiced dialogue for MFF is now an optional mod. Adds 2249 dialogue lines for 164 voice types to support followers, creatures, NPCs, and custom followers alike. Some quieter animals have silent dialogues. Compatibility: This mod is for Multiple Followers Framework and should be compatible with all other mods.
MFF_Dialogue_Patch (beta) With completion of voiced dialogue, the dialogue patch is finally returning and is already a better patch than before. Patches the default follower system, Relationship Dialogue Overhaul, and many systems from the game that interact with the default follower system in some way. Compatibility: Intended to be used along with MFF_Voices, but it's optional. Compatible with custom followers using custom frameworks. Patches the base game it conflicts with most multi-follower mods.
This mod is phenomenal and has been a staple in my load order for ages! Thank you so much! I only used the basic version as a secondary framework and it's worked beautifully! However, I recently switched from RDO to RDO lite, downloaded Voices, and the 3DNPC patch, and now, anytime I try to recruit a follower MFF is automatically being used as my primary framework, which is breaking my modded followers. I made sure I loaded everything after RDO lite, so I am not sure why it switched to my primary framework. Can you help me?
It's good to know you are enjoying it... I can confirm that Voices and 3DNPC patch are not causing this.
MFF recognizes RDO and the Dialogue Patch by searching for their unique mod IDs in your load order. This controls some dialogue switches that allow you to use RDO regardless of MFF's setup.
If RDO lite is not recognized as RDO, it will probably cause issues like you're describing. You can confirm if RDO lite is recognized as RDO by MFF when you initialize the framework, by reading the messages popping up at the top of your screen.
Hopefully I'm correct, that would be simple to fix.
Tysm for your help! Ok, so I installed Voices and the 3DNPC patch again, and it seems to work fine now. Are the 3DNPC followers automatically added to MFF when you ask them to follow you? That’s what happens for me now, but for vanilla followers they still use the vanilla framework first and MFF remains secondary.
Can anyone confirm if this mod is compatible with Immersive Citizen-AI Overhaul mod for SSE? when i have immersive Citizen active it does not allow me to give my followers any items as if they are carying to much weight. I believe its conflicting with this mod but i wanted to see if anyone else has them working together?
I am confuse,I install this mod,and I have the setting book in game,I use the setting book and complete initialization,I click presets,use the default-standard,confirm,but my party limit is still 1,so I go to settings-party limit and set it to 25,but my party limit is still 1,anyone know what's wrong?
Well... it says you downloaded the framework, and the companion mod, Voices. With this setup, you must access the framework using the built-in follower system. The original follower system is unchanged, and MFF uses a custom follower counter.
So, either use Dialogue Patch to override the original follower scripts, or use the built-in follower dialogue/shouts/thrall spell, such as "I want you to join my party (100)" to recruit them into MFF.
Heads up, vortex, version current as of 6/7/2025 has a bug where the normal install of mods does not reliably consistently deploy mods
This mod was affected and not deployed, which would cause the book not to be also present and prevent the aforementioned cow command from working The quick fix is while on the mods screen in vortex, without any particular mod selected, click deploy mods
If you want to know if you are affected, open a dos cmd box and take a before and after of the number of files present in C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data If the count is the same then you were not affected, if it changes after clicking deploy mods then your issue is fixed
Carry on, nothing more to report, recommend pinning this comment until vortex is fixed Do feel free to report the issue to the the vortex folks, my field of stuff and things is ash and I have no reports to give beyond this one
Before count: 3,109 After "Deploy" in Vortex: 3,109 Opened save game in Whiterun, Breezehome. One vanilla mage follower in party. Lydia present, in armor of when MFF was working and she was in my party. Dialog has no options for followers. Can't recruit. "Manual of Configuration" is in my inventory. I went through a bunch of settings just to make sure it was functional. As I posted earlier, I'll finish out this game's quest lines, uninstall everything including all mods, save files, uninstall the game, reset the Steam download cache. remove all steam folders, uninstall Vortex and folders. and try again.
My game with the framework is working now, reading your issue load order came to mind for you to check. I read through the mods description to follow the stated load order, following the recommendation to consider its as Master, load as early as possible.
I'll mention only one issue with the mod confirmed as working, the mods book 1) when I tell it to activate as a power, I expected it to remove the book 2) the book default weight is 1024, the settings to change that to 0, 1 512 dont result in a weight change.
This is almost inconsequential with the console command to setav carry weight higher to compensate the difference. for your issue with the mod being confirmed as present and yet not working, beyond load order, Id recommend standard debugging technique Steps 1) Backup your game files and remember they are synchronized and you dont want to save while debugging 2) Save the game while standing next to pending follower #2 3) exit the game and disable all mods except the follower framework and core master entries 4) Start the game and after confirming the mod is active again, try to add follower #2 if that works then you have either a load order issue or another mod is crapping on memory add mods back until it breaks again and then you have discovered which mod needs to be tossed
Hope this helps Multiple followers is a high value mod that it would suck to play without it.
Pasting the reply from Dromundas, as I couldn't reply to it:
06 Jun 2025, 3:52PMYou should've made a new comment, because this is not a reply.
if you deleted the book (quest item) from your save (how?), and you can't uninstall the mod with the steps provided using said book, then I don't know what you should do to fix your problem. This just doesn't happen on my end.
Don't follow the AI's advice either. You can create a semi-working book that way, but it won't be the quest item from this mod.
I'm surprised you didn't look through the comment section, where I've listed steps to retrieve the quest item (book) numerous times.
copy pasted for you:
MFF book variants are managed by the mod... player.additem will add an instance of the book, but not as a quest item, just an item that is not managed by the mod. If that solution works for you, then stick with it. You will lose some book management functionality as a result but that's it.
cow mffworldspace 0,0
That command teleports you to the center of the hidden MFF world space, standing on top of the chest which stores all of the managed variants of the book. Picking one of these up will give you a book variant with correct functionality.
Ok, I went into my game with the current save file. I used the console command and wound up in the middle of the ocean on top of a chest. I went into my inventory and dropped the "Manual of Configuration" that I had placed in my inventory with the player.additem console command. I then searched the chest, but the only thing in the chest was gold.
So, even though Vortex says that MFF is installed, and the cow command placed me in your worldspace, apparently the mod just isn't installed as the Manual of Configuration is not there.
I'm in the middle of the civil war at the moment, so I want to finish up this configuration's main questlines. It has a good mage follower and a dedric summoning spell for another powerful follower in combat, so I'll press on if there doesn't appear to be a simple solution.
If I decide to start over, I'll remove everything, including Skyrim and Steam from my computer and create a vanilla main character, and try again later.
Maybe im stupid but does this still work??? Adding somebody to my party does nothing - they don't follow me but the dialogue options act like they should be, so because then I cant tell them to follow me I remove them from my party, but then I'm told I cant have them as a follower because I already have one with me, the mod config menu is so so confusing I'm so lost oh my god
I read through the description and I might have just missed the mod I was told to download alongside it, 100% not on you but I'm just gonna stick to more dumbed out mods haha
It's really not hard to use this mod. The default settings mirror the original follower system. Even if you miss one of the sub mods, the core framework remains functional. The book menu is labeled like your file system on your computer, and each end point describes the outcome.
I encourage you to move on and find something you like instead.
I have reinstalled the Framework and am attempting to use a prior save in the game, but in that save, I believe I may have deleted the book that configures the mod. Is there a console command I can use to put the book back in my inventory? Or a way to download it separately from the Framework? I lost all my followers except my squire. I've come across some of my previous framework followers in-game, and I have some of the menu items, but they won't follow.
I used Gemini AI to recover the Manual of Configuation: Use the console command, help "Manual of Configuration" 4 Look for entries that contain "Book" (there are several "Book" entries, so I used the first one) Use the console command, player.additem XXXXXXXX 1 (replace the X's with the hexadecimal number from the help response) The manual is now in your inventory.
This appears to work just fine, but this particular save file will not restore any of my followers, and previous followers won't respond to join the party.
I did do a complete uninstall of the MFF mod using the procedures in your mod description. I used Vortex to remove and then uninstall the mod. Entered the game and got the alert that the mod wasn't installed, attempted to save my game again, and crashed to desktop. Tried again and still crashed with the load of the same save file. Downloaded and reinstalled MFF, no Manual of Configuration in my inventory, so repeated the above. Still not functioning.
I hate to lose all my progress in the game, but I'll start a new game and see if the problem still exists.
You should've made a new comment, because this is not a reply.
If you deleted the book (quest item) from your save (how?), and you can't uninstall the mod with the steps provided using said book, then I don't know what you should do to fix your problem. This just doesn't happen on my end.
Don't follow the AI's advice either. You can create a semi-working book that way, but it won't be the quest item from this mod.
I'm surprised you didn't look through the comment section, where I've listed steps to retrieve the quest item (book) numerous times.
copy pasted for you:
MFF book variants are managed by the mod... player.additem will add an instance of the book, but not as a quest item, just an item that is not managed by the mod. If that solution works for you, then stick with it. You will lose some book management functionality as a result but that's it.
cow mffworldspace 0,0
That command teleports you to the center of the hidden MFF world space, standing on top of the chest which stores all of the managed variants of the book. Picking one of these up will give you a book variant with correct functionality.
I mentioned aiming for a release by the end of March... well, I've been working on a mod for runescape that has occupied my time. It's an exciting new project. Delivering "AI voice acting" to different regions of the game. My plugin for that has already reached the polishing stage, so I won't be working on it for much longer.
My research into real-time TTS for OSRS is complete. The election for Canada was interesting. I've been working on a shader for my game. And I will be moving to a new rental unit at the end of June.
I'm going to focus on MFF now, and get 4.2 done before then.
Is there any way not to gain xp when first initializing this mod in game? I barely start and automatically gain 2 levels just by starting this mod. I have the Experience mod to shut down/limit xp also in my list, but it doesn't prevent getting xp from this mod. Beyond that, this mod is spectacular!
My apologies. I did some more testing and no this mod doesn't directly give xp. I have another mod that changes experienced gained when reading books. So, when I open the config book for this mod it gives a ridiculous amount of xp.
Not sure exactly how it works, but I think it does have to do with the value. I get a consistent +160xp for the config book which is the highest I have seen for any books including skill books and spell tomes which have some of the highest value for books. If curious it is The Eloquent Reader - True Scholar SE Edition - Increase speech by reading book. There are 3 versions. I am currently using the highest xp given per book as was recommended according to the postings. I am thinking about using the version that gives the least amount as the mod gives xp for literally everything that can be read. I am still in the testing/tweaking phase of building my currently mod list so still figuring out the details of all the mods in the list. :D
Once started, you can convert the book to a power - a simple feature would be starting with the power instead of the book. The book menu is less used than the power menu. To reduce clutter I chose the book.
If our hunch is correct, you can zero the value of the book with xEdit and that should stop xp gains when you read it.
984 comments
v4.1 CHANGELOG
=new
+voiced dialogues for unique characters
+voiced dialogues for creatures
+cloak for dialogue-disabled actors, enables dialogue
+independent restart function for dialogue
+safety-on-startup to block multiple startups by the player
+customizable configuration presets
+configuration preset hooks
+version number, global variable and function call
+mff function call to check start-up status
+dialogue quest restart function
+added faction names to mff factions
+hidden item for blocking dialogue on specific followers
+new unhandled faction for mod developers to use in their mods
+built-in compatibility for MFF_DialoguePatch, MFF_Voices, and RDO
=changed
~minor changes to dialogue with followers
~Power of Configuration menus moved into combat menu
~Power of Configuration can block dialogue per follower
~added another 512 block, 512 + 512 = 1024 active followers
~MFF book re-added upon removal, caused by certain quests
~mff quests/scripts improved for future updates and mods
~isolated the actor aliases from the core quest and into their own quest
~isolated the entire party/dialogue system from the core quest and into its own quest
~voiced dialogues for MFF characters have been moved to a separate optional mod
=removed
-non-functional CheckCrimeFaction function in party script
-race edits for allow PC dialogue
=bugfix
#unexpected menu result
#removed fire fx from mount shouts
#autowait not working correctly
#added creature faction to conditions
#book gets stuck on exit of final startup menu
#hookquest call error on startup function
#book scripts pointing at invalid objects
#poc menu stealth perk was more limited than moc
#applied stealth perk was not re-applied after restart
#mff restart not restoring some party member values correctly
#global display text for recruitment cost not displaying correctly after game update
MFF_Voices
Due to file size, voiced dialogue for MFF is now an optional mod. Adds 2249 dialogue lines for 164 voice types to support followers, creatures, NPCs, and custom followers alike. Some quieter animals have silent dialogues.
Compatibility: This mod is for Multiple Followers Framework and should be compatible with all other mods.
MFF_Dialogue_Patch (beta)
With completion of voiced dialogue, the dialogue patch is finally returning and is already a better patch than before. Patches the default follower system, Relationship Dialogue Overhaul, and many systems from the game that interact with the default follower system in some way.
Compatibility: Intended to be used along with MFF_Voices, but it's optional. Compatible with custom followers using custom frameworks. Patches the base game it conflicts with most multi-follower mods.
Since this websites moderation is very weak, I'm creating a new rule for my mod page for MFF.
Any new low effort posts will be hidden, and the poster will be permanently banned from this mod page.
That's all.
MFF recognizes RDO and the Dialogue Patch by searching for their unique mod IDs in your load order. This controls some dialogue switches that allow you to use RDO regardless of MFF's setup.
If RDO lite is not recognized as RDO, it will probably cause issues like you're describing. You can confirm if RDO lite is recognized as RDO by MFF when you initialize the framework, by reading the messages popping up at the top of your screen.
Hopefully I'm correct, that would be simple to fix.
So I'm assuming this means RDO lite isn't compatible?
I'll work on supporting RDO lite's unique mod ID, so it's recognized as RDO in the next version of MFF.
I can't say whether or not they're compatible. I don't see why not.
So, either use Dialogue Patch to override the original follower scripts, or use the built-in follower dialogue/shouts/thrall spell, such as "I want you to join my party (100)" to recruit them into MFF.
This mod was affected and not deployed, which would cause the book not to be
also present and prevent the aforementioned cow command from working
The quick fix is while on the mods screen in vortex, without any particular mod selected, click deploy mods
If you want to know if you are affected, open a dos cmd box and take a before and after of the number of files present in C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data
If the count is the same then you were not affected, if it changes after clicking deploy mods then your issue is fixed
Carry on, nothing more to report, recommend pinning this comment until vortex is fixed
Do feel free to report the issue to the the vortex folks, my field of
stuff and things is ash and I have no reports to give beyond this one
Regards
After "Deploy" in Vortex: 3,109
Opened save game in Whiterun, Breezehome. One vanilla mage follower in party. Lydia present, in armor of when MFF was working and she was in my party. Dialog has no options for followers. Can't recruit. "Manual of Configuration" is in my inventory. I went through a bunch of settings just to make sure it was functional.
As I posted earlier, I'll finish out this game's quest lines, uninstall everything including all mods, save files, uninstall the game, reset the Steam download cache. remove all steam folders, uninstall Vortex and folders. and try again.
follow the stated load order, following the recommendation to consider
its as Master, load as early as possible.
I'll mention only one issue with the mod confirmed as working, the mods book
1) when I tell it to activate as a power, I expected it to remove the book
2) the book default weight is 1024, the settings to change that to 0, 1 512 dont result in a weight change.
This is almost inconsequential with the console command to setav carry weight higher to compensate the difference.
for your issue with the mod being confirmed as present and yet not working,
beyond load order, Id recommend standard debugging technique
Steps
1) Backup your game files and remember they are synchronized and you dont want to save while debugging
2) Save the game while standing next to pending follower #2
3) exit the game and disable all mods except the follower framework and core master entries
4) Start the game and after confirming the mod is active again, try to add follower #2
if that works then you have either a load order issue or another mod is crapping on memory
add mods back until it breaks again and then you have discovered which mod needs to be tossed
Hope this helps Multiple followers is a high value mod that it would suck to play without it.
06 Jun 2025, 3:52PMYou should've made a new comment, because this is not a reply.
if you deleted the book (quest item) from your save (how?), and you can't uninstall the mod with the steps provided using said book, then I don't know what you should do to fix your problem. This just doesn't happen on my end.
Don't follow the AI's advice either. You can create a semi-working book that way, but it won't be the quest item from this mod.
I'm surprised you didn't look through the comment section, where I've listed steps to retrieve the quest item (book) numerous times.
copy pasted for you:
MFF book variants are managed by the mod... player.additem will add an instance of the book, but not as a quest item, just an item that is not managed by the mod. If that solution works for you, then stick with it. You will lose some book management functionality as a result but that's it.
cow mffworldspace 0,0
That command teleports you to the center of the hidden MFF world space, standing on top of the chest which stores all of the managed variants of the book. Picking one of these up will give you a book variant with correct functionality.
Ok, I went into my game with the current save file. I used the console command and wound up in the middle of the ocean on top of a chest. I went into my inventory and dropped the "Manual of Configuration" that I had placed in my inventory with the player.additem console command. I then searched the chest, but the only thing in the chest was gold.
So, even though Vortex says that MFF is installed, and the cow command placed me in your worldspace, apparently the mod just isn't installed as the Manual of Configuration is not there.
I'm in the middle of the civil war at the moment, so I want to finish up this configuration's main questlines. It has a good mage follower and a dedric summoning spell for another powerful follower in combat, so I'll press on if there doesn't appear to be a simple solution.
If I decide to start over, I'll remove everything, including Skyrim and Steam from my computer and create a vanilla main character, and try again later.
It says on my end that you only downloaded the framework. Try reading the description if you're stuck.
I encourage you to move on and find something you like instead.
Use the console command, help "Manual of Configuration" 4
Look for entries that contain "Book" (there are several "Book" entries, so I used the first one)
Use the console command, player.additem XXXXXXXX 1 (replace the X's with the hexadecimal number from the help response)
The manual is now in your inventory.
This appears to work just fine, but this particular save file will not restore any of my followers, and previous followers won't respond to join the party.
I did do a complete uninstall of the MFF mod using the procedures in your mod description. I used Vortex to remove and then uninstall the mod. Entered the game and got the alert that the mod wasn't installed, attempted to save my game again, and crashed to desktop. Tried again and still crashed with the load of the same save file. Downloaded and reinstalled MFF, no Manual of Configuration in my inventory, so repeated the above. Still not functioning.
I hate to lose all my progress in the game, but I'll start a new game and see if the problem still exists.
If you deleted the book (quest item) from your save (how?), and you can't uninstall the mod with the steps provided using said book, then I don't know what you should do to fix your problem. This just doesn't happen on my end.
Don't follow the AI's advice either. You can create a semi-working book that way, but it won't be the quest item from this mod.
I'm surprised you didn't look through the comment section, where I've listed steps to retrieve the quest item (book) numerous times.
copy pasted for you:
MFF book variants are managed by the mod... player.additem will add an instance of the book, but not as a quest item, just an item that is not managed by the mod. If that solution works for you, then stick with it. You will lose some book management functionality as a result but that's it.
cow mffworldspace 0,0
That command teleports you to the center of the hidden MFF world space, standing on top of the chest which stores all of the managed variants of the book. Picking one of these up will give you a book variant with correct functionality.
I live in Canada, had a big ice storm, no power for a week. Snap election, my riding is heated, and I care a lot about this election.
My research into real-time TTS for OSRS is complete. The election for Canada was interesting. I've been working on a shader for my game. And I will be moving to a new rental unit at the end of June.
I'm going to focus on MFF now, and get 4.2 done before then.
Next I'm working on Dialogue Patch 0.2b, fixing the blades quest bug and the mercenary rehiring bug.
At some point I had made new patches for Auri and Hoth, so those are coming as well.
All of this should be ready and published in about a week or two.
Beyond that, this mod is spectacular!
If curious it is The Eloquent Reader - True Scholar SE Edition - Increase speech by reading book. There are 3 versions. I am currently using the highest xp given per book as was recommended according to the postings. I am thinking about using the version that gives the least amount as the mod gives xp for literally everything that can be read.
I am still in the testing/tweaking phase of building my currently mod list so still figuring out the details of all the mods in the list. :D
If our hunch is correct, you can zero the value of the book with xEdit and that should stop xp gains when you read it.