NB: There are two items within the world space (a spell book in Bleak Falls Barrow entrance & an SF Utility Ring on the alchemy table in Anise's cabin basement) all other items are in follower inventories. The SF Utility Ring is set at +500 to help level up alchemy, enchanting & smithing skills.
TL;DR: If you're looking for immersion-style discovery and you are in no rush to recruit and test the followers, this is your mod; if you were looking for practicality and quality of life, this is not your pack.
Non-TL;DR: I'm sure they work great, and they seem very fit for combat if you're adding difficulty mods and maximizing the in-game difficulty (based on the ones I was able to find), but they're a tad hard to come across unless you've done quite a bit of exploration/reading, even the "obvious" ones. I uninstalled prior to actually trying out all of them because of this. I assume the point of it was immersion, for which I would 100% recommend--within the #cheating tag, at least, reiterating they're perfect when compounding the game's difficulty with other mods--but for quality of life or practicality (as a filthy casual) I would 100% advise against.
The only reason the mod is marked with the #Cheat tag, is due to the SF Utility ring, which provides alchemy, enchanting & smithing bonuses in addition to normal play.
SF spell damage is on par with generic spell damage values - they were lifted from those spells and then modified from Fire & Forget spells (magicka per spell) to Concentration spells (magicka per second) with conditions added so they only do damage to NPCs not in the Player Follower Faction. Yes, the casting distance and duration of SF summing spells are double generic norms. However, none of the above should imbalance the game, as the player's magicka pool controls the balance and lower level players aren't able to cast multiple summoning spells.
SF followers rank up with the player from level 5-66; a little higher than the standard companions (which cap out around level 40-50). Some players use multi-companion mods & others don't. The whole point was to provide a variety of characters that would accommodate different play styles - whether you use one companion or more.
Ladneaf is an easy to find enchanting tutor, because the two in the game can be hard to find if you're a novice player.
SF follower locations were hinted at, to encourage natural discovery during a play through. However, if anyone is having difficulty finding them:-
Belle is in the Dragon's Bridge Inn
Sebastian is in the Temple of the Divines, Solitude
Dawn is in the Rifton Inn
The twins (Gini & Roni) are in Belethor's shop, WhiteRun
Bailii is in the Winterhold Inn
Bugrub is in Darklight Tower entrance (this will change in future releases)
Garamir is in the Midden, College of Winterhold
Katrina is in the entrance to Arkngthamz
Ladneaf is usually found in the RiverWood Inn
Yes, if one uses increased difficulty settings or increased difficulty mods, together with a multi-follower mod - SF will allow for that too. However, everyone plays their game differently - so "To each their own".
Looks interesting. They don't have custom dialogue, right? I like the family aspect. Are there any journals or other aspects that flesh out the backstory for them? Also, what outfit are the twins wearing? Thank you for your mod.
Correct, they have no custom dialogue and simply use generic follower dialogue. The back story is exactly as written in the mod upload, as an attempt to hint at / explain their current abilities. The twins have a custom NecroMage combat style and are wearing the WEMageStaffShieldOutfit [OTFT:00106114]. I have Remodeled Armor CBBE version 1.09 installed in game (https://www.nexusmods.com/skyrimspecialedition/mods/22168).
7 comments
NEW NPCs. (See main description for further details)
Still with no scripts and based on generic game assets only.
Non-TL;DR: I'm sure they work great, and they seem very fit for combat if you're adding difficulty mods and maximizing the in-game difficulty (based on the ones I was able to find), but they're a tad hard to come across unless you've done quite a bit of exploration/reading, even the "obvious" ones. I uninstalled prior to actually trying out all of them because of this. I assume the point of it was immersion, for which I would 100% recommend--within the #cheating tag, at least, reiterating they're perfect when compounding the game's difficulty with other mods--but for quality of life or practicality (as a filthy casual) I would 100% advise against.
The only reason the mod is marked with the #Cheat tag, is due to the SF Utility ring, which provides alchemy, enchanting & smithing bonuses in addition to normal play.
SF spell damage is on par with generic spell damage values - they were lifted from those spells and then modified from Fire & Forget spells (magicka per spell) to Concentration spells (magicka per second) with conditions added so they only do damage to NPCs not in the Player Follower Faction. Yes, the casting distance and duration of SF summing spells are double generic norms. However, none of the above should imbalance the game, as the player's magicka pool controls the balance and lower level players aren't able to cast multiple summoning spells.
SF followers rank up with the player from level 5-66; a little higher than the standard companions (which cap out around level 40-50). Some players use multi-companion mods & others don't. The whole point was to provide a variety of characters that would accommodate different play styles - whether you use one companion or more.
Ladneaf is an easy to find enchanting tutor, because the two in the game can be hard to find if you're a novice player.
SF follower locations were hinted at, to encourage natural discovery during a play through. However, if anyone is having difficulty finding them:-
Yes, if one uses increased difficulty settings or increased difficulty mods, together with a multi-follower mod - SF will allow for that too. However, everyone plays their game differently - so "To each their own".