I made this mod quite some time ago. I've learned a lot more about conditions since then and I felt the mod was in need of some fixing and a different approach. As of V2.0, there are no longer "hard requirements" that demand you start a new playthrough to get someone to follow you. Instead:
Interesting NPCs have 3 different unique conditions that affect their disposition to follow you or refuse to do so. You only need to meet at least one of the 3 requirements for them to follow you.
A lot of them are very generous requirements (For example, most followers will agree to go with you if your speech is high enough, as you can convince them to follow you. This also helps with this underused skill in vanilla)
The original "hard requirements" are now just one of these 3 conditions, but it's no longer as definitive as before, as there are alternative ways to meet the requirements.
Full list of A/B/C requirements can be found here. As always, feel free to let me know if you disagree with something. I'm open to discussing my thoughts on these conditions too if you're curious about a specific one. Have fun!
And yes, it's safe to update to 2.0 mid-playthrough. Mod is just a couple of conditions on a dialogue option. No scripts or anything like that at all. Enjoy!
It took me sometime to realise Carmella's follow dialogue didn't show up because I had this mod's 3DNPC conditions and they weren't enough for my minimal-magic-skill character (I consider Art and Sacrifice's ending quite enough for Carmella to follow the player).
as immersion is the idea, if conditions aren't made clearly known in-game, then what's the point? .... for example: like if the 3dnpc says: "hey, you need to bring me a black-briar reserve mead before i will work with you" type thing,( not voiced- obviously that'd be nearly impossible), but there as text none-the-less - to see CLEARLY - what the heck they need to do to get the follower. know what i am saying? as immersion is the whole point, i don't see having to exit game and find out the requirements to gain the follower on your mod page- kind of immersion breaking. also, one would just assume they aren't a follower option and move on, rather than periodically check with them to see if anything changed in dialogue options... never to explore the option again, because ain't nobody got time for that.
It is immersive actually. Imagine you like this girl, but you don't know what to do to get her to like you back. She probably won't tell you: "if you want to be my boyfriend, you need to work out, take me to the movies and give me your jacket when its cold during one of our dates."
You just happen to meet the requirements, and the rest happens on its own. Same with these characters. If you meet their requirements they will follow you, otherwise no. Reading the requirements for each NPC is optional.
That is an Interesting way of looking at it. However, I'll pass on this one. I must say: Great work with all your mods. I must have at least twenty or thirty of your mods adding immersion to my personal world of Skyrim. Thank you! and Take care!
This mod idea is cool but sometimes it is not seamless implemented... for example, Dagri'lon says his normal dialogue as if going to follow me... I took a long, really long time to remember I had this mod here installed... Before I realized that I searched for bugs etc...
Agreed, there really needs to be something in game to tell us what the follower requirements are. One way of doing that is to add a note to each of the NPCs' inventories, then you could read the note during pickpocketing (without taking it) to find out what they need. But then you'd have to even remember to do that and know that they are a potential follower. The best way to do this is in the dialog somehow. Maybe changing the "goodbye" dialog to what they want just for that character, like "Goodbye. (And bring me 5 horker stews.)" And somehow make that appear in the subtitles. Any other ideas anyone? This would be trivial for jayserpa... :)
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Full list of A/B/C requirements can be found here. As always, feel free to let me know if you disagree with something. I'm open to discussing my thoughts on these conditions too if you're curious about a specific one. Have fun!
And yes, it's safe to update to 2.0 mid-playthrough. Mod is just a couple of conditions on a dialogue option. No scripts or anything like that at all. Enjoy!
as immersion is the whole point, i don't see having to exit game and find out the requirements to gain the follower on your mod page- kind of immersion breaking. also, one would just assume they aren't a follower option and move on, rather than periodically check with them to see if anything changed in dialogue options... never to explore the option again, because ain't nobody got time for that.
You just happen to meet the requirements, and the rest happens on its own. Same with these characters. If you meet their requirements they will follow you, otherwise no. Reading the requirements for each NPC is optional.