Can I increase or remove the recruitment cap? You can't. Each recruitment slot has to be added via the editor, and involves changing a bunch of scripts. 5 is about right as a maximum IMO, and 3 is really the most practical party size.
Can I recruit nameless mook NPCs? For technical reasons, no. You can only recruit unique, adult NPCs- so take good care of them.
Is this compatible with $Perk_Mod? You will see the Speech tree for whichever mod loads last. If you want to use another mod's version of the Speech tree, but still take the perks from CSR, you can go to Jorrvaskr in Whiterun (the Companions' Mead Hall) and find the Tome of Companionship there. If you have SKSE, using the book will let you spend perk points to gain the perks from this mod.
Is this compatible with $Companion_Mod? Incompatibility occurs when two mods try to change the same thing. So if you try to recruit a current companion from another mod with CSR, then things will go wrong as both mods try to give them orders- but that's a no-brainer, really.
Can you give me a bit more detail there? It didn't in Skyrim Classic, and I've not noticed that on my tests, but I'm sure there might be some interactions that I haven't bumped into.
Sorry for the late response! I've ran Falrim Tools and it said your script had an abnormal amount of instances. I noticed events such as dismiss or losing a friendship were activated much much later on during gameplay.
Thanks for bringing this to SE. I always wanted just one companion mod to let me recruit standard followers (those with the factions that can use the vanilla recruitment) as well as NPCs that can't be recruited with the vanilla method. This mod let's me recruit both and I am fine with the 5 follower cap. I actually compared follower mods to see which ones had the lightest script impact, and found that CSR uses very clean and tidy scripting methods. Some have commented that Nether is lightweight, but in my tests it had a greater script impact than CSR.
I have noticed one hazard related to recruiting vanilla-style followers (those who have the dialogue option "Follow me. I need your help.") The issue is that if I recruit one of them, let's say Lydia, with CSR, she will still have the dialogue option to recruit her with the vanilla method. If I should happen to forget she is already recruited, or (more likely) click that option by mistake, she ends up recruited twice. She will have two "Wait Here" options, one from CSR and one from vanilla. If I then dismiss her using the vanilla option, "It's time for us to part ways," she will be dismissed from vanilla and everything seems fine till I try to dismiss her from CSR, then either she won't dismiss or I get a system error message "You have passed WAIT on an invalid NPC." The answer to this is, if you make that mistake, use the same method to dismiss in the same order you recruit them. In other words, If I recruit Lydia with CSR then accidentally recruit her again with vanilla, I have to first dismiss her from CSR and then dismiss her from vanilla. If I get the above case with the error message, I can actually re-recruit with vanilla then dismiss in the original order as I explained.
Another caution for users. When I recruit with CSR, there is an approx 10 second delay before the scripts are done processing and the NPC is added to my party (I get the quest message). This delay also occurs when I dismiss from CSR. I can notice it if I dismiss a follower and then immediately attempt to activate them again. It takes about 10 seconds before the dialogue menu shows up. I don't know if others experience this or if it is just an artifact of my game and rig.
Neither of these things will prevent my using CSR. As I said, it is the only mod that serves my need and play style.
I have noticed one hazard related to recruiting vanilla-style followers (those who have the dialogue option "Follow me. I need your help.") The issue is that if I recruit one of them, let's say Lydia, with CSR, she will still have the dialogue option to recruit her with the vanilla method.
Good point. I think that, realistically, I should just disable that dialogue when they're recruited. I think I didn't to avoid conflicting with other companion mods, but... I never checked to see if other companion mods actually edited the recruitment dialogue anyway.
?If I then dismiss her using the vanilla option, "It's time for us to part ways," she will be dismissed from vanilla and everything seems fine till I try to dismiss her from CSR, then either she won't dismiss or I get a system error message "You have passed WAIT on an invalid NPC."
Good call! It shouldn't be checking if the NPC is in the game's active followers list but if they have a CSR-specific 'active follower' flag.
Another caution for users. When I recruit with CSR, there is an approx 10 second delay before the scripts are done processing and the NPC is added to my party (I get the quest message). This delay also occurs when I dismiss from CSR. I can notice it if I dismiss a follower and then immediately attempt to activate them again.
Hm, I didn't hit this in testing? It should be fixable though- I should add a "Scripts pending" item in the dialogue scripts and block CSR dialogues until they have the "Scripts pending" item removed.
Thanks for the detailed bug reports! I'll try and fix them sometime soon, if I can remember how this all worked...
For those curious, I thought I would just add this. In my LE game, I successfully used CSR alongside Amazing Follower Tweaks. Caution though, you have to be careful not to mix the two systems. In other words, a standard follower will have both recruitment dialogue options, the one from CSR and the one from Vanilla, "Follow me. I need your help." If an NPC has that, vanilla, dialogue option DO NOT attempt to recruit with CSR. It causes problems. They can be worked around but, in the case Amazing Follower Tweaks, the rule was simple. When I saw the "Follow me. I need your help" I always clicked that and never the CSR option. As long as I remembered to do that, it actually worked fine.
USE THIS METHOD AT YOUR OWN RISK. I am not saying I recommend it and it can force you to revert to a save if you are not careful. I am not sure it is worth the extra care needed and I am fine with the features of CSR. I do not miss AFT.
That's annoying, I'll try and fix that. It didn't copy-paste well. But... this is answered in the description anyway:
?Is this compatible with $Companion_Mod? Incompatibility occurs when two mods try to change the same thing. So if you try to recruit a current companion from another mod with CSR, then things will go wrong as both mods try to give them orders- but that's a no-brainer, really.
The wording above makes it sound, at least to me, like you’re discussing specific followers more than follower systems. For example, I know Inigo uses his own thing, but a big mod like Interesting NPCs works fine with NFF.
I mean, if you have an active companion from NFF, then try to recruit them with CSR it will cause problems. I think that's clear? Looking up what NFF is, it looks like it basically does the same kind of thing as CSR so I don't know why you would want both anyway.
23 comments
Can I increase or remove the recruitment cap?
You can't. Each recruitment slot has to be added via the editor, and involves changing a bunch of scripts. 5 is about right as a maximum IMO, and 3 is really the most practical party size.
Can I recruit nameless mook NPCs?
For technical reasons, no. You can only recruit unique, adult NPCs- so take good care of them.
Is this compatible with $Perk_Mod?
You will see the Speech tree for whichever mod loads last. If you want to use another mod's version of the Speech tree, but still take the perks from CSR, you can go to Jorrvaskr in Whiterun (the Companions' Mead Hall) and find the Tome of Companionship there. If you have SKSE, using the book will let you spend perk points to gain the perks from this mod.
Is this compatible with $Companion_Mod?
Incompatibility occurs when two mods try to change the same thing. So if you try to recruit a current companion from another mod with CSR, then things will go wrong as both mods try to give them orders- but that's a no-brainer, really.
is it a bug or it happens only with me?
https://gyazo.com/50cf4d3962ed49792f28d8a8ab1ed0fc
I have noticed one hazard related to recruiting vanilla-style followers (those who have the dialogue option "Follow me. I need your help.") The issue is that if I recruit one of them, let's say Lydia, with CSR, she will still have the dialogue option to recruit her with the vanilla method. If I should happen to forget she is already recruited, or (more likely) click that option by mistake, she ends up recruited twice. She will have two "Wait Here" options, one from CSR and one from vanilla. If I then dismiss her using the vanilla option, "It's time for us to part ways," she will be dismissed from vanilla and everything seems fine till I try to dismiss her from CSR, then either she won't dismiss or I get a system error message "You have passed WAIT on an invalid NPC." The answer to this is, if you make that mistake, use the same method to dismiss in the same order you recruit them. In other words, If I recruit Lydia with CSR then accidentally recruit her again with vanilla, I have to first dismiss her from CSR and then dismiss her from vanilla. If I get the above case with the error message, I can actually re-recruit with vanilla then dismiss in the original order as I explained.
Another caution for users. When I recruit with CSR, there is an approx 10 second delay before the scripts are done processing and the NPC is added to my party (I get the quest message). This delay also occurs when I dismiss from CSR. I can notice it if I dismiss a follower and then immediately attempt to activate them again. It takes about 10 seconds before the dialogue menu shows up. I don't know if others experience this or if it is just an artifact of my game and rig.
Neither of these things will prevent my using CSR. As I said, it is the only mod that serves my need and play style.
Thanks for the detailed bug reports! I'll try and fix them sometime soon, if I can remember how this all worked...
USE THIS METHOD AT YOUR OWN RISK. I am not saying I recommend it and it can force you to revert to a save if you are not careful. I am not sure it is worth the extra care needed and I am fine with the features of CSR. I do not miss AFT.
The readme’s light grey base text color clashes with the gray of Nexus’s background. Can’t read it well except for the red/purple/white text.
But... this is answered in the description anyway:
The wording above makes it sound, at least to me, like you’re discussing specific followers more than follower systems. For example, I know Inigo uses his own thing, but a big mod like Interesting NPCs works fine with NFF.