Tired of the Dragonborn eating alone? Now when you sit down to eat, up to eight nearby friends and family will come over and join you for the meal!
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Changelogs
Version 1.30
added more excluded furniture types (*WHY* are HF crafting workbenches classed as "sit"??)
randomized when companions will stop eating after you get up, from 1-10 seconds, instead all of them stopping at the same time
Version 1.23
changed adding of NPCs to the quest alias to serial processing instead of parallel, to prevent possible race conditions
Version 1.22
set quests to a more reasonable priority(50) instead of god knows why they had been 81
move location condition checks out of a script and into spell conditions
moved excluded furniture type check from a spell condition to a magic effect condition, where it should run less often
At game load, if a quest is running but has an emty alias, it is reset. Should be totally unnecessary, because Skyrim never screws up, right?
Version 1.21
ensure the "eat" AI package ends properly when the associated quest ends (thanks TwilightGodX for the report, and Nether for confirming it's fixed!)
NPCs that are far away from the PC will move at a fast walk until they get within about 30' / 10m, then slow down to a regular walking speed
excluded guards, they're supposed to be guarding and not drinking on the job!
Version 1.2
refined AI packages to decrease time NPCs might spend standing around
if an NPC is running a package that cannot be interrupted, no longer try something that is doomed to failure
Version 1.1
improved filling quest aliases - less likely for NPCs to get "skipped"
changed quest alias AI packages so NPCs are more likely to eat and not just stand around near the Dragonborn
Version 1.0
initial release
Tired of having The Dragonborn eat alone?
Get some family meal time. Or a feast to celebrate surviving another day of dragon hunting. Whichever you prefer.
When The Dragonborn sits down to eat, nearby friends and family will wander over and join in the mealtime: - the player's spouse - Current Followers - Potential Followers - Dismissed (former) Followers - Adopted Children
Only in "safe" locations. Technical explanation: the location needs to have the keyword LocTypeHabitation or LocTypeDwelling LocTypeHabitation: settlements have this, from major hold Capitals like Whiterun and Solitude, down to dinky little places like Anga's Mill LocTypeDwelling: any non-hostile structure with at least one bed in it. This includes player homes and Inns.
Installation: It shouldn't conflict with anything. Mid-game shouldn't matter. Install manually, or with a mod manager. No, there's not even an MCM. This was about two hours from start to finish.
If you're installing mid-game, you'll have to change locations once before it starts. Enter/exit a building or whatever.
As a companion mod, this will have seated characters remove their helmets before eating or drinking.