Added the option to replace the default static outfit from a removed follower, so you can restore the armor of a removed follower to a predefined preset, this can be customized using sse edit. Now all items from a removed follower will be transferred to a specific container that can be accessed by spell, to find the wilderness spell you need to remove and add the management spells using the MCM.
ATTENTION: if you use Inigo and want to remove him from the mod system MANUALLY REMOVE ALL THE ITEMS FROM HIS INVENTORY and later cast the spell to remove him from the mod system. if you don't do that your game will crash to desktop
if after you remove a follower you start to hear a loud repeating sound of weapon draw, give a weapon to the follower.
i believe this versions don't need a clean save, read bellow:
How to update: first make a save using the old version, later install the new version, if everything go fine, keep playing, if you see something wrong make a clean save
To inigo users: Before selecting inigo to add outfits, manually remove all items from his inventory, specially the item: "A load on my mind", for some reason if you don't do this my mod will not work on inigo.
To anyone that download this mod, as the user KrokmaniakPL have reported, by using this mod you have the possibility to have save game corruption bug. i really don't think this mod by itself is causing the corruption, but a mix of circumstances that i could not figure out what is for now.
Why i think this? one thing is my older save file, it have more script heavy mods and longer game time than my current save , and i never experienced this issue on that save.
Second because of the workaround i found to fix the save game corruption, after i execute this workaround i can keep playing and saving my game without issues, and i don't need to dismiss any follower or uninstall this mod, everything works as it should
Basic Explanations:
A small explanation about Cells and locations. cells are small pieces that create a location, for example in Dragonsreach the main hall is a cell and the jarl quarters is another one, but the two belongs to the same location that is dragonsreach. So cells usually are small pieces that you need to transpass a load door to acess
Keep in mind before reading the text below that i'm not telling that the legacy of the dragonborn have anything to do with the save game corruption, in my older save file i was using the exact same location and never have any issue on it. i'm only using it reference because is this is the location i keep my followers.
The bug that causes save game corruption.
This is what happens in my game, first i go to the location that my followers lives that is the museum, i can talk to the followers, change the items in their inventory, move between load doors, display items in the museum and the auto save works as it should with no issues inside that location. when i fast travel the autosave keeps working because the save game on fast travel is created before you teleport, but after i teleport and try to move to a cave, a inn or try to save sleeping in a bed the game crash and save game is corrupted, if i fast travel to another location without saving and try to return to the museum game crash when the dismissed followers that live inside the museum loads their inventories.
The workaround:
First exit the location that your last save are not corrupted using a load door ( in my game i exit the museum and go walking to solitude ),
After that go to a interior cell that are in another location, ( in my game i enter in the temple of the divines in solitude ),
Inside the interior cell open the game console commands and type:
pcb
This is the alias to PurgeCellBuffers, after that you will see a lot of new things written in the console, this means the command worked, if you not see new things written i suggest you to try in another interior cell on a different location. after that open the game menu ( the standard one that have the options to save, load and exit game ), select the save section and create a new save. if your game not crash you have a high chance the workaround have worked. now exit your game. restart your game and load the last save you have created, usually after this i can keep saving the game even inside the location that my followers live with no issues.
If i find anything new about this bug or the source of it i will post here.
Liking this mod so far and the standard parts seem to work well with Kaidan. The question I have is with the night inventory. Do I check night inventory right away or wait till the other spells are set? At what point do you get him what to wear at night, do I just use show night inventory and add it? It just seems like it should have a spell?
I know it's old, just to answer for people who may have the same question. There is no spell to setup the night inventory, once you cast home inventory, it's included. You have to activate the night inventory on the MCM menu and then you can equip them. You have to options to open night inventory: using the spell to open the night inventory (no spell to set up it, but one to open it), or you trade normally inside your home between the night schedule ( 6PM till 6 AM if I am not wrong).
How does this mod handle weapons? Would I have to put a weapon in each of the different inventories?
Edit: to be clearer, if I want my follower to use a legendary daedric sword in the city and wilderness, i have to have two swords and put one in each inventory?
Dear author, do you resolve the bug with right-hand rings for NPCs or not? If I understood clearly - I can't dress the right-hand ring on any follower?
I just want to say thank you for this mod. I was using the AFT feature that changes follower clothes (same as your mod does), until it started freezing my game. I spent hours trying to figure it out. I didn't want to give up on AFT, because I have so many followers on it, and it has other great features. So I just turned off outfit management and decided to use this mod instead. So far, it works flawlessly. The game no longer freezes. It's simple and straightforward, it does exactly what it says it does, and there are no complex MCM menus to deal with.
Thank you for making a straight forward mod that does only one thing, and does it well.
Just read the information about the save corruption. The issue here is related in the fact of an auto save. I don’t know why people still do this. It‘s an old known fact that auto saves and also quick saves are very bad in Skyrim (LE and SSE) because for two reason. A) sometimes the game needs longer to create a save for example because of scripts running in the background. And when changing to quick cells or teleport that saving process gets corrupted. B) every time Auto save happens- the oldest of auto save files gets overwritten. No new file will get created. It is more like updating an already existing one which also leads to corruption.
so in end this is why it is highly recommended to always create a manual save.
If anyone is running Daegon as a follower (https://www.nexusmods.com/skyrimspecialedition/mods/78745) and getting CTD using this with her, yeah, I'm pretty sure it doesn't work correctly with her. Her framework doesn't like it when you or a mod tries to change her outfit outside her standard dialogue inclusion, so it'll crash your game.
This works great, I tried several outfit managers/follower + outfit manager, and this made the most sense to me in implementation.
When i dismiss them, they still change inventory when changing location, which is great, but they dont always equip the items in the inventory, at least not when player is not in the same cell.
EG: Im using housecarl have lives mod. It lets lydia leave the house when not a follower and wander around in the city. If i enter the city then i will see her walk around naked. Is she suppose to revert to her default outfit?
I have Nether follower framework too.
Edit. now that i think about it, maybe its because i had outfit manager before and removed it? I guess i will have to go back to simple outfit manager and try this mod in the future.
If a follower is dismissed and stay inside your house they will equip the items of their inventory, so if you want the equipping feature use a mod like my home is your home to make the follower stay inside your house. if a follower leaves your house the mod system will not change the inventory ( the reason i do not have allowed this is because performance loss ) . if you want a follower to get out of your house you can use the outfit system by removing the follower using the remove spell and selecting a custom outfit, you can change the items in this custom outfit using ssedit.
Maybe, if people that play using a lot of followers don't report instability or bugs in the mod system after several hours playing, i will remove the follower teammate requirement, so people that don't have much followers could fill the remaining slots using another type of npcs
No, just the items that are not in the followers current inventory. if you are inside your house, the items from wilderness and city should go to your inventory. if you see something wrong i will try to fix it.
I personally managed it by using EFF and leaving followers in "relax" state when I want to split up for some reason. This forces player to go where he wants to leave them but outfits are saved, so I would give it as recommendation for others. And about merging inventory after split up. I would prefer if all went to follower's inventory instead of player's or at least if there was warning about it. I played with mods increasing numbers of enemies+buffing them +legendary difficulty so I was playing leading the unit of like 10 followers against the army. When I was done I sent all of them home and 5 minutes later I had 900 weight units over limit in the middle of nowhere. Fortunately I make a lot of saves just in case, but it wasn't nice surprise
What you have said make sense, i don't usually dismiss my followers (they don't survive that long), so i never thought about dismissing more than two followers at time. what do you think about creating a special chest to drop the unequipped items ? or maybe remove the "follower leaving team detection", so you can only remove the follower using the spell?
One thing i forgot to write in the description its the limit of 20 followers this mod can work with.
Special chest is nice idea. it's definitely safer that transferring to player's inventory as it's often full already. And about removing detection. I can see it making sense as it is as if someone changes followers like socks that person would quickly fill those 20 spots. Also if follower dies spot would be still taken and access to inventory would be hard. On the other hand if player uses only same set as followers that are essential this would avoid hassle of setting this every time or finding roundabouts. It can stay like it is in my opinion, but if you want to there may be 2 main files one with detector one without. Or update with option to add flag to followers to deactivate detector for them.
its a good point, i will add the option to deactivate the "dismiss detection", and a option to make the items go to a special chest if follower dies or something like that, so people can chose what suits better to they gameplay style, and thanks for your opinion its very helpful.
I'm glad that I was of help. I actually used to work as quality assurance specialist so analysing how changes would affect the end user and giving ideas how to fix problems/ improve was my job. If you have any ideas how to improve it or something let me know so I'll try to help. This is one of the best mods I installed recently looking for immersion so it was an honor
Your father is a wise man. is there a possibility of adding a "night time" attire for use in the house as well as the, I assume, daytime clothing? Eg. lingerie, or nude for spouses?
Yes its possible, but i don't known if it will be save compatible, so you will probably have to uninstall, save, and later reinstall the mod. i will make some tests to see if can implement it.
35 comments
Added the option to replace the default static outfit from a removed follower, so you can restore the armor of a removed follower to a predefined preset, this can be customized using sse edit.
Now all items from a removed follower will be transferred to a specific container that can be accessed by spell, to find the wilderness spell you need to remove and add the management spells using the MCM.
ATTENTION: if you use Inigo and want to remove him from the mod system MANUALLY REMOVE ALL THE ITEMS FROM HIS INVENTORY and later cast the spell to remove him from the mod system. if you don't do that your game will crash to desktop
if after you remove a follower you start to hear a loud repeating sound of weapon draw, give a weapon to the follower.
i believe this versions don't need a clean save, read bellow:
How to update: first make a save using the old version, later install the new version, if everything go fine, keep playing, if you see something wrong make a clean save
To anyone that download this mod, as the user KrokmaniakPL have reported, by using this mod you have the possibility to have save game corruption bug. i really don't think this mod by itself is causing the corruption, but a mix of circumstances that i could not figure out what is for now.
Why i think this? one thing is my older save file, it have more script heavy mods and longer game time than my current save , and i never experienced this issue on that save.
Second because of the workaround i found to fix the save game corruption, after i execute this workaround i can keep playing and saving my game without issues, and i don't need to dismiss any follower or uninstall this mod, everything works as it should
Basic Explanations:
A small explanation about Cells and locations. cells are small pieces that create a location, for example in Dragonsreach the main hall is a cell and the jarl quarters is another one, but the two belongs to the same location that is dragonsreach. So cells usually are small pieces that you need to transpass a load door to acess
Keep in mind before reading the text below that i'm not telling that the legacy of the dragonborn have anything to do with the save game corruption, in my older save file i was using the exact same location and never have any issue on it. i'm only using it reference because is this is the location i keep my followers.
The bug that causes save game corruption.
This is what happens in my game, first i go to the location that my followers lives that is the museum, i can talk to the followers, change the items in their inventory, move between load doors, display items in the museum and the auto save works as it should with no issues inside that location. when i fast travel the autosave keeps working because the save game on fast travel is created before you teleport, but after i teleport and try to move to a cave, a inn or try to save sleeping in a bed the game crash and save game is corrupted, if i fast travel to another location without saving and try to return to the museum game crash when the dismissed followers that live inside the museum loads their inventories.
The workaround:
First exit the location that your last save are not corrupted using a load door ( in my game i exit the museum and go walking to solitude ),
After that go to a interior cell that are in another location, ( in my game i enter in the temple of the divines in solitude ),
Inside the interior cell open the game console commands and type:
pcb
This is the alias to PurgeCellBuffers, after that you will see a lot of new things written in the console, this means the command worked, if you not see new things written i suggest you to try in another interior cell on a different location. after that open the game menu ( the standard one that have the options to save, load and exit game ), select the save section and create a new save. if your game not crash you have a high chance the workaround have worked. now exit your game. restart your game and load the last save you have created, usually after this i can keep saving the game even inside the location that my followers live with no issues.
If i find anything new about this bug or the source of it i will post here.
Thank you,
Edit: to be clearer, if I want my follower to use a legendary daedric sword in the city and wilderness, i have to have two swords and put one in each inventory?
Thank you for making a straight forward mod that does only one thing, and does it well.
so in end this is why it is highly recommended to always create a manual save.
When i dismiss them, they still change inventory when changing location, which is great, but they dont always equip the items in the inventory, at least not when player is not in the same cell.
EG: Im using housecarl have lives mod. It lets lydia leave the house when not a follower and wander around in the city. If i enter the city then i will see her walk around naked.
Is she suppose to revert to her default outfit?
I have Nether follower framework too.
Edit. now that i think about it, maybe its because i had outfit manager before and removed it? I guess i will have to go back to simple outfit manager and try this mod in the future.
One thing i forgot to write in the description its the limit of 20 followers this mod can work with.
Tracking for now to see how this develops.