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AFT Created by Dheuster and converted to SSE by Allie and AFKRoger

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2721 comments

  1. JohnNav
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    Thank you Dheuster for creating AFT for Skyrim; as well as,Allie and AFKRoger for this 100% SSE conversion
    AFT HowTo/Overview Video by Dheuster: https://www.youtube.com/watch?v=3qWSqxY-zVY
    =================================================================================
    -When using MHiYH-SE: Use [Tweak>Action-> Dismiss, hangout here] to place any AFT Follower on MHiYH Schedule.

    MHiYH-SE Summary• Supports Home for up to 250 followers and assign and guard/sleep/work areas for up to 60 followers.
    •The assigned area can be anywhere, they will change locations to reach it. @
    http://www.nexusmods.com/skyrimspecialedition/mods/7096/
    ******************************************************************************
    From Sofia, Inigo and Vilja MOD Author: "It is absolutely fine to have with AFT in your game"
    HOWEVER: ""You shouldn't use any follower AI mods on (AI enhanced Follower) since this messes with her custom AI. You can use them alongside her with other followers but not on her."

    " ALWAYS put (Sofia, Inigo, Vilja) BELOW any follower managment mods such as AFT, UFO and EFF in your load order. "
    ===================================================================================================

    > If installing this AFT Main Version over another AFT-Version in an existing game will break AFT.
    Please wait until a New Game to upgrade to this AFT. <

    Try not to change your Loadorder during that current Play thru, or adding and deleting Mods; as with any scripted MOD this can cause a corrupted save. It is recommended to LooT Sort LO before new game @ http://loot.github.io/
    For initial trouble shooting: LooT sort MODs first to test, if necessary then place AFT last in LoadOrder will fix most AFT conflicts. Please review Dheuster Videos, Changes and Read Me; located at: http://www.nexusmods.com/skyrim/mods/15524/
  2. RagingAmai
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    Okay, so I'm having a problem with getting Standalone followers to well follow.
    They give dialogue saying "alright let's go!" but nothing happens.
    I've reinstalled, done clean saves double checked with patches for aft for my other mods, and load order but no use.
    I got it to work with standalone followers like Azel or Hubert, but with the other follower mods are no good.
    Anyone know what could be the issue? I've tried using the "make follower" spell, and it gives me the choice to " [AFT] Follow me.."' when i talk to them, but still nothing.
    It even goes as far as counting down 'AFT [28] NPC manager slots remaining"
    1. DarkRogue1971
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      Glad to see I'm not the only one having these issues. Let me guess.... works perfectly for the first bit then the more you use it the wonkier it gets? From my observation, there seems to be in issue with using vanilla commands and/or doubling up Tweak commands. For example, if you tell someone to relax in an inn, but later 'dismiss but hang out here', the follower will tend to be stuck in relax mode, even when you use the follow command later. In that instance, I've had to leave the inn then 'reload' back into it just to break the runtime animation. It's frustrating when you are out in the middle of nowhere and they are stuck using a tanning rack or similar. Using summons only ports them to a new location and immediately they head for the tanning rack again. By any chance, do you have Immersive Citizens installed?
    2. TheMalazan
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      Could be all kinds of potential issues, but without seeing your load order I can't help. Also, have you checked for conflicts using SSEEdit? Lastly, it would be interesting to see a report generated by Fallrim Tools (ReSaver).

      In my current playlist I have eight custom followers I made, then another eight that I downloaded and edited to be mortal as I sometimes try to manage a fight and keep them alive. I also have Caesia and Livia custom voiced followers installed. All of the above are managed by AFT. Below AFT (ie, they have their own follower system) I have Faye and Mirai. Everything is working as expected and I've not had to use the Tweak--Make Follower spell (I can't recall ever having used it.)

      As mentioned in the sticky above, I use MHiYH, not AFT, to manage the home location for my followers.
    3. RagingAmai
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      I do have immersive Citizens installed, but its above AFT in load order. I'm thinking of just taking off my dialogue mods to see if it has anything to do with it. As for the first bit, so far Azel and Hubert haven't done anything odd under AFT such as relaxing, not yet at least, but its just trying to get new standalone followers to follow for the first time that's the problem.
    4. RagingAmai
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      As for using SSEEdit, I haven't tried with it, I'll give that a go as well.
    5. UndeadHooker
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      Immersive Citizens should be below AFT. Using mator smash solves all those conflicts better than a sseedit merged patch.
      And i would also recommend using Immersive Amazing Follower Tweaks. it was updated sometime this year and has less problems.
    6. RagingAmai
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      I figured out it was actually Relationship Dialogue Overhaul (RDO) that was causing the problems, even with the AFT patch. After checking which way and every way, i can't have it or else the followers just won't follow. Not sure what to do about this knowledge since I really liked RDO, but if anything ill switch to IAFT if anything, thank you!
    7. UndeadHooker
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      I use RDO with all it's patches, that definitely can't be the problem. Unless you have RDO loaded before AFT, it's gotta be loaded after it.
    8. RagingAmai
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      I have no idea what could've been the problem, but I had it loaded after AFT and it still gave the follower problem, but I switched from AFT to IAFT and now everything all good.
      Not sure what it could've been since it was only RDO that gave me problems, not Immersive citizens or convenient horses ect., but with IAFT my problem is gone... I'm really not sure what it was, maybe when I want to redo and clean Skyrim of all mods again and restart EVERYTHING over, ill pay better attention, but for now switching to IAFT allows me to use RDO no problems. Thank you for suggesting IAFT though!
    9. TheMalazan
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      I'm enclosing part of my load order for reference. AFT works just fine below IC and IW. It also works fine below RDO. Mator Smash is a great tool, but Mator has yet to update it to allow the use of ESPFE's. Using SSEEdit to resolve conflicts is not the same as using it for a merged patch. I have used iAFT, but did not care for some of the changes it made to the original mod. Also, support has been pulled for it and it is no longer being updated.

      I would caution against moving mods around in a game you intend to keep playing. Doing so can reorder records which can then break the functionality of either AFT or iAFT and how they assign instructions.

      Spoiler:  
      Show
    10. UndeadHooker
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      IAFT is definitely more stable. And even though it is no longer being updated, it's still more up to date than this version. Just cause one person says it can be loaded before or after a plugin doesn't mean it always works that way for someone else's load order. It's all trial and error. Everytime i add a new mod, move one, or even uninstall one i always start a new game.
      I don't buy the "it's safe to uninstall or upgrade mid game".
    11. AFKRoger
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      Yes and no, you do have to have a specific load order for certain things.

      Never trust fully automated conflict management. Manual intervention will likely always be needed.

      The tried and true method is to make a bashed patch (to disable mergable mods)
      Delete the bashed patch
      Create a merged Patch (Delete any Leveled List Changes)
      Manually repair conflicts as needed (Let what the mod does and color coding be your guide here)
      Create a bashed patch again (your keeping this one)

      AFT should be below any custom follower it will be managing but above the ones it won't.
      I can't remember why.

      RDO Patches with aft should follow the general order

      RDO
      AFT
      AFT Patches
      RDO AFT Patch

      Its also worth noting that AFT is script heavy, if you have something wreaking havoc on the games scripts or have overloaded the game it can break AFT.

      Also, not all followers can or should be managed with AFT.

      If they use the vanilla follower system then they should be fine.
      If they use the vanilla follower system and they aren't detected by AFT you likely have a mod conflict or AFT was loaded above the follower.
      If they don't use the vanilla follower system you can try to force them into the system but that comes with no warranty, you use it at your own risk.

      As per Immersive Citizens, I believe it goes before AFT.
      That's where I have always put it anyway.

      AFT should always be towards the end of your load order.
  3. Shouc
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    Having trouble where my followers won't stay dead. They'll get killed by some beast but a minute after combat they magically resurrect as if nothing happens. After mourning lydia's death at the cave trouble I was unnerved to have her pop up behind me shortly after... I've tried everything I can think of to fix, no luck.
    1. AFKRoger
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      AFT can add protections to a follower but it cant remove them.
      If you used the stay down till combat ends feature it may produce results similar to what your saying, but it can't make a follower kill able if they weren't already.
  4. slymix
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    Thanks for the mod. Such a shame this legacy cant be developed bcs Faketail never active. Is this dummy acct ?
    1. AFKRoger
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      AFT's lack of development has nothing to do with Faketails being away.

      AFT hasn't been in development for years, it finished long ago and to this day still serves its purpose.
      Their is no need to change it.

      All we did was port it and provide a few patches for SSE.
  5. LordWolfxD
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    Hello , my AFT its not working , the dialogue option does not appear, its because of the latest SKSE update ? Simply Knock does not works too after the SKSE update.
    1. TheMalazan
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      The updated SKSE should not break AFT. Was it working before you updated SKSE? Did you change your load order?
  6. lucasartes
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    Hey there guys. I had a problem with my NMM and had to reinstall AFT. Turns out that after that my AFT options (like actiate outfit management, or only using helmets during combat) does'nt work. People have said somewhere that I should put the .esp for last in the mod order, but that havent work neither. I have reinstelled the mod, but again, nothing different. Any help?
    1. AFKRoger
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      If they don't work but the dialog shows it could mean that this scripts are locked up or missing.
      If they don't show it could mean that the esp is missing or deactivated.

      I would try to make sure AFT was in the same spot in your load order as it was before the problem occurred.

      Depending on your NMM problem and what NMM did it could be something else entirely and scripts in general may be breaking.
    2. lucasartes
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      Yes. The dialogs shows up, but doesn't work.
      About the load order, I really can´t say wich order have I putted it before. Is there a way to know withou using mod organizer? (really bad experience with M.O.)

      "Depending on your NMM problem and what NMM did it could be something else entirely and scripts in general may be breaking." - Is there any way to solve it to use at the current game? Or at least on a new game?

      Thanks for the heads up AFKRoger.
    3. AFKRoger
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      Since MO is not managing your mods It won't be able to help you.
      I don't know of any way to recover it either if you don't recall it.

      I may be of more help if i knew what NMM actually did.
      What was the problem with it? Did it only affect aft?

      But honestly,
      If i where you i would use MO2 or Vortex over NMM.
      I personally use MO2.
      I know it would be painful. But what i would really do is start over from scratch using a different Mod Management Tool.
    4. MadameMage
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      Love this mod to death, but I'm having this exact same problem. Had to reinstall AFT, now can't access any options. Any help would appreciated! (Will update if I figure out a fix)
    5. Spawnkiller
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      Hello lucasartes

      Had a similar problem some days ago, maybe my solution to my problem can help you fixing yours.
      I manage my Mods with MO2, when I ran out of HDD space and MO2 saved an empty plugin.txt, resulting all my managed plugins to disappear.
      It took me some hours to reconstruct the active mods form a previous save game (Notepad++ and a “savegamename.skse” file did the trick for me, but it’s a very grinding process to re paragraph and clean the copied “text” of any system characters).
      Problem was AFT would not work for me anymore. I could summon them all, the follower menu options did work like it should, but all manged followers would run always to the vanilla home location, never stay or follow me again. I tried some console command but without any luck. Then I read about an article about interesting NPC and AFT problems and in a side note was mentioned to never change the load order of aft as soon a save has been made. This hint saved my play though as AFT is working again like it should. That is my load order maybe this can help you.

      The culprit for me was AFT_ManagedFollowerBoost.esp. Loot, for reasons unknown to me has put this plugin way down (220+) in the load order when it should be placed (at least for me) every near to the main AFT plugin.

      My Load order for AFT looks like this:
      ... some mods ...
      - AmazingFollowerTweaks.esp
      - AFT - Dragonborn Patch.esp
      - AFT_ManagedFollowerBoost.esp
      - AFT - USSEP Patch.esp
      … two other mods … (Comabt Evolved and Dual Blocking for Idiots in my case)
      - AFT_NoFriendlySpellDamage.esp
      - AFT_NoDances.esp
      ... 200+ mods

      The only other Follower mods I use are “Followers can Loot” v1.7 because I don’t use SkyUI v5.2 but v2.2 with no MCM support custom patched to not show unnecessary warnings (but I’m in the process of uninstalling it because it causes some problems with the new Loot inventory system and AFT) and “Vanilla Followers AI SSE” v3.01 (never had any problems with that and AFT).

      Hope my little story that can help find a way to get AFT working again for you.

      wbr Spawnkiller
    6. TheMalazan
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      @Spawnkiller. A couple of observations. First, as was discussed recently, it's either best to load the follower boost after the USSEP patch, or not use the USSEP patch at all. Placing the boost patch before USSEP generates a few conflicts.

      If you can get Followers Can Loot to work, then my hat's off to you. In theory it's a great idea, but after trying it for a while (and trying to resolve its issues in xEdit), I had to dump it. My followers would start harvesting things at random times, which lead to guards chasing me everywhere for stealing. Was a bit funny at times, but too erratic to keep.

    7. Spawnkiller
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      Hello TheMalazan

      Thank you for your advice.

      I play with this particular load order for more than 18 Months now.
      Putting AFT_ManagedFollowerBoost.esp (way down at postion 200+) after USSEP Patch.esp, AFT_NoFriendlySpellDamage.esp & AFT_NoDances.esp caused the problem for me.

      I will test your suggestion and put AFT_ManagedFollowerBoost.esp after USSEP Patch.esp and see what happens.

      About Followers can Loot, I had the problem that the new loot Inventory would cause problems like losing random items of their “normal” inventory so Armor and weapon’s would disappear in too their loot inventory, resulting in strange situations like useless in combat or naked followers. For ages now I told all my Followers to stop Looting but never got rid of the esp its self. Not that I’m hitting the 255 barrier I will uninstall it.

      wbr Spawnkiller

      Edit:
      I tested your suggestion, without any success.
      If I put boost after ussep patch - followers run home
      If I uninstall ussep patch and leave boost after dragonborn patch - followers run home
      If I uninstall ussep and move boost after NoFriendlySpelldamage and NoDances - followers run home
      If I keep all optional aft .esp but uninstall boost - followers stay and follow me, they work like they should.

      If I want to use boost I have to put it before ussep patch and after dragonborn patch.

      I’m not sure boost works like it should as I have only 5 managed followers right now in my group (4 vanilla followers and 1 housecarl), but I will hire some more vanilla followers to see what happens in the next few days.

      wbr Spawnkiller
    8. AFKRoger
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      Re installation should have no affect, unless you uninstalled, loaded a save, saved and loaded the save without it uninstalled.
      Or its placement moved in your load order moved it in your load order.

      Also, if you installed the boost mid play through when aft had already been running without it you will have likely broken AFT.

      No of those files get changed by the game while they are in use.

      @SPawnkiller you'll know the boost is working when your follower limit is 7 and AFT managed count goes up to 64.
    9. Spawnkiller
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      Hello AFKRoger

      First I want to thank you and Allie for porting and supporting AFT as well for your clarification on the boost behaviour.

      I made a 2nd observation:
      I have two versions of boost installed (but only one active at the same time) a 32bit and a 64bit variant. 1st is from 2013 later from 2017.
      So I guess the 32Bit is the original file from Oldrim in form 43 and the last is the converted one to SSE with Form 44 but I have to confirm this with SSEEdit to be sure.
      If I use 32bit I can place it anywhere in my load order, and AFT still works
      If I use 64bit version I have to place it between dragon born and ussep patch or AFT won’t work for me anymore.
      I guess I played the last 18 months with the 32bit version. As the ESP file names are identical, I was not able to determine which version I was using before my "HDD" problem.

      I will test the 7 follower limit right now i have 4 active followers so it will take some time to hit 7, but maybe it stops at 5, I will see.

      wbr Spawnkiller

      Edit:

      Just checked with sseedit, boots 32bit is in form 43 and 64 bit is in form 44.
      But there is a strange twist: instate of the 32 bit version the 64bit version has not marked the AFT main ESP as needed master. That’s a little bit wired because I don’t think boost can work without AFT properly, but I may be wrong on this.
    10. TheMalazan
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      Hey there SK, glad you're still trying to work things out. One observation: if you swapped the boost and USSEP patches during a game, you may still get abnormal behavior as those positions are coded into the save. You may have to attempt the change on a brand new game, then observe the outcome. Also, if you scroll down several posts you will see a series of screenshots I took from comparing the two in SSEEdit.

      Also, as you will see in those pictures, my plugin shows AFT as a master. Not sure why your's doesn't, but you can always add AFT as a master using SSEEdit. Right-click on the boost patch and choose "Add Master". You should then be able to add AFT.esp. Hope this helps. GL
    11. Spawnkiller
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      Hello TheMalazan

      Thank you for your help.
      I will re download the boost 64bit and check it with sseedit. Maybe I have an old version.

      I will also test the AFT SSE behaviour on a new game, with only these mods active:
      - USSEP 4.1.12a
      - ASLAL 4.0.3
      - Achievements Mods Enabler 1.0.1.1
      - and SKSE 2.0.6, as I’m still running on SSE 1.5.23

      That’s the reason why
      Spoiler:  
      Show

      wbr Spawnkiller
    12. Spawnkiller
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      Hello TheMalazan

      I completed my test on the matter:
      - Boost does not work for me no matter if I use Form 43 - 32Bit or Form 44 - 64 Bit versions.
      Not a big problem for me as I do not collect Followers but choose rather a hand full and try to stay with them until end of my current story play though.

      I can’t tell if boost never worked for my or if that is an after effect of losing my original MO2 active plugin list and load order.

      I will start a new walk though without ussep and with boost 64 bit patch to test if it work for me as intended or not, but this will take a while (several weeks I guess, maybe in the x-mas holydays, not sure doe).

      Thanks again for your advice and support.
      wbr Spawnkiller
  7. Drummer96
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    I'm getting a freaky bug where my follower inventory is full. When I try to give them items or want to switch out their gear I can only take what they have but cannot give them anything because the items that weigh more than 1 in my inventory are greyed out (too heavy to give them). So now they are all naked. Followers affected so far are Stenvar and Serena, both of whom I have managed with AFT. Inigo is also with me but he is fine. I messed around with console commands to modify the carryweight to a higher number but it only seems to semi-fix the problem: I'm able to give them one item before everything in my inventory is greyed out again. I also re-enabled the option in the AFT settings "Followers are pack-mules" but no change. Tried a reset of the AFT mod too. Idk maybe I did something wrong, but I'll probably resort to an older save.
    1. AFKRoger
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      Do you play on survival?

      AFT gives them iron arrows which survival mode makes have weight. So those iron arrows it keeps adding addes up.
      Also those arrows aren't player visible. So you can't remove then without console commands.

      The followers as pack mules does not give them infinite carry weight. Followers managed by aft get a new dialog option
      (Its been so long i don't remember the wording). It may be something like access backpack which links to a container with infinite storage.
    2. Nightstand1925
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      I used these console commands to remove the iron arrows from their inventory. Anytime I wanted to upgrade their armor/weapons I had to totally reset the NPC and that reset their inventory, but I had to do that every time their inventory fills like this with iron arrows.
      showinventory to see how many iron arrows they have
      removeitem 0010E2DE # <player>

      This works for this issue.
  8. MuliKubo
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    Why Frea does not have an AFT adjustment option?
  9. SpecialFex
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    So I'm having a trouble with this mod currently on the XB1 version of the Mod.I have both the "Amazing Follower Tweaks" and "Relationship Dialogue Overhaul" at the bottom of my load order. I go into the game and select one of my followers to follow, and they don't, saying I'm missing a compatible mod. Then I found the "RDO - AFT Patch" and select it to my library, however when I try to download it, it only says "the operation could not be completed" and removes itself from my library. So, what's up with that? What should I do? The mod worked fine when I played about a month ago.
  10. Reecemac94
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    Hi there. Im having some trouble with the combat options. Iv set one of my followers to be duel wielding however they only have one sword equipped in their main hand. I tried giving them a secondary weapon and it seemed to work but then they ended up duel wielding the weapon i gave them. (two iron tontos) instead of the iron scimetar and tonto.
    Iv tried taking away and giving them back their original weapon, changing fighting styles as well but still can't get them to duel wield. Any ideas.
    1. TheMalazan
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      It's sometimes difficult to achieve this if the follower wasn't built that way from the beginning. If you can find a follower with that combat attribute, they will be easy to manage. Which follower are you having trouble with?
  11. mgerrior68
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    Just downloaded this along with the follower boost for my next playthru. The follower boost esp shows version 43, not 44. I read the other comments here and I see that some have the boost version showing as 44. Where did the correct version come from? Is that a nexus issue or is that from another mod i cannot find.
    1. AFKRoger
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      The one from this page is not converted, and I don't have permissions on this page to upload it.

      The others have converted it themselves
    2. mgerrior68
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      Thanks for the reply. Is there more to the conversion than opening in the creation kit and re-saving? I can do that much myself, but if there is more to it, I'm totally lost.
    3. AFKRoger
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      it shouldn't require more than that.
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