0 of 0

File information

Last updated

Original upload

Created by

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

Uploaded by

FakeTails

Virus scan

Safe to use

2522 comments

  1. JohnNav
    JohnNav
    • member
    • 4,789 posts
    • 110 kudos
    Locked
    Sticky
    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. Reiyichi
    Reiyichi
    • member
    • 111 posts
    • 3 kudos
    Your mod is great and all, I just cannot endorse it for one glaring issue, when I WANT to kill my followers, like for a quest, I can't, no matter what I do. For example, Boethia's calling, once I realized I had to turn off the option keeping the follower I wanted to touch the sacrificial altar and kill her, cause before she was doing it but not dying then the quest didn't progress. Then I turn that option off, but now she wont touch the pillar. So I cannot use your mod because of the fact it breaks vanilla quests like that...
    1. TheMalazan
      TheMalazan
      • premium
      • 229 posts
      • 4 kudos
      As I wrote just now to Peps66, you are expecting too much from this mod. If a mod author places an essential tag on an NPC, it is difficult for AFT to override that. The game is told that the NPC cannot die, so the game expects it to stay alive. If you are able to somehow override what the game expects, you can break a mod, can cause orphaned scripts to be generated, and all of that can lead to corrupted saves.

      If you know what you are doing you can go into the Creation Kit and remove the essential tag from an NPC and then they can be killed. But you better know what you're doing.

      Boethiah's Calling quest was written for vanilla Skyrim. There are followers in the vanilla game that do not have an 'essential' tag. Use them instead of custom followers who almost always have the essential tag. This mod does not break that quest. What breaks that quest is using followers that are all 'essential'.
    2. mortache
      mortache
      • member
      • 55 posts
      • 0 kudos
      Just kill one of the sellswords. Though i had to cancel "follower ignores friendly fire" and "follower is essential". I progressed my Ebony blade that way too, even sacrificed Nazeem to Boethiah using AFT's "set follower" spell lol.
    3. WHITELION1284
      WHITELION1284
      • supporter
      • 1,466 posts
      • 10 kudos
      So, to be clear, this mod cannot be used to make NPCs (like Rolff Stone Fist) who are not considered valid targets by the original Boethia quest ... errr... valid targets? So I can't make Rolff follow me and use the pillar without some kind of weirdness happen?
  3. TritonRM
    TritonRM
    • premium
    • 242 posts
    • 2 kudos
    I had something weird happen. I finally decided to take the leap from EFF to AFT. Shelved my old save game, started a new one. AFT seems to work fine. Then today I started the companion quest line, and after it was all said and done. I remembered I could use AFT to turn my follower into a Werewolf. It's a non-vanilla follower (she has no scripts, just a normal non-vanilla follower). So it went through the animation (very cool with the kneeling and knife), and it started the transformation, but as soon as it finished she turned invisible. I could hear her howling, and I even attacked a guard and she mopped the floor with him, but she was invisible the whole time. As soon as transformation wore off, she became visible. I have a Werewolf replacer mod (https://www.nexusmods.com/skyrimspecialedition/mods/16984). So how do I go about tracking down what is causing her to become invisible in werewolf form?
    1. TheMalazan
      TheMalazan
      • premium
      • 229 posts
      • 4 kudos
      My first thought would be to load a save without the Underworld Werewolf replacer installed. If the problem goes away, reinstall UW from scratch and see what happens. If the problem returns after reinstalling, try changing load order. (Have any werewolf related mods installed?) Invisibility issues are often due to mesh problems and although AFT has its stealth mode, unless a script is misbehaving, I would blame it on a mesh.
    2. TritonRM
      TritonRM
      • premium
      • 242 posts
      • 2 kudos
      Hmm. I'll have to take a deeper look at it when I have some serious free time. The only other mod I have installed that does anything with werewolves is https://www.nexusmods.com/skyrim/mods/13779 (just the sound files, no meshes or esp). Though I do imagine it could be a load order thing, as I, for the most part, try to manually set my load order changes after a LOOT run. I could write whole horror stories on the black face bugs I've gotten because of doing it my way lol.
    3. WHITELION1284
      WHITELION1284
      • supporter
      • 1,466 posts
      • 10 kudos
      Many problems like that can be solved by understanding your load order. If you're brave you can use SSEEdit to take a look at which mod is getting the last word and change it.
  4. WHITELION1284
    WHITELION1284
    • supporter
    • 1,466 posts
    • 10 kudos
    Please, for the love of all that is good and holy, let me manage Serana with AFT. Every time I try to use leadership (advanced) on Serana I am informed that the spell is already in effect. She keeps walking into me. In Oldrim I would manage her with AFT from the beginning and just not use any of the settings that would break her. Now I can't do that and, consequently, I HATE her. Which sucks, because it is only because of her broken, idiotic sandboxing that pushes me all over the place until I have this PTSD level aversion to being anywhere near her. So, if anyone knows of a way to just tell her to "keep her distance" I would be extraordinarily grateful.

    Err... sorry for the rant and thanks for the attention.
    Cheers
    1. WHITELION1284
      WHITELION1284
      • supporter
      • 1,466 posts
      • 10 kudos
      Oh... regarding the tone above, please know that I don't hold anyone responsible for my frustrations and am sincerely grateful to Dheuster for making AFT and to Allie and AFKRoger for porting it to SE. I just really like Serana with one, very dramatic exception that used to be fixable and I'm hoping that it still can be.

      I just killed Harkon but still can't seem to manage Serana with AFT. When I try to use Leadership it still says that the spell is already in effect. I know she's a special case but is there anything I can do?

      Anyway, thanks again and I'll check back tomorrow sometime.
      Cheers
    2. TheMalazan
      TheMalazan
      • premium
      • 229 posts
      • 4 kudos
      Have you ran your latest save through ReSaver to check for orphaned scripts, etc?

      Also, I don't know if this mod directly touches your problem, but as the author has evidently changed some of Serana's scripting, it may prove to be an override of sorts for your problem. I would think it's worth a try. https://www.nexusmods.com/skyrimspecialedition/mods/16222
    3. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      Are you using aft or immersive aft. AFT does not have leadership (advanced) spell.

      If your using immersive aft you need to ask on their page. The author of immersive aft changed parts of it and they don't all behave the same as aft.

      That being said, you don't need to use the tweak make follower spell on Serana with aft and you shouldn't use it on her. Base aft should just happily manage her once its safe to do so.

      Also, if this helps in base aft when you get that message it means AFT is already managing your follower. You would normally only see it when trying to use the tweak make follower spell on someone already managed by AFT. I'm pretty sure that leadership (advanced spell) is that spell renamed with some modifications.
    4. Scaerow
      Scaerow
      • member
      • 13 posts
      • 0 kudos
      Hmm...

      Does that mean, that it's normal that Serana (Harkon not dead yet) has no Immersive AFT options available? Because that made me think, that the mod doesn't work in my game. (Didn't try any other follower yet.)
    5. abc123guy
      abc123guy
      • member
      • 786 posts
      • 7 kudos
      AFT breaks companions that work outside the normal follower system. I remember the original mod author saying don't use AFT on Serana.
    6. Scaerow
      Scaerow
      • member
      • 13 posts
      • 0 kudos
      Ok, Serana and Mercinaries do not work with this mod. But Housecarls like Lydia do, that's good for now.
    7. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      1. That's not at all true. You can use Serena mercenaries, and even dark brotherhood followers with AFT.
      2. This post is not in reference to AFT as AFT does not have the leadership advanced spell. IAFT does which is a fork of AFT that behaves differently.
    8. WHITELION1284
      WHITELION1284
      • supporter
      • 1,466 posts
      • 10 kudos
      My apologies for the confusion regarding the leadership skill. I was desperately attempting to get Serana to behave and tried each mod one after the other in an attempt to make her behave correctly. I got confused when I was posting and I do appreciate all the replies.

      Now I have yet to see any management of Serana at all. I have finished Dawnguard. Harkon is dead and Serana is in castle Volkihar because I literally cannot tolerate her.

      As for Oldrim, you could absolutely use AFT to make her manageable. You just couldn't use certain options (like make her mortal) and it rocked! I was able to do the entire Dawnguard quests without having to worry about her moronic sandboxing and set her to follow at distance which, most of the time, wasn't even necessary with AFT. Right now I don't have any of those options and I really really miss them.

      Managing Serana is one of the main reasons I started using AFT in the first place. (Although I've since become entirely sold on it.) I know some people are idiots and yell at mod authors for the dumb stuff they, the player themselves, do but... I really miss being able to tolerate Serana. Back in Oldrim there were times, thanks to AFT, when I really enjoyed her company in the party. But her vanilla behavior is just so appalling that I can't stand her. And I cannot seem to manage her even after the entire DLC is complete.

      Now I have
      - completely reset and then uninstalled each version of AFT (I was not using them at the same time and was careful to use the in-game tool to prepare for uninstallation).
      - used Resaver / Fallrim tools to clean my relevant saves
      - installed AFT for SSE (this mod) from scratch and tried working with Serana. She still runs into me (which my other followers do not). She does so even after Harkon is dead. Is there anything I can do or am I just SOL?

      Anyhoo, thanks for reading. All sincere replies are much appreciated.
      Cheers
  5. Malacia
    Malacia
    • member
    • 48 posts
    • 0 kudos
    This mod simply just doesn't work with interesting NPCs, even with following all advice, and load order, including RDO patches. Don't bother using if you use Interesting NPCs, as you will break your follower system.
  6. NameNumber12859104
    NameNumber12859104
    • member
    • 13 posts
    • 0 kudos
    Hey I just realized that even if I turn off follower post combat healing, it still heals all allies to 100% after any fight. Is there a different way to turn it off?
    (All regeneration/combat boost options are turn off for allies.)
    I very much enjoy the mod though, and appreciate the work that went into it.
    1. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      Is it an instant 100 or gradual?

      On their own they should heal slowly to 100% with that off.
    2. NameNumber12859104
      NameNumber12859104
      • member
      • 13 posts
      • 0 kudos
      It's basically instantaneous. The moment the last enemy dies, their HP jumps to 100% in under 1 second.
    3. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      This if from the read me on the oldrim page.

      - [X] NPC force post combat auto-heal

      When checked, followers will auto-heal when combat ends, even if only briefly
      between enemy waves. When unchecked, followers may or may not auto-heal,
      depending on the version of skyrim you had when you started your current game.
      Recommended if you allow followers to die.

      It would seem that the option was only intended to force it if the base game didin't
      My guess is at some point the base game did not have this feature until a patch was released that changed this.

      AFT has a few features in their intended to tackle things that where added in later game patches.
    4. Psithief
      Psithief
      • member
      • 65 posts
      • 1 kudos
      Don't followers generally already heal to full after combat in the original game? Since this mod makes anyone a potential follower, they aren't flagged to receive the same benefit. That's what the option is for, I think.
    5. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      AFT was in development long before Skyrim was fully patched. They changed how some things work with patches.
      For example, early on followers levels would cap at the level the spawned at. In a later patch to skyrim the leveled with you up to a specified maximum.
    6. NameNumber12859104
      NameNumber12859104
      • member
      • 13 posts
      • 0 kudos
      I have that "NPC for post combat auto-heal" option off, yet it still force heals allies to 100% the very second combat stops, whereas in normal vanilla all allies slowly regenerate their health, and that takes a few minutes, while with this mod, it's nearly instantaneous, still trying to fiddle around to find a way to stop it from happening since turning off that option seems to not be doing anything.
    7. Peps66
      Peps66
      • member
      • 31 posts
      • 0 kudos
      Hi, did you find a way to turn off instant healing for followers? I had Sven and a merc as followers, Sven never healed over time (but he used healing potions that I had given to him). The merc healed instantly after a battle. Also, the merc refused to die, she only got unconscious while Meeko the dog died in his first battle. Kind of inconsistent, I'm looking for a "realistic" sollution :),
    8. TheMalazan
      TheMalazan
      • premium
      • 229 posts
      • 4 kudos
      @Peps66 I think you're looking for too simplistic solution to a complicated problem. If a mod author places an essential tag on an NPC, killing that NPC can be accomplished, but it's like swimming upstream against a fast current. Most mod authors slap the essential tag on an NPC because most players want it that way. Some mods are written to dynamically spawn NPCs and those are usually easier to kill. But if they don't spawn dynamically and they're able to die, you may break how the mod was supposed to work. For example, if the mod author wrote the quests to depend on a merc being present and if the mercs were not spawning dynamically, making them nonessential (ie, killable) would break the quests. It just depends on how the mod is structured. Expecting AFT to somehow always override how another mod is written is expecting too much.

      Personally, I like the challenge of trying to keep followers alive, so I go into the CK and remove the essential tag. I will then have a group of a few that won't die, and a few that can die. I don't use the latter until I'm further into the game as they would easily get smashed early on. But I make those changes only on followers, not mods that are larger in scope.
  7. killopkie
    killopkie
    • member
    • 6 posts
    • 0 kudos
    Is there any way to add more animations/poses to the list of the ones already there?
    I've been modding with VR and most of the pose mods rely on SKYUI which doesn't work for VR. AFT has been the only thing that has worked so far since it uses dialogs to change the settings/poses etc, so if there it a way to just add more animations it would be very appreciated.
    1. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      My guess is you could but you would like have to edit the scripts, quests (maybe) and dialogue tree's
    2. killopkie
      killopkie
      • member
      • 6 posts
      • 0 kudos
      So I would have to use TESV Editor?
    3. TheMalazan
      TheMalazan
      • premium
      • 229 posts
      • 4 kudos
      Technically TESVEdit is for Skryrim LE, so you'd need SSEedit....which is the same thing only different. :) Or, you could use the Creation Kit.

      Easiest and laziest way to do it, actually, would be to download another animation pack and rename them to whatever is in your current pack and swap them out. You'd still be limited to the total number of animations allowed by AFT, but they would be different.
  8. DevonMazza
    DevonMazza
    • member
    • 8 posts
    • 0 kudos
    you could create a version compatible with Campfire, so that the followers can create camps taken from Campfire.
    1. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      They are compatible as they both provide their own systems and its really not within my knowledge, nor worth it make followers generate Campfire camps. The campfire system allows for them to have their own tents but you have to build and place them.
  9. rodrigolc
    rodrigolc
    • member
    • 23 posts
    • 0 kudos
    Hi!: first of all, thank you for uploading this amazing mod for us, I've been playing it a long time now. But, here's the thing, I've added other mods that gives new option dialogs to the followers (like: My Home is your Home, Hold and Defend, Relationship Dialogue Overhaul), and now I don't know if any of them are giving me trouble.
    The thing is, the dialogs of AFT are completly gone. I've downloaded all the patches, organized with LOOT, but the options are still missing. The book of AFT is in my inventory though. I really love the idea of being able to change the clothe of my companions.
    Maybe is the load order? Don't understand complitly if AFT should go last or where in the mod list. I will really appreciate if someone could help me, I don't wanna lose any mod (they are all good). I've also have USSEP but I don't think that is the one giving me trouble.
    ------------------------------------------------------------------------------------------------------------------------------------
    *Edited: When I dismiss my companion a message says: "AFT Warning:TweakDismissNeutral misin parameter (mod conflict?)"; and when I recruit it again it says: "AFT Warning: TweakRecruitNeutral mising parameter (mod conflict?)".
    Don't know what could be giving me conflict with AFT, LOOT doesn't show me any conflict, and don't know how to fix it. I try reinstalling AFT but the problem is still there, I feel dumb and don't know what to do.
    1. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      Post your load order in spoiler tags. Its likely your just missing the RDO patch or don't have the mods in the correct order.
      Its also possible that hold and defend has a conflict, i cant say for sure I'm not familiar with the mod.
      Sometimes even with loot manual re-ordering is required.

      My home is your home is compatible with aft out of the box.
      USSEP is also completely compatible with AFT out of the box, on its own though AFT will revert some of USSEPS changes. (Though, you would likely never notice them.)
    2. rodrigolc
      rodrigolc
      • member
      • 23 posts
      • 0 kudos
      Thanks for the reply, here is my order list, hope I get it right:
      Spoiler:  
      Show
    3. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      Ok, they are a little out of order. Move aft to the bottom AFTER the RDO USSEP Patch. Then Place The RDO AFT Patch After AFT.

      When using RDO with aft your load order should be similar to this

      RDO
      RDO Patches
      AFT
      RDO Aft Patch
    4. rodrigolc
      rodrigolc
      • member
      • 23 posts
      • 0 kudos
      Ok, done, and this is what says to me when I try to put AFT under RDO:
      "Error
      Failed to sort plugins. Details: Cyclic interaction detected between "Relationship Dialogue Overhaul.esp" and "AmazingFollowerTweaks.esp". Back cycle: AmazingFollowerTweaks.esp, Relationship Dialogue Overhaul.esp"
    5. Thenryb
      Thenryb
      • supporter
      • 4,371 posts
      • 56 kudos
      That is correct. The RDO author inserted metadata which requires RDO to be loaded after AFT, and since it is not "user added metadata", you cannot change it.
    6. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      You can try it like this then.
      AFT
      RDO
      RDO USSEP
      RDO AFT PATCH

      I have always done it with AFT after RDO with good results. But i also always did extra adjusting after loot.
    7. Thenryb
      Thenryb
      • supporter
      • 4,371 posts
      • 56 kudos
      Oh yeah, you can adjust the load order manually using Wrye Bash to make AFT load after RDO, but the next time you run LOOT you will get that error message.
    8. rodrigolc
      rodrigolc
      • member
      • 23 posts
      • 0 kudos
      Try puting
      AFT
      RDO
      RDO USSEP
      RDO AFT PATCH
      but nothing change. I also noticed that the AI of my follower is out, he just don't do anything with the enviroment, just stays behind me like a brainless thing.
      I think I'm gonna try a new game with only USSEP, AFT and RDO and see what happens. Maybe the problem is not from those mods; if its not I'm gonna go trying with one by one withe the mods I've got. I barely understand NMM or LOOT, don't wanna try with anything more, my brain hurts :(
    9. WHITELION1284
      WHITELION1284
      • supporter
      • 1,466 posts
      • 10 kudos
      Rodrigolc,

      you don't need to run LOOT every time you add or remove a mod. In fact, that is likely causing you problems. I would like to suggest that you run LOOT once at the beginning of your play-through, get your load order stable and functioning. Then manually sort any mods that you add as you progress through your game.

      So, right now, instead of using LOOT, use your mod manager to drag and drop the individual plugins (*.esp files) and place them in the order suggested by AFKRoger. You may also need to use the follower commands / tools to completely reset AFT.

      Also, once again, I strongly recommend that you look into Vortex. It is streamlined, intuitive and fairly stable. NMM, on the other hand, is broken. The longer you use it the more problems it will cause. And we are talking about insidious and very difficult to diagnose problems that are the result of NMM leaving loose files (including scripts) in your data and sub folders after some mods are uninstalled under certain conditions. Uninstalling BV with the bat file was fine but I assume you have uninstalled other mods with NMM? If you have then there is a very good possibility that you have lingering files left over that were once attached to mods that you have since removed. Some of which can be problematic.
    10. rodrigolc
      rodrigolc
      • member
      • 23 posts
      • 0 kudos
      Thanks to all who have take time to awnser this. Messa stoopid, and did not read the whole "Your Lost Son" mod page (it's not that clear BTW); and that is the mod causing problems with AFT. Hope that in the future there's a patch or something that can fix that problem; thanks for the help and spry again for the wasted time and for being dumb as *uck
  10. zader
    zader
    • supporter
    • 12 posts
    • 0 kudos
    Hi will this mod allow me to block friendly fire towards summons?
    1. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      No
  11. SilentPrayerCG
    SilentPrayerCG
    • member
    • 96 posts
    • 0 kudos
    Follower won't attack (even if being attacked) while he wait me (commanded to wait).
    It is glitch / feature? Or this shouldn't work that way, and i just messed up? i've add / remove some mods during mid game, and i've read that it's not recommended with atf.
    1. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      Its a feature according to the read me on the oldrim page.
      I'm not sure why, it was only added in quickly in the patch notes section.

      Adding / Removing mods mid game is not recommended period. With our without AFT.
    2. SilentPrayerCG
      SilentPrayerCG
      • member
      • 96 posts
      • 0 kudos
      >> Adding / Removing mods mid game is not recommended period. With our without AFT.
      Yes i know, but as far it is ok for me. I installed skyrim after few years, and i don't know that i should or shouldn't use, so start every time new game? - no thx.
      I like to think, that i build up all this staff and check it while in mid game, even if know that i may have some problems because of it, and may be after some time i just will start new game with only staff that i already know i need and how it works. Or something like that.

      >>Its a feature according to the read me on the oldrim page.
      >>I'm not sure why, it was only added in quickly in the patch notes section.
      Well i visited Oldrim page, and where is this patch notes? I didn't see any in description tab, i probably don't know where exactly i should watch.

      if it is feature -
      I'm not that big IMMERSION!!!!-guy, but it is pretty immersion breaking, when i get this situation:
      i ask follower wait me, that i can sneak in to near room to kill some bandits
      i CAN use stealth option, but it also immersion breaking because it is stupid that follower become invisible just because
      so i've asked him to wait
      and bandits eventually noticed me, i run back to my follower, because i weak semi-mage-thief-dunno and
      bandits start attack my follower and he is do nothing... it is stupid, if it is feature, i don't know why it is exist and i didn't found option to disable it.

      There is also immersive atf mod, which one i didn't try, i don't sure but it seems doesn't have anything about this in description, so i don't know if it will work differently.

      I probably can use trap avoiding mod, and my home your home mod instead atf, anyway...
    3. AFKRoger
      AFKRoger
      • supporter
      • 1,024 posts
      • 8 kudos
      The readme is under the docs tab. It got moved their with the nexus UI change.
      A version history was maintained in this, and during one update it was added.

      I really don't know the reasoning behind making them ignore combat while waiting, i never even noticed that it does that before as i never have them wait.

    4. SilentPrayerCG
      SilentPrayerCG
      • member
      • 96 posts
      • 0 kudos
      Bad that it is not option for some reason. I sometime ask follower wait to go stealth, but if i fail good to get them watch my back. Stealth mod with invisible follower as i said kinda, immersion breaking.
      At least good to know that is in fact not glitch of some kinda and not a conflict.
REPORT BUG
Top