Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Added two SharedInfo Topic Infos 'I understand.' and 'Of course.' and randomized all other infos to add variety
Added conditions to exclude Riekling and Dog race followers from new dialogue
Version 1.1
Added 'Horses for Followers' compatibility
Debugged waiting location objective removal when follower dies before being picked up again
Debugged 'Don't move.' modus restoration after combat
Incorporated USSEP script changes into DialogueFollowerScript
Added batch file to reload changed scripts mid-gameplay (my character didn't seem to need any manual updating though, so should be optional)
'Transmute Mineral Ore' now prefers iron over silver, turning any iron ore into silver ore before turning silver into gold
Version 1.0
Changed Music Type of Cell 'RiftenHoneyside' to 'MUSTownTest' to match the Music Type of the town
Removed the 'Greet corpse behavior' from horses
Added optional functionality to let your last ridden owned horse follow you with a distance of 4096 units (set NMFHorsesFollow Global to 1)
Reordered the Follower dialogue options (f. ex. trade option on top)
The two informative dialogue options of any housecarl follower are not shown if the actor is currently your follower
Removed the removal (yes) of the already implemented objective that would mark the wait position of your follower or animal
Added new 'Don't move.' option for Followers, causing them to sneak and ignore combat as long as they're not attacked directly
Included compatibility with USSEP (forwarded changes) and 'Realistic and Balanced Horses'
You know those little issues that just get on your nerves when you play Skyrim for the thousandth time? Well, so do I and therefore I created this little mod to fix them for me. If you are similar to me about playing Skyrim, maybe you will like it too....
I might update the mod whenever I notice another little issue mid-gameplay I want to fix. Feel free to suggest any fixes yourself in the comments section!
_____________________________________ DETAILED LIST OF MOD CONTENTS: (See changelog as well...)
'RiftenHoneyside' (Player Home) now shares music type ('MUSTownTest') with 'RiftenWorld', avoiding the music change that happened every time you visited your home when entering from Riften.
Horses no longer follow the 'Greet corpse behavior' that caused them to walk up to anything that you had killed from horseback and just wanted to loot.
Optional: If 'NMFHorsesFollow' Global Variable is set to 1, the last ridden owned horse will follow the player in a (large) distance. Horses won't follow while the player is in combat (or in interior/anywhere else the horse won't get to anyway).
Trading option of the follower dialogue now is on top and flagged 'Goodbye'.
Any negative trading options are flagged 'Say Once'.
Added two SharedInfo Topic Infos to the trading option to add variety.
The order of any follower topics is changed to be more gameplay friendly.
The two informative dialogue options of any housecarl follower are not shown if the actor is currently your follower.
Reimplemented the objective that will mark the wait position of your follower or animal.
Added a new kind of wait option for followers: 'Don't move.' that will cause them to wait sneaking no matter whether you engage in combat. (If the follower is attacked directly, it will engage in combat and return to new waiting state afterwards.)
Included console command batch file for updating changed scripts mid-playthrough (should be optional though).
'Transmute Mineral Ore' spell now prefers iron over silver, turning any iron ore into silver ore before turning silver into gold.