After installing mod, you must save the game, exit game, then load the save. Otherwise dialogue options will be missing.
Known Issues:
There will be a 3 to 5 second delay before the normal 500 hireling fee changes to the new price. This makes the mod very compatible with other mods that add hirelings.
Add 74 more interesting characters who are potential hirelings, will make mercenaries ask for more or less money for their services depending on their level, your and their race and how good you are at bartering (your speech skill.)
HUGE endorse from me. No exaggeration: Combining this with NFF has transformed the game into something completely different for me. I'm having a blast traveling around and recruiting more people to my faction, setting them up at our home base and customizing their gear, bringing them out on missions that my faction would do. After 12 years of Skyrim, it's time to just make our own stories.
Here's what I'm doing with it if you want to give it a try: Start a new game with Skyrim Unbound Reborn and turn OFF Dragonborn. Forget about the main quest, it's not your problem now. Make your character however you like, put in whatever thought you need into the backstory, and start. Now you're on a quest to go from a nobody to a respected leader, going around the land and picking up new heroes/soldiers/mercenaries/followers. You decide everything on your own and you don't need the game to tell you anything. Are you putting together...
- A mercenary company? An explorer's guild? An adventurers guild? - An all-Khajiit/all-Argonian/all-Men/all-Mer coalition that only recruits/looks out for their own? - A thieves/assassins guild of your own to compete with the actual Thieves Guild and Dark Brotherhood? - A trading company? Weapons dealers? Smiths? Maybe start a farm with a farm player home mod? - A rowdy gang of brigands/highwaymen/bandits/criminals? A gang of guys that fight criminals? - An organization of better witch hunters to overtake those Stendarr dorks, or a gang of witches to take them out - A paladin order? A band of hunters? - An underground group of necromancers, or guild of righteous mages? You can be their cult leader, or their teacher. - A big Fighter's Guild where we all train on practice dummies all day (with a mod that makes practice dummies work)?
The possibilities are endless. Acquire a suitable player home any way you like, whichever suits what kind of organization you've got in mind. Use NFF to set it up as a home base, now you've got an HQ you can bring these followers to. Set up shop and kick off your quest to lead the most influential group in Skyrim.
Synergizes well with: - NFF, obviously for home base settings, follower behavior/equipment, and even making it so you have to pay them salaries, among everything else - Custom player homes that would fit the theme of your group, best if you have to pay for them or earn them in a quest - an economy mod to reduce gold income, so you've really got to get out there and work to expand your group. - Whichever weapons and armor mods you like the best, more customization the better for uniforms/gear/etc for whatever theme you're going for - RSP Guild Starter should work with 10 of your followers, if they're in an eligible home base. You can assign tasks and have them earn ranks. - Missives, and Sidequests of Skyrim, or anything that gives you quests, your faction needs jobs to do
Anyway I think I've rambled too long. Fantastic work and thanks for making such an impact on our games!
Will sticky this. . Love the way you mind works, like a Dungeon Master. This is what StarField offers by the way, though wE will need new quests to spice it up. But yes, your way of playing makes it a lot more fun.
Hi, I'm new to modding and would appreciate any piece of advice. I've aways followed your install note, however I have an issue: there are still none of your followers in the game, at least in Whiterun and Riverwood. I've disabled all the mods that change followers mechanics and made a new profile+started a new save, but that didn't change anything. I also placed your mod last in the load order in vortex
Not knowing neither LMF mod at this point, but are there material differences between this Reborn version and the older version other than the dynamic fees and perhaps number of NPC's added? I mean especially if there are bugfixes or other stability improvements in Reborn?
Reason asking, jayserpa Dynamic Mercenary Fees made an update 2.0 to the fee mechanism but Reborn is apparently using the v1 version of jay's assets. I wonder if using the older version of LMF makes sense if one has jayserpa's v2 mod installed and wants his new fee mechanism applied on the LMF followers, as jayserpa says on his modpage FAQ "If they use Skyrim's hireling system, it (DMF 2.0) will work". I "fear" using LMF Reborn together with DMF 2.0 will result in having 2 merc fees system in the game which may or may not work, no idea.
So basically does the older LMF have the vanilla fixed price mercs system? I have not installed and tested anything right now, just wanted to understand the differences better beforehand. Thank you kindly for any additional info!
The mod I altered and released does not use vanilla system. It’s a custom system I created. I have not seen 2.0 . Would not be surprised if his is better.
this was a brief foray into this type of mod. Not my bread and water. My specialization is encounter mods.
Heya Tony, and thanks for the quick response! Very well, I will test a bit for myself to see which version of LMF fits better together with the jayserpa mod. I think the main change in DMF 2.0 is that prices are now mostly based off the players speech skill whereas in 1.0 it was mainly off the merc's own rank vs. the player rank, or so I understand. In any case, I look forward to LMF because after 12 years of Skyrim, I do like meeting new folks. :)
I have a question about the quest that's supposed to be in Winterhold. I found the dead courier south of the town along with three scattered letters, as the description of the old version of the mod says, but no quest is starting. Am I missing something or has the quest been cancelled by the new version of the mod? All the followers which should be obtained only by the quest, as per the description of the old mod version, are now freely obtainable without it. Sorry if this has been answered before, I've scoured the comments section and didn't find an answer.
Thanks for the quick reply. I might mention that I'm using NFF and JK's Winterhold (the town, not the college version) + Winterhold Restored. Oh, when I wrote "freely obtained", I meant without the quest prerequisite, they still demand pay, like all the other mercenaries in the mod. I'm using the newest version of the game, with the newest version of USEEP. I might as well include the list of mentioned followers from the old mod as info:
College of Winterhold Quest "Mira's Revenge": Crendal Greenwing - Breton Illusion Mage/Bow at the Hall of Attainment Huurweyn Brightstar - Bosmer Conjurer/Illusion Mage at the Hall of Attainment Piradeeh Twice-Bitten - Argonian Spellsword at the Hall of Attainment Idros Uvaram - Dunmer Lightning Mage at the Hall of Attainment
EDIT
The other two followers, flagged as quest obtainable in the old mod's description, can also be recruited as any other mercenary, no quest needed or triggering:
Grutak the Barbarian - Orc Battleaxe Warrior in Braidwood Inn (Kynesgrove) *QUEST* Maya Erathal - Nord Warrior (Bow/Shield/Sword) in Winking Skeever (Solitude) *QUEST*
bad news. mod uses facegen data, and thus cannot be made into a real esl. the path wont work and the info embedded inside the nif files would need updating. there is a mod called "ESLify Everything - ESPFE and Mergify Everything" that can do it but requires a STEEP learning curve to use. I dont have that kind of time.
You can probably flag it as an esl with ssedit and get away with it, but would need testing,
I can't confirm anything 100% but I did take a quick look in game after running the Ruddy88 ESLify on the plugin for this.
I looked around one of the taverns in game and some of the followers/npcs added by this in the Bannered Mare were able to be interacted with normally as followers and nothing appeared off with them at a glance.
But I only had time to do a super quick glance in game so I honestly don't know if anything under the hood was messed up after running that ESLify script in xedit on the plugin or not, not without testing it more, but figured I'd put that out there in case others were curious about it, on the 'surface' it appears working, but I'm also no expert so please don't quote me on this lol.
Also @Tonycubed2, thanks for sharing this with us to use. I do love things like this that add a bit more to the game world with some added life.
Just in case you haven't heard of it yet, this mod, ESPFE Follower - Eslify facegen and voices, is a life saver. It works on many types of mods, and has "checks" built in to see if it is safe to ESLify a mod. Great author, too.
Yeah, that "ESLify Everything" mod looks to have a LOT of promise (wow), but seems very complicated. Hopefully it gets simplified. I think the Ruddy88 ESLify one is a bit dated now.
Thanks for everything you have done for this game, tony!
However, ModpocalypseGaming is free to make an updated version if their goal is to maintain compatibility with this version.
You might be able to use Wrye Bash or equivalent to modify the Modpocalypse file's master file requirement, and you also might need to rename the folder structure.
41 comments
After installing mod, you must save the game, exit game, then load the save. Otherwise dialogue options will be missing.
Known Issues:
There will be a 3 to 5 second delay before the normal 500 hireling fee changes to the new price. This makes the mod very compatible with other mods that add hirelings.
Add 74 more interesting characters who are potential hirelings, will make mercenaries ask for more or less money for their services depending on their level, your and their race and how good you are at bartering (your speech skill.)
Here's what I'm doing with it if you want to give it a try:
Start a new game with Skyrim Unbound Reborn and turn OFF Dragonborn. Forget about the main quest, it's not your problem now. Make your character however you like, put in whatever thought you need into the backstory, and start. Now you're on a quest to go from a nobody to a respected leader, going around the land and picking up new heroes/soldiers/mercenaries/followers. You decide everything on your own and you don't need the game to tell you anything. Are you putting together...
- A mercenary company? An explorer's guild? An adventurers guild?
- An all-Khajiit/all-Argonian/all-Men/all-Mer coalition that only recruits/looks out for their own?
- A thieves/assassins guild of your own to compete with the actual Thieves Guild and Dark Brotherhood?
- A trading company? Weapons dealers? Smiths? Maybe start a farm with a farm player home mod?
- A rowdy gang of brigands/highwaymen/bandits/criminals? A gang of guys that fight criminals?
- An organization of better witch hunters to overtake those Stendarr dorks, or a gang of witches to take them out
- A paladin order? A band of hunters?
- An underground group of necromancers, or guild of righteous mages? You can be their cult leader, or their teacher.
- A big Fighter's Guild where we all train on practice dummies all day (with a mod that makes practice dummies work)?
The possibilities are endless. Acquire a suitable player home any way you like, whichever suits what kind of organization you've got in mind. Use NFF to set it up as a home base, now you've got an HQ you can bring these followers to. Set up shop and kick off your quest to lead the most influential group in Skyrim.
Synergizes well with:
- NFF, obviously for home base settings, follower behavior/equipment, and even making it so you have to pay them salaries, among everything else
- Custom player homes that would fit the theme of your group, best if you have to pay for them or earn them in a quest
- an economy mod to reduce gold income, so you've really got to get out there and work to expand your group.
- Whichever weapons and armor mods you like the best, more customization the better for uniforms/gear/etc for whatever theme you're going for
- RSP Guild Starter should work with 10 of your followers, if they're in an eligible home base. You can assign tasks and have them earn ranks.
- Missives, and Sidequests of Skyrim, or anything that gives you quests, your faction needs jobs to do
Anyway I think I've rambled too long. Fantastic work and thanks for making such an impact on our games!
Reason asking, jayserpa Dynamic Mercenary Fees made an update 2.0 to the fee mechanism but Reborn is apparently using the v1 version of jay's assets. I wonder if using the older version of LMF makes sense if one has jayserpa's v2 mod installed and wants his new fee mechanism applied on the LMF followers, as jayserpa says on his modpage FAQ "If they use Skyrim's hireling system, it (DMF 2.0) will work". I "fear" using LMF Reborn together with DMF 2.0 will result in having 2 merc fees system in the game which may or may not work, no idea.
So basically does the older LMF have the vanilla fixed price mercs system? I have not installed and tested anything right now, just wanted to understand the differences better beforehand. Thank you kindly for any additional info!
this was a brief foray into this type of mod. Not my bread and water. My specialization is encounter mods.
College of Winterhold Quest "Mira's Revenge":
Crendal Greenwing - Breton Illusion Mage/Bow at the Hall of Attainment
Huurweyn Brightstar - Bosmer Conjurer/Illusion Mage at the Hall of Attainment
Piradeeh Twice-Bitten - Argonian Spellsword at the Hall of Attainment
Idros Uvaram - Dunmer Lightning Mage at the Hall of Attainment
EDIT
The other two followers, flagged as quest obtainable in the old mod's description, can also be recruited as any other mercenary, no quest needed or triggering:
Grutak the Barbarian - Orc Battleaxe Warrior in Braidwood Inn (Kynesgrove) *QUEST*
Maya Erathal - Nord Warrior (Bow/Shield/Sword) in Winking Skeever (Solitude) *QUEST*
not yet an esl. After a couple weeks will make one. Waiting for reports that mod works.
Thanks !!
You can probably flag it as an esl with ssedit and get away with it, but would need testing,
I looked around one of the taverns in game and some of the followers/npcs added by this in the Bannered Mare were able to be interacted with normally as followers and nothing appeared off with them at a glance.
But I only had time to do a super quick glance in game so I honestly don't know if anything under the hood was messed up after running that ESLify script in xedit on the plugin or not, not without testing it more, but figured I'd put that out there in case others were curious about it, on the 'surface' it appears working, but I'm also no expert so please don't quote me on this lol.
Also @Tonycubed2, thanks for sharing this with us to use. I do love things like this that add a bit more to the game world with some added life.
Yeah, that "ESLify Everything" mod looks to have a LOT of promise (wow), but seems very complicated. Hopefully it gets simplified. I think the Ruddy88 ESLify one is a bit dated now.
Thanks for everything you have done for this game, tony!
However, ModpocalypseGaming is free to make an updated version if their goal is to maintain compatibility with this version.
You might be able to use Wrye Bash or equivalent to modify the Modpocalypse file's master file requirement, and you also might need to rename the folder structure.
This wouldn't be a supported solution, though.
I'm back, and aware of this project now. Very nice. I'll have to check it out.
Sorry for dropping out. Life and stuff.