I've used a mod like this ever since I found one called "Mad Follow" on a Japanese modding site a decade ago. I find them useful for RPG purposes and as crowd control for screen archery. A simple "Follow" mod makes herding NPCs a lot easier without the hassle of having to import them as true companions into a Follower Framework.
I used this version for my last playthrough and it worked fine for the most part. The one bit that didn't work was Trading Stuff. The dialogue option was there but it never actually opened the NPC's inventory. With over 1500 mods installed, I figured it was prolly just some incompatibility issue and I ignored it. It wasn't important for my needs anyway,
Now, as I am reworking my build for my next playthrough, I decided to sort this issue out. Turns out that there is an incorrect script fragment attached to the dialogue option for sharing inventory.
Fixing this was pretty simple in xEdit. All I had to do was to link the three references in the Dialogue Topic 'aaaTradefollowTopic' response sub-branch from the incorrect fragment TIF__010083ED to point towards the actual script bit TIF__01005E2E and then the feature worked just fine.
yes for the most part it worked, I was able to place Serana at me, then used this spell, that in turn allowed me to import to Followers Framework (which I would recommend for better control). By default they just follow you, you can't assign them outfits etc.
Yeah. Unfortunately, assigning outfits does not work. The spell literally just gives the NPC the follower label. Using a follower framework mod along with this would be best. Thanks for testing! Hope you're enjoying the mod regardless
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and its settings loader for MCM https://www.nexusmods.com/skyrimspecialedition/mods/69761
and the 2nd one https://www.nexusmods.com/skyrimspecialedition/mods/55623
Thanks for porting and sharing this mod.
I used this version for my last playthrough and it worked fine for the most part. The one bit that didn't work was Trading Stuff. The dialogue option was there but it never actually opened the NPC's inventory. With over 1500 mods installed, I figured it was prolly just some incompatibility issue and I ignored it. It wasn't important for my needs anyway,
Now, as I am reworking my build for my next playthrough, I decided to sort this issue out. Turns out that there is an incorrect script fragment attached to the dialogue option for sharing inventory.
Fixing this was pretty simple in xEdit. All I had to do was to link the three references in the Dialogue Topic 'aaaTradefollowTopic' response sub-branch from the incorrect fragment TIF__010083ED to point towards the actual script bit TIF__01005E2E and then the feature worked just fine.
WHAT THE HECK DID YOU THINK I'D DO SEEING THAT MUCH (MANY?) NAZEEM. GAWD!
Edit: Yes, it does work on Sheogorath! You should spawn him at yourself instead of using the quest NPC because I'm not sure how that effect your game.