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  1. Iggdrasil7
    Iggdrasil7
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    Update 1.03
    - added "Release all" command to the hotkey menu;
    - added "Move companions to me" item to the hotkey menu;
    - added exit from hotkey menu windows using the Tab button;
    - fixed "Live here" command when dismissing for four companions;
    - removed "Help" activation on dead hostile subjects.
    When updating from version 1.02, reinstalling the mod is not required.

    Update 1.04
    - hot keys work from the favorites menu.
    When updating from version 1.02 or 1.03, reinstalling the mod is not required.
  2. IseePixels
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    Hello,

    Thank you for this mod, it’s really useful and has a lot of options. I’m using it via Creations on Xbox.

    I noticed that the mod adds an option (key press) to help NPCs but this option appears for dead corpses as well. By dead corpses I mean the ones that you find already dead and partially decomposed at POIs.

    That key press also interfere with Simple Looting and Useful Morgues which use Y and B for bagging corpses and stripping their gear.

    Would you mind looking into it?

    Thank you!
    1. Iggdrasil7
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      Hello,
      I'll see how to fix it. But I can't promise anything quickly. I'll probably add an option to the settings to disable this key on corpses.

      P.S. If you disable the "Invite everyone" option, then Help will only be on the corpses of the team and crew. Not on other NPCs.
    2. IseePixels
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      Thank you for replying. I will try that option but I’m sure I had it disabled at the beginning and the option would still show up on those dead corpses (for further clarification, I’m talking about the corpses that are there as environmental storytelling and act more like mannequins, not the ones you killed or got killed).

      Kind regards,
    3. IseePixels
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      Hi again,

      I managed to take some captures to further clarify the issue with helping corpses that I was talking about.

      Those corpses are not NPCs, they’re just dummy containers (more like mannequins) that are there for storytelling.

      They were never alive and they were not killed by the player.In this capture you can see one of those corpses and how Liga interacts with Simple Immersive Looting when they share a key.

      Once the help is initiated, the looting mod strips the gear and then Liga steps in and adds it back trying to restore the state of the corpse. Since that corps was never alive, it remains dead.

      If you could filter out these types of corpses, I think the problem would be mostly gone.

      For further compatibility with other mods, you could have that key as an option to enable or disable and have it as a long press. Having it as a long press would allow it to coexist with other mods that use that key without conflict. On PC this might be a simple solution on the user side but on console, rebinding keys for mods is not an option as far as I know.

      Here’s the capture I was talking about: https://i.imgur.com/2290Pmc.mp4

      Also, this option appears on some aliens after you kill them. While it’s nice that you can loot that alien continuously (as long as you have med packs) you can’t make the alien a follower so maybe it shouldn’t be an option or at least have the possibility to disable it for aliens? It’s not a big issue but it can create conflicts with other mods might use that key and since it’s not directly related to Liga’s features, maybe it’s best to leave it out? Having the option as a long press would solve most of the issues though.

      Here’s a capture with the alien interaction: https://i.imgur.com/uKBDCek.mp4

      An idea about this feature (helping killed NPCs and maybe aliens), it would be cool if you would allow the use of Emergency Packs and Trauma Packs as well, in addition to Med Packs. Maybe Med Packs, Trauma Packs and Emergency packs in order of priority so you would use the more expensive one only if you’re out of the cheaper one.

      I hope you don’t mind this. I find your mod fantastic and far superior to other follower mods and I want to help how I can to make it even better. So far, being stuck on console, I can only try to help with testing and ideas.

      Kind regards.
    4. Iggdrasil7
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      Hello,
      Thanks for the new ideas, they are attractive. I will try to implement them. I must immediately note that I have been looking for a long time and still have not found a way to distinguish between killed in the NPC editor. In my opinion, this method does not exist in any game from Bethesda.
      Instead of the existing loot mod, I made a simple mod based on the game settings, returning all the equipment that was on the corpses. This mod does not load the game at all, does not use any keys and does not contain scripts, unlike the existing ones. If you are interested, I will post it in public access.
      Kind regards.  
    5. IseePixels
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      Hi,

      Regarding the looting mod, if you can and want to publish it, sure, I would try it. I am on console though so I can only access Creations mods that work on Xbox consoles.

      Regarding the NPCs, I will ask around for you as there are mods that differentiate between them I believe.

      However, the bodies that I was talking about and featured in my clip might not be NPCs at all. They might be just some lifeless containers (mannequins) with human meshes on them. I will try to find more info for you. I’m not a modder and I don’t have access to a PC that can run the game or CK so I can’t look, but I have access to a few discord servers with modders that might be able to help.

      Will be in touch shortly.

      Kind regards.
    6. IseePixels
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      Hi,

      So, after playing a bit more with Liga I understand what you were saying about disabling the dialogue. Sorry I didn’t get it from the start.

      You can leave the “invite everyone” enabled and just toggle the R dialogue. Not having R dialogue active won’t show it on corpses so that solves the issue to a degree as you can only enable it when you actually need it. Having it on long press (the Y press only) could still be a good solution to prevent any possible incompatibilities.

      I am still waiting for some answers on any possible methods of differentiating between those dummy corpses and actual NPCs…

      I just wanted to send my appreciation for the name of the batteries used on vision modes. It really took me back to my childhood when I only had easy access to those dreadful 777 batteries that lasted a few minutes at most and would leak all over the place. Nice touch there! Love it. :))
    7. IseePixels
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      Ah, almost forgot, I have an idea for more general followers: can they be named or retain their name if they have one?

      I added a bounty NPC, the ones that you find walking around and they appear red in the scanner, but they lost their name when added as follower and now they’re called Human. Adding several can be confusing.

      Similar with some robots from a random POI, these didn’t have any names assigne, the name was blank.

      It would be cool if they could retain their display name and, especially for the ones that are too general and repetitive (robot, human, citizen), if the player could rename them. If typing the name is not possible, maybe having a selection of first and last names that you can choose from, would work.
    8. Iggdrasil7
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      I can't promise anything about the NPC name. Nameless characters are weak from birth. Strengthening them to the status of followers will additionally burden the game save. And this can break the game, which is already on the verge of breaking for many. I simply quickly let them go or do not take them as followers.
    9. IseePixels
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      That’s absolutely fine. I don’t know much about modding so I’m just sharing ideas. Please feel free to refuse them as you know way better what works and whatnot.

      I did get an answer for the corpses, not sure if it’s any help to you but here it is:

      ”…dead bodies usually don't have "human" as a race, they have "HumanCorpse" as a race. Whereas enemies you kill are human.”

      This is all I got so far. I will update you if I get more answers.

      Kind regards,
    10. Iggdrasil7
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      Thanks, I'll check. This should help you recognize them.
    11. IseePixels
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      Hello,
      Quick 2 questions if I may:

      1. does enabling Biovision adds a farming hat on the character’s head that can not be removed until biovision is turned off? I tried for hours to figure out what was causing it making several trips to Enhance and trying to disable mods. Turning Biovision off removed it.

      I just want to confirm that this is the intended behaviour. I don’t necessarily mind it if that’s where it comes from although a nicer hat, jewellery or neuroamp might be a bit less in your face.

      2. This might be a bit embarrassing but what’s the purpose of the followers bag? Aside from storing things, does it have other purpose?

      Thank you!
    12. Iggdrasil7
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      Hello,
      Biovision adds and equips hats for the duration of the effect. I'll remove this so there are no hats.
      The bag of followers is only for storing things for now.
    13. IseePixels
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      That’s great! Thank you so much for answering!

      I know I said it before but I want to say it again: your mod is absolutely fantastic and it deserves more exposure. I keep finding features and cool ways to use it.

      I’m talking to some content creators to do a full on review of Liga, focusing on all its features and settings and how to use it to maximise its potential and to get some awesome results out of it.

      I will start a new NG soon (maybe after the SF patch drops on consoles) and I’m planning to take some captures to showcase some unique ways of using it to get unique followers and save some NPCs that would be dead and dusted otherwise.

      What would help, is a detailed documentation on the mod features and options. It has a bit of a steep learning curve and that can put some people off. Having a detailed documentation to send them to would mitigate this.

      If you will consider adding names to unnamed NPCs in the future, you can look at XenoMaster mod. It has this feature for aliens and it can also buff their stats, make them essential and assign them to ships and outpost in a way they’re recognised by the system (they show in the crew list). It works well for alien pets and it doesn’t seem to slow the game or add much to the save at all. Old Bard’s Recruitment Beacon also names NPCs automatically. These mods might be a good source of inspiration.

      Also, I believe the mod and you deserve an Achievement Friendly version on Creations in the future. I think it’s worth easily 500 credits, if not more.

      Thank you for this mod and thank you for being so responsive. I hope I’m not too overwhelming with my messages, I’m just very excited about it and about its potential and possibilities.

      Kind regards,
    14. Iggdrasil7
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      Don't worry too much about this mod. It's just a small mod for the game, not a must-have or a work of art. I'm not worried about its distribution at all. Everyone who really needs it has already intuitively found it and is playing it.
  3. wulfstar1
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    Not sure if you're still keeping an eye on this but just in case;
    Does this mod allow multiple options for companions to participate in dialogue in either

    a.)the situation where you have a dialogue option to allow a certain companion to speak for you
    or
    b.)the situation where they automatically chime in with a small comment during a dialogue
    1. Iggdrasil7
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      This mod does not affect dialogues in any way. Neither a) nor b).
    2. wulfstar1
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      gee dang it.
      Anyways, thanks for replying super quick. I appreciate you.
  4. ricksasha
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    Hi, I am enjoying this mod very much. I play combat quite a lot, it's my favorite part of Starfield. Iggdrasil7, have you noticed how often our followers/companions get in front of us and block us while firing our weapons? It just doesn't seem as though Bethesda did enough testing with this issue, it happens to me every day. Would it be possible under follower settings to include "follow behind me"? If it is possible, would you be willing to add it into your already great mod?
    1. Iggdrasil7
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      To do this, increase the distance before the fight in the hotkey command menu. The followers are already following behind us, only during the fight they ignore the follow and run forward. There is no other way to leave everyone behind without breaking them.
    2. ricksasha
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      Ok I understand, thanks for replying to me. I am still having the issue of not being able to recruit Matteo. I have tried for several NG+ and it happens every time. I get the popup "Matteo is not ready to be accepted into the team, maybe try later". In this current NG+ I have finished the entire game, all that is left is to go into the unity, and I still cannot recruit Matteo. I can recruit Noel, and all of the other constellation members. Is there anything you can do to help me? Matteo is one of my favorite characters in Starfield.
    3. Iggdrasil7
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      Enable the "Invite everyone" option in the mod terminal.
    4. ricksasha
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      I did. Invite everyone is the only way the mod can begin. Without enabling it, the options to recruit do not appear when standing near an NPC. Matteo must have a setting that is different from all the NPC's, because he is the only one I cannot recruit out of all of the NPC's in Starfield. To anyone reading this, would you please try and see if you can recruit Matteo? Please help me. I am trying to see if I am the only one having this issue.
  5. danono
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    Thank you for sharing this.
  6. GustavoKeno
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    Amazing mod <3

    Thank you so much! 
  7. willief23
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    Hi Iggdrasil7,  when do you plan on finishing the update 1.05?  you wrote in the comments "In the next update 1.05 I will add the ability to remove followers from the crew to the terminal."
    1. Iggdrasil7
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      Hello. I can't say anything about the timing yet.
  8. shaggoth
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    i believe that mod caused hadrian to glitch. she was joining team as all temporary followers do. so in the end when you need to talk with her about traveling together, there's just 2 options, let's assign you somewhere, and lets trade gear. she can never be normally talked to :| recycle command doesnt help, sending her "back to her studies" too. is there any other workarounds to activate activity dialogue?
    1. shaggoth
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      i believe it has something to do with her added to crew list? even if mod is safely removed
    2. Iggdrasil7
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      I had this problem with Adriana too. After completing her storyline and assigning her to an outpost, a line of dialogue about traveling together appeared. I don't think it's related to the mod.
    3. shaggoth
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      thing is, i can't talk to her as normal npc, because she's already in the crew, and she has crew member dialogue. so i just can't finish quest and fully take her as companion. and what puts her to the crew list, was your mod :) i also have a bunch of temporary followers there, like that pirate competitor, for example.
    4. shaggoth
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      now i ended up with finding about Game.AddToAvailableCrew command. if only i could find the opposite, i could continue my experiments
    5. Iggdrasil7
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      Activate Adriana with the R key and ask her to leave the team. All this is in the mod description.
      Game.RemoveFromAvailableCrew.
    6. ScurvyStew
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      Having this same use. Mod DID add her to crew and now I can't complete the Activity quest to ask her to join. Even after safely uninstalling, she's still bugged. Asking her to leave the team doesn't fix the issue, and restarting the mod at the terminal doesn't help.
    7. Iggdrasil7
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      I also had it in my activities, but it didn't interfere with completing quests. I disabled this activity in the console after completing Adriana's mission.
    8. shaggoth
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      use another one. gang all here probably was the name. i left starfield for a time, but that one didnt auto add any quest related followers into the team
    9. Hunt0017
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      I had "Gangs All Here" to start then uninstalled that and installed this,  had the same issues with Hadrian and Castillo (Pirate), After going through unity, I uninstalled this and went back to "Gangs All Here" mod. Loved most of the features in this mod, but not being able to chose to invite some NPCs or not was enough to uninstall this. Just have to fix that and this mod would be perfect, I really loved having 21 followers and telling them to scout ahead. Only problem with that many followers, they don't start shooting, they just point their guns at the targets, some targets would melee them and still no one fired, major facepalm. Took a long time before they started shooting.
    10. Iggdrasil7
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      Any follower can be removed from the team by activating the "R" key or remotely in the terminal. If you disable auto-acceptance, this will cause many new problems, and will also make the scripts that process the command heavier.
      In order for a large team to be able to fight normally, an extremely powerful PC is needed, in particular a processor. Otherwise, there will be bugs up to and including breaking the game save.
    11. shaggoth
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      you really dont understand us, somehow. they are not normal quest npc once they were in our CREW, not TEAM.
      and once someone joined team with your mod, he becomes part of the CREW. and you can't initiate some quest interactions with them anymore. Hadrian and Castillo specifically. maybe someone else, i don't know because i started new game after a week of trying this and that.
      adriana by the way worked without any problems, idk why you keep referring to her, or even gave me some suggestions about her. 
      thing is, once you have some dumb npc as a simple follower in any quest, who were supposed to live with his life and never ever contact you, you mod add them to the crew list. and you can later bring them to your outposts or ships. and that's ok with dumb npc i suppose, but if that npc, potentially could be talked to, and progress, becomes broken, probably because some check returns true, and game thinks you already did entire quest line, and he simply turned into final stage, mindless part of the crew. but at the same time you didnt recruit them, so they don't have normal interactions, or full dialogues, they can be just added to the team/messed in inventory by your mod. nothing else. if you had some activity about them, based on non-crew-member dialog, it's forever stuck in limbo.
      while about all other things your mod is superior to the GAH, i liked major Hadrian, i freaking wanted to talk with her after all we've been through, convince her to travel with me. and have all dialog options after that. 
      Of course if you don't care about those types of half-companions, your mod is better. 
      and FYI, even if you unassign someone from your ship or outpost, he's still a crew member, he's still in a crew list, all you can do with them is assign somewhere again. and (if you're lucky) that's pretty much only dialogue option you can have with them. so if you have a quest goal "talk with X about Y", you're fucked. all what you can say is "Let's assign you somewhere". In my case i couldnt do even that, i could just add her to my team with your mod, no chance to even assign with dialogue.
    12. Iggdrasil7
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      In the mod version 1.04, auto-acceptance to the Crew is performed only when accepting the "R" key in the menu command. Not in the vanilla dialogue.
    13. shaggoth
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      i see. well like i said i kinda rage quitted the game last time everything falled apart ) glad you made that change then, i'll keep that in my todo.txt in the future 
    14. Iggdrasil7
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      In the next update 1.05 I will add the ability to remove followers from the crew to the terminal. In case they accidentally end up there.
    15. shaggoth
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  9. ricksasha
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    I have been doing several hours of testing regarding the parameters and inventory of nameless characters. After multiple 24 hour rests in Venus, there have been no parameter or inventory reset's from the NPC's. Having them as crew or followers protects each NPC from being reset. I have not tested letting them live somewhere unattended yet, but I suspect that is when their inventories are getting reset. I would like to ask again please let us give a cutter weapon to a follower. If using a cutter is good enough for a companion and a player to use, --- please --- let followers also use one.
    1. Iggdrasil7
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      The mod does not prohibit followers from using the cutter. There are no functions with the cutter at all. If the followers do not use it, then it is not included in the game somewhere. I do not know where.
    2. ricksasha
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      Ok thanks for letting me know. Would you equip a follower with a cutter and let me know if they fire it? I'm trying to see if it's me, or Bethesda. I can equip one to a follower, and they point it at the enemy but can't fire it.
    3. phinix
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      What I did to get followers to use an equipped cutter (or mini-cutter if you have that):

      additem 14cbc 1 - that gives them one of the invisible zero-weight cutter battery ammo (mini-cutter uses the same)

      (Run the above command with the follower in question targeted in the console.)

      IMPORTANT: After you enter the above command on them, get out of combat, open their Ligo menu, go to Inventory, and unequip/re-equip their weapon. They should now be able to use cutters or mini-cutters in combat. This only needs to be done once.

      Doing the above, followers were actually using an equipped cutter/mini-cutter on things. However, the actor's specific combat characteristics still apply so if they are cowardly and prefer to hide, they will still spend most of their time doing that. This could possibly be tweaked by adjusting Confidence (Setav 2bd 4) but it is untested.

      It may be possible to make this mod compatible with cutters/mini-cutters by adding putting one of that item in the alias inventory.
  10. phinix
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    This looks really awesome. However after fiddling around for the better part of an hour I cannot get the R dialogue option to show on any NPC.

    I followed all the directions. Went outside, got the messages that Dialog R was enabled, got the follower bag and command hotkey weapons. Even tried fast traveling to a random planet, going inside, coming outside, and traveling back to New Atlantis. I also tried resetting the follower system from the terminal. Again I got the message R dialog option was enabled, but there is only E Talk option for all NPC.

    EDIT: Never mind, I went into the Terminal and realized I needed to use the mouse scroll to see more options, selected Instructions For Followers, and enabled Invite Anyone. Now I see the R dialogue option and was able to recruit the New Atlantis Bartender. :)
  11. frederick4444
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    Really great features in this mod, thank you for making it!
    1. Iggdrasil7
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      Enjoy the game!