[help] Multiple followers

Post » Sun Jun 17, 2012 6:43 pm

Wow wish I had thought to look on here for a topic on this before. I've been doing a public test of my own multiple follower mod on SW since shortly after CK launch. After reading over it all it seems like you guys tried a lot and more than what I had thought of.

So going on with what you've all deduced. Wouldnt we need to then create say 10 various alias for it, and then modify the assigning script to do a one by one check of each alias to see if it is occupied with it moving on to check the next when it is value 1 and assigning new follower when it is value 0? Also we could make a debug book for player inventory for those stalker issues as a temporary fix until a more subtle fix can be assigned.

edit: Nice to see someone linked my WIP while I was typing this up XD


Edit Edit: So reading over the notes on the nexus test file, The main problems we have right now is first that it does not assign them to a 2nd alias and secondly that when you do assign them to that alias they lose the ability to interact as normal followers. My first question Dark or anyone else using that test file. Have you picked up a first follower then used the console commands to assign them to Follower alias 2 and then tried to see if they interact as normal? This would tell us if the auto dismissial and forced reassign is not queing them up for the follower quest dialogue properly, or if the alias itself is the problem.
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Jesus Duran
 
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Post » Sun Jun 17, 2012 11:13 pm

Is there a way to remove a follower using a command? Mine seems to have glitched and now It won't let me dismiss my first follower even with the mod removed.

Unfortunately, I do not know. As I stated on the Nexus page, only your last recruited follower listens to the Dismiss command. In my game, my first and second follower turn into stalking fans. The only way I know for restoring this, is deactivating the mod and reload a save from before the mod.
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Krystal Wilson
 
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Post » Sun Jun 17, 2012 2:32 pm

Great to see this is being worked on. I found this [WIP] at the workshop and maybe it will help you guys: http://steamcommunity.com/sharedfiles/filedetails/?id=8469
There's also a WIP here: http://www.gamesas.com/topic/1345602-wiprel-multiple-followers/
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m Gardner
 
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Post » Mon Jun 18, 2012 3:54 am

I'm so happy that you guys found this topic! I've tested both foobar's and Lord's versions and I feel it would be perfect if you worked together to polish the mod. You're obviously talented and doing great job!

I wish I could help a little more than just dance with pomopoms on the sidelines but looks like the new scripting isn't as easy to get used to as I hoped! I guess I'll have to start with the basics again before I can figure it out... ._. So for now I'll just keep cheerleading: go! go! ^^
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casey macmillan
 
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Post » Sun Jun 17, 2012 11:58 pm

I tried Foobars mod. And it works a lot better than my attempt. Then again, I do not know how scripting works.
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Liv Brown
 
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Post » Sun Jun 17, 2012 2:43 pm

Hey, I don't know much about modding and all, but I've been testing out your file, and I think I found a workaround for the permanent stalker thing, sorta. You can replace any of your followers by forcing a new follower into their slot. So let's say you're in Whiterun and you've got Erandur and J'zargo following you. J'zargo is the most recent and Erandur is in slot Follower2. Now let's say you recruit Lydia. J'zargo starts to leave, so then you use the console command ForceRefIntoAlias Follower2, instead of follower3. This will cause Erandur to leave, as J'zargo is now the one in the Follower2 slot.

Also, just letting you know, all the sellswords still won't join you if you've got someone in the first follower slot. I think their follower detection dialogue may be different from that of other potential followers and as such might have to be disabled separately.

I...I really hope this was helpful.
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Chris Duncan
 
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