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What's the best follower mod for generic NPC's


Saggaris

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You know the Farmer and his Missus that wander after being displaced by a dragon attack? the ones we give/don't give 5 gold too, well I wanna drag them off and have em work at my place Labourer/Cleaner or some such, I don't have followers running after my lil' fella cos they get in the way and... well I just don't do them, but to flesh out my Fort (Highwood) I'd rather have someone from ingame...

 

So to sum up

 

Whats the best mod to recruit the generic displaced NPC's so as to make my Castle/Estate/Fort/Mansion look more alive and... 'better'?

 

 

Thanks in advance guys.

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Assuming recruiting those generic NPCs does not break anything, or cause other issues, you can use Extensible Follower Framework by Expired: http://www.nexusmods.com/skyrim/mods/12933/?

 

It is an all-round brilliant follower management system. You can force-recruit NPCs by making sure they are at your crosshair, opening the MCM menu, and there should be a button in one of the sections at the bottom right (you might need to scroll a bit, I cannot remember) to force-recruit the current crosshair ref. That is how I think it worked, been a while since I last recruited a generic NPC. Just make sure your recruitings do not break anything if the NPC dies or is not available elsewhere or something.

Edited by Contrathetix
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Thanks contrathetix, I installed that very mod this morning (first time) and though they recruited they didn't teleport with my lil' fella.

I'm sure that they are just random encounter NPC's as in other 'plays' I've seen them killed only to pop up somewhere else with the same old sob story.

 

I'll have to look at what I may have done wrong.

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There should be a spell to teleport them to the player. I myself have not used fast travel for ages, so I do not remember if followers are supposed to teleport with player. However, when using "coc" command to change cells, the followers did appear to the new location on their own.

 

Recruiting NPCs that are not supposed to be recruited in the first can indeed have some issues. The force recruit option in that mod is also intended as a workaround for troublesome situations, from what I have noticed, although it does work (for the most part). For example I recruites some "dynamic" Imperial Legion soldiers (form ID FFxxxxxx) I encountered, and they worked pretty well. But I did not test fast travelling.

 

The sticky post and description contained some info on the force recruit option, I think. For example, the sticky post says dismissing force-recruited followers should happen through the EFF topic/menu (depending on your choice in the MCM, either wheel or dialogue topics). The MCM menu might also have something in it. Documentation might be a bit off, or inexistent, but the mod should work. I have used it for years with no game-breaking issues.

 

Chances are you will find out the reason behind issues, though, you seem reasonable enough. Some people ask about force-recruiting Serana in the middle of the Dawnguard questline in the comments section, so that is why I mentioned the potential issues with force-recruiting non-followers. But it sounds like you know what should and should not be done. You can check the NPCs' form IDs with the console, the ones that have been spawned in-game dynamically have a form ID that is something like FFxxxxxx, and those might be a bit safer to recruit in general, but not always.

 

I hope you will manage to find the reason behind the issue. :thumbsup:

 

Edit: Uh... Oh... Umm... Sorry. Did not realise you have been a member since '05. Apologies for any "basic" stuff, you probably know how things work. Silly me. Good luck with your investigations, regardless. :blush:

Edited by Contrathetix
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Contrathetix, no matter how long one's been a member or how old they may be they can always learn, and I thank you for taking your time to explain... no apology necessary, I think it could be to do with several draws on the 'companion' string, I am using a camping mod which apparently does not accept followers into the 'tent' cell, though I did once have my lil' fella wake up and an NPC woman was just exiting the tent... spooky (enclosed cell), also I'm just getting to grips with a Horse and Cart mod... companion friendly but with the occasional bug-out whereby you can fix by going to an inside location saving then reloading and exiting... Yup you guessed I was in the middle of nowhere so I used the Tent, that means the the random spawn NPC may have glitched out as I'd left the scene and I am not used to the way it works yet... I'll have a look at EFF without UPS camp and Companion Cart loaded, and jiggle the load order a bit. :thumbsup:

 

Pete.

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