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Follower Mods


Khent

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I have been able to make all the old mods work no problem by manually installing them. However, not a single companion mod will work, even if it's been ported over to 64bit for SSE.

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I have been able to make all the old mods work no problem by manually installing them. However, not a single companion mod will work, even if it's been ported over to 64bit for SSE.

 

Did they require any Recompilation of SKSE Scripts or Vanilla Scripts, Records may have changed, making opening, saving & closing idea incompatible, also my questions rhetorical I don't what to know! Please no don't answer me I am only stating the obvious like.

  1. Are the source code included in the mod (Companion Mods)
  2. Is FaceGen Data included in the mod (Basic Follower Mods)

Authors notoriously leave out minor details that doesn't stop the mod from working, but stop you recreating or copying it.

 

For HDT you won't get the Physics but what stop that from crashing a HDT SKELETON that SSE compatible does.

 

Hope this stop people wasting time on this, use Vanilla for the moment, even new SSE Followers are just Vanilla for the moment, don't kid yourself. ( They all use vanilla AI )

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I've successfully imported most of the follower mods I had in my old game, so far I've only had two that didn't work. A couple things to note:

 

If the follower in question used anything but a basic UNP/CBBE body (7Base/UNPB/TBBP/etc) you are going to have to manually replace the body meshes with the basic version. So if they use UNPB or 7Base, replace with regular UNP. At least until we get a good skeleton replacer in SE. Edt: there is also a version of 7B that doesn't have any physics attached, so that should work as well.

 

Before you run any follower mod through the CK, it's a good idea to move their FaceGen folder (usually located in: Skyrim Special Edition\Data\Meshes\Actors\Character\FaceGenData\FaceGeom\follower's name, but double check) out of the Skyrim folder until after you've finished updating. The CK will overwrite their facegen with an ugly, vanilla head otherwise. Just remember to move it back when you are done.

 

If you have issues with eyes/hair missing, refer to this post. They give you the info you need to fix that.

 

If they came with custom armor, they may show up ingame with a giant red triangle surrounding their body. That is because SE isn't recoginizing some (or all) of the armor textures that were used. I still haven't found a reliable fix for that one myself, other than to remove all of their armor and use the console to equip vanilla armor.

 

I haven't tried porting any heavily-scripted followers yet (e.g., Vilja or Anduniel) but I've done two custom-voiced followers and had no issues.

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