Elem3nt0 Posted February 9, 2012 Share Posted February 9, 2012 This type of mod has been a necessity since oblivion, through Fallout 3 and Vegas, we must have some sort of companion system! Link to comment Share on other sites More sharing options...
Nerdmurai Posted February 9, 2012 Share Posted February 9, 2012 Godspeed finding a way to do this.... this is number two on my list... right behind a follower that actually has more than one sorry excuse of a quest posing as a backstory! Link to comment Share on other sites More sharing options...
KvatchHero Posted February 9, 2012 Share Posted February 9, 2012 What About A Script That Over-Rides The One Fallow at A Time Issue Could It Be Done ? Link to comment Share on other sites More sharing options...
minngarm Posted February 9, 2012 Share Posted February 9, 2012 Yes it could be, I'm planning on trying a inventory item that on activate/equip sets follower count to 0 to see if that will work with it. Also there may be a script that automatically removes any current followers when a new one is hired (as suggested by a steam user.) I'm checking into that today to see if I can find anything. Now my last theory on it is in regards to the alias as posted on here previously, and if thats correct it means needing not only to custom write an alias for every follower but also modding every script that works with follower alias' too not only allow multiple followers but also too make sure the game behaves properly with them (transporting them wherever it transports you, commenting on whichever follower you have in tow etc etc.) If anyone else is working on this as well post your process and such, I've been uploading my testing for it on SW for now too get more test results and if you guys are up for a collaboration we should do one if we can find an fix for it! Link to comment Share on other sites More sharing options...
Kingbeast908 Posted February 12, 2012 Share Posted February 12, 2012 Yes it could be, I'm planning on trying a inventory item that on activate/equip sets follower count to 0 to see if that will work with it. Also there may be a script that automatically removes any current followers when a new one is hired (as suggested by a steam user.) I'm checking into that today to see if I can find anything. Now my last theory on it is in regards to the alias as posted on here previously, and if thats correct it means needing not only to custom write an alias for every follower but also modding every script that works with follower alias' too not only allow multiple followers but also too make sure the game behaves properly with them (transporting them wherever it transports you, commenting on whichever follower you have in tow etc etc.) If anyone else is working on this as well post your process and such, I've been uploading my testing for it on SW for now too get more test results and if you guys are up for a collaboration we should do one if we can find an fix for it! Did you find anything yet i was looking into it again tried editing some scripts and adding it to characters but no luck... here's what i tried Function SetFollower(ObjectReference FollowerRef) actor FollowerActor = FollowerRef as Actor FollowerActor.RemoveFromFaction(pDismissedFollower) If FollowerActor.GetRelationshipRank(Game.GetPlayer()) < 3 && FollowerActor.GetRelationshipRank(Game.GetPlayer()) >= 0 FollowerActor.SetRelationshipRank(Game.GetPlayer(), 3) EndIf FollowerActor.SetPlayerTeammate() ;FollowerActor.SetAV("Morality", 0) pFollowerAlias.ForceRefTo(FollowerActor) pPlayerFollowerCount.SetValue(0) 'changed this from 1 to 0 tried adding this to multiple characters then seeing if they will follow but no luck...There is also something up with the pPlayerFollowerCount i have also seen it in the scripts like PlayerFollowerCount.... Link to comment Share on other sites More sharing options...
KvatchHero Posted February 13, 2012 Share Posted February 13, 2012 There Has To Be A way Around This Problem Maybe we Need a Follower Type Mod Like Oblivion Cm Partners That Mod Allow us to have many Followers at one A Time and What About Companion Share and Recruit Mod There has To be A Way Could A Great Modder Replay To This we Need Options Link to comment Share on other sites More sharing options...
Kingbeast908 Posted February 13, 2012 Share Posted February 13, 2012 There Has To Be A way Around This Problem Maybe we Need a Follower Type Mod Like Oblivion Cm Partners That Mod Allow us to have many Followers at one A Time and What About Companion Share and Recruit Mod There has To be A Way Could A Great Modder Replay To This we Need Options I believe i heard that skyrim changed how the follower system works something to do with the Alias scripts i been looking at these things for hours i made it so all the code makes sense but nothing there must be something hidden..... Link to comment Share on other sites More sharing options...
Nerdmurai Posted February 13, 2012 Share Posted February 13, 2012 Just going to go ahead and drop this here. http://forums.bethsoft.com/topic/1345602-wiprel-multiple-followers/ Link to comment Share on other sites More sharing options...
Rennn Posted February 13, 2012 Share Posted February 13, 2012 (edited) I saw a mod like this on Steam. I didn't download because it was a WIP when I last saw it. You could try searching there though. Personally I'd prefer to get my mods from the Nexus so that I know exactly what I'm installing and where it's installed to, and because there are less noobs here.If I one more person on Steam asks if HD textures will drop their framerate... Ugh. Edited February 13, 2012 by Rennn Link to comment Share on other sites More sharing options...
minngarm Posted February 13, 2012 Share Posted February 13, 2012 Well basicly what we know is this; Followercount and animalcount are checked and needed to meet the proper requirement of 0, this is easily done and has been done in all 3 known WIPs of multiple followers. The alias follower script is required for a current follower to work, duplicating this script and assigning the actor to it will work to have multiple followers, this means no such thing as a unlimited follower system is feasable unless we can find a way around the one actor per follower alias issue. Again all 3 WIPs have this, 2 of which still require console use to utalize them, the 3rd which is foobars on the official beth forum I do not know as I have not tested it that much. So what we need is to find either a way to assign multiple followers to one alias without conflicts, or a system built into the universal follower hire script that checks all follower alias' one by one to see the first one that is not assigned, and then assigning that new follower to it. Either way weve made a great deal of progress between everyone everywhere who has contributed their information and thoughts on the subject. Link to comment Share on other sites More sharing options...
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