chandlerglander7 Posted September 9, 2017 Share Posted September 9, 2017 So I am trying to get two things done in my game. First is getting more than just one follower at once, and second is getting these followers to settle down at just one place when I don't need them. I've tried a bunch of different mods to get this to work including My Home is Your Home, Extensible Follower Framework, Increased follower limit, Amazing follower tweaks, Ultimate follower overhaul, and simple multiple followers. None of them work. Increased follower limit just takes away the follower dialogue saying "Looks like you already have someone with you" and replaces it with "Let's go." The follower will follow until I try to get another to follow me. At that point the first one will leave without saying anything and the second will start to follow me. The other mods I've tried either make the game crash as soon as I enable them or don't let the game even start for some reason. I used the Load Order Optimization Tool (LOOT) to do this. Here is my mod load order in case it helps: (EFF, peoplearestrangers, 3DNPC, UFO, simple multiple followers, amazing follower tweaks, and follower limit increased are all currently disabled) GameMode=SkyrimSE Skyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1BSAssets.esm=1BSHeartland.esm=1DWB_Warehouse_SSE.esm=1BS_DLC_patch.esp=1Falskaar.esm=1EFFCore.esm=1SMIM-SE-Merged-All.esp=1Hothtrooper44_Armor_Ecksstra.esp=1IcePenguinWorldMap.esp=1RichMerchantsSkyrim_x5.esp=1PeopleAreStrangers.esp=0Extra Effect x3.esp=1XPMSSE.esp=1FNIS.esp=1Upgrade Soul Gems.esp=1Holds.esp=1TavernGames.esp=1helmetwithcirclet.esp=1Heavy Armored Soldiers.esp=1SMIM-Bruma-Patch.esp=1gemstone_recovery.esp=13DNPC.esp=0WARZONES - SSE - Civil Unrest.esp=1Helgen Reborn.esp=1Motte & Bailey.esp=1hidden hunters cabin.esp=1Man Those Borders!.esp=1Sjel Blad Castle_SE.esp=1Hothtrooper44_ArmorCompilation.esp=1HammetDungeons.esp=1BattleAftermath.esp=1marriagemod - alpha v3.esp=1marriagemod - hf.esp=1Stormie.esp=1mihailesocenturion.esp=1sorcerer tower.esp=1pedsdbplayerhome.esp=1HeljarchenFarm.esp=1ShadowstarCastle.esp=1Immersive Patrols II.esp=1WindstadMine.esp=1IMG-Christmas-2016 (1).esp=1LakeHaven.esp=1SkyfallEstate.esp=1WinterstoneCastle.esp=1Bells of Skyrim.esp=1elvenwood.esp=1SofiaFollower.esp=1imperialvilla.esp=1White River Cottage.esp=1Helarchen Creek.esp=1Provincial Courier Service.esp=1Skyrim Flora Overhaul.esp=1mihailmmaminotaur.esp=1Nemain.esp=1frost giants in the cold.esp=1HoldsSFOCompatibilityPatch.esp=1ForgottenCity.esp=1the treacherous hollows.esp=1JokerinePenguins.esp=1DarkBrotherhoodArmor.esp=1Vaelishna.esp=1serenia.esp=1safir.esp=1My Home Is Your Home.esp=0Open Cities Skyrim.esp=1Alternate Start - Live Another Life.esp=1AmazingFollowerTweaks.esp=0Follower Limit Increased.esp=0EFFDialogue.esp=1UIExtensions.esp=1 Thank you for all help in advance! Link to comment Share on other sites More sharing options...
Kapteyn Posted September 9, 2017 Share Posted September 9, 2017 (edited) Between these mods, only use one of them...Amazing Follower TweaksExtensible Follower FrameworkFollower Limit IncreasedSimple Multiple FollowersUltimate Follower OverhaulThey all deal with the follower dialogue quest, using more than one will likely break it. Interesting NPCs should work with all of them because it doesn't do the same thing. I would go with AFT, that is based on personal preference and also the ability to dismiss your followers while keeping the AFT hook on them. In other words, you can usually find a place you want a companion to hang around, dismiss them and they'll potter about in that place until you tell them not to - this might depend on the NPC, some might have vanilla scripts running on them (for instance, I made Ralof a companion and his gear would reset every now and then, probably being something to do with scripts relating to Helgen or the civil war, but generic NPCs and especially custom companions shouldn't be a problem). You probably don't want 100 followers, as fun as that may sound at first you're simply not going to enjoy a cave full of bandits while they're all going mad trying to get past each other - add a locked door to the equation and you're in for a headache. My advice is to use AFT only, you can get the patch to boost it to 7 companions and I personally find this to be as many as I could cope with (even with this many I occasionally need to shout them all down a corridor when it's gridlocked). Of course, you can hook (I think) 64 in total but you'll only ever have a maximum of 5 (default) or 7 (patched) following you (not including temporary quest-related followers), so in a sense your true limit there is indeed 64 if you're moving them to a place like Whiterun where they can mope about at their leisure. If you're going to have lots of companions then I highly recommend these mods...http://www.nexusmods.com/skyrim/mods/81183http://www.nexusmods.com/skyrim/mods/4020http://www.nexusmods.com/skyrim/mods/17574http://www.nexusmods.com/skyrim/mods/57376http://www.nexusmods.com/skyrim/mods/15272A useful feature of the third one is a hotkey it uses to manipulate a container; what this means is that you can walk up to a companion, point at them and press the hotkey so that it opens their inventory. This saves the hassle of using the dialogue or console so it's extremely useful when you're managing a half-dozen companions, or 100 of them in your case. Note that this only works with active followers, it has no effect on those dismissed or indeed normal NPCs. The purpose of the fourth one is this; say you've dismissed a bunch of companions in Whiterun (I haven't tested this mod much, but this is my understanding of it) - in theory, instead of them hanging around the exact place where you left them, they should have a more extensive area of exploration, so for instance you leave them by the shops but they might now decide to walk up the steps towards the shrine. I've noticed this in medium-sized player homes as well, they would often move about a small area of it, typically switching between stations and chairs in a confined area - with this mod they are more liable to go up and down stairs, so one moment they might be cooking dinner and then they're off to sleep in a bed half-way across the house. The fifth one is not only a player home and crafting centre, but for me it is a place where I put my dismissed companions; I use this because there are plenty of chairs, beds, stations and general idle markers which they can use. As it's not too big it's very easy for me to find a particular person when I need to. Edited September 9, 2017 by Kapteyn Link to comment Share on other sites More sharing options...
chandlerglander7 Posted September 10, 2017 Author Share Posted September 10, 2017 Yeah lol I had just one enabled at a time and tried them all individually. None worked. I've completely disabled (red circle with line through it as I'm using Nexus Mod Manager. Idk if that info helps here) all but AFT and it still crashed before it launched. Is there anything else you can think of? It's strange because it's happening with all those mods, not just one. Also thank you for the suggestions on those other mods! I didn't see any of those while scrolling through the mod pages. They'll be a great addition to my mod list! Also I probably won't have more than 10 at the very most. I just want 4-5 followers at any given time and the ability to make them stay at once place. A great player home I've found is Sjel Blad Castle. It's quite large, has very well put together interesting rooms, and a great teleportation device. A few small glitches but a great mod overall. Link to comment Share on other sites More sharing options...
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