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Follower dont attack back mod?


Temedor

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Hi everyone.

 

I am trying to find a mod preventing my follower to attack me back when I accidently attack it. All the followers find a way to get in my way in the middle of a fight, and they always ends with one of my arrows (or my blade) in their back. Then, they start to attack me.

 

I found many mods, including the huge UFO one, but I dont want anything else : just having them not to react to my accidental attacks, simple.

 

Is there a mod somewhere that -just- do that?

 

Thanks

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It may exist, but if you have no reason like incompatibility with other mods to avoid UFO, UFO sounds like the thing for you. I use it and it works fine.

You will have some new dialogoptions with the "you know..." which opens up new dialogs, including "in combat mistakes happen, forgive and forget" as the one to have the followers not attack you back.

 

I may be wrong, but I am not aware of any real changes to the game with UFO. Just the new dialogs, just use the one you need and ignore the others.

 

That doesn't really answer your question, but if you avoid UFO only because it's a "huge" mod.... don't be afraid... it wont hurt that much :D

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It may exist, but if you have no reason like incompatibility with other mods to avoid UFO, UFO sounds like the thing for you. I use it and it works fine.

You will have some new dialogoptions with the "you know..." which opens up new dialogs, including "in combat mistakes happen, forgive and forget" as the one to have the followers not attack you back.

 

I may be wrong, but I am not aware of any real changes to the game with UFO. Just the new dialogs, just use the one you need and ignore the others.

 

That doesn't really answer your question, but if you avoid UFO only because it's a "huge" mod.... don't be afraid... it wont hurt that much :D

I was "avoiding" UFO because my game is JUST running fine with the actual settings, and I feared that something as huge as UFO may makes the game run bad.

 

Also, Ive read (very fast I must say) the instructions to install, and it seems ... not as simple as simply running NMM to install it.

 

What exactly determine what mods makes the game running harder? Is it the amount of addons I installed? Its sized? Or what part of the game it works on?

 

Ive already installed some mods, and I fear adding more will affect the gameplay.

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As I am not very educated in terms of computers, I can't really answer your questions in a professional way. And better to say "I don't know" than to say something that's probably wrong. I will try to answer your questions but please bear in mind thats all just how I understood it:

 

 

 

Here's my strategy when adding mods i have fear may destroy my skyrim "setup", and don't want to trust 150 hours of gameplay to the deinstall function of NMM: I copy the whole data folder, leave the new "copy of data" folder in skyrim.... copy my last savegame thats without the mod I wish to install (in "my games" somewhere... I am german, so I don't know how the folders are named in english).

 

Than I install the mod... try some things and if everything works, play on with quests. Now many bugs (and mostly the savegame-breaking ones) seem to show themselfes only after some time, in crucial parts of quests or other special situations... if that happens I revert to the old data folder (just delete "data" and rename "copy of data" to "data" again) and try again if the bug persists. If the bug is still there, even after all trace of the buggy mod in data is gone, I have to reload the savegame from before the mod loosing all progress since but not my complete char.

 

The data folder-copying may be unnessessary, it should be enough to delete all files the mod added, but I want to be sure I haven't forgotten a file somehwere.

A special case are mods that ADD beheavior files like asx, fnis and so on, in which case you have to run the "fnis-generator for users" located in "data/tools" (installed with the FNIS mod itself) after deleting a mod that had added new animations/behaviours.

 

The really important part is to keep track of the savegames from before "huge" mods (I create folders and put them there, named "preufo" or "prefnis" with the date when copying them not to get confused).

 

What mod goes really deep into the game and what doesn't is hard to say... look out for mods that add scripts, as many of these script-settings are saved in the savegame. The way I understood it, skyrim has a loadorder of first skyrim.esm containing all vanilla gamefiles, which get overwritten when starting the game with the files inside the data folder, which in turn get overwritten with the data contained in the savegame (skyrim<datafolder<savegame).

So even after deinstalling a mod, there may be something left in the savegame making skyrim look for a file in the data folder that isn't there anymore. That may lead to a crash or simply to the deinstalled mod not working anymore without affecting your gameplay. But these little errors can accumulate over time if the game is looking for great ammounts of files that aren't there anymore. Even updates of mods with changed scripts add to the list of errors in the log files, where the savegame is looking for things in the script that are now changed, deleted or moved to another script.

 

Whan I first used the log-files and opened the first one I scrolled over like 1-dina4 page of errors... but a friend told me it's ok and even if playing skyrim totally vanilla some of these errors may happen, but skyrim can handle most of them.

 

 

In the special case of UFO it's a long time ago i installed it... but I think the special part is to have no followers active in your savegame when installing it...

Iirc you have to dismiss all follower(s), save the game without any active followers (in the UFO description is a command you can use in the console to be sure there are no active followers anymore).

 

Then delete any mods you used previously that changed follower limits (as two mods changing the same thing in different ways are bound to clash).

The list of pex files (which you probably don't have if you didn't use said mods) you have to manually search and delete is just there to be totally sure, anything that could conflict is gone now... better have a look to be sure, but I hadn't have one ot these pex files... but really better have a look, there will be good reason this list is in the instructions.

If you had to remove mods here, start the game again, load the save without followers, save it again, close game.

May not hurt to do this part even if you havn't had to remove a mod.... I did.

I think the no-active-follower savegame is important to remove any scripts affecting followers from your savegame-no active follower in the save, no follower related scripts in the save.

 

Install UFO means just copy the files from UFO.rar inside your data folder... NMM can do this of course, too.

 

Start skyrim, use the data files tab in the launcher and position the UFO.esp at the bottom of the list.

 

Again the advise to use the original game launcher or to copy UFO files into "data" manually is just that, an advice. Third party programms add the possibility to have something go wrong... I used NMM to change the load order because its faster and it worked fine, but it's my own risk if I do.

 

Now, after you started the game once with UFO active and the new loadorder via the original launcher (or NMM), the loadorder is saved and you can quit the game and load via scriptextender (skse) if you use this.

 

 

 

There is one thing I experience with followerbehaviour, and that's the only bug that may be related to UFO I ever encountered: followers sometimes LOVE to jump on horses and stay mounted, not entering interiours. Solution is to say the "I want you to do something..." to them, making them dismount, looking somewhere and telling them to wait there. The horse will go to its original place and when its a bit further away you tell the follower to follow again and can go on normally. Happens sometimes, in riverwood it was so annoying I killed the horse there^^ but I can't say if that's really coming from UFO and am not even sure if it's a problem caused only by custom followers or if this bug persists at all after skyrim 1.7 as Serena from dawnguard doesn't mount horses... I havn't had another follower since Serena either, so no idea.

 

 

PS. please correct me if I say something wrong ;)

 

 

PSPS: The amount of mods used does indeed have an impact, but some guys say they have 200+ mods running while I experienced problems like textures sometimes not loading correctly (only temporary-another time all is loaded correct), with only around 80 mods running.

The important thing seems to be the amount of esp files loaded, simple replacers without files that have to be activated in the launcher or NMM seem to have less impact.

 

Than generally of course mods with grafic improvements, textures with higher resolution etc etc can make skyrim really hungry for hardware. Use common sense... if you have low RAM and VRAM stay away from Highres replacers. Some new armors or clothes from mods have 100mb+ big textures and that can be the little bit tipping skyrim to crash...

 

well that's all I "know" :)

Edited by gaunti
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This isn't a mod, but it's what I do. Click on the character in the console and make sure his refID appears on your screen. Then type "sifh 1" (that's a "one" and not an "ell"). This will make him ignore friendly hits. I had to do this because at one time I was using a human and dog companion and they'd always wind up going aggro on each other during a complex fight because the dog would consistently get fried by the human's fire spell.
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