Your followers can be divided into four categories:1) Normal followers - This group consists of people that after joining the team remain as its members for good and the only way to leave them is by ordering them to go away. People from this group can be given simple orders and they can also can receive items from the main character. More information on this group can be found below.2) Temporary allies - This group consists of people that join the team for a limited period of time. This mostly occurs when completing quests and in these cases you can count on having an additional ally until the quest has ended (without being given a chance to ask that person to join the main character to take part in future journeys).3) Animals - Dogs and horses are in this category.
Horses don't take part in any battles and the only exception to that rule is a horse named Shadowmere (more information on that animal can be found in the Hints chapter). As for the dogs, they act in a similar way to normal follower, so they follow the main character wherever he goes and they take full part in battles. It's worth knowing that they're counted separately, so by adding a dog to your team you don't have to send away the human follower.4) Allies summoned or resurrected using magic - This group consists mostly of atronachs and dremora summoned to the battlefield with the help of certain spells, however you can also add the undead to your team thanks to necromancy. The number and the strength of magical followers depends entirely on the main character and what spells he used, however it's worth knowing that you can have more than one ally and that some of the magical creatures you've summoned can remain on the battlefield for good.I strongly recommend that you always work on improving the strength of your team and that you always try to have as many followers as possible. This is very important especially if you're playing as a thief and as a mage and can't handle yourself on your own. Having allies can make the game easier, because they often distract enemies from the main character.
As I've already mentioned, normal companions follow the main character wherever he goes and you can have a limited control over them. This is achieved by initiating a conversation with an ally and choosing a dialogue option from the list (screen above). Notice that you can order your follower to remain where they are, to do something (you must point the person to a place or to an object) and to take some of the carried equipment from you.
The last element is very important, because you can use your followers to carry your things. Furthermore, your followers will automatically use all the items they receive based on their specializations. For example, if your ally is an archer and you give him a good ranged weapon, then he should automatically make an exchange for his current weapon.You can send away a follower at any time by choosing the last dialogue option from the list. It usually doesn't mean that you won't see that person ever again, because a follower should return to the location where you've first met and this means you will be allowed to ask that person to join the team again in the future. There are a few exceptions to that rule and it's typically about hired mercenaries, because you're paying for their services and they don't join the team as volunteers.
I would recommend switching followers from time to time, so that they're best suited for your current style of play. For example, if you want to play as an offensive warrior you should add a defensive mage to your team so that he can heal you and cast protection spells.
Remember that your followers aren't immortal. Once a follower has suffered severe injuries he should kneel down (screen above) and in most cases this results in opponents switching their attention to you (instead of dealing a final blow to get rid of your ally). Your follower should return to full health once the battle has ended, however you can also try healing him when you're still fighting enemy units. Watch out for your own attacks, because they can kill your follower (the same goes with using offensive area spells). List of followersImportant - Make sure to consult the World Maps chapter of this guide for additional help with finding the locations where potential team members are stationed (you must first find the map of the correct sector and then the number mentioned in the text).
Contents.OverviewThis tutorial shows all the main steps you need to follow to add a follower NPC to Skyrim.Required tools. Creation Kit: available on Steam (Menu option View - Tools and then select Creation Kit)Add a Follower NPCThe main steps for adding a follower to Skyrim are:. Create the NPC's appearance.
Set the NPC statistics. Assign the right factions to your NPC. Create the follower - player relationship. Place the NPC in the worldCreate the NPC's appearance. Fixing the NPC face colourThe easiest way for adding new content, including new characters, for Skyrim with the Creation Kit is to copy an existing object and that is what we are going to do in this tutorial. Add a new hairIf you have the permission of the authour of the hair to redistribute it in your follower mod, or you don't want to redistribute your follower mod, then you can use this method to give your follower a custom hair:. In the Object window expand the menu Character and then select the submenu HeadPart.
Hairs in Skyrim are composed of two headparts, hairline and hair. Choose first one of the vanilla hairlines and double click on it to open a window like the one shown in picture Add a new hairline. In this window:.
Change the existing ID to create a new hairline. Change the name of the hairline. As this hair is only for your follower, uncheck the Playable checkbox if it was checked.
This way the hair you are adding won't clutter the character creation window. On the Valid Races dropdown box make sure that the races chosen include your follower's race so that the hair is available to him. Model: press the Edit button and select the nif file of the hairline of the hair you want to use.
Tri: press the Edit button and select the tri file of the hairline of the hair you want to use. If the hair doesn't have a tri file (as in the example), then after pressing the Edit button choose Cancel and you'll see that the box is left blank.
Press the OK button and answer YES when the CK asks you if you want to create a new object. Now add the hair Headpart. This process is almost the same than the one you've done to add the hairline with one exception: as you can see in picture Add a new hair at list at the bottom left part of this window you have to add the hairline you just created. To do that:. Select any existing hairlines and delete them. Right clik on the list and select New. Then select your hairline headpart from the dropdown list.
Once you are done, click OK to save the new hair you've created.Now you can go back to your follower:. Edit your character and select the hair from the list of available hairs. You'll see that now the hairs added bu the hair mod are available for selection. Press the OK button to save the changes on your NPC and closing the NPC editor window. Save the plugin.Fix the NPC face colourIf the CK didn't had a bug related to new NPC faces (their face colour doesn't match their body colour) your work will be ended here. But until the CK is fixed there is still another step to do.The only way of making your NPCs face look right is to follow this steps:. Load your esp plugin into the CK and wait until the CK has finished loading everything.
Locate your follower NPC and open his details window. Go to the Character Gen Parts tab and change something there, for example the hair used by your character. Then you can change it again to the previous hair.
Press the OK button to close the NPC details window. Locate your NPC again in the Objects window, select him and press Ctrl + F4.
The CK will ask you if you want to export the face gen data for your NPC, answer Yes and wait until it is done. This will have generated two texture and one mesh file:. The textures will be located in the folder: texturesactorscharacterfacegendatafacetint MyPlugin.esp (with the name of your esp file instead of MyPlugin.esp). One of them is a.tga file and the other a.dds file.
You can delete the.tga. The mesh will be located in the folder: meshesactorscharacterFaceGenDataFaceGeom MyPlugin.esp. Close the CK without saving the changes as you only wanted the texture and mesh files that have already been generated.Now your follower's face will have the same colour than his body.You will have to repeat this process everytime you change something about your follower's appearance, like the hair he uses, to fix his face colour again.Set the NPC statictics. NPC daily routineSome useful parameters that you can adjust for your NPC are:On the Traits tab:.
Select the follower's voice. Set the follower's height. This value indicates a percentage of the standard height of the NPC race. This means that if your NPC is a female nord and you set her height to 1.10, her height will be 110% times the standard height of nord females. Set the follower's weight. Follower factionsThe most important thing you have to do is to assign the right factions to your NPC or you won't be able to recruit him.You assign the factions to an NPC by dragging and dropping factions to the Factions and Ranks list of the Factions tab.There are two factions that any follower needs to have:. CurrentFollowerFaction: this indicates if the follower is now part of your team or is waiting to be recruited.
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Set the Rank to -1 as shown in picture Follower factions. PotentialFollowerFaction: this will allow your NPC to be recruited.You can add other factions to your follower. For example, if you want him to be marriageable you can add the PotentialMarriageFaction or if you are going to place him in Markarth it is good to add some of the Markarth related factions to avoid him having problems with the locals;)Create the follower - player relationship.
Follower relationshipAnother important thing to add when creating a follower is to add his relationship to the player and set it to Ally, or the recruiting dialogue line won't show up. To do that:. On the Relationships tab, right click on the Relationships box list and select New. A window like the one shown in picture Create a new relationship will appear. On this window:.
Enter a new ID that identifies this new relationship. In the Parent NPC box you should see your follower's ID: leave it like this. In the Child NPC box select Player.
In the Relationship Level box select Ally. Leave the Associtaion Type box to NONE. Press the OK button and you'll see that the new relationship now appears on the relationship list box as shown in picture Follower relationship.Place your NPC in the world.
Editting the NPC locationThe next step is to place the NPC in the world. To do that:. In the Cell view window select the cell where you are going to place your follower.
I decided to place it in the Silver Blood Inn, in Markarth, so I chose the MarkarthSilverBloodInn cell. Double click on the name of the cell you've selected and wait while the CK loads it in the Render window. Once it is loaded, select an object in the Render window (just select it, don't move anything!) and move around the cell until you find the place where you want to put your container. To move around the cell:. Use the mouse wheel to zoom in or out. Press the Shift key and move the mouse (without pressing any mouse button) to rotate the view.
Press the Space bar and move the mouse (without pressing any mouse button) to move the cell up, down, right or left. Select your NPC in the object window and drag and drop it into the cell in the Render view window: now your NPC is in the world but him will be most likely floating above the ground or in a position you don't like.
To fix that, the easiest way for me is to:. In the Cell view window, select the copy of your NPC from the list of objects at the right side of this window. Left click on this copy of your NPC and select Edit from the pop up menu.
This will open a window like the one shown in picture Editting the NPC location. In this window, in the Position section change the X, Y o Z values to move your NPC around the cell. Or change the X, Y o Z values of the Rotation section to rotate him. You can see the changes in the Render view window.After placing your NPC in the world you can always edit his statistics, outfit, factions, face, and so on. You won't need to place him in the world again: any changes you do to the NPC charactersistics will be automatically replicated to the NPC copy you placed in the world.Save your plugin.Making your follower standaloneIf you want to make your follower completely standalone (having a custom body shape/texture, face shape/texture, etc), you'll have to create a custom race for your follower.To create a custom race, follow the steps explained in this tutorial:.Related pages.References.
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From:Usage of the 'setessential' console command is:setessential - set a character (NPC) as immortal (1) or mortal (0).Note that the and not the ref ID must be used. The ref ID is what appears when clicking on an object with the console open. To find an NPC's base ID, however, you can either a) browse to their respective page (see: and/or ) or b) use the help function in-game to search for them by name, recording whatever value matches their name under the 'NPC' category of result. Once you have the base ID, enter the command using either 1 to set him/her immortal or 0 to set him/her mortal.
For example, setessential a2c8e 1 would set Lydia as immortal.
Author's instructionsFeel free to extract code snippets from AFT and use them in your own mod. While credit is always appreciated, you don't need to credit to me if you only use a few scripts.So where is the line? If your derived work uses 51% or more of AFT's code base, then standard open source rules apply: Credit is required, keep it free and give others the same permission to modify YOUR work. Translations, Tweaks and GUI overhauls all fall into this later category.The default Bonus Outfit is a nocturnal model fix/retexture that I previously did. For the most part it is property of Bethesda. I dont care what you do with it and I am sure they dont care as long as it stays within their games.
I wouldn't recommend trying to port it to another game though.The dance animations are from Umpa. If you want to use those, you have to credit him even if you don't credit me. Followers no combat recovery. Enable/Disable Tweak Options dialogue menu. Animal companions now eligable for AFT leveling. New option added to Tools menu to mark location for Home Outfit use.
Tweak Command Power = Actions menu updated so that it is more clear. Followers allowed to get a little closer when auto-relaxing. Werewolf/Werebear combat AI tweaks.
Lots of Mod Compatibility updates. Lots of Readme updates. Skill synergy awards updated. Limited to humanoid followers who took part in battle.
Tear Down Camp now appears/works in Solstheim. Original FOllower Outfit items are no longer marked stolen, if you steal them =). Version 1.64. Magic - X Enable Vampire Powers now disables VL Lord powers (such as Ball attack) when disabled. Hirelings no longer expire when dismissed.
Hire them once, never have to pay them again. NPC allow idle chatter, now individual setting. Duplicate Item Removal now properly goes to backpack if inventory management is enabled. Duplicate Item Removal no longer transfers ownership of items to follower.
Weapons no longer refresh on game load if inventory management is disabled. Vampire Lord Followers use ball attack once again. Auto-Relax no longer cuts off followers mid sentence if they are speaking.
Mod Compatibility Updates. Auto refresh only happens if follower has 2 handed weapon equipped in 1 hand. Version 1.62. Info - Misc now reveals follower slot and remaining slots. Added support for Dawnguard spell: Summon Arvak. If Serana is in party when upgrading, outfit is automatically updated to AFTs version.
Added code to stop followers from interrupting solitude intro scene. AFT now allows Idle Chatter on followers who are not marked X Keep your distance. Ranger Synergy updated. Better Vampire Lord Follower Eyes enforcement. Additional code to minimize Weapon hold animation issues.
Description added to AFT's Royal Vampire Armor clone so you know which one you have. Version 1.61. Fixed issue with outfit management breaking when follower joins blades. Debug Notifications removed when Interactive AI changes. Fixed clothing loss bug that would occure when followers become part of a cut-scene.
Various Serana AI fixes during Soul Cairn mission. Fixed bug where Followers would not transform to VL if player was already in VL Form. Power and Transform abilities disabled while possessing followers (caused instability). AFT no longer trys to enforce outfit while follower is in Vampire Lord form (caused instability). AFT always reloads Dawnguard resources when you load a game.
(prevent stale resources). Follower AI updates. Followers get off horses even faster when PC dismounts. New option to limit follower cap to 3. Enable/Disable Interactive AI from Tweak Commands Misc Menu. Version 1.52. Duplicate hunting bows no longer appear in follower inventory (Bug Introduced by 1.51).
Round Up Horses and Fast Travel with Horses Fixed (Bug Introduced by 1.51). When managed, Serana now follows player into DLC areas that followers can not normally follow. Serana now honors transform on combat begin setting. Fixed Serana AFT Recruitment timing issue when playing Vampire line.
Fixed issue with 'Manage with AFT' disappearing from Serana. (May require location change). X Horses Oblivious can now be toggled (makes them aggressive). Followers get off horses faster when PC dismounts. Added detailed menu option descriptions to online readme. Version 1.51. Various 1.8 Patch fixes (Probably caused issues with new games).
Various Fixes to Reset AFT including an outfit fix and proper quest shutdown. Wait command now honors X Followers more Interactive setting. CloseWounds now properly treated as a healing spell. View Info now reflects correct mood.
Transform With Player Option fixed for Vampire Lords. Transform at 50% health Option fixed for Vampire Lords. Bootstrap bug fixed.
New games should no longer require save/reload. USKP Compatibility fixed. Log spam minimized. Tweak Make Follower: Now works on more NPCs.
Skyrim Making A Follower List
Interactive AI now waits till weapon is sheathed and there something to do nearby other than pace. New Option: X Enable Instant Heal After Combat (Only affects mortal followers). Transform With PC option now triggers regardless of what the PC is transforming into. Version 1.42.
Shadowmere (Additional Horse) Support. Dark Brotherhood Support. Follower cap increased from 3 to 5.
'Hang out here' action added. Dedup now remembers PC's gear so you don't have to re-equip all your items when using it. Individual Dedup options added for weapons, armor, misc, potions, books and ingredients.
Outfit management overhauled. Now compatible with custom items. NPCs continue wearing whatever they have on when they leave (managed or not). 'Dance' Action now cycles 5 custom dances.
Dances available as poses. 'All Followers Stealth' action added, makes everyone invisible until they attack someone. Menus re-ordered and organized. Welcome screen replaced with in game 'AFT Readme' Book (Check your inventory). Perk info now verifies NPC meets minimum perk requirements. Fence and De-duplication now faster and more stable.
Pose system overhauled. Now uses package ai to ensure NPC is never lost. Minor bug fixes with NPCs left posed in houses. Version 1.2. Fence Gear no longer removes follower gear if you are managing it. Sleep command now takes advantage of nearby beds.
Removed Restrictions on custom spells. (USE AT YOUR OWN RISK). New 'Reset AFT' command under Settings for recovering from weird states. PC now moves faster during possession. Lydia AI improvements. Marcurio outfit fix (only when he first joins you).
Companions will heal player mid combat if they know healing spells. AFT will now synthetically boost stats to match player if cap is present. Magic Users get magicka boost at high levels (compensate for lack of perk support). Fixed Save Game corruption issue. Fixed several inventory management bugs. Fixed Fast Travel Follower Horse bug.
Summary Multiple followers. Manage outfits, spells, combat style, home assignment and level up. Make werewolves or vampires lords. Followers will ride horses, make camp, avoid traps, ignore friendly fire, auto relax, auto change into standard/city/home outfit. Auto toggle helmets. Followers pose, dance, and more.
Requirements AFT Version 1.63 - 1.65: Patch 1.9.29 (minimum) requiredAFT Version 1.54 - 1.62: Patch 1.8 (minimum) requiredAFT Version 1.34 - 1.42: Patch 1.7 (minimum) requiredAFT Version 1.00 - 1.21: Patch 1.5 (minimum) requiredDragonborn is NOT required.Dawnguard is NOT required.SKSE is NOT required.Speak German? Get the German version here:Speak Polish? Get the Polish versionSpeak Spanish? Get the Spanish versionSpeak French? Get the French versionSpeak Italian? Get the Italian version How do I use this?
Check your inventory for a book called 'Aft Readme' after you install the mod. May take up to 30 seconds to appear. Details - Increased max followers to 5I could have made it more, but there are too many small interiors and doorways that start to feel really cramped if you play with too many followers. I personally prefer no more than 3, but I bumped it up to 5 due to popular demand.- AI Improvements:Followers avoid/ignore traps, interact with environments, auto-toggle helmets, recharge their weapons, forgive friendly fire. And all of this is optional of coarse.- Control Follower Outfits(version 1.6) When managing follower outfits, followers receive a backpack.
Then you can assign whatever items and weapons you want them to use and put everything else in the backpack. AFT includes 3 configurable outfits. An outfit is simply a list of items from the backpack. There is a standard list, an in-city list and an in-home list. When changing areas, AFT will automatically transfer items to and from the backpack so that your follower automatically equips the pre-configured outfits.Feel free to create your outfit out of your favorite custom mod items.- Teach Followers new spells:Aft supports two spell types: Regular Spells and Tweak Spells.
Skyrim How To Make A Follower Equip Armor
You can teach a follower either type by equipping known spells and selecting the appropriate option from the magic menu.Regular spells are handled by the games standard combat AI. However you may also create up to 4 'Tweak' Spells that can be customized to cast under certain conditions on certain players. This is especially handy for creating cleric type characters.DragonBorn DLC and Dawnguard DLC spells supported.- Dismiss Followers, but tell them to hang out where you areHandy for keeping all your followers in one location (like your house).- Turn followers into werewolves!If you are a werewolf, just tell them to drink your blood. You can then configure the conditions in which they will change from their combat style menu- Turn followers into vampiresIf you are a vampire, feel free to 'embrace' your follower. They will become a vampire and gain the expected resistances and spells.- Turn followers into vampire lordsIf you happen to have Dawnguard, you will be able to upgrade your followers to pure-blood vampire lords. This means they aren't disfigured in the face and can transform into Vampire Lord form.- Control Follower Combat StyleEncourages AI through bonus damage incentives.
Skyrim Making A Follower Box
Assigning a combat style also enables AFT to manage your follower stats and level them up with the player beyond their cap.The 'Spell Sword' and 'Mage Staff' styles include micro-managed combat AI that ensures followers use a combination of their weapon and spells.- Manage Level UpAFT supports both Auto and Manual Level Up modes so you can do nothing or specify where every last stat and skill point goes. It is your call. When managed, your follower will continue to receive stat and skill bonuses even beyond their level cap.- Remotely command followers in combatA Tweak Command Power lets you direct followers during combat. Tell followers to attack or hold back, summon them to you or even tell followers to transform into their Beast forms.- Pose FollowersHave followers strike a pose or dance and then have them stay that way.
A fun way to add ambience to your camp or house.- Possess the body of your followers (Vampires only)Charge into combat possessing the body of a follower (who has maybe transformed into a werewolf?). When your follower falls, you will transfer back to the players body, safely stashed away around the corner.- Stealth ModeA power that makes all followers invisible and muffled until YOU get caught. Great for assassination missions.- Tell Followers to Make campVery basic tent, sleeping bags, and fire. Enable the enhanced AI and tell followers to WAIT at camp if you wish to see them make use of the camp elements.- Option: Followers cant dieFor people that don't like reloading.- Option: Followers Catch up on weapon drawFollowing the player across skyrim's treacherous terrain can be difficult. Luckly, followers will catch up to you anytime you draw your weapon. Handy when you find yourself surrounded by enemies.- Option: Ask Followers to sleep anywhereA boon for vampires who can use followers as a travelling happy meal.- Option: Beast form followers ignored just like summoned creatures.You can walk around with 2 Daedric Lords, so why do people care if you have a werewolf or two? This option prevents people from attacking you on sight if you have werewolf or Vampire Lord followers.- Option: Followers Ride HorsesIt is amazing how much immersion it adds to see your followers mount up.
See readme for restrictions.- Option: 1000 carrying capacity for FollowersGet through 2 whole quests before needing to visit a merchant.- Item De-duplicationFollowers can automatically remove duplicate items from your inventory. (some items like arrows, soul gems, nirnroots and lock picks are ignored)- Followers can auto Fence itemsSave time when you have 5 followers sporting 5000 lbs of inventory. Nice when combined with Item de-duplication.- Option: Control Follower AggressionPrevent them from attacking people when you are trying to sneak around.- Option: Control Follower CouragePrevent them from running from combat.- Option: Control Follower MoralityEver get tired of a follower refusing to do something you tell them to? Well, this mod makes sure that doesn't happen.- Additional Marriage OptionsIllia, Aranea, Eola, Ugor, and Lydia by popular request.
Also Erik the Slayer, Golldir, Ahtar.- Ability to remove Follower BowsWhat can I say. The bow on the back is irritating.- Bonus Outfit Support. (See readme for details)A custom outfit you can have any follower put on. Outfit packs coming soon.- Minor bug fixes:Lydia no longer sits in your Breeze home room all day like a stalker.Click on version number at top of page to see a list of specific version updates and improvements. Cleaning AFT AFT has 6 dirty edits which have been left in the mod intentionally.
Those who use boss will get messages about this.It is safe to clean AFT if you are starting a new game or installing AFT for the first time in a game that has never previously had AFT. It is NOT safe to clean AFT if you wish to use/upgrade old save games where you previously had AFT installed.Promo.
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