Nether's Follower Framework - 2.8.6.b
Looking for a multi-follower framework that is easy on game resources and gives you the choice between animal or humanoid companions, with as little as one or as many as 10 at a time? How about a system that also provides a wealth of interesting features, both immersive and quality-of-life, to allow you to tailor the framework to your own style of gameplay? This mod has 4 goals in mind:
Be compatible with as many other mods out there as possible, so that you can use it alongside your favorites.
Provide companion features that are familiar and useful but also engaging and interesting.
Make preferences optional and undoable, so that companions (and your game) don't get broken along the way.
Offer interesting options but also keep it resource-friendly and script-engine light.
Note: I accidentally deleted the old page when doing some Patreon cleanup. Yes, I'm brilliant like that...
Nether's Follower Framework, Pre-Release 2.8.7 Script fixes.
RECOMMENDED PATCH: Nether's Follower Framework, Pre-Release 2.8.7 Script fixes.
Install in addition to normal NFF!
- Fixes random freezing issues when Outfit Preview is active. Preview mode will be slightly slower depending on how much a follower is carrying around.
- Fixed an issue where Startup might not process correctly due to an internal flag not being reset.
- Fixed an issue where Thieves Guild members might not be available as followers after killing Mercer. Requires a cell change to take effect.
Installer works with either LE or SSE/AE!
Update for 2.8.6.b:
Installer/System:
- Misty Skye support removed by mod author request per it's ability to affect/create outfits. The MA feels that some features of NFF may interfere with Misty's mechanics in such a way that it causes (actual or potential) issues with the character. Further, as some users have cited NFF as to what they have decided to be a probable cause in difficulties with Misty's new quest content, I concur that the best course of action is to completely eliminate direct support with NFF. Misty and Summer (for consistency) can no longer be imported into NFF or use it's features. This may be revisited at a future date, but it's best to exclude the mod at this time, which also gives the MA the ability to handle current issues without NFF being cited as a contributing factor.
- Follow up to above, it's best that you remove Misty from the framework before installing this update. However, you should be able to remove her per the Slots page by clicking on her name.
- "No Import" faction is now considered when using the Command Followers power.
- Mod authors may place their followers or actors in the nwsFF_NoImport faction (Record ID: 005C4445) if they wish to patch against NFF using them. I generally believe that it's up to users to make common sense decisions for themselves, so I will not be taking down NFF to make alterations unless I had specifically targeted certain followers already that I feel are enjoyable and fun to use.
MCM:
- Toggling on/off Allow Sparring unlocks (or disables) the options correctly without having to leave and return to the page.
System:
- Slight tweak to History on game load that is intended to remove dead or uninstalled followers from the current game, to hopefully catch a bit better.
- Update 2.8.6
Home Bases:
- Speed of tab and functions greatly improved.
- Removed old upgrade function (10 to 20 bases) for very old versions of NFF updating to the new one.
- Follower is now cleared from home base if they die.
- Code optimization.
Candlelight:
- Candelight casting no longer bugs out on fast travel or cell changing. Thanks to megaman2k for the heads up and investigation.
Settings:
- Command Followers Power is no longer assigned to the player by default, allowing you to choose to use the power or the hotkey.
- Command Followers, Calm and Retreat Powers are now saved into configuration and loaded from configuration.
MCM:
- Shows in the MCM list of mods as "NFF" instead of "Follower Framework". Does NOT update in a current game.
- For translations, added string: $FF_ModName NFF
Installer:
- Source Script installation is now an option and you can install into the LE or SSE folder structure.
System:
- Followers are no longer removed from game factions. Instead they are set to -1 if not in a faction. There is almost always no in-game difference but is the proper way.
Comments (7)
Any updates on using SkyUI 6? Should we stick with 5? Edit: nvm, I clicked on this from discord thinking there was an update to NFF... duh. I think , last I saw, it works with 6, but you still recommended v5 +fixes
Are you asking me if SkyUI 6 works? One would hope so as a lot of mods rely on it. Their changelog looks like there are a lot of bug fixes. https://www.nexusmods.com/skyrimspecialedition/mods/12604?tab=logs I tried one of the versions, maybe 6.11 (?) and it seemed fine but it lacked a lot of improvements that the community has done over the years such as not tying the framerate to the .swf files.
Got a new question, If I use xedit to tweak a vanilla npc, how to I "preserve" my edits when importing them into NFF? Do I just pick Default Combat and Default Follow Distance?
Really Default Combat and Default Follow Distance only matter for custom followers.
As to my previous comment regarding the debug section. Would it be possible to add a script to clear any AI running on the NPC in the cross hair ? Just a thought. That would be so useful.
Ive been usung NFF for a good while now and that debug section where you can put the cross hair on a follower to see what AI is controlling them is an absolute lifesaver. I was having trouble with followers occasionally wandering off, and found, by using your debug tool, that it was the ORomance AI was sticking to the follower and causing the issue. 👍🏼👍🏼
Mr. Nethers you are so Incredible! :)
