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Amazing Follower Tweaks (by Dheuster)


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Really surprised to see this doesn't have a thread.

 

Amazing Follower Tweaks on Nexus

 

I realize STEP seems to favor EFF, but having used both, I prefer AFT because:

 

Ability to transform companions into Werewolf/Vampires (also compatible with Moonlight Tales, just need to use the "drink blood" option)

Ability to have followers stay closer or farther from you with in-game options rather than ini tweaks

Ability to make them ignore friendly fire (and take no damage from spells for multiple mage companions) in-game, without ini tweaks

Ability to have them auto-toggle helmets

Ability to have them auto recharge weapons

Works with most popular custom companions right out of the box, no compatibility patch necessary (<--- this is a biggie imo)

Works well with Convenient Horses

Can summon/command all of them at once (nice for relocating to a new house etc.)

Trap avoidance built in (?) I'll be honest I can't recall if this worked properly or not, will test with my new playthrough

Built in poses n such if that's your thing, with an option for them to "set up camp" and create a fully functioning campsite

Can be set to "catch up" upon drawing your weapon if they get hung up on terrain or something

 

 

And of course it has the same EFF options to change followers' playstyle and teach them magic, and they level up automatically according to what playstyle you set.

 

The things in EFF's favor are slightly more robust outfit management and menu vs. dialogue commands, but since I don't command followers in combat (or use them much in combat ... ) that's not a big deal for me.

 

I dunno. What is it about EFF that I'm missing? I'm willing to be convinced. :)

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I hate doing a "versus" in a mod thread but here goes (just going through your list):

 

1. Werewolf / Vampire transformation can be done in their respective mods (Belua/Better Vampires/Moonlight Tales, etc) so it doesn't need to be in a follower mod.

2. EFF has a fully featured MCM menu to control this and many other settings. One of the things I dislike about AFT is cluttered dialogue menus.

3. Same as #2 above.

4/5. To me this just adds unnecessary script loading.

6. EFF is unmatched in compatibility - at least I haven't found any followers to be non-compatible.

7. Same.

8. Same.

9. I use Follower Trap Safety with also covers summoned creatures. Non-issue. As for trap avoidance, I have serious doubts due to Skyrims engine.

10. Feature bloat for me. If that is your thing there are tons of mods out there for that and it wouldn't be for daily use just screen posting. Frostfall already has all the campsite functionality I would require.

11. I believe this is also the case with EFF.

 

As you stated, the biggest plus is the menu system and SkyUI integration which allows you to monitor each followers health/stamina/magicka and outfit management and keeps the dialogue clean and usable.

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No, I really appreciate the insight. I did not use the beta version before so I didn't have the MCM goodies. I'm about to start a second playthrough, maybe I'll give EFF a go again. I don't think the "versus" is so much a negative in this case as it is a, "What are you looking for in a follower mod?" From what you're saying, AFT combines a lot of functionality at the expense of clean menus; and EFF offers less function bloat if you already have mods to cover some of those bases. (I use Frostfall too, so I also don't need the camping function from AFT, for instance, but I think it would be a plus for some people).

 

@Statmonster: My impression is just the opposite (at least from a companions point of view). Many custom ones (Hoth comes to mind as one I tried recently) didn't require a patch for AFT but did for EFF. I dunno, things could have changed with the beta.

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So despite not explicitly stating so, EFF is compatible with Moonlight Tales? AFT is the only one specifically mentioned as compatible is why I ask (and because of this comment in the forum thread for Moonlight Tales), but I see both are included on the Skyrim Revisited page so I assume they must be.

 

I dunno why I'm obsessing over follower mods anyway, I usually just end up leaving them at my camp because they get in the way LOL. But still, I wanna do the werewolf thing this time around and running with a mini-pack sounds fun.

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Are there any other mods that remove combat recovery or increase the time a fallen follower will take before they get back up?  I don't like the fact that my fallen companions will extremely quickly get back up and attack my foe in the back, it removes a lot of the fun of combat.  I sometimes get to the point where I just stall my foes until Lydia stands back up with her two-handed weapon and power attacks an enemy in the back, rinse and repeat.

 

I really enjoy the slow pace of one-on-one combat, but with multiple enemies I'd prefer to have a buddy, so the AFT "no combat recovery" seemed perfect, but I'm worried I'm adding a lot of scripts into my game that I'm not even using.  Any suggestions?

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Does anyone still use ufo? It's very popular on the nexus but I always use aft for the mixture of features and compatability. I tried eff, I liked how lightweight it was but there seemed to be an issue with the reliability of the menu system. Maybe that was something on my side.

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Are there any other mods that remove combat recovery or increase the time a fallen follower will take before they get back up?  I don't like the fact that my fallen companions will extremely quickly get back up and attack my foe in the back, it removes a lot of the fun of combat.  I sometimes get to the point where I just stall my foes until Lydia stands back up with her two-handed weapon and power attacks an enemy in the back, rinse and repeat.

 

I really enjoy the slow pace of one-on-one combat, but with multiple enemies I'd prefer to have a buddy, so the AFT "no combat recovery" seemed perfect, but I'm worried I'm adding a lot of scripts into my game that I'm not even using.  Any suggestions?

I don't know too much about that. However, although there IS more menu stuff to scroll through and there are potentially a lot more scripts to be run with AFT, you don't have to use those features. If that's important to you, I don't see a reason to avoid AFT personally.

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  • 2 months later...

Question for the more expert modders out there:  Would there be any way to make AFT compatible with perk overhaul mods such as SkyRe/Requiem?  I want to see what sort of perks the follower chose automatically, but since AFT only recognizes the vanilla perks, I can't see what's been chosen.  

 

Also, is there any way to make custom spells show up as their in-game names instead of just "Custom 1/2/3/etc."?

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  • 2 weeks later...
  • 1 month later...

Used both (in fact EFF was the first I used for months, before passing to AFT).In general AFT work better than EFF into micromanaging followers and their AI bugs, there is no comparison in this side, Dheuster has done a lot of work in his mod for more than two years, while EFF author was dispersed between several intefaces mods.However EFF can be considered as a light skse follower mod, vowed to more interface (which do not implies he is faster, quite the opposite in AFT you can controle most of your followers AI with a power which can be shotkeyed).

Edited by gamingsrc
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