2716 ratings
Followers can Relax
File Size:
1.153 MB
Feb 18, 2012 @ 12:53pm
Dec 17, 2012 @ 10:11am
16 change notes ( view )

Subscribe to download Followers can Relax

UPDATE: If you'd like to be able to tell Serana to relax as well, use this patch file in addition to this mod:

As always, if you do not see the conversation option "We'll stay here for a while..." appear, save and load and it should appear.


The biggest feature of this mod is to be able to just tell your follower to stay in an area and just interact with the environment. They will wander around, sit, eat, even sleep if it is night and there is an unowned bed around. There is no time limit on this, unlike the default wait function. There are two other features at this time.

One is an ingredient collection AI package. The follower will look around an area (must be in the overworld) and collect ingredients for you. They will do this for 150 seconds before returning to you. When they return to you, they will still be using one of my AI packages. Tell them 'let's go' and they will resume standard follower AI.

The other feature is similar to the first, except they move with you instead of just staying in a single area. This one is almost identical to Serena’s in the Dawnguard expansion and works just like it.They will follow you, but still walk around and do other things if you remain in the same area for a few moments. If you walk away, they will stop what they are doing and follow you again. Choose the 'Stay close' option for this behavior.

There is also now a 'debug spell' should you need it. It stops and starts the controlling quest and removes the follower from the utility factions I use to control dialog. If there are multiple followers set to relax, you will have to use the spell on them as well, because they will retain the utility factions; causing their dialog to be screwed up as well.

This is not a multiple followers mod. You will have to use another mod for that. If you do use a multiple followers mod, this one will support them all.

This mod is compatible with AFT, UFO, and just about any other mod.


Steam: Subscribe. Next time you log into your Steam account in online mode, use the default Skyrim launcher. It will then automatically download and install the mod.

Nexus: Extract contents of compressed folder to a temporary location (ex, your desktop). Place the .esp file and .bsa into your Data folder in Skyrim folder (C: ... \Steam\SteamApps\common\skyrim). Run the Skyrim launcher and go to data files. Make sure there is a check in the box next to the plugin file.

Recommended step: After installing, I recommend you use BOSS load order utility to set your load order. Google it if you don't know what it is.

Uninstall versions 4, 5, & 6:
Go to your Skyrim Data folder (C: ... \Steam\SteamApps\common\skyrim) and remove the .esp file and the .bsa file.

Uninstall version 3:
Go to your Skyrim Data folder (C: ... \Steam\SteamApps\common\skyrim) and remove the .esp file.
Go to the Scripts folder and find 'FollowerWandererScript.pex' , 'WandererAliasScript.pex' , 'TIF__010012C9.pex' , and 'TIF__01002DBE.pex' and remove those files.

Uninstall version 2:
Go to your Skyrim Data folder (C: ... \Steam\SteamApps\common\skyrim) and remove the .esp file.
Go to the Scripts folder and find 'FollowerWanderScript.pex' , 'WandererAliasScript.pex' , 'TIF__01000D66.pex' , and 'TIF__01000D69.pex' and remove those files.

Uninstall version 1:
Go to your Skyrim Data folder (C: ... \Steam\SteamApps\common\skyrim) and remove the .esp file.
Go to the Scripts folder and find 'dialoguefollowerscript.pex' , 'TIF_01000D65.pex' , and 'TIF_010048A2.pex' and remove those files.

Deutsche: http://skyrim.nexusmods.com/downloads/file.php?id=11774
Italiana: http://skyrim.nexusmods.com/downloads/file.php?id=11723
한국인: http://skyrim.nexusmods.com/downloads/file.php?id=14446
русский: http://skyrim.nexusmods.com/downloads/file.php?id=14563
Polski: http://steamcommunity.com/sharedfiles/filedetails/?id=21843

AFT Update
1. Changes quest priority to 83

Version 6.35
1. Changed the ‘stay close’ behavior

Version 6.3 change log:
1. Fixed a major bug that made characters not respond when clicked.
2. Added a 'debug spell'
3. Added a new AI package
4. Tweaked the ingredient collection package so that it ends after 150 seconds and follower returns to the player
5. Added new dialog conditions to the ingredient collection package

Version 6.2 change log:
1. Fixed a dialog condition to prevent someone from ordering a follower to relax or collect ingredients twice.

Version 6.1 change log:
1. Made some scripts to provide a smoother transition from other versions

Version 6 change log:
1. Added an ingredient collecting AI package
2. Restructured dialog tree

Version 5.2 change log:
1. Renamed and recompiled scripts

Version 5.1 change log:
1. Bug fixes

Version 5 change log:
1. Remade the scripts and added more aliases to support an outrageous 100 followers.
2. Changed quest priority to 70
3. The Dark Brotherhood followers can be told to relax now, though they have dialog whether or not they are a follower. I suggest you do not put them into wander mode unless they are following you because I do not know the consequences of doing otherwise.
4. The correct Cicero is referenced

Version 4 change log:
1. Added voiced responses for vanilla followers, kept unvoiced response in there as a safety net for any custom followers.
2. First attempt at Dark Brotherhood followers.
3. Adjusted priority on dialog topics from 50 to 95.

Version 3 change log:
1. Supports up to 10 followers.
2. Animals supported.
3. Quest priority set to 55 from 50 so that the sandbox AI package will take precedence over the spouse AI package. (Thanks Lederberg!)

Version 2 change log:
1. Remade be more compatible with other mods.

Version 1 change log:
1. Initial release. Directly modified a quest and existing scripts.
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The Slender Man Jun 27 @ 8:22pm 
This is a great mod to use with the multi Mod program.. you can have a home full of followers ready to ride for you.. and if you install the Dovakin relax mod you can party lol.. its fun, almost like the sims.. good shit, 2 thumbs up! =)
Thurin'Red Jun 26 @ 12:46pm 
NVM it seems I had to select "Let's go" and not the vanilla "Follow me". Seems like a bug but i cannot recreate it atm. Any who thanks for the hard work!
Thurin'Red Jun 26 @ 12:33pm 
Mod was working great for months now, but just yesterday the conversation option "We'll stay here for a while..." is gone and your save and reload band aid did not work. Any help will be greatly appreciated.
Khaylis Jun 25 @ 9:14pm 
I think this is your mod causing this before you think anything this is a thank you, It really adds to immersion that when im talking to someone serana goes to sit down ( the serana patch) and stays there until im done talking Thanks
mandckotsakos Jun 20 @ 4:34pm 
Thanks. I really enjoy this mod. I hate having a follower standing their at attention everywhere I go even when crafting, sitting, et. Very nice touch to the game.
okflowergirl Jun 19 @ 1:29pm 
Wolfer210 May 24 @ 12:54pm 
Wait, so if i take Kharjo to my Solitude house, will he steal all my ingredients in my basement?
Asmodeus1987 May 17 @ 11:32pm 
Any idea why it wouldn't work although the dialogie appears correctly?
After the dialogue the follower's behaviour does not change in any way. They follow me around as usual and do not interact with the environment at all.

I tested it in homes, outside and in various other locations. No effect.
I am not using any other mod that modifies NPC/follower scripts.

Any idea?
GoldenDragon May 16 @ 9:55am 
stefan_link1994 Apr 29 @ 1:47pm 
3 things:

1st: amazing mod! super well done!

2nd: It seems that instances have certain 'boundaries' between rooms. In the case of castles or some caves, followers stays within this boundaries... This is sometimes pity when the beds are in 'boundary A' and the crafting furniture in 'boundary B', so they end up interacting with half the furniture available in an area. Could it be possible to remove those boundaries and set up area from where you are standing, of some squire meters? (Like "you can stay here whithin 50m² / 100m² or 200m²", a more distance related boundary.