Fallout 4

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craldark Apr 29, 2024 @ 11:39am
Amazing Followers - how?
I installed this mod but can't get it to work. There's nothing I can find in the nexusmods page indicating how to get it to work. NPCs can't be recruited. I can find nothing in the pip-boy. Anyone know the secret?
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Showing 1-15 of 15 comments
SerraShaar Apr 29, 2024 @ 12:14pm 
can you at least post the link of the mod? So peoples can help you.
worm_master Apr 29, 2024 @ 12:29pm 
I think he's expecting some-one who actually has the MOD.
Nash-Galactic Apr 29, 2024 @ 1:30pm 
Amazing Followers will not work because it needs Fallout 4 Script Extender mod witch the update broke. If you have the GOG version of the game it will work just walk up to someone talk to them and you should see the option to recruite.
Last edited by Nash-Galactic; Apr 29, 2024 @ 1:37pm
craldark Apr 29, 2024 @ 1:46pm 
OK, thanks, I'll wait for the F4SE update. At least I'll know it works immediately without having to find a holotape or something. Wasted an hour or more on this because I had to start a new playthrough.

Here's the mod link...

https://www.nexusmods.com/fallout4/mods/26976

There are no requirements. zero. no mention of F4SE
craldark Apr 29, 2024 @ 2:08pm 
Originally posted by Nash-Galactic:
Amazing Followers will not work because it needs Fallout 4 Script Extender mod witch the update broke.

Are you sure about this? I just checked the site yet again and noticed a tiny drop-down arrow far to the right of 'Requirement' (I have a big screen and didn't notice it before.) When I click it I see the message:

This mod does not have any known dependencies other than the base game.

I'm going to try again and search for a friendly beyond Vault 111. Maybe it only works when you get out. Still doesn't explain why there's nothing in the pip-boy though. There has to be controls. There's a tiny video that won't go full screen with tiny flashes where you briefly see the pip boy used.
craldark Apr 29, 2024 @ 2:22pm 
WOO-HOO! It starts to work on the bridge from Vault 111 to Sanctuary. A message pops up.

Why oh why isn't that on the website? Save me a lot of grief and time-wasting. I mean, why not put the message in when you get the pip boy?

Anyway, oil wells that ends well.
just do not recruit any synths they are cybernetic organisms (part man/part machine) sent from future to kill john connor
I have used this mod quite a bit.
My game is unupdated and so I still use AFT.

I like it because I can quickly recruit a couple of settlers ina given location as followers for a dangerous mission and release them when I am done (assuming everyone lived, you can make your followers mortal with this mod if they are "protected" or immortal if they are vanilla)

You can dramatically up the stats of your followers too.

There is also AFT 2 out now but there was something about it I dindt like. Don't remember what it was, but am sticking with the original AFT (which was linked here by the OP).

You point your cursor and then push the initiate button (3 by default so dont assign a quick weapon slot to it)

It can be a bit buggy in that sometimes after u released settlers they wont talk anymore.
Can still be assigned functions but just wont talk.
There is a fix but I dont Remember it.
craldark Apr 29, 2024 @ 2:37pm 
Dear Mr. ᚨᚾᚡᛁᛚ or may I call you ☠Ⓐ︎Ⓝ︎Ⓥ︎Ⓘ︎Ⓛ︎☠? John Connor WAS a synth; they replaced him long before.

just do not recruit any synths they are cybernetic
Nash-Galactic Apr 29, 2024 @ 2:48pm 
Originally posted by socialmediaaddress3:
I have used this mod quite a bit.
My game is unupdated and so I still use AFT.

I like it because I can quickly recruit a couple of settlers ina given location as followers for a dangerous mission and release them when I am done (assuming everyone lived, you can make your followers mortal with this mod if they are "protected" or immortal if they are vanilla)

You can dramatically up the stats of your followers too.

There is also AFT 2 out now but there was something about it I dindt like. Don't remember what it was, but am sticking with the original AFT (which was linked here by the OP).

You point your cursor and then push the initiate button (3 by default so dont assign a quick weapon slot to it)

It can be a bit buggy in that sometimes after u released settlers they wont talk anymore.
Can still be assigned functions but just wont talk.
There is a fix but I dont Remember it.
You may be right I do have other follower mods and most need SE. After the update I unchecked anything I thought was screwing up the game.
craldark Apr 29, 2024 @ 6:53pm 
Well, I've just my first long session with AFT and it's quite impressive. I've tested out about 3 other companion systems and this is far the most comprehensive and what few bugs I've seen (like sometimes can't get the command option but only talk) can be got round using the command menu provided, and that seems infallible.

It's worth mentioning that it undersells itself because 'companion' and 'follower' are well-defined in Fallout 4; a follower is just like a settler that follows you around. Yes, it will fight on your side but only because your enemies are its enemies. And of course you can trade with and equip it. But a companion is far more.

When I was assessing multi-companion mods I skipped over this because it called its operation multiple FOLLOWER and not companions. That's wrong; they are definitely companions that you can fully control and even more so than the basic game provides. You can recruit virtually anyone and the team blends seamlessly with 'true' companions whether the ones provided by the basic game or added mods.

Though I'm still assessing it, from what I've seen, I'd definitely recommend AFT. It FAR exceeds every other mod of its type and seems rock solid.

[EDIT: I might add that in my session I had one regular companion, one known NPC, and a couple of generic NPCs: Curie, Nattie, and a couple of cleaning ladies from Vault 81 on my team at the same time. I eventually dismissed three of them no problem (unlike another mod where the dismiss option simply did not work.)
Last edited by craldark; Apr 29, 2024 @ 6:58pm
Jenazad Apr 29, 2024 @ 7:43pm 
You should've use it with the "Amazing Follower Tweaks Plus (AFT PLUS)".
https://www.nexusmods.com/fallout4/mods/59699
It's the updated version and you only have to Overwrite the OG AFT when prompted by Vortex/Mod Manager.
mister_lobos Apr 29, 2024 @ 9:16pm 
funny thing is, i've been using the mod for years, and basically the same mod on skyrim... so many years if you count them as the same....

yet i still don't use most of the features, i mostly use it just to get them to shut up about me looting stuff, but also "catch up on weapon draw" for both fallout and skyrim, i like to jump over things the followers get stuck on, so that is a MUST.

i did use the feature to change some of Cait's dislikes at one point, especially after she is cured i really don't understand her getting upset if i help someone, if she didn't care that'd be fine, but why would she get upset? now i just get her affinity perk by running around nekkid, and switch her out anyway.
Last edited by mister_lobos; Apr 29, 2024 @ 9:17pm
Originally posted by Jenazad:
You should've use it with the "Amazing Follower Tweaks Plus (AFT PLUS)".
https://www.nexusmods.com/fallout4/mods/59699
It's the updated version and you only have to Overwrite the OG AFT when prompted by Vortex/Mod Manager.
I think that one took out the option though to "beef" up the special stats of your follower.
So generic game settlers are quite weak, with the original if u beef them up thier hps can nearly match yours and you can take their stats (which are often 1 2 or 3) to 10 and above.
You own level determines how many SPEcial stat points u have to add.

Correct me if I am wrong and this feature still exists in the new version as I understand it was cut.
Bored Peon Apr 29, 2024 @ 10:02pm 
Originally posted by craldark:
WOO-HOO! It starts to work on the bridge from Vault 111 to Sanctuary. A message pops up.

Why oh why isn't that on the website? Save me a lot of grief and time-wasting. I mean, why not put the message in when you get the pip boy?
That would be because it is one of those mods activated upon exiting the vault. If you have a bunch of them they take a while for them all to trigger.

If you did not have a bunch of mods activated upon exit there would not be a delay.
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Date Posted: Apr 29, 2024 @ 11:39am
Posts: 15