The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Can't Recruit More Followers (3dnpc + aft)
The load order is sorted properly, I promise, but is there some sort of patch or something I'm missing??

I can recruit vanilla followers but even if I dismiss my 3dnpc followers and vanilla followers completely, 3dnpcs are certain that my party is too crowded. The problem occurred pretty randomly after I'd been playing for a while. I've been running around with Gor and the Vanilla Mercenary from The Bee and Barb, and I've accidentally duplicated Among-The-Hist because he broke, and also what's his face the vigilante from Brother and Keeper at different times but both are dismissed and don't summon when I try to summon my party or anything. I'm trying to recruit Zora and she thinks the party is full, but (vanilla) Faendal doesn't. Thoughts?
最近の変更はkaitou1011が行いました; 2019年3月13日 15時06分
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1-15 / 19 のコメントを表示
I've had a similar issue with AFT and Interesting NPC's. The Vanilla Followers would be recruited normally but the ones added by interesting NPC's would not. It seems to be a problem with AFT. The only thing I can recommend is using a different Follower mod like Nethers Follower Framework. This probably means you have to start a new game.
Okay my problem seems to be that Gorr can't not follow me, even if I revert the save to my only one before I tried to dismiss him (damn my dropping the habit of keeping ten million save files). Can anyone tell me how I can stop him from following me when I've already tried the set player/3dnpcfollowercount to 0 commands and dismissing him and even uninstalling aft? I've added the aft/3dnpc patch that was supposed to be there the whole time from the aft page but I'm not sure if there's anything else I can try...
why is it some players have to have a large number of followers? I find they get in the way and can mess up combats and such. I guess because I like a stealth character and I want all the exp. for myself and I have a hard time trying to control combat with followers getting in the way. Roe me they just are not worth the trouble of using them

but to each there own :steammocking::steamhappy:
最近の変更はmadgamer2が行いました; 2019年3月13日 16時02分
I do think they get in the way. 3 sometimes feels excessive to me. I have the mercenary because I need a stable pack mule and 3dnpcs aren't stable in aft, and I want Zora because I like having a 3dnpc superfollower around for their comments more than anything else. I'd switch Gor for her (he was following me because I want him to be my spouse when I have a house) but Gor won't stop following me and Zora thinks my party is too full because of it.
I enjoy many followers on certain missions. First fight with Alduin, Eldergleam Sanctuary, sometimes even Lost Valley to get Auriel's Bow. Taking 4-5-6 followers is not unusual.

As to your issue: Get close to Gorr and hit your console key. (~) Center your mouse on Gorr's image and click. An ID number should appear on the screen. At the prompt, type, disable then enter. Exit the console. Re-enter the console, click on Gorr again and type enable then enter.

This cleared up a couple of similar issues Ive had with other npcs.
1050Titan の投稿を引用:
I've had a similar issue with AFT and Interesting NPC's. The Vanilla Followers would be recruited normally but the ones added by interesting NPC's would not. It seems to be a problem with AFT. The only thing I can recommend is using a different Follower mod like Nethers Follower Framework. This probably means you have to start a new game.

Fixed it for you.

Though I don't know why anyone would want a horde of crappy AIs following them around. I can't stand more than one and generally park Vilja when I have to take Serana for Dawnguard.
最近の変更はGlassDeviantが行いました; 2019年3月13日 20時18分
Zombielord Ativan の投稿を引用:
1050Titan の投稿を引用:
I've had a similar issue with AFT and Interesting NPC's. The Vanilla Followers would be recruited normally but the ones added by interesting NPC's would not. It seems to be a problem with AFT. The only thing I can recommend is using a different Follower mod like Nethers Follower Framework. This probably means you have to start a new game.

Fixed it for you.

Though I don't know why anyone would want a horde of crappy AIs following them around. I can't stand more than one and generally park Vilja when I have to take Serana for Dawnguard.

Again, I'm not attempting a horde, I'm just having problems getting a specific one.

Anyways, while I might see issues long-term due to how I fixed it and am getting occasional CTD that I didn't have before (which tbh might just be save file bloat and a crappy computer because I start getting them around this level even in vanilla)... I did eventually fix the issue by disabling aft, getting rid of Gorr, reenabling it and adding the 3dnpc patch I somehow missed. AFT is pretty sure it's not compatible with my save file and throws up warnings when I switch up my followers, but otherwise is working perfectly when it wasn't before. I'm hoping it won't completely bork my save file eventually but for now everything is fine.
Have them as killable, much more fun. I used to get my Orc to recruit various peasants and equip them with decent level gear and weapons. We'd head into a dungeon and a lot of times they will die. Makes combat more immersive. Some survive, and I keep them and level there gear. Then we return to town and recruit more. But they are here to fight and seek adventure@!
That being said, in Oldrim I used to have fkn problems with AFT i think. where followers became invicible etc.
Docsprock の投稿を引用:
I enjoy many followers on certain missions. First fight with Alduin, Eldergleam Sanctuary, sometimes even Lost Valley to get Auriel's Bow. Taking 4-5-6 followers is not unusual.

As to your issue: Get close to Gorr and hit your console key. (~) Center your mouse on Gorr's image and click. An ID number should appear on the screen. At the prompt, type, disable enter then type enable enter. Close console

This cleared up a couple of similar issues Ive had with other npcs.

Doc spock fixed it for you, you had advised players to click on a disabled npc, so someone who is no longer there, unnecessarily.

OP I had these exact issues years ago with 3dNPCs not allowing more than one follower and it comes from That mod being too low in your load order. Moving AFT a lot lower solved that issue for me.

3DNPC's mod seems to depend on you dismissing any follower as soon as you have finished their quest. As no new quests for that follower will get triggered until a day after you have dismissed them.

AFT can still be used to manage 3dNPCS with using make tweak follower spell command.

If you accidentally duplicated an npc you should load a previous save to avoid borking your game further.
最近の変更はEternieが行いました; 2019年3月16日 17時52分
Billy Black Balls の投稿を引用:
That being said, in Oldrim I used to have fkn problems with AFT i think. where followers became invicible etc.

That depends on the settings you use for each follower tweak settings you can change whether someone is invincible, setting them as essential, that can be disabled over all followers or individual followers. Especially handy if taking a lower level character on an escort mission
EFF is better
Try better mouth wash, that might help.
Eternie の投稿を引用:
If you accidentally duplicated an npc you should load a previous save to avoid borking your game further.

Unfortunately I dropped the habit of ten million saves when switching to SE and I mostly just use quicksave. By the time I noticed that Among-the-Hists had duplicated, he would have been duplicated for ages (he was my follower and I effed him up somehow at that point, I finally got him to unfollow me, and then I moved on and played like 10 levels using only quicksave before I ended up in Shor's Stone to see the doubles. I ended up disabling a random one.

I'd honestly have to start a new game practically (I think I have one regular save from before that, at like level 4) and I don't see the point of starting a new game to avoid borking a save. Might as well run the save into the ground before abandoning it.

Random digression: TBH I never dropped the view from way back when I played The Sims 2, which honestly is one of the few games I'd say is more broken than a Bethesda game, that every single save is an inevitable march towards complete borkage. If you don't get the reference: the Sims 2 shipped broken and had about twelve different built-in methods of permanently borking your save as features as well as a bunch of ways the game would automatically corrupt itself over time with no particular input from you. So for years before modders fixed most of the issues with whole cleaning tools and prevention fixes, every single Sims 2 player had to deal with the knowledge that one day they'll load up their save and it would be dead and there'd be nothing they could do about it. Even to this day, with all the fixes, all it takes it one accidental clicking of the wrong built-in feature and you'll set off the slow march towards save death without even the option to reload a save because it's an instant-break. That mindset really coloured the way I think about borking up saves. To me, it's always an inevitability that I can live with and I'd rather enjoy my save as long as I can before it becomes completely unplayable compared to giving up on a save just because I did something that might cause complete save death down the line. A game is supposed to be fun, and the time I spend playing it is fun and loosing the save doesn't remove the fun.
Interesting story / history about The Sims 2.
In Skyrim the quick save is also prone to not remembering things quite right if your doing loads of things and constantly overwriting the same file. So to avoid issues it is advisable to make named saves like before adding new mods, or before starting major quests, then Delete the quick save. So that any quick save only has data from several days play ... and not getting bloated from all your activities around skyrim.

You can make named save with console
save BeforeAddingNewMod enter

Save "About to Trap Odahviing" enter
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投稿日: 2019年3月13日 15時04分
投稿数: 19