The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Kemmler Aug 13, 2021 @ 6:46am
UFO or AFT?
So i have not played this in a while and wanted to know if i should use ultimate follower overhaul or Amazing Follower Tweaks or is there an even better option now? I don't want 50 followers or something crazy i just want a 3 person party and the ability to level up and equip my followers.
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Showing 1-15 of 16 comments
Master Talon Aug 13, 2021 @ 7:34am 
AFT does have the leveling up for followers and you don't have to use more than 3 followers with AFT. Though the max for AFT is 30 followers I believe. I use no more than 5 in my game however.
Kemmler Aug 13, 2021 @ 7:41am 
Originally posted by Master Talon:
AFT does have the leveling up for followers and you don't have to use more than 3 followers with AFT. Though the max for AFT is 30 followers I believe. I use no more than 5 in my game however.

Thanks for reply, and can i completely change my followers armor/weapon with it? i know one of them allowed me to. i cant remember which.
Master Talon Aug 13, 2021 @ 7:45am 
yes you can there are options to do so when you click to talk to them
jreese46 Aug 13, 2021 @ 8:02am 
If I recall correctly, UFO was on the list of unsafe / outdated mods. I have used it, but too long ago to remember much about how it works. I switched to AFT early on, and never looked back.

To completely change your follower's armor/weapons, there should be a dialog option under tweak settings to manage their inventory. Once you do that, they'll go down to their underwear for a second while it process, and they'll return with two inventories, a main and a backpack. First thing to do is empty the backpack, decide what you want them to have on them during "work," and add it to their main outfit, including food, potions, armor, weapons, lockpicks, whatever. Then stuff anything extra in the backpack. You can also use them for like 1k of storage, by loading their backpack, as well as filling it with items you want them to fence for you.

The only down side is, if you dismiss them, they may appear in their underwear for a few seconds when you go near them again, while the scripts update who should now be wearing what. I don't know if this affects their armor rating or abilities while you're out of town (Faendal fighting a dragon in his underwear) or if it's only visual and momentary, but it seems to take slightly longer as you gain levels and your saves get bigger. If you want to dismiss somebody without that happening, you can use the settings menu to reset them completely to default.

I don't know if Simple NPC Outfit Manager is your thing or not, but you can use that to make sure they're armored after reset, in the case of clothed NPCs like Faendal. It's not as in-depth as AFT, so you want to use AFT for your current followers, but it is very convenient in that you can reoutfit almost any unique NPC, without having to make them a follower first.
jreese46 Aug 13, 2021 @ 8:11am 
Originally posted by Master Talon:
AFT does have the leveling up for followers and you don't have to use more than 3 followers with AFT. Though the max for AFT is 30 followers I believe. I use no more than 5 in my game however.

It's up to 5 active followers at a time, with 30 something "on the books," so to speak, meaning still managed by the outfit system and able to be summoned en masse.

OP, if you are also using My Home Is Your Home 2+, or the older version, you will benefit from making use of the full reset, whenever you assign someone a home that you don't intend to have following you anymore. That will ensure that you don't fill up AFT's management system long before you run out of home slots to assign.
Master Talon Aug 13, 2021 @ 9:03am 
Originally posted by jreese46:
Originally posted by Master Talon:
AFT does have the leveling up for followers and you don't have to use more than 3 followers with AFT. Though the max for AFT is 30 followers I believe. I use no more than 5 in my game however.

It's up to 5 active followers at a time, with 30 something "on the books," so to speak, meaning still managed by the outfit system and able to be summoned en masse.

OP, if you are also using My Home Is Your Home 2+, or the older version, you will benefit from making use of the full reset, whenever you assign someone a home that you don't intend to have following you anymore. That will ensure that you don't fill up AFT's management system long before you run out of home slots to assign.
I don't think you can fill it up that fast I am thane with half the holds already and own about 5 or 6 homes already and still only have 5 followers following me most of which are mod followers even I think only one is a vanilla follower, The Snow Elf from Dawnguard.
Last edited by Master Talon; Aug 13, 2021 @ 9:04am
jreese46 Aug 13, 2021 @ 12:16pm 
Originally posted by The Angriest Mongoose:
EFF
Eww.
DrNewcenstein Aug 14, 2021 @ 5:41am 
Originally posted by jreese46:
If I recall correctly, UFO was on the list of unsafe / outdated mods.

I still use UFO with both LE and SE and it works fine. I have never understood this "outdated" business with mods that do what they are supposed to do. There's nothing to update to make it work with anything. AFAIR it doesn't even require SKSE. If it's flagged as "unsafe" then the mods that conflict with it are having the issue, because I have had no problems with it in the several years I've used it.

AFT was nice, but UFO does a couple of things I prefer over AFT.

UFO does also allow inventory management of followers via dialog options ("You know...you could dress better"), and, more importantly, includes useful Shouts that govern follower behavior: Stop Fighting, Stay Here, and Follow. AFT didn't have an option to make your followers stop fighting.
smr1957 Aug 14, 2021 @ 5:50am 
As Doc said - outdated is meaningless if a mod works as it should. A mod is only outdated if it no longer functions due to requirements that have received updates and the mod itself was not updated to reflect that, or another mod has come along that does what the initial mod did, but better and more effectively.
258789553873 Aug 14, 2021 @ 6:11am 
I've noticed that on LE, UFO seems to have more downloads than AFT (its on the most downloaded mods page, while AFT is not). However, I can't really say anything about UFO since I've only ever used AFT.

Also, as SMR says, there's no such thing as an 'out of date' mod on LE. A mod made in 2011 will work just as well as a mod that came out just today. Its not like SE where bethesda is trying to rig the game so mods won't work anymore. Its actually one of the reasons why I prefer LE over SE: I'm used to a lot of older mods that just don't work in SE anymore. In particular, there's an old needs mod I used to use all the time on LE that has never gotten ported. Its actually rather nice getting to play with it again.

For me, the closest thing to an 'out of date' mod on LE is the Halloween Overhaul. Its usable, its just not finished. If you install it, you'll have a few new areas in your game with 'under construction' signs in front of it. The mod author WAS planning on continuing development last year, but his house burned down and he lost his gaming computer, so that's on hold for the foreseeable future. You can still use the mod though, assuming you can ignore the unfinished projects lying around, such as the new graveyard in Falkreath and the haunted house in Whiterun. The mod's actually older than it looks (he's been deleting and uploading new versions of it since 2012), so it still has quite a lot to it even if it is unfinished. Then again, that should probably be expected of something that's obviously an open-ended project.
DrNewcenstein Aug 14, 2021 @ 9:17am 
Bethesda is not actively rigging the game to no longer support mods. People need to stop saying that because it's a lie. Yes, CC content patches cause problems with SKSE, that doesn't mean Bethesda doesn't want you to mod, or doesn't want you to use anything other than Creation Club mods. Some CC mods add similar features that SKSE adds, and hence have to take those memory slots that SKSE has reserved. SKSE is a secondary consideration, and these problems were foretold when SKSE was introduced: one day, Bethesda was going to change something, and that was going to require SKSE to be updated to adapt to those changes.
If Bethesda didn't want you to use SKSE mods they'd issue a C&D against silverlock. Instead, they have given them express written permission to decompile the main EXE in order to implement these functions. That's unheard of in the industry, because they could easily recompile it into a different product and sell it.

Many LE mods work just fine in SE, as long as they don't require SKSE. You may have to recompile the BSA in the new CK, or just extract the BSA. I use the same version of UFO in SE that I did in LE, along with the LE version of Dragon Combat Overhaul. Both work just fine if you extract their BSAs.
Master Talon Aug 14, 2021 @ 11:17am 
there is SKSE64 for SE so you still need SKSE for some mods in SE. and speaking of mods that weren't ported to SE I was able to port "Arissa The Wandering Rogue" and "Build Your Own Home" to SE and they work great
Last edited by Master Talon; Aug 14, 2021 @ 11:19am
258789553873 Aug 14, 2021 @ 1:08pm 
Well, the food mod I have in mind has script files in it, and I can't get either version of the creation kit to compile anything for some reason. I found this out when I tried to learn papyrus, specifically my first venture was to fix that one line of code in Immersive Armors that removes Ulfric's gag. I couldn't get it to work no matter what, in either version of the game. This means I have no way to port my food mod. Besides, there's far more mods exclusive to LE than SE (at least, the ones that draw MY attention). I've actually spent far less time porting things myself when I switched back to LE. Also, when I played SE, I seriously think half my load order was mods I ported myself. Thank god I rarely ever have to do that now.
Master Talon Aug 14, 2021 @ 2:06pm 
Originally posted by IXBlackWolfXI:
Well, the food mod I have in mind has script files in it, and I can't get either version of the creation kit to compile anything for some reason. I found this out when I tried to learn papyrus, specifically my first venture was to fix that one line of code in Immersive Armors that removes Ulfric's gag. I couldn't get it to work no matter what, in either version of the game. This means I have no way to port my food mod. Besides, there's far more mods exclusive to LE than SE (at least, the ones that draw MY attention). I've actually spent far less time porting things myself when I switched back to LE. Also, when I played SE, I seriously think half my load order was mods I ported myself. Thank god I rarely ever have to do that now.
Most mods that is for LE are also for SE and out of all the mods in my SE game only 2 I had to port myself and I have over 200 mods in my game think about that 2 out of 200+
Last edited by Master Talon; Aug 14, 2021 @ 2:07pm
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Date Posted: Aug 13, 2021 @ 6:46am
Posts: 16