Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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 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.
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.
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.