NFF - Système de compagnons de Nether 2.8.5
Bureau du SAML des Personnages de Skyrim Special Edition, bonjour.
- gilbert57
- Profil
- Enregistré le : 14 mars 2019, 12:21
Re: NFF - Système de compagnons de Nether SSE 2.4.8
recommencer le jeu a zéro j’espère que çà vas être bon merci encore . je vais bientôt avoir 63 ans j'adore ce jeu depuis très longtemps et ne comprends pas un mot d'anglais donc sans vos traduction et et tuto ce serais zéro mods pour moi .merci a toute la communauté de la part d'un papy .
- Daichi
- Profil
- Enregistré le : 16 juil. 2018, 13:57
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Je passe souvent pour un con : je loupe des occasions de fermer ma gueule.
-
NEXUS MOD MANAGER TUE
NMM rend vos jeux stériles et impuissants.
Pour le soigner, appelez ce numéro : ICI
-
- Kokhin
- Profil
- Enregistré le : 14 juin 2016, 10:29
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Les prochaines MàJ devraient être 100 % compatibles avec une partie en cours, si on a installé une version ancienne de NFF (à partir de la 2.4.7).gilbert57 a écrit : ↑16 oct. 2019, 15:07 recommencer le jeu a zéro j’espère que çà vas être bon merci encore . je vais bientôt avoir 63 ans j'adore ce jeu depuis très longtemps et ne comprends pas un mot d'anglais donc sans vos traduction et et tuto ce serais zéro mods pour moi .merci a toute la communauté de la part d'un papy .
Il y a un système de scripts qui se chargent de modifier ce qui doit l'être au fur et à mesure des MàJ.
Il faut juste que les entrées QUST ne changent pas, sinon ce sera un peu gênant quelque temps, mais le système finit par se mettre en place à 100 % après quelques heures IG et quelques changements de CELL.
LIEN VERS LA VERSION 5
Vous savez jouer la comédie ? Vous avez un micro digne de ce nom ? Votre voix nous intéresse, doublez des mods !
Vous savez jouer la comédie ? Vous avez un micro digne de ce nom ? Votre voix nous intéresse, doublez des mods !
- Kokhin
- Profil
- Enregistré le : 14 juin 2016, 10:29
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Bon, Nether vient de faire deux MàJ coup sur coup. J'avais quasi terminé la 2.4.9 que voilà la 2.5.0.
Patience, ça arrive bientôt (sauf en cas de 2.5.1 ).
Patience, ça arrive bientôt (sauf en cas de 2.5.1 ).
LIEN VERS LA VERSION 5
Vous savez jouer la comédie ? Vous avez un micro digne de ce nom ? Votre voix nous intéresse, doublez des mods !
Vous savez jouer la comédie ? Vous avez un micro digne de ce nom ? Votre voix nous intéresse, doublez des mods !
- Ereldyan
- Profil
- Enregistré le : 15 sept. 2019, 13:14
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Ca fait plaisir de voir son travail cela dit et d'un mod de gestion à jour en 2019 (et courage aussi pour la traduction à peine des fois terminées, une autre réapparaît^^)
- Zehabys
- Profil
- Enregistré le : 22 oct. 2017, 18:23
Re: NFF - Système de compagnons de Nether SSE 2.4.8
2.49 => 29 octobre
2.50 => 09 novembre
2.50 => 11 novembre (Traps Fix)
2.50 => 18 novembre (Magic Effect Stacking Issue Fix)
2.51 => 23 novembre
La moyenne d'une mise à jour par semaine est tenue...
2.50 => 09 novembre
2.50 => 11 novembre (Traps Fix)
2.50 => 18 novembre (Magic Effect Stacking Issue Fix)
2.51 => 23 novembre
La moyenne d'une mise à jour par semaine est tenue...
► Afficher le texte
Version 2.5.1
Critical Fix, OnMagicEffect (Fear)
- There was lag and occasional Stack Dump caused by using "OnMagicEffect" event on followers to detect being hit by a fear spell (for Regard benefits).
- This was noticable when fighting very large groups of enemies with casters and just the presence of this event could cause issues.
- This event has been removed and there is now a quick fear check only once per 4 seconds. Description in the MCM has been updated.
Fixes
- Update Functions and Persistent Gear are delayed if the game is in a loading menu, console or any other detectable menu mode. Stability tweak.
- Fix for issue where follower might double-dip into weapon recharge and other "exited combat" activities.
- Fix for PlayerFollowerPackage stopping Default Follow setting and causing issues with Imported Followers. The intent of Default Follow is mainly to allow imported folk to use their own packages. Makes an edit to PlayerFollowerPackage by adding a condition (not in a NFF specific faction, so no effect on NPCs that borrow it).
- Game-filled Black Soul Gems now properly work when recharging after combat.
- Recharge Special Effect played when one or more Soul Gems are used.
- Equip and Unequip events on Follower alias are ignored when giving items to be sold.
- Fixed some errors when checking the actual follower count.
- Cleaned up some friendly fire issues.
- Cleaned up Flush Slots function.
- Reset Main Quests is now more robust.
- Many MCM descriptions have been updated.
- Streamlining of Functions.
Fix, Command to Sit in Chair/Sleep in Bed
- These functions now work again but only if the follower is in wait mode. There are two ways to do this (also beds, benches, etc):
-- Command the follower to sit (hold E on them, then point to chair, bench, etc) and wait for the animation to completely finish then click on them again so that they are in wait mode.
-- Put them into Wait first (dialogue menu or command power) then command them to sit in a chair. Doesn't appear you have to wait for animation to end but you have to wait for it to start.
- While waiting, they will sleep or sit until you have them follow you again.
Change, Startup
- The framework checks for the presence of SKI_ConfigBase.pex which needs to be seen in Skyrim/SSE in the bsa file or loose in data/scripts. If this file is not detected, you will be issued a warning and the system will be halted. You will have to fix this before continuing to use the mod.
- The framework also checks general position of this mod in your load order. If nwsFollowerFramework.esp is in the upper two-thirds of your load order, you will receive a recommendation to place it more towards the end of your load order. This message will only be shown once unless your load order changes and is again valid. This only checks position and not specific mod conflicts.
Changes, Enhance Sneaking
- Adds the invisiblity effect to them without any visuals.
- Completely muffles their movement.
Changes, Improved Stealth AI
- Applies the magic effect calm instead of directly manipulating aggression. Should be same effect.
- Do not engage in combat while the player is sneaking unless the follower is attacked directly or the player is hurt in combat (detection can take a few seconds).
-- Currently, there is an animation bug that followers will stand if the player is engaged in combat. They are still invisible/muffled if using Enhance Sneaking. If you set their alpha value to a value other than 1.0 and they are still semi-transparent, you will see that stealth is still engaged.
Changes, Packages
- Consolodated follow packages (they were split by range, if idles are allowed or not) from 6 to 1 package. Less packages to process, simple with no mental processing.
- Bump package was removed and combined to follow package.
- Several unused packages were removed.
Change, Potion Recovery
- You can now use potions on followers if they are at 50% or lower health. You can still use potions on them if they are in bleedout.
Feature, Number of Followers Allowed
- You can now set the maximum number of followers allowed in the framework, from 2 to 10. The default is 10.
- If you set the number lower than the current limit and you currently have followers, they are flushed from the framework, after which you can reaquire them. This does not happen if you raise the maximum above its current value.
- This was done mainly to create a global variable that other modders can use, nwsFollowerMaxCount. I went ahead and added an interface if you feel the need to limit yourself artificially.
- If an attempt is made to force the value above 10, it will have no effect and be reset to 10 as soon as detected.
Feature, Persistent Gear
- If enabled in the MCM, you can now have the Adventuring Gear of dismissed followers be re-applied when the player is in their vicinity.
- Up to 15 former followers in a cell/location are supported. This is "per cell", not a total of 15 followers.
- Former followers must have their Adventuring Gear stored.
- A check is made upon game load, entering a new location or entering a new cell. Only one check is made at any given moment, other checks are ignored.
-- Location checks are only made when going from a old location to a new one and only once per 3 minutes of real time. (this is because locations can change rapidly and we don't want this to spam).
-- Load checks are only made after all other startup activities have been completed.
-- Cell checks are not made if the cell is still loaded in memory.
- This does add to papyrus load. However, it is set up as a remote call (Registered as single update) so it's more or less a background process.
- Credit given to kuroko137, Author of Dress Up Lover's NPC Outfit Changer, for the concept. No code was directly used. Check out his awesome mod!
- Mods that remove gear periodically may cause an old outfit to be applied. Examples are stripping pools and intimacy mods.
Feature, Defensive Stance
- On the tweaks page, you set up a follower to act defensively in combat.
- In this stance, the follower will not attack unless the player has attacked first (hurt during combat, can take a few seconds to register) OR the follower has been attacked (struck in combat). Followers will also engage if the target they have acquired is within short range (about 395 units or the other side of a small room).
- Is set on a per-follower basis, so you can have a mix of tactics.
- Only occurs during combat.
- This works regardless of Aggression of the follower.
- Mainly package-driven, so should be light.
Feature, Payment Per Follower
- Weekly Follower Cost remains (as Initial Weekly Follower Cost) on the gameplay page. This is the base value (now 0 to 2000 gold). Setting to 0 means no cost.
- Cost can be set specifically for any individual follower on the stats page.
- It is remembered per follower, always.
- As prior, housecarls, spouses and (detected) family members have a starting cost of 0.
Feature, Transform to Werewolf
- Followers can now be set to transform to werewolves when they have taken a certain amount of damage in combat.
- This is on a per-follower basis and can be set on the tweaks page, including at what damage they transform.
- If you want a follower to transform often set the damage threshold near or at 100%.
- Werewolf followers do not generate fear/crime from other NPCs just by transforming. There is no "limit per day".
- Werewolf followers have boosted health, unarmed damage and can knockback opponents just like the vanilla Werewolf race.
- Only Unique NPCs (so, no guards and all of that business) that are not animals or mechanicals are eligible. Otherwise this is greyed out. There is no way around this.
- I suppose vampire followers can turn into werewolves if you really want this. No, I'm not restricting it, just don't use it on them if you don't want it.
- Casters cast spells as werewolves. They will also use caster combat behavior (staying at range). So, basically they aren't very good candidates unless they are hybrid melee/casters.
- Followers that have a role in NFF (Tank, Healer) can still do those things. Healing has no animations.
- Followers will not be werewolves if not in the party. This is script-controlled and will not work on dismissed followers. There is no way around this.
- Unlike other werewolf transformation mods, followers with custom skins can transform.
- There is no "transform back animation".
- These things are not included and unlikely to be included in the near future and possibly never: Custom werewolf skins, werewolf powers like the player has, werebears, werecats and so on.
Version 2.5.0
Core Change
- Followers are now filled in ascending order (low to high) in the DialogueFollower aliases instead of descending order (high to low).
- This should provide compatibility to mods that look for the standard vanilla alias at the first index (0). So for example, multiple blades mods you will have to make sure the follower you wish to affect is in the first slot in NFF.
- As slots are automatically sorted on a new update, this will fix itself automatically.
Command Menu Features (Single Target, Follower) - Enhanced Menus Only
- When targetting a follower, you can now set their home base (or switch it, or remove them from being in a home base) in the follower menu.
- You can now target any potential follower (a follower in the PotentialFollower faction) and affect them with a custom menu:
-- You can look at their base stats (Health, Magicka, Stamina)
-- You can recruit them (same as "Follow me, I need your help" type action).
-- You can command them to do a favor.
-- You can set their basic traits.
-- You can (force) trade with them.
-- You can add them to or remove them from Favorites.
-- You can set their home base.
- Does not work on hireling followers (Jenassa, etc), nor on import or expendable followers.
- Issue: does not recognize conditional dialogue of vanilla (or mod based) followers, which allows you to circumvent recruitment. Example is Uthgerd the Unbroken, that requires a brawl prior to hiring. I would advise you to not circumvent this if you know that a requirement should be met prior to recruitment.
Command Menu Features (Single Target, Non-follower) - Enhanced Menus Only
- Targetting an enemy or neutral/friendly (outside of Potential Follower Faction) adds an entry to the Command All menu that allows you to cause all followers to attack that target.
-- Attempts to use the player's combat target if the player is in combat and no actor is targetted.
-- Followers that cannot see the target (darkness, line-of-sight) may not attack.
-- Followers that have a Confidence of Cautious or Cowardly are not forced to attack (but still may enter combat state and attack if enemies are trivial).
-- Can be hotkeyed as a standalone ability. However, no menu is provided, so there will be no confirmation.
Command All Menu (No Target) - Enhanced Menus Only
- Can use a Retreat function to cause followers to ignore combat for 45 seconds. They will move back to the player.
-- Affects all followers within 1000 feet.
-- Can be used again (via the menu) to cancel the effect.
-- Causing all followers to attack a target also cancels the effect.
-- Can be hotkeyed as a standalone ability. Can be toggled here as well.
Command Menu, Stop Time - Enhanced Menus Only
- You can now stop time while in the menu system. Can be toggled on in the MCM under the System tab. Currently plays muffled sound effects that may be hard-coded into the game.
Follower Alias Fixes
- Fixed an issue where regard got set to 0 when dismissing a follower.
- Fixed an issue where multiple tweaks weren't getting flagged to update (Gear: Shield, Helm, Weapon; Skill Affinity, Weapon Charge, Regard Awarding).
- Some bool flags removed as they were hitching the alias script.
- More comprehensive checking of "3D is loaded" and dead or invalid actor.
Miscellaneous:
- Sleeping Wenches/Barkeeps are no longer valid for Tavern Interactions.
- Fixed Error on stopping sandboxing on a follower during main script update when no actor is registered.
- Changed import conditions for Serana to check for her script variables (IsFollowing = True, CanFollow = True) for import eligibility instead of GetPlayerTeammate.
- nwsTargetAlly_script changed to nwsFollower_TargetAllyFX for mod consistency. nwsTargetAlly_script is now added to list of dummy scripts.
- Command All ability projectile (for detecting distant targets) now has a slight cone detection. Sped up projectile speed significantly.
- TrapTriggerBase and TrapBear scripts (optional install) additionally check for framework's follower faction for simulated lightfoot perk.
- Storm Call voice power called by the player should now work properly. Conditions removed from this "spell" in no team magic damage add-on. "magicProjectileStormScript" script has been modified (with no additional properties added) and will be installed via the FOMOD for LE and SSE. Lighting strikes when cast by the player should ignore player teammates and those in the framework follower faction. I don't have a save where I can currently test this but theoretically it should work properly.
- Notated in MCM that Damage Multiplier adjustments do not affect magic attacks (beyond my control).
- Applied some general optimizations.
Version 2.4.9
Game Loading:
- The startup messages (Performing Startup Tasks/Tasks Complete) are shown to give you an idea when it is safe to engage in normal gameplay and especially when it is safe to save your game. NFF does quite a few things in the background at start up, particularly because some settings are not stored in your save file (Skyrim normal behavior) and have to be retrieved and re-applied to your followers. The more followers you have, the longer this process takes. This doesn't mean that you have to sit and wait and not do anything. Wandering around or heading somewhere is generally fine. What you don't want to do during this process is anything that could completely halt processes (going into console, saving your game, fast traveling, entering a new cell - anything that causes a pause in the action, so to speak). Usually it's only a few seconds (2-4), so it isn't a long warm up time.
- I also recommend that you try to use full saves when possible versus quick-saving. I also recommend you turn off auto-saves. Quick saves and auto saves do not always halt scripts upon saving and it is possible (but not guaranteed) to cause issues (save corruption, botched scripts, etc). If you use SSE Engine Fixes (or something similar with its capabilities), I would set "RegularQuicksaves" to true in it's ini file - this allows quick saves to create full saves.
- I've artificially added 0.5 seconds to the startup process just to make sure things are as problem-free as possible.
Combat Tweaks:
- Tank Taunt should now be more effective in bringing the attention of enemies to the tank. Taunt Range extended to 250 feet. Taunt not usable on flying/swimming enemies. Keep in mind that other followers (or the player) attacking a taunted enemy can pull them off of the tank.
- Followers will now evaluate combat more effectively upon entering a combat state. This should help resolve issues where they do no react when hit or the player is hit. They should continue to not preempt attacking when the player is sneaking and you are using enhanced stealth. You can toggle this on or off under combat in the MCM (Improved Combat Awareness). If you want some followers to act passively in battle or you encounter some other issues, turn this option off.
- Reduce Infighting mechanism restored to similarly how it was done before, by checking periodically during combat. OnHit event no longer in use as it was actually too fast and efficient and not preventing combat. Some specifics of how friendly fire is resolved were changed internally. Fix: Turning off Reduce Infighting no longer protects followers from each other.
- Added stacking protection on follower alias script for OnCombatStateChanged, OnMagicEffectApply events.
- Check Count script ignores followers that are in combat if there is a case where the player is not in combat. Nothing to do with the player striking a follower, that is different.
- Have noticed an issue where a follower who is taught Candlelight will occasionally cast it in battle. I could put a combat condition on the spell form but for now, I've set it up where you create a Nether's Candlelight Tome that will teach NFF's version of the spell to you or your followers. You can create it at the forge under Jewelry using 1 charcoal, 1 paper roll, 1 common soul gem (found filled) and a firefly thorax.
Miscellaneous:
- Fixed an issue where (stored) Adventuring Gear might not get applied when re-recruiting a follower. An uncleared flag was blocking this.
- Checking to see if follower is naked now includes boots and gauntlets keywords on worn items.
- Removed Eval Package from Home bases package stack. Don't feel implementation was very good. Home bases now evaluates packages if it needs to. Removed Script: nwsFollower_HomeEval.pex and added to dummy scripts install option.
- Added slight randomization to tavern responses.
- There is no longer a temporary blocking (jilted) dialogue for imported followers. It causes them to get stuck following you while unable to interact with them.
- Fixed slot slots to where all variables are cleared or moved.
- Fixed clear alias to where all variables are cleared.
- When sorting slots, followers at moderate distance of the player (2048 units) will be put into waiting mode until sorting is finished, then return to following mode and have their packages evaluated.
- Followers no longer sandbox while in a scene outside of the framework quests. Should help with issues where interaction between followers in other mods will work correctly IF they are scene based.
- Added a toggle for sandboxing, Only Sandbox in Non-Dungeon. This allows you to have followers sandbox nearly everywhere but restrict them to following you exclusively in dungeons. For this to work, the dungeon needs to have a location and have the LocTypeDungeon keyword.
Additions:
- Optional native support for Misty Skye and Summer Skye in the FOMOD installer. This essentially treats them as if they were native followers (seamless import/export, forced to very high priority package support). Patches 4 dialogue script fragments included in The Erotic Adventures of Misty Skye. They should act and feel like normal followers.
Game Loading:
- The startup messages (Performing Startup Tasks/Tasks Complete) are shown to give you an idea when it is safe to engage in normal gameplay and especially when it is safe to save your game. NFF does quite a few things in the background at start up, particularly because some settings are not stored in your save file (Skyrim normal behavior) and have to be retrieved and re-applied to your followers. The more followers you have, the longer this process takes. This doesn't mean that you have to sit and wait and not do anything. Wandering around or heading somewhere is generally fine. What you don't want to do during this process is anything that could completely halt processes (going into console, saving your game, fast traveling, entering a new cell - anything that causes a pause in the action, so to speak). Usually it's only a few seconds (2-4), so it isn't a long warm up time.
- I also recommend that you try to use full saves when possible versus quick-saving. I also recommend you turn off auto-saves. Quick saves and auto saves do not always halt scripts upon saving and it is possible (but not guaranteed) to cause issues (save corruption, botched scripts, etc). If you use SSE Engine Fixes (or something similar with its capabilities), I would set "RegularQuicksaves" to true in it's ini file - this allows quick saves to create full saves.
- I've artificially added 0.5 seconds to the startup process just to make sure things are as problem-free as possible.
Combat Tweaks:
- Tank Taunt should now be more effective in bringing the attention of enemies to the tank. Taunt Range extended to 250 feet. Taunt not usable on flying/swimming enemies. Keep in mind that other followers (or the player) attacking a taunted enemy can pull them off of the tank.
- Followers will now evaluate combat more effectively upon entering a combat state. This should help resolve issues where they do no react when hit or the player is hit. They should continue to not preempt attacking when the player is sneaking and you are using enhanced stealth. You can toggle this on or off under combat in the MCM (Improved Combat Awareness). If you want some followers to act passively in battle or you encounter some other issues, turn this option off.
- Reduce Infighting mechanism restored to similarly how it was done before, by checking periodically during combat. OnHit event no longer in use as it was actually too fast and efficient and not preventing combat. Some specifics of how friendly fire is resolved were changed internally. Fix: Turning off Reduce Infighting no longer protects followers from each other.
- Added stacking protection on follower alias script for OnCombatStateChanged, OnMagicEffectApply events.
- Check Count script ignores followers that are in combat if there is a case where the player is not in combat. Nothing to do with the player striking a follower, that is different.
- Have noticed an issue where a follower who is taught Candlelight will occasionally cast it in battle. I could put a combat condition on the spell form but for now, I've set it up where you create a Nether's Candlelight Tome that will teach NFF's version of the spell to you or your followers. You can create it at the forge under Jewelry using 1 charcoal, 1 paper roll, 1 common soul gem (found filled) and a firefly thorax.
Miscellaneous:
- Fixed an issue where (stored) Adventuring Gear might not get applied when re-recruiting a follower. An uncleared flag was blocking this.
- Checking to see if follower is naked now includes boots and gauntlets keywords on worn items.
- Removed Eval Package from Home bases package stack. Don't feel implementation was very good. Home bases now evaluates packages if it needs to. Removed Script: nwsFollower_HomeEval.pex and added to dummy scripts install option.
- Added slight randomization to tavern responses.
- There is no longer a temporary blocking (jilted) dialogue for imported followers. It causes them to get stuck following you while unable to interact with them.
- Fixed slot slots to where all variables are cleared or moved.
- Fixed clear alias to where all variables are cleared.
- When sorting slots, followers at moderate distance of the player (2048 units) will be put into waiting mode until sorting is finished, then return to following mode and have their packages evaluated.
- Followers no longer sandbox while in a scene outside of the framework quests. Should help with issues where interaction between followers in other mods will work correctly IF they are scene based.
- Added a toggle for sandboxing, Only Sandbox in Non-Dungeon. This allows you to have followers sandbox nearly everywhere but restrict them to following you exclusively in dungeons. For this to work, the dungeon needs to have a location and have the LocTypeDungeon keyword.
Additions:
- Optional native support for Misty Skye and Summer Skye in the FOMOD installer. This essentially treats them as if they were native followers (seamless import/export, forced to very high priority package support). Patches 4 dialogue script fragments included in The Erotic Adventures of Misty Skye. They should act and feel like normal followers.
Critical Fix, OnMagicEffect (Fear)
- There was lag and occasional Stack Dump caused by using "OnMagicEffect" event on followers to detect being hit by a fear spell (for Regard benefits).
- This was noticable when fighting very large groups of enemies with casters and just the presence of this event could cause issues.
- This event has been removed and there is now a quick fear check only once per 4 seconds. Description in the MCM has been updated.
Fixes
- Update Functions and Persistent Gear are delayed if the game is in a loading menu, console or any other detectable menu mode. Stability tweak.
- Fix for issue where follower might double-dip into weapon recharge and other "exited combat" activities.
- Fix for PlayerFollowerPackage stopping Default Follow setting and causing issues with Imported Followers. The intent of Default Follow is mainly to allow imported folk to use their own packages. Makes an edit to PlayerFollowerPackage by adding a condition (not in a NFF specific faction, so no effect on NPCs that borrow it).
- Game-filled Black Soul Gems now properly work when recharging after combat.
- Recharge Special Effect played when one or more Soul Gems are used.
- Equip and Unequip events on Follower alias are ignored when giving items to be sold.
- Fixed some errors when checking the actual follower count.
- Cleaned up some friendly fire issues.
- Cleaned up Flush Slots function.
- Reset Main Quests is now more robust.
- Many MCM descriptions have been updated.
- Streamlining of Functions.
Fix, Command to Sit in Chair/Sleep in Bed
- These functions now work again but only if the follower is in wait mode. There are two ways to do this (also beds, benches, etc):
-- Command the follower to sit (hold E on them, then point to chair, bench, etc) and wait for the animation to completely finish then click on them again so that they are in wait mode.
-- Put them into Wait first (dialogue menu or command power) then command them to sit in a chair. Doesn't appear you have to wait for animation to end but you have to wait for it to start.
- While waiting, they will sleep or sit until you have them follow you again.
Change, Startup
- The framework checks for the presence of SKI_ConfigBase.pex which needs to be seen in Skyrim/SSE in the bsa file or loose in data/scripts. If this file is not detected, you will be issued a warning and the system will be halted. You will have to fix this before continuing to use the mod.
- The framework also checks general position of this mod in your load order. If nwsFollowerFramework.esp is in the upper two-thirds of your load order, you will receive a recommendation to place it more towards the end of your load order. This message will only be shown once unless your load order changes and is again valid. This only checks position and not specific mod conflicts.
Changes, Enhance Sneaking
- Adds the invisiblity effect to them without any visuals.
- Completely muffles their movement.
Changes, Improved Stealth AI
- Applies the magic effect calm instead of directly manipulating aggression. Should be same effect.
- Do not engage in combat while the player is sneaking unless the follower is attacked directly or the player is hurt in combat (detection can take a few seconds).
-- Currently, there is an animation bug that followers will stand if the player is engaged in combat. They are still invisible/muffled if using Enhance Sneaking. If you set their alpha value to a value other than 1.0 and they are still semi-transparent, you will see that stealth is still engaged.
Changes, Packages
- Consolodated follow packages (they were split by range, if idles are allowed or not) from 6 to 1 package. Less packages to process, simple with no mental processing.
- Bump package was removed and combined to follow package.
- Several unused packages were removed.
Change, Potion Recovery
- You can now use potions on followers if they are at 50% or lower health. You can still use potions on them if they are in bleedout.
Feature, Number of Followers Allowed
- You can now set the maximum number of followers allowed in the framework, from 2 to 10. The default is 10.
- If you set the number lower than the current limit and you currently have followers, they are flushed from the framework, after which you can reaquire them. This does not happen if you raise the maximum above its current value.
- This was done mainly to create a global variable that other modders can use, nwsFollowerMaxCount. I went ahead and added an interface if you feel the need to limit yourself artificially.
- If an attempt is made to force the value above 10, it will have no effect and be reset to 10 as soon as detected.
Feature, Persistent Gear
- If enabled in the MCM, you can now have the Adventuring Gear of dismissed followers be re-applied when the player is in their vicinity.
- Up to 15 former followers in a cell/location are supported. This is "per cell", not a total of 15 followers.
- Former followers must have their Adventuring Gear stored.
- A check is made upon game load, entering a new location or entering a new cell. Only one check is made at any given moment, other checks are ignored.
-- Location checks are only made when going from a old location to a new one and only once per 3 minutes of real time. (this is because locations can change rapidly and we don't want this to spam).
-- Load checks are only made after all other startup activities have been completed.
-- Cell checks are not made if the cell is still loaded in memory.
- This does add to papyrus load. However, it is set up as a remote call (Registered as single update) so it's more or less a background process.
- Credit given to kuroko137, Author of Dress Up Lover's NPC Outfit Changer, for the concept. No code was directly used. Check out his awesome mod!
- Mods that remove gear periodically may cause an old outfit to be applied. Examples are stripping pools and intimacy mods.
Feature, Defensive Stance
- On the tweaks page, you set up a follower to act defensively in combat.
- In this stance, the follower will not attack unless the player has attacked first (hurt during combat, can take a few seconds to register) OR the follower has been attacked (struck in combat). Followers will also engage if the target they have acquired is within short range (about 395 units or the other side of a small room).
- Is set on a per-follower basis, so you can have a mix of tactics.
- Only occurs during combat.
- This works regardless of Aggression of the follower.
- Mainly package-driven, so should be light.
Feature, Payment Per Follower
- Weekly Follower Cost remains (as Initial Weekly Follower Cost) on the gameplay page. This is the base value (now 0 to 2000 gold). Setting to 0 means no cost.
- Cost can be set specifically for any individual follower on the stats page.
- It is remembered per follower, always.
- As prior, housecarls, spouses and (detected) family members have a starting cost of 0.
Feature, Transform to Werewolf
- Followers can now be set to transform to werewolves when they have taken a certain amount of damage in combat.
- This is on a per-follower basis and can be set on the tweaks page, including at what damage they transform.
- If you want a follower to transform often set the damage threshold near or at 100%.
- Werewolf followers do not generate fear/crime from other NPCs just by transforming. There is no "limit per day".
- Werewolf followers have boosted health, unarmed damage and can knockback opponents just like the vanilla Werewolf race.
- Only Unique NPCs (so, no guards and all of that business) that are not animals or mechanicals are eligible. Otherwise this is greyed out. There is no way around this.
- I suppose vampire followers can turn into werewolves if you really want this. No, I'm not restricting it, just don't use it on them if you don't want it.
- Casters cast spells as werewolves. They will also use caster combat behavior (staying at range). So, basically they aren't very good candidates unless they are hybrid melee/casters.
- Followers that have a role in NFF (Tank, Healer) can still do those things. Healing has no animations.
- Followers will not be werewolves if not in the party. This is script-controlled and will not work on dismissed followers. There is no way around this.
- Unlike other werewolf transformation mods, followers with custom skins can transform.
- There is no "transform back animation".
- These things are not included and unlikely to be included in the near future and possibly never: Custom werewolf skins, werewolf powers like the player has, werebears, werecats and so on.
Version 2.5.0
Core Change
- Followers are now filled in ascending order (low to high) in the DialogueFollower aliases instead of descending order (high to low).
- This should provide compatibility to mods that look for the standard vanilla alias at the first index (0). So for example, multiple blades mods you will have to make sure the follower you wish to affect is in the first slot in NFF.
- As slots are automatically sorted on a new update, this will fix itself automatically.
Command Menu Features (Single Target, Follower) - Enhanced Menus Only
- When targetting a follower, you can now set their home base (or switch it, or remove them from being in a home base) in the follower menu.
- You can now target any potential follower (a follower in the PotentialFollower faction) and affect them with a custom menu:
-- You can look at their base stats (Health, Magicka, Stamina)
-- You can recruit them (same as "Follow me, I need your help" type action).
-- You can command them to do a favor.
-- You can set their basic traits.
-- You can (force) trade with them.
-- You can add them to or remove them from Favorites.
-- You can set their home base.
- Does not work on hireling followers (Jenassa, etc), nor on import or expendable followers.
- Issue: does not recognize conditional dialogue of vanilla (or mod based) followers, which allows you to circumvent recruitment. Example is Uthgerd the Unbroken, that requires a brawl prior to hiring. I would advise you to not circumvent this if you know that a requirement should be met prior to recruitment.
Command Menu Features (Single Target, Non-follower) - Enhanced Menus Only
- Targetting an enemy or neutral/friendly (outside of Potential Follower Faction) adds an entry to the Command All menu that allows you to cause all followers to attack that target.
-- Attempts to use the player's combat target if the player is in combat and no actor is targetted.
-- Followers that cannot see the target (darkness, line-of-sight) may not attack.
-- Followers that have a Confidence of Cautious or Cowardly are not forced to attack (but still may enter combat state and attack if enemies are trivial).
-- Can be hotkeyed as a standalone ability. However, no menu is provided, so there will be no confirmation.
Command All Menu (No Target) - Enhanced Menus Only
- Can use a Retreat function to cause followers to ignore combat for 45 seconds. They will move back to the player.
-- Affects all followers within 1000 feet.
-- Can be used again (via the menu) to cancel the effect.
-- Causing all followers to attack a target also cancels the effect.
-- Can be hotkeyed as a standalone ability. Can be toggled here as well.
Command Menu, Stop Time - Enhanced Menus Only
- You can now stop time while in the menu system. Can be toggled on in the MCM under the System tab. Currently plays muffled sound effects that may be hard-coded into the game.
Follower Alias Fixes
- Fixed an issue where regard got set to 0 when dismissing a follower.
- Fixed an issue where multiple tweaks weren't getting flagged to update (Gear: Shield, Helm, Weapon; Skill Affinity, Weapon Charge, Regard Awarding).
- Some bool flags removed as they were hitching the alias script.
- More comprehensive checking of "3D is loaded" and dead or invalid actor.
Miscellaneous:
- Sleeping Wenches/Barkeeps are no longer valid for Tavern Interactions.
- Fixed Error on stopping sandboxing on a follower during main script update when no actor is registered.
- Changed import conditions for Serana to check for her script variables (IsFollowing = True, CanFollow = True) for import eligibility instead of GetPlayerTeammate.
- nwsTargetAlly_script changed to nwsFollower_TargetAllyFX for mod consistency. nwsTargetAlly_script is now added to list of dummy scripts.
- Command All ability projectile (for detecting distant targets) now has a slight cone detection. Sped up projectile speed significantly.
- TrapTriggerBase and TrapBear scripts (optional install) additionally check for framework's follower faction for simulated lightfoot perk.
- Storm Call voice power called by the player should now work properly. Conditions removed from this "spell" in no team magic damage add-on. "magicProjectileStormScript" script has been modified (with no additional properties added) and will be installed via the FOMOD for LE and SSE. Lighting strikes when cast by the player should ignore player teammates and those in the framework follower faction. I don't have a save where I can currently test this but theoretically it should work properly.
- Notated in MCM that Damage Multiplier adjustments do not affect magic attacks (beyond my control).
- Applied some general optimizations.
Version 2.4.9
Game Loading:
- The startup messages (Performing Startup Tasks/Tasks Complete) are shown to give you an idea when it is safe to engage in normal gameplay and especially when it is safe to save your game. NFF does quite a few things in the background at start up, particularly because some settings are not stored in your save file (Skyrim normal behavior) and have to be retrieved and re-applied to your followers. The more followers you have, the longer this process takes. This doesn't mean that you have to sit and wait and not do anything. Wandering around or heading somewhere is generally fine. What you don't want to do during this process is anything that could completely halt processes (going into console, saving your game, fast traveling, entering a new cell - anything that causes a pause in the action, so to speak). Usually it's only a few seconds (2-4), so it isn't a long warm up time.
- I also recommend that you try to use full saves when possible versus quick-saving. I also recommend you turn off auto-saves. Quick saves and auto saves do not always halt scripts upon saving and it is possible (but not guaranteed) to cause issues (save corruption, botched scripts, etc). If you use SSE Engine Fixes (or something similar with its capabilities), I would set "RegularQuicksaves" to true in it's ini file - this allows quick saves to create full saves.
- I've artificially added 0.5 seconds to the startup process just to make sure things are as problem-free as possible.
Combat Tweaks:
- Tank Taunt should now be more effective in bringing the attention of enemies to the tank. Taunt Range extended to 250 feet. Taunt not usable on flying/swimming enemies. Keep in mind that other followers (or the player) attacking a taunted enemy can pull them off of the tank.
- Followers will now evaluate combat more effectively upon entering a combat state. This should help resolve issues where they do no react when hit or the player is hit. They should continue to not preempt attacking when the player is sneaking and you are using enhanced stealth. You can toggle this on or off under combat in the MCM (Improved Combat Awareness). If you want some followers to act passively in battle or you encounter some other issues, turn this option off.
- Reduce Infighting mechanism restored to similarly how it was done before, by checking periodically during combat. OnHit event no longer in use as it was actually too fast and efficient and not preventing combat. Some specifics of how friendly fire is resolved were changed internally. Fix: Turning off Reduce Infighting no longer protects followers from each other.
- Added stacking protection on follower alias script for OnCombatStateChanged, OnMagicEffectApply events.
- Check Count script ignores followers that are in combat if there is a case where the player is not in combat. Nothing to do with the player striking a follower, that is different.
- Have noticed an issue where a follower who is taught Candlelight will occasionally cast it in battle. I could put a combat condition on the spell form but for now, I've set it up where you create a Nether's Candlelight Tome that will teach NFF's version of the spell to you or your followers. You can create it at the forge under Jewelry using 1 charcoal, 1 paper roll, 1 common soul gem (found filled) and a firefly thorax.
Miscellaneous:
- Fixed an issue where (stored) Adventuring Gear might not get applied when re-recruiting a follower. An uncleared flag was blocking this.
- Checking to see if follower is naked now includes boots and gauntlets keywords on worn items.
- Removed Eval Package from Home bases package stack. Don't feel implementation was very good. Home bases now evaluates packages if it needs to. Removed Script: nwsFollower_HomeEval.pex and added to dummy scripts install option.
- Added slight randomization to tavern responses.
- There is no longer a temporary blocking (jilted) dialogue for imported followers. It causes them to get stuck following you while unable to interact with them.
- Fixed slot slots to where all variables are cleared or moved.
- Fixed clear alias to where all variables are cleared.
- When sorting slots, followers at moderate distance of the player (2048 units) will be put into waiting mode until sorting is finished, then return to following mode and have their packages evaluated.
- Followers no longer sandbox while in a scene outside of the framework quests. Should help with issues where interaction between followers in other mods will work correctly IF they are scene based.
- Added a toggle for sandboxing, Only Sandbox in Non-Dungeon. This allows you to have followers sandbox nearly everywhere but restrict them to following you exclusively in dungeons. For this to work, the dungeon needs to have a location and have the LocTypeDungeon keyword.
Additions:
- Optional native support for Misty Skye and Summer Skye in the FOMOD installer. This essentially treats them as if they were native followers (seamless import/export, forced to very high priority package support). Patches 4 dialogue script fragments included in The Erotic Adventures of Misty Skye. They should act and feel like normal followers.
Game Loading:
- The startup messages (Performing Startup Tasks/Tasks Complete) are shown to give you an idea when it is safe to engage in normal gameplay and especially when it is safe to save your game. NFF does quite a few things in the background at start up, particularly because some settings are not stored in your save file (Skyrim normal behavior) and have to be retrieved and re-applied to your followers. The more followers you have, the longer this process takes. This doesn't mean that you have to sit and wait and not do anything. Wandering around or heading somewhere is generally fine. What you don't want to do during this process is anything that could completely halt processes (going into console, saving your game, fast traveling, entering a new cell - anything that causes a pause in the action, so to speak). Usually it's only a few seconds (2-4), so it isn't a long warm up time.
- I also recommend that you try to use full saves when possible versus quick-saving. I also recommend you turn off auto-saves. Quick saves and auto saves do not always halt scripts upon saving and it is possible (but not guaranteed) to cause issues (save corruption, botched scripts, etc). If you use SSE Engine Fixes (or something similar with its capabilities), I would set "RegularQuicksaves" to true in it's ini file - this allows quick saves to create full saves.
- I've artificially added 0.5 seconds to the startup process just to make sure things are as problem-free as possible.
Combat Tweaks:
- Tank Taunt should now be more effective in bringing the attention of enemies to the tank. Taunt Range extended to 250 feet. Taunt not usable on flying/swimming enemies. Keep in mind that other followers (or the player) attacking a taunted enemy can pull them off of the tank.
- Followers will now evaluate combat more effectively upon entering a combat state. This should help resolve issues where they do no react when hit or the player is hit. They should continue to not preempt attacking when the player is sneaking and you are using enhanced stealth. You can toggle this on or off under combat in the MCM (Improved Combat Awareness). If you want some followers to act passively in battle or you encounter some other issues, turn this option off.
- Reduce Infighting mechanism restored to similarly how it was done before, by checking periodically during combat. OnHit event no longer in use as it was actually too fast and efficient and not preventing combat. Some specifics of how friendly fire is resolved were changed internally. Fix: Turning off Reduce Infighting no longer protects followers from each other.
- Added stacking protection on follower alias script for OnCombatStateChanged, OnMagicEffectApply events.
- Check Count script ignores followers that are in combat if there is a case where the player is not in combat. Nothing to do with the player striking a follower, that is different.
- Have noticed an issue where a follower who is taught Candlelight will occasionally cast it in battle. I could put a combat condition on the spell form but for now, I've set it up where you create a Nether's Candlelight Tome that will teach NFF's version of the spell to you or your followers. You can create it at the forge under Jewelry using 1 charcoal, 1 paper roll, 1 common soul gem (found filled) and a firefly thorax.
Miscellaneous:
- Fixed an issue where (stored) Adventuring Gear might not get applied when re-recruiting a follower. An uncleared flag was blocking this.
- Checking to see if follower is naked now includes boots and gauntlets keywords on worn items.
- Removed Eval Package from Home bases package stack. Don't feel implementation was very good. Home bases now evaluates packages if it needs to. Removed Script: nwsFollower_HomeEval.pex and added to dummy scripts install option.
- Added slight randomization to tavern responses.
- There is no longer a temporary blocking (jilted) dialogue for imported followers. It causes them to get stuck following you while unable to interact with them.
- Fixed slot slots to where all variables are cleared or moved.
- Fixed clear alias to where all variables are cleared.
- When sorting slots, followers at moderate distance of the player (2048 units) will be put into waiting mode until sorting is finished, then return to following mode and have their packages evaluated.
- Followers no longer sandbox while in a scene outside of the framework quests. Should help with issues where interaction between followers in other mods will work correctly IF they are scene based.
- Added a toggle for sandboxing, Only Sandbox in Non-Dungeon. This allows you to have followers sandbox nearly everywhere but restrict them to following you exclusively in dungeons. For this to work, the dungeon needs to have a location and have the LocTypeDungeon keyword.
Additions:
- Optional native support for Misty Skye and Summer Skye in the FOMOD installer. This essentially treats them as if they were native followers (seamless import/export, forced to very high priority package support). Patches 4 dialogue script fragments included in The Erotic Adventures of Misty Skye. They should act and feel like normal followers.
Traducteur du guide Lexy : L'Héritage de l'Enfant de dragon.
Notre discord.
Notre discord.
- Zehabys
- Profil
- Enregistré le : 22 oct. 2017, 18:23
Re: NFF - Système de compagnons de Nether SSE 2.4.8
2.52 => 22 décembre
1 mois cette fois-ci.
1 mois cette fois-ci.
► Afficher le texte
Version 2.5.2
Note
- New readme in the works for describing features. It's going to be a little while.
- Before updating, IF you have a full roster of followers (all slots filled), make sure that if you are using spawned horses offered by the framework that you and your followers are not mounted. If you accidentally update while followers were mounted, flush the slots to remove all followers then re-acquire them. I have to force the mounts quest to stop and be restarted.
Fundamental Change:
- Due to constant issues, reported by others, of the game (or mods) trying to manipulate the original first follower slot (default of index 0 in the vanilla game), this slot is now mostly ignored by the framework.
- The regular framework slots are now 1 to 10 instead of 0 to 9. Followers are kept from entering slot 0. Cosmetically, you shouldn't notice any difference.
- You can elect to send a follower to the Game Slot (slot 0) or remove them from this slot. Only do this if you think that a vanilla quest needs to retrieve a follower in this slot. Examples would include getting married (put the NPC in this slot before speaking to Maramal) or bringing a Blades recruit to Delphine (again, put the NPC in this slot prior to speaking to her).
- You should not leave a follower in this slot for an extended amount of time as the issues reported could happen - Follower randomly leaves, doesn't catch up, is captured by another quest and so on. I cannot give you a list of every scenario.
- Sorting follower slots (including updating the framework) will automatically clear the game slot and move the follower to the next available slot.
- Hopefully this will help with random issues but I have to express that this is something of a guess as I've never experienced this behavior in game.
Fixes
- If Persistent Gear is disabled, worn items should be cleared when dismissing a follower. This prevents the game from deciding to randomly outfit dismissed followers.
- Stealth package no longer forces sneaking animation on followers. Prevents a bug where they would stay crouched for extended periods of time.
- Followers in Defensive Stance or Sneaking are now more responsive to actions that would take them out of those conditions.
- MCM optimized to always read page strings.
- When auto teleport is enabled, followers will be teleported to you when you change locations. This should speed up them catching up when fast traveling or entering a new cell.
- I am still noticing a game bug where the follower's inventory shows certain weapons that they can use being equipped but it doesn't visually appear on the actor and causes buggy behavior. This usually occurs on game load and can fix itself when moving to a new cell. It is random. However, I've reworked re-equipping weapons for followers. There is a new setting called "Refresh Weapons" that now moves each follower's equipped weapons out to a hidden container, moves them back and re-equips them. It is on by default and only occurs when loading a game. You can turn it on or off in the MCM under Actions.
- Perk list visual space in the MCM now better balanced.
- Alchemy Boost and Skill Boosts now show in perk list. General Skill Boost is shown under Alteration as it has no real tree placement.
MCM Changes
- Some options shuffled around to reclaim UI space
-- Setting follower count is moved to the slots page.
-- Setting Recommend Gear Store, Allow Empty Gear and Persistent Gear is now at the top of the Adventuring Gear page. Will display even if no followers are recruited.
-- Allow Colored Messages is now at the top of Notifications.
-- Enhanced Menu settings are on the System page, but on the left side, near the bottom.
Command Menu Changes
- When targeting a single follower, there is a no longer a wait submenu. Instead, you can toggle between "Is Waiting for You" and "Is Following You". Get Behind Me is now on the extras menu.
- You can now change follower crafting and tavern options on a single follower via a submenu. These are all toggles. Craft arrows is a triple toggle between arrows, bolts and off.
Summon Changes
- You can now summon all followers or individual followers when using the command followers menu. Only enhanced menus.
No Team Magic Damage Change
- Removed changes made to Ice Cloak Freeze, Firebolt and Flames used by Atronachs (only, doesn't affect magic using npcs otherwise) to remove conflicts with perk mods.
- Shouldn't have too much effect over the course of a game.
Feature, Work/Relax/Sleep Times
- You can now set work, relax and sleep times in the MCM.
- It is set for every home base. You cannot set it individually.
- Sleep only works outside of work and relax, so set this range outside of these times. Think of Work as their day job or daytime activity. Relax as going to get some leisure time/dinner/tavern carousing. Sleep as not doing either of those things. If you want a long sleep period, make Relax time short or don't set a relax location.
Features, Take Ownership of Home Base Cells
- You can now take ownership of a cell that you set as a home base (or work/relax location).
- This means that items in the cell belong to you and aren't considered stealing.
- NFF can also allow you to take ownership of beds in the cell of your home base. This means followers can sleep in them.
- If active, you are always asked if you want to take ownership before NFF does anything. You receive verbose warnings one-time, then shorter confirmation dialogues.
- Only works on interior cells.
- Up to 25 furniture items are scanned at once in an area. Any item that has "bed" in the name will be set to player ownership. For a cell with lots of chairs, beds and stoves you can re-set the area as your home/work/relax location to scan for another 25 items, just get close to the beds.
- Ownership cannot be reversed. It is too complicated to restore ownership of any number of individual eligible items + cell. Work case scenario should be that there is no longer a private owner (other than you).
- Do not take ownership of areas that are public, like a tavern, store, the jarl's bedroom and so on. Unless you do not care that something weird could happen. Save your game first!
- It is not advised to take ownership of beds in areas that assign beds to your children (Hearthfires) as their beds are no longer assigned to them, if this concerns you. No, there is no keywords assigned to beds to be able to ignore specific beds as skyrim doesn't handle furniture that depthfully.
- This is an EXPERIMENTAL feature, use with caution.
Note
- New readme in the works for describing features. It's going to be a little while.
- Before updating, IF you have a full roster of followers (all slots filled), make sure that if you are using spawned horses offered by the framework that you and your followers are not mounted. If you accidentally update while followers were mounted, flush the slots to remove all followers then re-acquire them. I have to force the mounts quest to stop and be restarted.
Fundamental Change:
- Due to constant issues, reported by others, of the game (or mods) trying to manipulate the original first follower slot (default of index 0 in the vanilla game), this slot is now mostly ignored by the framework.
- The regular framework slots are now 1 to 10 instead of 0 to 9. Followers are kept from entering slot 0. Cosmetically, you shouldn't notice any difference.
- You can elect to send a follower to the Game Slot (slot 0) or remove them from this slot. Only do this if you think that a vanilla quest needs to retrieve a follower in this slot. Examples would include getting married (put the NPC in this slot before speaking to Maramal) or bringing a Blades recruit to Delphine (again, put the NPC in this slot prior to speaking to her).
- You should not leave a follower in this slot for an extended amount of time as the issues reported could happen - Follower randomly leaves, doesn't catch up, is captured by another quest and so on. I cannot give you a list of every scenario.
- Sorting follower slots (including updating the framework) will automatically clear the game slot and move the follower to the next available slot.
- Hopefully this will help with random issues but I have to express that this is something of a guess as I've never experienced this behavior in game.
Fixes
- If Persistent Gear is disabled, worn items should be cleared when dismissing a follower. This prevents the game from deciding to randomly outfit dismissed followers.
- Stealth package no longer forces sneaking animation on followers. Prevents a bug where they would stay crouched for extended periods of time.
- Followers in Defensive Stance or Sneaking are now more responsive to actions that would take them out of those conditions.
- MCM optimized to always read page strings.
- When auto teleport is enabled, followers will be teleported to you when you change locations. This should speed up them catching up when fast traveling or entering a new cell.
- I am still noticing a game bug where the follower's inventory shows certain weapons that they can use being equipped but it doesn't visually appear on the actor and causes buggy behavior. This usually occurs on game load and can fix itself when moving to a new cell. It is random. However, I've reworked re-equipping weapons for followers. There is a new setting called "Refresh Weapons" that now moves each follower's equipped weapons out to a hidden container, moves them back and re-equips them. It is on by default and only occurs when loading a game. You can turn it on or off in the MCM under Actions.
- Perk list visual space in the MCM now better balanced.
- Alchemy Boost and Skill Boosts now show in perk list. General Skill Boost is shown under Alteration as it has no real tree placement.
MCM Changes
- Some options shuffled around to reclaim UI space
-- Setting follower count is moved to the slots page.
-- Setting Recommend Gear Store, Allow Empty Gear and Persistent Gear is now at the top of the Adventuring Gear page. Will display even if no followers are recruited.
-- Allow Colored Messages is now at the top of Notifications.
-- Enhanced Menu settings are on the System page, but on the left side, near the bottom.
Command Menu Changes
- When targeting a single follower, there is a no longer a wait submenu. Instead, you can toggle between "Is Waiting for You" and "Is Following You". Get Behind Me is now on the extras menu.
- You can now change follower crafting and tavern options on a single follower via a submenu. These are all toggles. Craft arrows is a triple toggle between arrows, bolts and off.
Summon Changes
- You can now summon all followers or individual followers when using the command followers menu. Only enhanced menus.
No Team Magic Damage Change
- Removed changes made to Ice Cloak Freeze, Firebolt and Flames used by Atronachs (only, doesn't affect magic using npcs otherwise) to remove conflicts with perk mods.
- Shouldn't have too much effect over the course of a game.
Feature, Work/Relax/Sleep Times
- You can now set work, relax and sleep times in the MCM.
- It is set for every home base. You cannot set it individually.
- Sleep only works outside of work and relax, so set this range outside of these times. Think of Work as their day job or daytime activity. Relax as going to get some leisure time/dinner/tavern carousing. Sleep as not doing either of those things. If you want a long sleep period, make Relax time short or don't set a relax location.
Features, Take Ownership of Home Base Cells
- You can now take ownership of a cell that you set as a home base (or work/relax location).
- This means that items in the cell belong to you and aren't considered stealing.
- NFF can also allow you to take ownership of beds in the cell of your home base. This means followers can sleep in them.
- If active, you are always asked if you want to take ownership before NFF does anything. You receive verbose warnings one-time, then shorter confirmation dialogues.
- Only works on interior cells.
- Up to 25 furniture items are scanned at once in an area. Any item that has "bed" in the name will be set to player ownership. For a cell with lots of chairs, beds and stoves you can re-set the area as your home/work/relax location to scan for another 25 items, just get close to the beds.
- Ownership cannot be reversed. It is too complicated to restore ownership of any number of individual eligible items + cell. Work case scenario should be that there is no longer a private owner (other than you).
- Do not take ownership of areas that are public, like a tavern, store, the jarl's bedroom and so on. Unless you do not care that something weird could happen. Save your game first!
- It is not advised to take ownership of beds in areas that assign beds to your children (Hearthfires) as their beds are no longer assigned to them, if this concerns you. No, there is no keywords assigned to beds to be able to ignore specific beds as skyrim doesn't handle furniture that depthfully.
- This is an EXPERIMENTAL feature, use with caution.
Traducteur du guide Lexy : L'Héritage de l'Enfant de dragon.
Notre discord.
Notre discord.
- Showda
- Profil
- Enregistré le : 30 nov. 2016, 17:12
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Je crois que ça s'est stabilisé
Hardware
► Afficher le texte
ASUS ROG MAXIMUS Z790 HERO
Geforce RTX 4090 - 24 GB VRAM
Intel Core i9-13900K
G.Skill Trident Z5 RGB (2 x 32GB, 6800 MHz, RAM DDR5, DIMM)
Sound Blaster Z SE
Geforce RTX 4090 - 24 GB VRAM
Intel Core i9-13900K
G.Skill Trident Z5 RGB (2 x 32GB, 6800 MHz, RAM DDR5, DIMM)
Sound Blaster Z SE
- Kokhin
- Profil
- Enregistré le : 14 juin 2016, 10:29
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Pas du tout, ça doit en être à 2.55.
Mais tant que je n'ai pas terminé LotD V5, je n'avancerai pas sur autre chose.
Mais tant que je n'ai pas terminé LotD V5, je n'avancerai pas sur autre chose.
LIEN VERS LA VERSION 5
Vous savez jouer la comédie ? Vous avez un micro digne de ce nom ? Votre voix nous intéresse, doublez des mods !
Vous savez jouer la comédie ? Vous avez un micro digne de ce nom ? Votre voix nous intéresse, doublez des mods !
- Showda
- Profil
- Enregistré le : 30 nov. 2016, 17:12
Re: NFF - Système de compagnons de Nether SSE 2.4.8
Ah en effet je l'ai pas vue passer cette màj J'imagine oui, sacré morceau LotD
Hardware
► Afficher le texte
ASUS ROG MAXIMUS Z790 HERO
Geforce RTX 4090 - 24 GB VRAM
Intel Core i9-13900K
G.Skill Trident Z5 RGB (2 x 32GB, 6800 MHz, RAM DDR5, DIMM)
Sound Blaster Z SE
Geforce RTX 4090 - 24 GB VRAM
Intel Core i9-13900K
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