Skyrim mod for unlimited number of satellites. Skyrim mod for unlimited number of companions Unlimited number of Skyrim companions

Maud Unlimited Companion Framework- allows you to hire companions without restrictions, that is, you can hire at least 15 companions at once and walk around the wasteland in a whole crowd.
If you are missing one companion in Fallout 4, then install this mod and you will be able to have many companions at the same time, the author claims that there is no limit at all, but you can only have relevant dialogues with the first 15, any others will have common dialogues.
After installation, a “Companion Module” holodisk will be added to your Pip-Boy, where you can select various settings, select the amount of ammunition, and make it infinite.
Select the following distance, invulnerability of Power Armor, enable quick recruitment, etc.
The entire settings menu has been translated into Russian.

Screenshots:






How to install Multiple Companions - Unlimited Companion Framework?

1) Download the archive and unpack it, you can install it using
2) For manual installation, open the game folder, transfer the files EFF - Main.BA2, EFF - Textures.BA2, EFF.esp to the data folder.
3) Activate this mod in the game menu - modifications, loading order, or by editing the plugins.txt file (for older versions)

Arrived on Switch and VR. If you started playing, you probably already have companion, at least Lydia. You'll meet a variety of possible companions on your travels, so you have a choice of who will carry all your countless gear. We'll tell you how to get the most out of them.

Companions in Skyrim can be used in more interesting ways than just storage. Below tips and tricks are suitable for both beginners and veterans who can learn something new.

How to level up your companion

If your companion's level does not match your own, you can use Wabbajack to raise him to the level required. This staff can be obtained by completing the quest of the God of Madness Sheogorath in Solitude - “Mad Mind”. First, save, in case things don't go according to plan. This is a recommendation for all occasions, since this way it is very easy to roll back any changes.

Take your companion to a secluded area because that's where you'll start beating them up. This is best done in private, especially as far away from the guards as possible. Take everything from their inventory, release them, and then use the wabbajack until they change shape. As the effects wear off, their levels should increase.

Companion behavior

All companions have traits that determine aspects of their behavior - aggression, helping, confidence and morality. The first three are related to combat, while morale determines how likely your companion is to commit a crime or other specific action. So before you do something illegal and nasty, think about whether your partner will agree.

Teams

There are some pretty useful commands you can give your companion. For example, activate shrines to benefit from blessings. But keep in mind that the effects of Talos, Mara, Dibella and Zenithar do not work on them.

The companion can help you fill soul stones, including the Black Star and Azura's Star, if you equip the soul trap. In addition, they also know how to extract wood. Most companions are happy to slave, and you won't even need to give them a tool - they will create it themselves. Don't ask how.

If you're faced with a locked chest that you can't open, turn to your companion. If he has no moral principles, he will pick the right lock. When your inventory is full and you don't want to be distracted from the trading menu, throw away the item and ask your partner to pick it up.

How to hire multiple companions at the same time

Everyone knows that in Skyrim you can only have one companion, officially. But there are workarounds, thanks to which you can organize a whole gang, sweeping away everything in its path.

As a general rule, characters who join you on quests are not considered companions. So until you complete the task, they will continue to run with you. This works for the vast majority of characters, although some may have problems due to fast travel or leaving the area.

Three additional followers can be obtained from the Dark Brotherhood if you do not kill Cicero. Bring your main companion to the Sanctuary and place him as close as possible to one of the two Brotherhood envoys and Cicero. Let your partner go and hire him again immediately. Once you click the dialogue option asking to come with you, quickly talk to a member of the Brotherhood and ask them to join you too.

You need to hire a second partner while your main partner gives his answer. Do the same with two more. Plus, you can buy a dog to join your army. And give each follower a command to summon creatures to help during battle.

In the end, you may end up with: one main companion, two or more from quests, three followers from the Dark Brotherhood, five summoned creatures, two dead slaves and a dog. It's not quite an army, but it's a good start.

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Enhanced Companion Features 4.0.2 Approved

Extensible Follower Framework

124 Votes

274

The mod provides the player with the ability to take on an unlimited number of companions and expands and simplifies their management.
Everything is implemented clearly using the control panel. Therefore, you can easily customize your teammates to suit your playstyle. Just activate your partner and look at the menu, and use the new book in your inventory to configure the mod itself.

Peculiarities:
- You can attract up to 100 partners at once.
- Commands to teammates are given through the control menu, not through dialogue (This means that they can be commanded during battle).
- If you wish, you can disable the menu and use dialog lines (available in the mod settings).
- It is possible to view various parameters of satellite statistics (item "Statistics").
- Companions can collect certain items (plants, ammunition, etc.) if they are ordered to do so (the “Collect” command).
- Partners can rest and behave like a normal NPC (command "Rest").
- In the “Equipment” section, you can specify clothes or a set of armor that the companion will wear by default (after dismissal) or just a set of armor that he will put on immediately.
- It is possible to train a partner (Training command). Raises the level and all stats of the companion to the level of gg.
- You can set your partner’s fighting style: archer, mage, warrior, etc. (Combat Style command).
- There is a spell that can be used to give orders to a companion or companions at a distance.
- Companions can use dual weapons.
- You can assign any place where they are located as your companions’ home.
- Companions can be made protected or immortal.
- Any command can be given to the whole group at once.
- The assigned equipment will remain with the companions even after leaving, waiting and resting thanks to SKSE.

Latest version includes:
- The commands “Training”, “Gathering”, “Clothing” can be applied to the entire group of partners.
- All menu functionality is now available both in windowed mode and in dialog mode. (The setting is available from the general mod settings)
- Added the book “How to Become a Leader”, which serves as a manual for the mod and for launching the mod’s global settings window.
- Ability to enable/disable add-ons from the mod settings.
- Added the “Significance of a Partner” add-on. With this command you can enable or disable the immortality of your companion. (Does not override in-game settings)
- Added the “Place of Residence” add-on. The command specifies the “registration” of the satellite. That is, after dismissal, the partner will return to the place that you assigned to him. To do this, go to the desired interior with a companion and select this command.
- Added the "Spells" add-on. Gives you the opportunity to teach a companion spells that you know (optional). You can also erase all spells from your companion.
- Added the "Aggression" add-on. You can set your partner's actions in battle (aggressive - passive).
- Fixed the disappearance of a partner's armor when using the "Training" command
- Partners will no longer quarrel with each other if they accidentally hit each other during a battle.

INCOMPATIBLE:
- with other mods that change the number of hired companions.
- Some mod commands may not work correctly with non-game companions from other mods.

Pay close attention to the installation, update and removal described in the readme.

Requirements: Skyrim,

Fallout 4 never ceases to delight players, this time the author has created an unlimited system for hiring companions in the Commonwealth! With this mod it will be possible to take on an unlimited number of companions (the AI ​​intelligence of the mod does not affect or improve).

Update: 1.1.0
- Fixed errors in the main properties of the script.

Update: 1.0.9
- A conflict detection system has been added to inform the user that something is wrong and wrong; in case of conflicts, you will be given messages indicating that you still have some kind of mod that affects the same script as in this mod .
- The system will now reboot the mod when the conflict is resolved.

Update: 1.0.8
- Removed the companion pack, which was removed and fixed by Bethesda in one of the latest game updates, meaning companions could not return to their residences and would become stuck in place.
- The “companion module” can now be crafted at the Chemical Workbench in the “Service” section.

Update: 1.0.7
- Added the "Fast recruitment" option (allows you to recruit companions without talking to them, you can turn it on/off through the "Companion Module")
- Added the option "Fast recruitment of only eligible" (allows you to recruit anyone without any restrictions, can be turned on/off through the "Companion Module")
- Added the option "Fire unsuitable companions" (all companions that are usually not potential companions are eliminated, can be turned on/off through the "Companion Module")

More details:
- Before you ask, the immediate answer is yes, you can have many companions and a dog at the same time, and yes, the mod supports robot companions from the Automatron DLC and companions from the Far Harbor DLC.
- This mod essentially allows you to have as many companions as you want. The only catch is that you can only have actual dialogues with the first 15 companions, any additional companions will have shared dialogues.
- The dog will not count towards the total number of 15 companions available to follow.

Settings:
- A “Companion Module” holodisk with settings will be added to your Pip-Boy (Items - Miscellaneous) after installing the mod, activate the entry and you can customize the parameters OR the “Companion Module” can be made at the Chemical Workbench in the “Service” section.
- You can configure the “Amount of Ammo” for your companion.
- You can adjust the “Following Distance” of the companion.
- You can configure the invulnerability of your companion's Power Armor.
- "Quick recruitment" option (allows you to recruit companions without talking to them)
- Option "Fast recruitment of only those allowed" (allows you to recruit anyone without restrictions)
- Option “Fire unsuitable companions” (all companions that are not usually potential companions are eliminated)

Known Issues:
- Some quests may not trigger a dialogue about recruiting NPCs; there will be a notification that you already have someone.
- Some companions may be disqualified from becoming a companion, this is actually a feature of the game that is intended to prevent the hiring of those who are not intended to be hired.
- If you recruit another companion, sometimes a request to fire the previous companion will be triggered, but the companion will not actually be fired.

Requirements:
Fallout 4
DLC Automatron (optional) - supported
Far Harbor DLC (optional) - supported

Installation:(can be done manually or via NMM manager)
Download the archive, take the files EFF - Main.BA2, EFF - Textures.BA2, EFF.esp from the archive and drop them into the Data folder in the game.

This mod will add new features and dialogues to companions and improve existing ones in Skyrim LE. This mod fixes bugs that were in the original game and will ensure compatibility with mods.

ATTENTION!!!
If you are already playing and want to install this mod, then install version 1.2j.b15, and version 1.2j.b17 should only be used from the beginning of the game, and it is not a fact that this version is working!!! The most stable version is 1.2j.b15!!!

Update: 1.2j.b15 and b17 (from 02/20/2015)
- Fixed a problem such as incorrect, “clumsy” placement of lines in the statistics window, when you ask your companion to show statistics, in the window all the lines with values ​​were mixed and the result was a mess, this bug has been fixed (thanks for identifying and correcting the error, see the screenshot below for how now will be)
- Just install this update on top of the previous version 1.2j.b15, do not use version 1.2j.b17, it is still in development until now

Update: 1-2j.b17 (RC3) fix
- Corrected the translation of the general commands of the spells “Order to run”, “Order to stop”, “Order to rest”, “Order to stop the battle” (forgot to translate)

Update: 1-2j.b17 (RC3)
- Fixed "bad" behavior of animals, commands for animal companions should now work properly
- The dialogue with Skulvar about buying a horse has been returned
- Fixed the ability to give animals to children from the Hearthfires DLC
- Updated translation of some dialogues where the address was “You”, now to “You”
- Added mod version 1.2j.b15, which according to the author is more reliable, and in mod version 1-2j.b17 (RC3) everything is the same as in version 1.2j.b15, but with the addition of some experimental features and scripts that may be unstable (try 2 options)
- When updating from version 1-2j.b16 (RC2) to version 1-2j.b17 (RC3) or 1.2j.b15, you don’t need to do any deletion manipulations, just save and install the mod over the previous version
- The patch for the Dragonborn DLC turns out to be an optional patch, it only corrects the levels of some game companions from the Dragonborn DLC and that’s all (install as desired)
- Many players, after switching to new versions from the old version 1-2i, have a lot of pex script files left in the game. and don’t know what to delete, see the screenshot below that shows all the pex. files that you may have in the game folder and need to be removed from the game if you used an earlier version of the mod 1-2i (see all pex. files at Skyrim/Data/scripts
- To increase the companion limit to 20, enter the command set 0fLokiiFollowerMax to 20 in the console

Update:1-2j.b16
- Version UFO 1-2j.b16 is now only for game 1.9.32.0.8, the new version, according to the author, is already completely stable, with the exception of a few small details that essentially do not affect the game at all, so the new version has the postscript b16
- The entire translation, lines of dialogue have been updated, so the lines of dialogue you are used to will be different
- Now the main UFO mod does not require optional patches for the DAWNGUARD and HEARTHFIRES DLC (only the patch for the Dragonborn DLC is needed)
- Added a new official patch for the Dragonborn DLC (those who use the unofficial UFO patch - Dragonborn Addon.esp, delete it, since it is only for UFO v1.2i, and the unofficial UFO patch - Unofficial Serana Patch.esp for Serana is also not needed)
- Added compatibility with the mod (for versions below 5-0 it is not compatible, we will have version 5-0 today)
- Fixed problems when upgrading from a previous version of UFO
- Added a script for managing followers, dialogues now work without problems
- The limit on hiring followers has been increased to 20 (from 15), but for some reason the MSM menu has a limit of 15 companions
- Increased animal hiring limit to 5
- Added MCM menu with debugging options for companions (use in extreme cases)
- Added statistics of the hired companion to the MSM menu (in MSM you can also view the companion’s stats)
- Fixed compatibility code with all DLCs
- Updated compatibility with Serana, she can now dress better at your command, now everyone is happy!!!
- Fixed the code for the dialogue "Follow me. I need your help"
- Added compatibility scripts for companions from third-party mods
- PlayerFollowerCount script will now count followers and update them on a regular basis
- Improved detection of active/previous companions
- Fixed a bug with closing the dialogue when dismissing a companion
- Fixed a bug with joining companions if you already have hired companions
- Fixed a bug when your GG enters stealth mode, and your companions at this time begin to go home
- Eliminated many unnecessary script fragments and reorganized the main scripts

Changelog:
- The menu showing the skills and characteristics of the companion has been translated (it was in English)
- Minor corrections and translation corrections
- Fix in the patch for Dawnguard, fixed scripts in dialogues with Serana (Updated v1.0b)
- Main UFO mod - Ultimate Follower Overhaul and patches for UFO - Heartfire and UFO - AllwaysDrawWeapons have not changed
- UFO Dragonborn patch coming out soon (the author is working on it)
- Added the ability to hire or fire Serana in the Dawnguard patch dialog (updated v1.0a)
- Fixed esp executable file. (new dialogs were not displayed)
- Added two follow/wait commands for the Heartfire add-on (patch 1.0a updated)
- After installing the mod, the dialogues may not appear, save next to the follower, exit the game, load the game, the dialogues will appear!
- Added patch for Heartfire add-on
- Fixed mixing of stealth and horse riding modes for companions
- Added a fix for dialogues, now there is no need to save/load for the dialogues to work
- General fixes
- Fixed minor bugs in the translation dated 10/31/2012
- Added a fix for game version 1.7.7.0.6
- Fixed bugs with dialogues
- No more need to save/load to get custom dialogs to work

MSM menu (SkyUI):
- After updating UFO to v1-2j.b15-17 and higher, an MSM menu for UFO settings will appear in the game settings
- There are a couple of debugging options in the MSM menu (use only in extreme cases)
- In the MSM menu, after you hire any companion, a new category for companions will appear, where all the companions you hired will be displayed by name and each of them will also have skill display statistics

Dialogues and options:

You know... - opens a number of additional dialog options.
- You are a very important companion / Anyone can die... - determines whether the partner will be immortal or can die
- You should dress better - gives you the opportunity to fully control your companion’s equipment
- You can relax / Let's go - the ability to leave a companion in the chosen place to wait for you. While waiting, he will go about his business and restore his health
- Mistakes happen in battle. Forgive and forget. - will force the companion to ignore "friendly fire" (random attacks by his player).
- You have no clothes! - make the companion get dressed
- Let's talk about magic... - calls up dialogue options regarding magic
- Study this book, you will find a lot of useful things in it - will force your companion to learn a spell from the spell volume placed in his inventory
- Forget everything you know about magic. This vile art will clear your companion's spellbook
- I need your help / You are fired - commands for hiring and dismissing guards (you must be Thane of the corresponding domain and have a hired housecarl of the domain in which you are Thane next to you)
- Sorry, nothing - ends the conversation
- Stay close to me and avoid the fight / You can fight... - for the selected companion, activates/deactivates the mode in which he and you will try to escape from the battle
- So how good are your abilities? - displays the skills and statistics of the companion with whom you are talking
- You should practice - “leveling up” your companion (raising the level and skills in accordance with the player’s level)

Possibility of hiring up to 20 companions at once:
- Thanks to new scripts, you can have several companions at the same time

Horse riding for companions:
- Now your partners will also be able to ride horses if there is a suitable horse nearby. There are eight companion horses in the game world, which can be found in the stables of the main cities.

1.When riding:

Companions fast travel together with a horse and the player (in patch 1.6, a companion fast travels without a horse, the horse arrives at the companion after an hour of waiting - work is being done to eliminate this bug).
- The companions' horses follow the player's horse.
- Companions do not get involved in battle until the player is attacked.
- Using the RELAX command twice will cause all companions to dismount.
2.When traveling on foot:
- Companion horses do not move when fast traveling
- The companion’s horse remains in the location where the companion dismounted
3.You can buy from Skulvar in Whiterun:
- [Horse Riding] Basic Equipment - If the item is placed in the inventory of a UFO horse, it will follow you, and also move behind you when fast traveling. If during fast travel your companion does not move with you, then you will have to wait 1 hour. Price: 1000 gold.
- [Horse Riding] Martingal - if the item is placed in the inventory of a UFO horse, then it will be waiting for you in the place where you dismounted. Price: 200 gold.
- [Interaction] Horse - you can also learn the basics of handling horses. In this case, the [Interaction] Horse item will be added to your inventory, allowing you to open the horse’s inventory. Price: 500 gold If a horse does not have a martingale in its inventory, then when dismounting it will return to its home stable.

Field teams:

From Skulvar in Whiterun you can buy the book "Field Orders" (requires 50 Speech and 5000 gold), which will allow you to issue commands to companions using added words of power, or the same book can be found at the entrance to the house of Warm Winds:
STOP - all companions in the area of ​​effect will receive the command "Wait here"
RELAX - all companions in the area will go about their business while waiting for you
RUN - if things are going badly, you and your teammates can try to escape from the enemy
STOP FIGHT - companions will stop fighting
- Hint: commands can be assigned to hotkeys

Miscellaneous:
- Fully exchangeable inventory - Allows you to set the things that your companion will use. Tell your partner "You can dress better.", and then simply give him the equipment he needs and take away anything he shouldn't wear or use.
- Companion stats display - Ask your companion to talk about his skills and you will see all his main stats. The same possibility applies to housecarls.
- “Pumping up” companions - In the original game, the level and parameters of your companion are generated at the moment you meet him, and then do not change throughout the game. With UFO, you can simply ask a companion to train, after which their stats and level will be calculated again based on your character's level.
- Ability to hold a weapon in each hand - If you give your companion two one-handed weapons, he will be able to use them simultaneously.
- No development limit - The upper possible level limit has been removed for all companions.
- Gender-appropriate animations - All female companions now have their own animations.
- Advanced AI of housecarls - Now your housecarls will interact more actively with the world, going about their business.
- Possibility of marriage with all companions.
- Companions now only draw weapons when you get involved in battle.
- Companions can learn spells! Simply give them your chosen spell tome and ask them to study it.

Requirements for UFO 1.2i:
Skyrim LE 1.8.151.0.7 or 1.9.32.0.8
SKSE 1.06.09 or 1.07.03
DLC Dawnguard - (optional, archived patch)
DLC Heartfire - optional, patch in archive)
DLC Dragonborn - optional ()

Requirements for 1.2j.b15 and 1.2j.b17(RC3)
Skyrim LE 1.9.32.0.8
SKSE
and higher
DLC Dawnguard - (optional, no patch needed)
DLC Heartfire - (optional, no patch needed)
DLC Dragonborn - (optional, patch UFO - DLC Dragonborn in the archive, optional)

When upgrading from v1.2i to v1.2j.b15 and higher:
- Save the game in a new save slot, exit the game
- NECESSARILY remove the patches - UFO - Dawnguard AddOn.esp, UFO - Heartfire AddOn.esp, UFO - Dragonborn AddOn.esp from the Data folder in the game, since the new version of UFO v1-2j.b15 and higher does not need patches, except for the patch for Dragonborn , and the UFO - Dragonborn AddOn patch is already official (the unofficial patch and the unofficial patch for Serana are no longer suitable for UFO v1-2j.b15 and higher, they are only for UFO v1-2i)
- NECESSARILY delete the file UFO - Ultimate Follower Overhaul.SEQ from the Data/SEQ folder
- Install the new version v1-2j.b15 and higher over the previous version with file replacement and enter the game
- Attention!! in the archive there are 2 versions 1-2jb15 and 1-2jb17, use only version 1-2jb15, since the author rejected version 1-2jb17

Installation (safe):

Start the game, leave all your companions, run the getglobalvalue playerfollowercount command in the console and, if 0 is displayed, save and exit the game.
- Launch your plugin manager and disable all plugins that affect the mechanics of interaction with companions or their limit (Increased follower limit, Mullti followers, TCG and others).
- Make sure that there are no old pex files from UFO in your Data/Scripts folder (especially dialogfollowerscript.pex, hiringquest.pex, followeralias.pex)
- Start the game, save in a new save slot, exit.
- Install UFO, launch the game, load the last saved game created (from step 4)

Order esp. UFO in launcher for 1.2i:

UFO - Ultimate Follower Overhaul.esp

- UFO - Dawnguard AddOn.esp
- UFO - Heartfire AddOn.esp
- UFO - Dragonborn AddOn.esp

Order esp. UFO in the launcher for 1.2j.b15 and higher:
- UFO - Ultimate Follower Overhaul.esp
- UFO - AllwaysDrawWeapons.esp (this is an optional file if you want your companions to draw weapons with you)
- UFO - Dragonborn AddOn.esp (optional, optional, the new version works without a patch)

Optional:
- If you don’t like the new UFO system, in which companions draw weapons only in battle, then use the file: “UFO - AllwaysDrawWeapons.esp”, with it your partner will always draw weapons at the same time as you, even in peaceful locations. "UFO - AllwaysDrawWeapons.esp" should be loaded after the main UFO file

For DLC:
- If you have Dawnguard, then install the file from the add-on. folders (only for UFO v1-2i, not needed for v1-2j.b15 and higher)
- If you have Heartfire, then install the files from the add-on. folders (only for UFO v1-2i, not needed for v1-2j.b15 and higher)
- If you have Dragonborn, then install the files from the additional folder (only for UFO v1-2j.b15 and higher, for UFO v1-2i)

Complete removal:
MAIN STEP (only if you no longer want to use UFO): Before uninstalling the mod, you need to go to Riverwood. On one of the islands in the river, talk to the service NPC named "Firefly Tina". Yes, it's a firefly. You should receive the message "Done! You can now remove UFO." -- For what? -- This is the only way I have found to ensure compatibility with other mods that affect companion mechanics.
Also, before deleting, you must part with all current companions
On a note!!! Firefly Tina flutters over a tree stump near the water mill in Riverwood (on the right side of the water mill at the end of the island)

F.A.Q.:
1.Dialogs from UFO do not work correctly or do not work immediately. Solution: save and load the created save (fixed in version 1.2i)
2.If you hire any companion from the DLC as the second one, you may have to ask him to join three times. The same situation applies to dismissal
3.If you want to hire Serana along with other companions, then hire her FIRST and remove her LAST
4.If you cannot find the service NPC, then do the following:
- Use the console command: help Tina 4
- As a result you will get the string "ACTI:(xxxx) "Firefly Tina"
- Run the command: player.placeatme xxxx (xxxx are the numbers from the previous paragraph)
5.In order for dialogues with companions from third-party mods to be displayed and work correctly, place the UFO - Ultimate Follower Overhaul.esp file in the launcher as high as possible in front of all companion mods
6. After the update, I lost the dialog for training companions in magic
- Answer: Before updating UFO, be sure to talk to your companions and tell them to forget all the spells, then fire them, and after that you can update the mod

Residual pex. files requiring deletion:
- Many players, after switching to new versions from the old version 1-2i, have a lot of pex script files left in the game. and don’t know what to delete, see the screenshot below that shows all the pex. files that you may have in the game folder and need to be removed from the game if you used an earlier version of the mod 1-2i (see all pex. files at Skyrim/Data/scripts)

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