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About this mod

A mod that introduces an immersive relationship system between the player and their followers, adding depth and role-playing elements to the follower dynamic.

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This mod is a WorkInProgress! Feedback is highly valuable!

If you enjoy the mod please endorse it because it helps me in development!


Roadmap:
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Vote in the next feature of the mod:
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Poll Options
  • Relationship Book: Check ranks, gains, and losses directly in-game.
  • Detailed MCM Event Log: Track dismissals, returns, and mod events.
  • Faction Reputation: Player actions with followers from factions (e.g., Thieves Guild) affect faction reputation.
  • Other: Suggest an idea for the next pool!



Description:
This mod introduces an immersive relationship system between the player and their followers, adding depth and role-playing elements to the follower dynamic. It is designed for players who prefer a more realistic and interactive experience with their followers, rather than the typical “always follow” behavior. The mod works best when used alongside mods such as EFF, MHYH, NFF or any custom follower framework that alters follower residence.

Why this mod?
The vanilla relationship system and follower behavior often lack immersion – why does someone you barely know become an ally immediately, willing to risk their life without any proven loyalty? This mod addresses that issue by allowing you to set the starting relationship rank for each follower. Their custom relationship rank, which evolves dynamically based on various factors, will determine whether they remain loyal, leave you permanently, or even develop a grudge that may eventually lead them to turn against you.

Details:
  • Adds a new custom relationship rank system.
  • The custom relationship rank is dynamic and changes according to various factors, such as time spent with the player, duration of follow or not follow, combat participation, friendly fire hits, bleeding and player stats (e.g., Speechcraft, houses owned, main quest progress, etc.).
  • Custom relationship rank from this mod is synced with the vanilla relationship rank every day.
  • Theres a chance for followers to not being "In the Mood" in a certain day to go for an adventure with you, based on their custom relationship rank.
  • Theres a chance for followers to "Go Home" and abandon your service, based on their custom relationship rank.
  • Followers that "Go Home" cannot be rehired immediately however, there is a probability they may wish to be rehired later, based on their custom relationship rank.
  • For NFF users, followers returning to their old life will have them removed from the house they are assigned.
  • For MHYH users, followers returning to their old life will have their house assignment reset to the default and be removed from the MHYH list.
  • Custom relationship rank can be increased by spending time with the NPC, fighting alongside them, or completing favors (if you have Sidequests of Skyrim).
  • Conversely, if the follower is neglected for not participating in the adventures (not following you), being friendly hitted by you, being downed when in adventure with you or not visited usually, their custom relationship rank will slowly decrease.
  • Followers who leave your service and go near 0.0 of custom relationship rank have a small chance of developing a grudge. 
  • If Sidequests of Skyrim Patch is installed theres a possibility for a reconciliation quest so they don't enter grudge mode.
  • If they develop a grudge their custom relationship rank decrease exponentially. When this progress to an "Foe" status, they will join a hostile faction, send you a letter, and raid one of your houses. The grudge quest concludes when you eliminate your former follower.
Spoiler:  
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Follower dismissed when bellow 0.0 relationship rank feature; Letter from grudged follower



Instructions:
  • Install the mod normally.
  • Use the relationship dialogue options (that appears in potential followers, hirelings, and housecarls) to register a follower in the system, NPC's registered can be seen in the MCM menu.
  • The dialogue options serve to register the NPC within the custom system and set the starting relationship rank.
  • Once registered, the follower’s is in the custom relationship rank system that will update every 24 hours.

Load Order: (Important!)
  • Sidequests of Skyrim
  • NFF
  • FollowerDismissal
  • FollowerDismissalSSPatch
─ OR ─
  • EFF
  • Sidequests of Skyrim
  • MHYH
  • FollowerDismissal
  • FollowerDismissalSSPatch

Dialogue Options:
  • “Let’s talk about relationships”
    • "I will like you the same way!"
      Register / customrelationshiprank = actualrelationshiprank
    • "Can we start from the beginning?"
      Register / customrelationshiprank = 0
    • "Let's be friends!"
      Register / customrelationshiprank = 1
    • "Tell me what worries you more?"
      Register / customrelationshiprank = 2
    • "Can you be my ally?"
      Register / customrelationshiprank = 3

More detailed explanation:
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At home:
Dismisses the npc if is following you and cannot be hired unless they want to return. Npc's can't be dismissed in combat. The dismissal chance and the return chance are dependent on the relationship rank and can be configured in the Settings tab.
Follower was dismissed, and now have "AtHome?" "Yes" in the MCM menu. How can I make him "Return?" "Yes"?
There are two ways: By doing one sidequest, or by return chance in the 24h update, that is dependent on the relationshiprank and can be configured in the settings.
Now NPC has "Return" "Yes" in the MCM menu. How can i make him comeback, and not be "AtHome?"?
You must go meet the follower where he is and activate "follow me". After following, if the NPC is "AtHome?" "Yes" it will change to "No" after 1 or 2 minutes following the player.
Grudge:
If it shows Yes, it only means that the npc entered grudge mode not that the raid quest started. Grudge mode is the chance that npc's have to go under 0.0 of relationship rank. When they are in grudge mode, they left the normal relationship calculations and they enter in a exponentially decline relationship function. When they reach -2.0 the Grudge Raid Quest will start.
Grudge Raid Quest:
The script will look wich house keys of the (atm) 5 vanilla houses the player have and will choose one randomly. You will then receive a letter from you former follower saying the time and the location of the house that is going to be attacked (time atm is after 9.PM but they arrive sometimes 1 or 2 hours later). Then at the time of the raid, grudge leader and more 4 bandits will walk around your house to see if they find you. The quest ends when you kill the grudge leader but if you kill the grudge leader first the bandits will not become your friends (lol).
In Mood:
In mood is a diferent system from dismissal. Dismissal is meant to be like they have better things to do at their home, spent time with family etc and they go home and they only return if they have really good relationship with you. In mood is when they are with you at your place, base, and if in that day they want to go for an adventure or they rather stay at your place, base or go to work (if you set them work place with MHYH). A player Athome is never Inmood. The chances of In the Mood are high, like it starts in 50% for level 1 and goes up fast, so your interest is to mantain a good relationship with them if you want them to go the majority of the days with you. The in the mood function is called upon the register of the NPC so it's possible to register the NPC and you don't have the chance to hire him right away.


Known Issues:
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Dismissal System:
  • Penalty for ally hit can be registered twice if it's done by enchanted weapon. This is a papyrus issue and i can solve it but the only solution i have is not memory friendly and i'm not gonna implement it. I lowered the penalty values for this action because of this. You can disable it in MCM menu.
Grudge Quest:
  • Removing essentials from Companions followers: Companions followers that can be essential (Farkas, Vilkas, Aela) if they are essential at the time they have become the grudge leader maybe they are not properly removed from the essential flag. Solution: MCM button to stop the quest and erase all grudge raiders. Issue Cause: Companions have 14 radiant quests and all of them makes Farkas, Vilkas, Aela randomly the quest giver and set as essential, so a robust code have to be made to properly removed them


Compatibility:
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Recommended Settings:
Do as you wish, you have the chance to register the npc's with relationship rank from 0 to 3. Note that npc's can only be followers above 1 relationship rank but you can register with 0, go up to 0.5 of customrelationshiprank, and their relationshiprank in game will be synced to 1.
I highly recommend sidequests of skyrim, i made a patch for that to work with this mod, and the relationship rank value earned from sidequests is reduced by the player stats coefficient present in this mod to balance the system. With Sidequests of Skyrim theres also chance for the reconciliation quest. If you do not have Sidequests of Skyrim installed, or not interested in it, this mod is balanced to play without it. This mod works very well with mods to improve roleplay like player sandbox mods, player interaction mods that allows you to read books with the game unpaused, etc...

Recommended Mods:



Disclaimer:
This is a hard mod to test. ATM i tested every functionality and everything works as intended. The default values for calculations of gain and loss are balanced for my playstyle, and they will not suit everyone but there's a lot of customization in the MCM menu that can be tweaked to suit diferent playstyles. Theres limit's and values to adjust for every calculation so your feedback will be very important too, if unbalanced, balance the system in the future.


FAQ:

Will this work on custom followers and dialogue overhaul mods?
Custom followers with custom AI not. Dialogue overhaul mods yes.
Will this work in other follower frameworks?
EFF and NFF are compatible with this mod atm.
Will this mod break the storyline if a essential follower for the storyline quests will be dead by the grudge quest?
No, there's a specific system to handle that so for example: Erandur can only be added to the grudge quest if Walking Nightmare is complete; Cicero, after Cure for Madness; Frea after Summit of Apocrypha, etc...
Is this mod heavy scripting?
It’s lighter than any survival mod, any follower framework and lighter than all the big quests in Skyrim vanilla. So yeah it’s light.
If it’s light how does it register the time spent between NPC and player?
There’s an event called every in game hour that adds 2 numbers per NPC registered. The numbers are stored and all the calculations are made in an event every 24 hours. This way the script only does is main job every 24 hours and it’s not calculating stuff all the time.


Credits:
wankingSkeever - Author of Sidequests of Skyrim


⚠️ BETA VERSION - EXPECT BUGS! ⚠️ Help shape this mod's future! Report issues here.
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