Semi Protection

Skyrim talk:Followers/Archive 8

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This is an archive of past Skyrim talk:Followers discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Remotely Opening Doors

I would like to get someone else to test this glitch before posting it in the bugs section. I have found that if you have set the Tower Stone as your stone, (It lets you unlock an expert level or lower lock once a day), then by telling your follower to do something and selecting a distant locked door you get the normal menu for picking the lock when you have the Tower Stone. I've found that either picking the lock or using the the stone's power will cause the door to open and transition to the next area as it would if you normally unlocked the door. I would like for someone to test this again, and also test whether or not this can be used to unlock other locked objects such as chests. I would like to note that when I did this it was a few months ago, and on the X-Box version of the game...... ---Gamer3427 05:41, 11 June 2012 (UTC

Kyne's Blessing

In terms of follower equipment enchantments, can I give them Kyne's Token? I know that Fortify Archery probably isn't going to do anything, but what about Kyne's Blessing, which reduces damage taken from animals? — Unsigned comment by MidbossVyers (talkcontribs) at 14:25 on 28 September 2012‎

Enchanted Follower Equipment question

The 'enchanted follower equipment' section states that: Fortify <Magic School> does not reduce enchanted weapon usage cost at all, or remove it at values of 100%.

However, the section below that states that mage followers do, apparently, use magicka: These followers ... will accept weapons and shields, but they will immediately switch back to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they will resort to using their bare hands until it recharges.

So, since I'm too lazy at this point to go hunting through 6 pages of archive discussion, can anyone tell me whether Fortify <Magic School> reduces the magicka cost of spells for followers? Also, whether the Regenerate Magicka enchantment benefits them, since apparently Health Regen sort of works?

--Trogdor — Unsigned comment by 75.34.55.178 (talk) at 03:30 on 23 October 2012‎

Using getAVinfo and the information window from the Ultimate Follower Overhaul http://skyrim.nexusmods.com/mods/14037 I have determined that:
Fortify <Magic School> a.k.a "<Magic School> spells cost X% less to use" enchantments do not effect the follower Illia.
I tried setting her magicka to both 1 and a cost which should have been a few points under her ability to cast Ice Storm and fitted her with 100% Destruction enchantment gear. I attacked someone in Dragonsreach and when the fight started she would use nothing but her fists. About 20 seconds into the fight she went and found a sword.
I also followed up on a rumor that having yourself wearing 100% destruction gear would effect your followers, as far as Illia goes that didn't work either.
While I haven't tested this with other NPC's yet considering Illia is an elemental mage with 100 Destruction skill I am confident that the short answer to your question is:
No, sadly magic cost reduction gear does not help NPC's with magicka cost.
A last minute edit here: Magicka Regeneration does seem to work on Illia. With no gear on she noticeably runs out during a fight. With a Master Robe on (150% more regen) she hasn't stopped throwing spells. Also the MagickaRateMult Actor Value updates when the new gear is added too.
--Coldwinds (talk) 10:50, 7 March 2013 (GMT)

Followers Forced to Leave

Is there a list anywhere that details what quests will force you followers to leave your service?

I know that this question has been asked specifically before on the talk page for Illia, (due to the nature of her bug that prevents her from being regained as a follower), and I'm sure that it has probably been asked at some point before in one of the archives in one conversation or another, but I'm also asking in regards to the Serana "Multiple Followers" bug that exists within the Dawnguard DLC. If you employ this bug with a follower, then will the mission specific removal of a follower affect both Serana and the secondary follower, (who takes up the normal follower slot), or will it only affect the secondary follower? Additionally, do any of the new Dragonborn DLC missions remove a follower from your service?

If a list such as this does not exist, then I propose that at some point we may want to try to work as a community to make such a list, as even without regards to the bugs and glitches I mentioned, I'm sure that more people than just myself would find such a list useful, especially considering certain followers who can be a bit annoying to try and re-recruit, such as Kharjo who travels with the caravan he guards, (discounting if you induct the followers into the Blades of course).

As a less common side note as well, perhaps there should also be a list of quests that might remove an animal follower....... Gamer3427 (talk) 00:43, 16 December 2012 (GMT)

I am also curious to as to a possible 'un-following' quest. My issue is that ALL followers, when asked to follow me, say "Looks like you have someone already". I, however, do not have someone already. I can, however, hold an Animal Follower, so the 'ghost follower' seems to only affect the 'Regular Follower' section. My thought is this: If I can forcefully remove whatever it is that makes the game think I have a follower, then maybe I can get followers again. Piffinatour (talk) 02:30, 19 February 2013 (GMT)

Revisiting followers and their bows

I'm making yet another new section regarding follower bows because editing an archived talk page seems nonsensical. Anyway, we all know that followers will pick their hunting bows over anything else you give them. Dawnguard fixed that to some degree in that followers will use the dragonbone bow. I had figured that they would also use the Nordic bow added by Dragonborn since it's an add-on item too, but that's not the case. So what makes the dragonbone bow so special? Just Cav (talk) 04:27, 22 January 2013 (GMT)

Alfwyn and fellow geniuses, this looks like a good question. --JR (talk) 06:42, 22 January 2013 (GMT)
My follower Aela from the companions will use a better bow that I gave her. It is a Forsworn bow that I improved to "Legendary" level. She will use the improved Forsworn bow, but not if I enchant it with a fire or cold enchantment. She will also use a Falmer bow but it is heavier. She will choose this Forsworn bow over a more powerful Glass or Daedric one, and I am not sure why. At least this gives her a better bow to use for now. — Unsigned comment by Scoutbehind (talkcontribs) at 05:53 on 5 February 2013
My experience with Brelyna from the mages' college is that she will use an enchanted Ebony bow instead of an Enchanted Daedric bow. One is frost and one is shock. She is a Mystic and doesn't even have archery skill... (!) 108.180.175.37 02:34, 25 April 2013 (GMT)

Fortify (Magic School) Armor

On the page it makes a point to list all the effects a follower will actually benefit from, and fortifying a school of magic isn't on the list. So I'm sorry if this is a silly question. But in the page is says that Fortify <Magic School> doesn't affect something about weapon charges. I'm really not concerned about that. My follower wears adept robes of destruction. Is he gaining the 20% less cost? I am unsure if that counts.

More specifically I want to enchant him some armor that will lessen the cost of destruction spells. Yea or nay?69.35.200.249 04:06, 26 January 2013 (GMT)

Good question. It, and bits of answers to it or related questions, appear throughout this talk page, especially in the earlier sections, above. The relevant information on the article tab is not clearly worded. Maybe someone who knows will answer here, but it may one of those questions that remains open until someone has the ability and motivation to test it. There are a couple of ways of testing it in-game I can think of with my primitive knowledge: 1. Create such an enchantment, and then save and replay a situation in which your follower uses destruction magic until (at least apparently), their magicka is gone. Do this several times with the enchantment, and several times without, and see if your follower casts the same number of spells. 2. Use console commands to compare magicka level depletion/spell cast of your follower in the two conditions. --JR (talk) 08:48, 26 January 2013 (GMT)
Seems to me the best way to test it would be to set a spellcaster follower's magicka to 1 point or thereabouts, then give them a set of 100% Destruction gear. If it isn't working, they won't be able to cast spells. If it is working then they will be able to cast destruction spells. Alternatively, have them equip the fancy gear, then use the "getav destructionmod" command on them to check their current value. ~ SotiCoto (talk) 18:53, 28 January 2013 (GMT)

Followers Won't Follow

I can't seem to get any followers to assist me. I can ask them to follow, but they just go about their usual business. Asking again triggers the "You already have a follower" response. This bug is affecting friends (people I've raised disposition with) and mercenaries alike. Playing on Xbox. Any solutions? SonGoharotto (talk) 19:43, 27 January 2013 (GMT)

I've had the same issue. I eventually just deleted the file. Two questions for you: 1) Have you tried getting rid of you non-existent follower through the Blades recruitment quest? and 2) are you playing on the Xbox and do you have Dragonborn installed?
My assumption is that the non-human followers added by the Dragonborn expansion bug out your followers, but I don't have anything more than my own experience to back that up. - Effigy 03:08, 6 February 2013

Followers Carrying Capacity

I use my followers to mostly help carry loot from caves and quests. As such I want a follower that can carry a lot. Recently I have noticed that my normal follower Aela from the Companions has not been able to carry as much as she used to. Upon reading the comments on these pages it turned out that she did have duplicate basic equipment that I had not given her (2 complete sets of Ancient Nord Armor, Boots, and Gauntlets). I found this out by killing her and then looting her body. When I found this out I started to check out other followers. Each one was able to carry a different amount. I used Dragon Bones, Scales, and Iron Ore to load up each one when I met them. I did not take away any of their standard equipment before doing this. I think that a table with this information would be helpful for the community at large to enable them to decide on the best follower to choose. I know that the info about morality and level caps has given me fresh ideas about which is the best follower for a given situation. To start this endeavor I have some info on certain followers carrying capacity:

Location-Name-Carry Weight-Sex-Armor-Comments

Markarth-Argis-220#-M-Heavy-Housecarl

Riften-Iona-220#-F-Heavy-Housecarl

Riften-Mjoll The Lioness-230#-F-Heavy

Solitude-Jordis-220#-F-Heavy-Housecarl

Whiterun-Lydia-192#-F-Heavy-Housecarl

Companions-Aela-210#-F-Light

Companions-Athis-265#-M-Light

Companions-Farkas-230#-M-Heavy

Companions-Njada-261#-F-Light

Companions-Torvar-256#-M-Light

Companions-Vilkas-228#-M-Heavy

Dark Brotherhood Initiate-282#-F-Light

Dark Brotherhood Initiate-282#-M-Light

These are all the ones I have so far. If someone else can verify these numbers we can clean this up and post it on the regular follower page instead of in the discussion page. Maybe even include it in the table for followers morality and marriage status. We could just include a column for a followers carry weight. My carry weight for Aela is from an older file that I loaded which I hope is not corrupted. In my current file she can only carry about 107#. — Unsigned comment by Scoutbehind (talkcontribs) at 18:38 on 6 February 2013

I would think this owuld need further testing. As I understand it, follower levels depend on your level when you first encoutner them. Do these levels affect their carry weight? THat could explain why your Aela has a different carry weight in your current game. RandomTarget (talk) 14:37, 15 February 2013 (GMT)
As far as I can tell, all NPCs have a carry weight of 300. Whatever items they are carrying are subtracted from that, which is why heavy armor NPCs appear to be able to carry less, their armor is just heavier. If you have given any items to your follower, that would then be added to their inventory and effect the weight same as it would you. Jeancey (talk) 14:44, 15 February 2013 (GMT)

Fortify combat skill?

So I just read that followers will not gain benefits from enchantments such as fortify one-handed, bows, two handed etc however in the article it says they will not gain benefits from any fortify "combat skill" effect. In this context does a "combat skill" refer to sneak, lockpicking, pickpocket, etc? since no mention of stealth skills is made on the page.--82.46.168.98 17:40, 10 February 2013 (GMT)

I don't know if it was misused, but the term in this context should not refer to stealth skills. See, for example Combat, which lists the combat abilities. For still more, see Skills. --JR (talk) 18:50, 10 February 2013 (GMT)
So if I gave my follower fortify sneak 40%, fortify one-hand/two-hand 40%, they wouldnt work? Guess I should stick to muffle then.--82.46.168.98 18:59, 14 February 2013 (GMT)
My sense is that the info on the page is probably correct: Only enchanting follower's apparel with those effects listed will confer benefits on them. So, it looks like you are right. You can still use powerful defensive enchantments on your followers apparel, (especially resist magic and resist individual destruction elements (frost/fire/ice), and of course, give them enchanted weapons. The reason I suppose the page is essentially correct is because 1) it matches my own memory of how it works (though I haven't tried or tested such things recently), and 2) That info has survived the test of time on a heavy-traffic page. Just look at how much has been asserted, questioned, disputed, etc., in all the talk page archives. I have waded through all of it before to try to figure out a related question, and it's not fun. When there has been so much back-and-forth, we usually end up with fairly good info by this stage. Some doubt has to remain until someone can authoritatively confirm, or conduct tests. Setting up a little test yourself should not be hard. For example, locate an enemy, save your game, use only defensive/healing tools to keep yourself alive, and try to count how many weapon strikes from your follower kills the enemy. Then enchant with fortify one-handed (or two-handed), equip them with it, re-load, and count again. If you have a PC and can check followers' stats via console, you can perform more sophisticated and detailed tests. --JR (talk) 11:08, 15 February 2013 (GMT)
I know the front page does not list Fortify Sneak as an enchantment that followers benefit from but I know from playing around with it that when I beef up their plus sneak gear that it seems to improves their sneak. I have tested them without the gear and with the plus gear. Every time they are harder to detect by the mobs around them. I of course have not confirmed this with the CK. Just my own personal experience where when they are not wearing it they are noticed literally from miles away to when they are wearing it they can walk right up to an enemy just like me and not be detected. Is there anyway to prove this not just my imagination? :D
Thanks,
--- Eglyntine -- "Fairness Is An Illusion We Do Not Provide Here..." - NLM - -- 15:25, 17 February 2013 (GMT)

Animal Followers?

I have heard the Reikling Followers (from the Dragonborn add-on) do not take up the 'regular follower slot', but takes up an 'animal follower slot'. (For instance, you can have Lydia, a 'regular follower' and Meeko, an 'animal follower' at the same time). If this is the case, then can Reikling Followers be brought over from Solstheim to Skyrim without use of the Creation Kit or Console Commands?

If they are able to be taken to Skyrim, either by normal means or by the CK/CC, one final inquiry remains: Can your child from Hearthfire accept a Reikling as a pet? If they could, that would be awesome. Piffinatour (talk) 01:56, 19 February 2013 (GMT)

Followers Not Following:SOLVED! (Kinda)

I have had an issue, for the past few months, in fact, that Followers would not follow me because they say I "already have someone with me". I believe this bug/glitch was caused when I tried to do the part of the 'Blessings of Nature' quest while having Vilkas with me to do the Companion's 'get-rid-of-werewolf' quest (forget the name). Vilkas apparently went back to the Companions' HQ, and I was never able to recruit a follower ever again.

Until now.

I recently got Hearthfire (I play on a PS3) and was kinda bummed that I couldn't have a Steward, because no one would follow me to my home. However, I noticed that my Housecarl (in this case, Valdimar) had the option to become steward, and I thought 'meh, better than nothing'. However, it was MUCH better than nothing, because when he became Steward, I saw a little message appear in the top-left of the screen that said 'Follower has left your service'. I thought 'huh... that's odd...'

And then the Proverbial Light Bulb went off in my head. I asked Valdimar, afterwards to follow me, and HE DID! I then told him to stop, and tried it on Brelyna Maryon (My Wife) in the next room, and, Lo and Behold, SHE FOLLOWED TOO!!!!  :D

So, moral of the story: If this 'followers not following' problem has happened to you, try this out. I'm just happy that I finally solved it myself this time! Piffinatour (talk) 18:51, 20 February 2013 (GMT)

Command Shortcut

I know I'm looking right past something obvious here, but when I use command mode to bypass the dialog box and go straight to telling a follower what to do, I have this problem where I seem to be stuck in command mode, and the follower will only follow a sustained activity command such as "sit bench" or "sleep bed" while IN command mode, and when I hit the button (B, Xbox) to exit command mode, they revert to whatever they were doing before I bossed them around. I can say "sit bench" to Farkas or Serana but they get up when I leave command mode. What am I missing? I can't believe I still have not figured this one out...but then, I just found the shortcut a few months ago. (Blushes) Someone please clue me in! --Crayolamanic (talk) 07:49, 26 February 2013 (GMT)

It depends on what's going on in the follower's AI package. In order to get a follower to sit down and stay sitting down your follower has to also wait there. This seems to be a bit hit or miss for me, I've found that Serana usually handles it correctly but a lot of other followers don't. A few days ago I got her to sit in a chair and listen while Viarmo performed King Olaf's Verse, and IIRC she only sat down when I ordered her to sit there while I was standing up. If I was in a chair then she got up again right away. A note: if you do successfully persuade your follower to sit in a chair or something, your follower is now in waiting mode. You will have to tell your follower to come with you otherwise your follower will stay in that chair until your follower finally gets bored of waiting for you to come back. Also followers who can't be ordered to wait, like most quest followers, won't stay in the chair either. --Morrolan (talk) 01:04, 11 April 2013 (GMT)

Dwarven crossbows

So, do followers use dwarven crossbows?--82.46.168.98 21:42, 28 February 2013 (GMT)

I have given Borgakh an enchanted Enhanced Dwarven Crossbow, and she wields it quite often for ranged attacks. However, the animation of her aiming and firing the weapon happens repeatedly in battle, but no bolts fire from it, despite her having a supply of 400 or so Dwarven Bolts. So, I guess the answer to this question is both yes and no. Darictalk 23:45, 15 March 2013 (GMT)
I had that too one and they simply don't fire. Torvar did use one once so this is not definitive. — Unsigned comment by ‎ 82.73.72.148 (talk) at 18:34 on 8 April 2013
Dawnguard-added followers seem to use them though. Some of the Dawnguard member followers come with crossbows instead of hunting bows. --Morrolan (talk) 22:43, 8 April 2013 (GMT)

Follower perks

So checking various NPC pages I found out that some NPCs (around 75) have more or less documented perks. However, on the 59 permanent followers, only 16 of them have perks listed. Now I understand that some of them might simply not have any, but I find it odd that Housecarls, Companions or even dear old no-level-cap J'zargo don't have perks, considering that Talvas Fathyron, a mere level 25, apparently have 15 of them. Is it just a lack of research or are there truely so many followers without any perk? Elakyn (talk) 23:23, 11 March 2013 (GMT)

I have found that while many many many of the NPCs in Dragonborn have perks, not nearly as many have them in the base game. It was like they decided, what the hell, lets just give them to everyone! for the DLCs. J'zargo, per your specific mention, doesn't have perks at all. Jeancey (talk) 23:35, 11 March 2013 (GMT)
Aww, well that's pretty bad considering that every bandit, forsworn, warlock and vampire have perks... Well, thanks for the quick answer! Elakyn (talk) 23:40, 11 March 2013 (GMT)
Considering this fact, might it be a good idea to document which NPCs are perkless? When you look at an NPC page which does not list any perks, most users are going to think that just means the NPC's perks haven't been documented by an editor yet. --Morrolan (talk) 04:15, 1 April 2013 (GMT)
I second this suggestion, it was only recently that I learned that not every NPC had perks before finding out I always assumedthey just hadnt been added.--82.46.168.98 00:31, 11 April 2013 (GMT)

Follower property

I've noticed something about Faendal in Riverwood. After I helped him, I was free to take anything of low-value from his house. If I ask him to become my follower, then I was free to take anything regardless of the value from his house. Is it a common thing for any followers of the same type? Shall we add this into the note? Dreamshadow (talk) 11:34, 12 March 2013 (GMT)

You're free to take low-value items from friends and followers, the maximum value being 30 for the former and about 100 for the latter. This is a great way to get a good gear and easy money at the start of the game, Faendal having numerous weapons and a rather precious Banded Shield. 82.243.194.53 11:59, 12 March 2013 (GMT)
I thought this info was already included in an article somewhere, but I couldn't find it here, in Crime, or in Items. It definitely needs to be verified and added. --Xyzzy Talk 14:07, 1 April 2013 (GMT)
I've got the reason. As is mentioned in the Disposition page. "Gaining a permanent follower will make him an ally, if the rank was in the range of 0 and 2 before. Dismissing him doesn't change the relationship." Due to the change of relationship rank, it's possible to take more valuable things from them. Dreamshadow (talk) 15:20, 1 April 2013 (GMT)
Yes, that part is documented. What needs to be discovered, if it isn't already, is exactly what disposition value allows you to take an NPCs items without stealing, and if higher disposition values allow you to take higher value items. I'm not sure how to find this out, other than tedious trial-and-error testing. --Xyzzy Talk 16:45, 1 April 2013 (GMT)
Well, NPCs for whom you have completed a favor, or are friendly to you for whatever reason, such as Alvor or Gerdur, will let you take items in their property with a value up to 30 I believe (Iron Swords, Gauntlets and Boots are okay, Maces are off-limits). NPC followers with a property, such as Faendal and Uthgerd, allow you to take items of higher value, although I'm not sure exactly what the limit is; early in the game, I usually take the Banded Shield in Faendal's house, which has a value of 100. Elakyn (talk) 17:03, 1 April 2013 (GMT)
Maybe somebody who plays on the PC could use setrelationshiprank to adjust an NPC disposition up and down to find the break point for items of differing values. I'll try to do this at some point this week if no one else does, as time permits. --Xyzzy Talk 20:26, 1 April 2013 (GMT)

Level not resetting?

Ok I know as of patch 1.6 followers should level with you no problem, and I have that patch as well as every add on. I joined the Dawnguard and made Durak my follower, and shortly after, my steward around level 12. He was pretty useful, I thought, until a recent fight I noticed him run in and get one shotted by some type of bandit. This seemed off to me so I got him some decent armor and hit him with a sword. It took away half of his health. I hit multiple other followers with the same sword and they didn't take nearly that amount of damage without upgraded armor, so I assume he is just not leveling with me. I tried the Wabbajack fix and that didn't work either, still killed really easily. I saw him first around level 10 and made him steward maybe level 12? I am level 30 now, and unfortunately I can't see any info on him because I'm on 360. Has anybody else had similar issues? 24.149.71.178 23:41, 12 March 2013 (GMT)

I think I have found the culprit, I have hit him with too many marked for death shouts as that permanently weakens a follower..24.149.71.178 23:41, 12 March 2013 (GMT)

Zombie Werewolves?

And you say I have a grim look?

It seems that Skjor is not the only zombie werewolf in Skyrim. As I entered the Riverwood Trader just now, my follower (Borgakh) transformed into a Zombie Werewolf. She still behaves as Borgakh or as any other follower would, but she looks like a dead werewolf walking. I'm playing on the On XboxXBox 360, so I don't have any mods enabled, nor did I use any console commands. This just happened completely at random. Any idea what caused it? On departing from the shop, Borgakh again became a Zombie Werewolf. The werewolf skin spreads up her body quite slowly, and as you can see from the image, it doesn't cover all of her enchanted Dragonplate armour. The face is always pointed toward the sky, with a distinct hole at the throat, giving it a somewhat carnival appearance, like something you might see someone dressed in at Disneyland. In the past, I have asked her to carry the Werewolf Pelt that I found in Volkihar Keep. I wonder if this has affected her somehow. The pelt has been securely locked away for some time now, in one of my Hearthfire homes, just in case. I also have a few spare Glenmoril Witch Heads available, and as a last resort, all my homes are decorated with both Dawnguard Shields (for protection against vampires) and crossed Silver Greatswords (for dealing with werewolves). I don't want to do it, but I will if I have to. I am fundamentally opposed to lycanthropy and vampirism.

I thought having an Orc as a follower would be a good defense against werewolves, being that one hundred and one of them reputedly attacked Kodlak Whitemane and another Companion. Now my Orc follower has become a werewolf herself! I guess it should stop her complaining that "my blood is calm, I prefer it boiling." Darictalk 02:29, 18 March 2013 (GMT)

Hadvar and Ralof

Okay so, it's not entirely untrue that following them and then siding with their respective faction gives different results, but no matter what you decide they're present for the two quests following the Battle for Whiterun (in which they are found when Baalgruf makes his speech or Vignar enters Dragonsreach). If you followed Ralof/Hadvar and side with the Stormcloaks/Imperials, they will be present during The Jagged Crown and Hadvar will get a "promotion", now wearing imperial heavy armor. And that's it. The leader of the scouts in the Compelling Tribute and Rescue from Fort Neugrad/Kastav will always be Ralof/Hadvar, no matter who you decided to follow during Unbound. Also, I think it's important to note that during all these quests, they do not follow you; during the Jagged Crown, they follow Galmar/Rikke and during the other quests, they act as standart soldiers. Those details are important, but they belong on their respective pages, not this one. Elakyn (talk) 10:42, 25 March 2013 (GMT)

Technically you never follow them in Unbound, they follow you for most of it. Have you verified that they now reappear if not chosen in Unbound? Because on my first playthrough, I went with Hadvar and then joined the Stormcloaks, and never saw Ralof after Unbound. It's possible - eh, even likely to be honest - that there have been changes made by updates since then. Only the one chosen in Unbound appears in the inn in Riverwood as well.--Morrolan (talk) 16:17, 25 March 2013 (GMT)
I've followed Ralof with my three characters and sided with the Imperials with two of them, and now that the war is over Hadvar is at the Sleeping Giant for the latter two. Talking to them is completely optional when it comes to the Civil War quests, you can simply rush on the enemies so you may have missed them, but they're present at the map marker. I can test again but I doubt the results will be different. Elakyn (talk) 17:23, 25 March 2013 (GMT)
Eh, your testing is probably more recent than mine. Odds are I just encountered a ... bug. That first playthrough was back when completing Promises to Keep resulted in a repetitively spawning Louis Letrush outside Whiterun; if I remember rightly I gave up on it when I'd passed six Letrushes all chorusing "Do you want something?" every time I walked past the Whiterun Stables. :) --Morrolan (talk) 05:21, 26 March 2013 (GMT)

Followers Unlocking Doors Easily Including Doors That Requires Keys

There is two videos that shows this glitch. I highly recommend checking them. "Skyrim - How to Unlock Any Door".

Basicly, you push your follower into any door and as long they have a lockpick, they will open said door... Even if it is a door that requires a key. This should be counted as a glitch, I say! — Unsigned comment by 172.162.165.149 (talk) at 20:08 on 26 March 2013‎

This is already documented on the Lockpicking skill page. It isn't a glitch, the developers likely intended it to be that way.--~The wind, forsaken~ (talk) 21:27, 26 March 2013 (GMT)

Unable to hire?

I've noticed this bug or something after Waking Nightmare quest solved to Erandur, then whenever I get a new follower or just dismiss the old one, the opporunity to hire the old follower again (Marcurio in my case) disappears. They speak their random lines, but there's no 'I'll hire you' line apeears. Anoyone can confirm this bug? Any salvation?--Mr.Killjoy (talk) 00:48, 28 March 2013 (GMT)

Is Erandur alive, and did you ask him to follow you after completing the quest? If he's your follower, and you lose him while traveling, you will be unable to dismiss him or get another follower. If this is the case, fast-traveling should bring him back to you. If you are playing on the PC, there are some codes you can use to find him and dismiss him. --Xyzzy Talk 15:59, 6 April 2013 (GMT)

Regarding Follower's Enchanted gear

I believe I got the accurate answer for the question which enchantments would work on follower.

- There are 2 perks: AlchemySkillBoosts and PerkSkillBoosts.

- AlchemySkillBoosts modifies the effectiveness of skills based on Actor values (Skill)powermod and is responsible for the bonus from potions. PerkSkillBoosts modifies the effectiveness of skills based on Actor values (Skill)power and is responsible for the bonus from enchantment. That means actor values (Skill)powermod and (Skill)power on their own do not have any effect.

- I have already tested the two perks' effects in-game by removing all their perk entries, basically making them blank perks. The result is that the player no longer receives any bonus from fortify skill enchantments and potions (with exceptions being Fortify Heavy/Light Armor and Enchanting since the skills themselves are modified, not (Skill)powermod or(Skill)power)).

- These two perks are given to the player only (even with DLCs), that's why follower would not receive benefit from those said enchantments.

=> So basically, all follower will not benefit from any enchantments that modify (Skill)powermod or (Skill)power, they will from any others.

I know there is already an accurate list on the page but there are also disputes over some fortify skills working on some followers. I hope this will clarify it.117.5.17.117 12:45, 3 April 2013 (GMT)

Ending discussion at last-

Followers will use any bow that is different from there starting bow (vanilla or dlc) so long as they have a supply of arrows that are different to their starting arrows. For me I use steel that I collect from soldiers during the civil war quest line. — Unsigned comment by KingK (talkcontribs) at 07:57 on 6 April 2013 (GMT)

No, that's not quite accurate. There's a cap on the damage: if you give your follower daedric arrows, for example, they won't equip a daedric bow to go along with them. --Morrolan (talk) 14:55, 6 April 2013 (GMT)
have to admit I never have enough daedric arrows to give my followers to use. I always have 1000s of steelys so I don't hav to worry about them running out. Also I have noticed that they won't use a any bow that has been tempered (there are a few that will). Also they will use enchanted bow if ou give them arrows (again works with steel ones) KingK (talk) 11:23, 8 April 2013 (GMT)
If your follower is using a built-in hunting bow, the arrows don't get used up. So you can give them one daedric arrow, and use them to manufacture more. --Morrolan (talk) 13:21, 8 April 2013 (GMT)

Follower using arrows?

Gave my follower a dragonbone bow and daedric arrows, he uses both of them at the same time which is aewsome but he has started to use up the daedric arrows like the player does, I`m playing on PS3.--82.46.168.98 10:46, 8 April 2013 (GMT)

The 1.9 update came out today for PS3 and XBox. I wonder if this has been changed by it? --Morrolan (talk) 13:22, 8 April 2013 (GMT)
No I observed this behavior before the patch was released.--82.46.168.98 00:29, 11 April 2013 (GMT)

Added an "Orc Strongholds" category

I decided to separate five of the Orc followers - all related to their own strongholds - from the "misc followers" category and put them into a new "Orc Stronghold Followers" category. I felt this would really clean up the misc section and add a section that was relevant! 217.43.143.95 17:41, 8 April 2013 (GMT)

I like it. I have never been fond of extensive "Miscellaneous" categories. --Xyzzy Talk 19:44, 8 April 2013 (GMT)

Dogs might go to the wrong Hearthfire home

I had the family in the Markarth house. While there, the daughter brought home a bunny once, and she adopted vigilance. I owned the three plots of land and finally decided to build on a couple of them. I went home to Markarth and told the wife I want to move to windstad. I fast traveled there, and found the wife, children and the bunny pet all moved there, but vigilance was missing. I ran "player.moveto <vigilance id>" and found him at the only plot of land that is not developed. I told him to follow me, and fast traveled home. He followed me there. I dismissed him and told him to go home. He proceeded to walk back to the undeveloped site where nobody lives. This seems to effect more than vigilance. I had him follow me home again, and dismissed him, then followed him. He died from the bandits and the warlock in ustengrav on the way back to where he thinks home is (the home near falkreath). I remembered where meeko was, and went and picked him up. When I brought him home, the son immediately adopted him. I told him to go home and he also proceeded toward the residence near falkreath. I logged this as a bug under vigilance, but it looks like a bug that should either go here or on the skyrim dog page. Any comments or thoughts? Anyone have a fix? Vidian (talk) 00:09, 10 April 2013 (GMT)

I have also found this problem but it never occured to me to check my other homes, the only other houses I have are the soiltude house and whiterun house, I am currently residing in windstad manor when I bought Meeko home, my child asked to keep as a pet to which I agreed only to have Meeko turn around and seem to walk back to his shack, I thought he would reappear but since he never I went back to his shack but he was not present, I concluded that he must of died in the swamp between his shack and my manor but I never found his corpse. I will check my other homes since im on PS3 I cant use that id console command.--82.46.168.98 14:05, 11 April 2013 (GMT)

Automaton 'Pets'?

I know that you can have either a Dwemer Spider to follow you, or a Dwemer Sphere after completing the Kagrumez side quests. They both fall into the pet slot/category, shouldn't they be added?--98.149.253.196 21:32, 10 April 2013 (GMT)

They are listed at the Dragonborn followers page, and the link is posted in the upper section of this page. Jeancey (talk) 21:46, 10 April 2013 (GMT)

Teldryn Sero?

I my searching abilities (nothing fancy, ctrl+f) and it turned up nothing when I typed in either his first name, last or any combination of the two. Should he not be on this page? Am I missing something here? Is he on here and I just missed it? Thanks in advance!--98.149.253.196 21:37, 10 April 2013 (GMT)

Oops, forgot to mention the absence of a 'Dragon Born Followers' sub section. Dawnguard has one, so Dragonborn should have one as well. Err, in my opinion, at least.--98.149.253.196 21:40, 10 April 2013 (GMT)
Dragonborn has its own page here. The link is posted at the top of this page (well, not the top top, but in the upper section). Jeancey (talk) 21:45, 10 April 2013 (GMT)
The basic issue is that Dawnguard (and Hearthfire too), not being as big as Dragonborn, is in the Skyrim namespace. Dragonborn has its own namespace and so most of its things are in there. --Morrolan (talk) 23:44, 10 April 2013 (GMT)

Class description conflict between actual tag name versus specfic character.

Illia is tagged as Fire/Frost/Shock Mage, and while this may be accurate to the data its not accurate to her ingame description where the table lists her character description as; based on what spells she uses. Her character page covers enough. My point is using the actual tag as the appropriate name in the description can be misleading with this example and should be tailored to her specfic character type, not the general class; while still linking to that class as a reference to its origins. I attempted a minor edit failing to realize it was a base class tag, which was reverted back to normal. I just find it misleading with how general these descriptions are, it does trip people up who aren't savy with npc classification like this. BlackOp (talk) 18:22, 19 April 2013 (GMT)

The description is perfectly valid. She is adept in destruction magic, not just ice magic. She may not know the spells, but that's irrelevant, frost mage is simply not a "type" of combatant. What could be done is to add in brackets after the class (frost), the same that has been done for the "Warrior" types, to indicate that she knows only those type of spells. The class does far more than determine skills, it impacts heavily on how an NPC fights. Silence is GoldenBreak the Silence 18:54, 19 April 2013 (GMT)
Yes, this seems to be the most practical approach. Agreed. BlackOp (talk) 16:21, 22 April 2013 (GMT)
Well, I changed it, then noticed this conversation. I think keeping a simple description of her class is best for this article. Users can always click on the link to her article if they want more specific info. --Xyzzy Talk 19:21, 22 April 2013 (GMT)

poison?

Do followers use poisons given to them?--82.46.168.98 21:35, 23 April 2013 (GMT)

From my experience, I'd say no, but then, I have only given my followers custom poisons that I have created myself. I'm not sure about generic poisons. Daric 23:51, 23 April 2013 (GMT)
I've never seen any NPCs use poisons at all. Just Falmer, frostbite spiders, and chaurus. --Morrolan (talk) 18:09, 26 April 2013 (GMT)


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