<?xml version="1.0"?>
<rss version="2.0"><channel><title>All Activity</title><link>https://www.afkmods.com/index.php?/discover/</link><description>AFK Mods - All Activity</description><language>en</language><item><title>Expanded Towns and Cities SSE</title><link><![CDATA[https://www.afkmods.com/index.php?/files/file/2377-expanded-towns-and-cities-sse/&do=findComment&comment=2987&tab=comments]]></link><description>hello,
 


	Is there a file i've missed that had the voicelines in it? Rorikstead and the NPCs are all there but none of them speak...</description><pubDate>Sun, 07 Jun 2026 09:55:02 +0000</pubDate></item><item><title>[WIP] Bond of Friendship</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/8921-wip-bond-of-friendship/&do=findComment&comment=192765]]></link><description>While doing some final checks before the dungeon test, I discovered that I need to rewrite the code for the menu structures of all three lesser powers. The current implementation could easily lead to Papyrus stack overflows during longer play sessions due to how the menus call each other.



	(For the non-coders: every time a menu opens another menu, Skyrim stores the previous one in its memory "stack" to remember how to get back. If you click through menus too many times without properly closing them first, this stack overflows, which can cause severe script lag or even crash the game.)



	Fixing this architecture will take some extra time and effort, but it's absolutely necessary to ensure the mod runs stable. Time to get this framework sorted!</description><pubDate>Sat, 06 Jun 2026 11:36:11 +0000</pubDate></item><item><title>Oblivion Uncut Compatibility Patches</title><link><![CDATA[https://www.afkmods.com/index.php?/files/file/2372-oblivion-uncut-compatibility-patches/&do=findComment&comment=2986&tab=comments]]></link><description>Comments are disabled on the Nexus page for the updated Cyrodiil Re-Loaded mod, so I can't ask this question there. The mod is flagged by Wrye Bash as having 16 deleted base records - is this a problem, or can I ignore it?</description><pubDate>Wed, 03 Jun 2026 20:18:04 +0000</pubDate></item><item><title>1410 The Soulrest armada is heading  for the City.PNG</title><link>https://www.afkmods.com/index.php?/gallery/image/8872-1410-the-soulrest-armada-is-heading-for-the-citypng/</link><description>Fred thanks Mr_Siika and Dall's Nord's textures !!</description><enclosure url="https://www.afkmods.com/uploads/monthly_2026_06/large.1410TheSoulrestarmadaisheadingfortheCity.PNG.271cf738fb96595b3a8f6193badda58f.PNG" length="2670661" type="image/png"/><pubDate>Wed, 03 Jun 2026 11:43:17 +0000</pubDate></item><item><title>[RELz/WIPz] Unofficial Terran Armada Patch</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/10563-relzwipz-unofficial-terran-armada-patch/&do=findComment&comment=192763]]></link><description>huh. wonder how that got skipped over QA testing xD</description><pubDate>Mon, 01 Jun 2026 12:25:33 +0000</pubDate></item><item><title>Oblivion DLC Delayers</title><link><![CDATA[https://www.afkmods.com/index.php?/files/file/1821-oblivion-dlc-delayers/&do=findComment&comment=2985&tab=comments]]></link><description>Hi Arthmoor,
 


	Thank you for the great mod! It really stars new game properly. 
	 
	Is there any way to increase the Fame requirement for KotN? A higher number would really improve my playthrough. 
	I'm not really a modder and don't understand TESEdit or Construction Set that much, don't know if it could be done. 
	 
	Just a minor tweak for more immersion, if it's not possible or doable, I'll still use the mod, it works fine as it is.</description><pubDate>Sun, 31 May 2026 20:15:25 +0000</pubDate></item><item><title>[WIP] Bond of Friendship</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/8921-wip-bond-of-friendship/&do=findComment&comment=192762]]></link><description>As you might have guessed from my "if everything looks good" note, I ran into a few more bugs that needed fixing first. Because of this, I haven't gotten around to the massive dungeon combat test yet - but smaller skirmishes on my way to pick up Xelzaz and shortly after picking him up went well! Additionally, I decided to change my original plan and add a very handy quality-of-life function after all: a Scan Followers feature. Instead of having to target every single follower with the Lesser Power manually, this new function automatically scans and assigns your entire group to the Actor Manager. If you travel with a large party, this will save you a ton of hassle. Note: This feature requires the Papyrus Extender. It is also necessary for detecting your followers' summons, so they receive the "Automatic Calm" feature as well.
 


	Once the remaining bugs are squashed and the big combat test is done, the beta will go live on GitHub.</description><pubDate>Sat, 30 May 2026 21:15:14 +0000</pubDate></item><item><title>1400 Outskirts of Soulrest City.PNG</title><link><![CDATA[https://www.afkmods.com/index.php?/gallery/image/8871-1400-outskirts-of-soulrest-citypng/&do=findComment&comment=1898&tab=comments]]></link><description>As said the outskirts of Soulrest City. The City will be separated in its own world. My PC can hardly take any more - we will fall together ))::((
 


	Fred</description><pubDate>Sat, 30 May 2026 09:18:50 +0000</pubDate></item><item><title>1400 Outskirts of Soulrest City.PNG</title><link>https://www.afkmods.com/index.php?/gallery/image/8871-1400-outskirts-of-soulrest-citypng/</link><description/><enclosure url="https://www.afkmods.com/uploads/monthly_2026_05/large.1400OutskirtsofSoulrestCity.PNG.d37976625c3f0aa77b749cc9aea2b5cf.PNG" length="3707839" type="image/png"/><pubDate>Sat, 30 May 2026 09:12:49 +0000</pubDate></item><item><title>[WIP/RELZ] Unofficial Morrowind Patch</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/5704-wiprelz-unofficial-morrowind-patch/&do=findComment&comment=192761]]></link><description>The Nexus page isn't under our control. We also don't have any plans right now to update this. Jac's passing kind of put a damper on plans to do that.</description><pubDate>Thu, 28 May 2026 20:07:56 +0000</pubDate></item><item><title>[WIP/RELZ] Unofficial Morrowind Patch</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/5704-wiprelz-unofficial-morrowind-patch/&do=findComment&comment=192760]]></link><description>Any plans to update the patch that is hosted on nexusmods?</description><pubDate>Thu, 28 May 2026 15:15:41 +0000</pubDate></item><item><title>[Fallout 4] Official Patch 1.11.221</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/4363-fallout-4-official-patch-111221/&do=findComment&comment=192758]]></link><description><![CDATA[Fallout 4 Update 1.11.221
 


	Fixes &amp; Improvements 🛠️ 
	 
	(PC, XBOX, PlayStation)
 


	Fixed an issue that could cause an infinite loading screen when signing into the Creations menu with an account already linked to another platform account. 
	Fixed a crash on PlayStation that could occur when downloading a Creation and backing out to the Main Menu during the download. 
	Fixed an issue where selecting “Download all Creations in My Library” could fail and return the player to the title screen. 
	Fixed an issue on PC where Bunker Home Pack could incorrectly report “not enough space” despite sufficient disk space. 
	Fixed an issue where the Enclave Remnants Creation could sometimes fail to spawn NPCs and objects under certain progression paths. 
	Fixed an issue where “LOOKUP FAILED!” could appear instead of “Commonwealth” across UI elements such as the Pip-Boy map and door transitions.
 


	Undocumented Changes 
	 
	According to users on the xEdit server, the update includes new weapon animations for the Tesla Cannon and updated FaceGen for the Enclave. 
	 
	Storage Expansion Update Notes 🎮 
	 
	We’ve significantly expanded the amount of storage available for Creations across all platforms. Players will see a slight difference on how their Creations are stored by platform:
 


	XBOX 🟢 
	 
	Creations storage has been expanded:
 


	XBOX One: up to 15 GB. 
	XBOX Series X|S: is growable up to 100 GB. 
	Installed Creations will be cleared on first launch after the update, requiring users to re-download their content by either restoring a saved “load order” via the Creations menu, or loading a game save made since the Anniversary Edition launch on 11/10/25.
 


	PlayStation 5 🔵
 


	Creations storage expanded to approximately 15 GB. 
	Installed Creations are preserved after the update, no additional steps for players required.
 


	PlayStation 4 🔵 
	 
	Due to differences in platform storage systems, PlayStation 4 Creation storage is changed in the following ways:
 


	Creations storage expanded to approximately 16 GB, but download size may not match space used because of technical details of the PlayStation 4 console hardware. 
	This may cause download size vs. installed size discrepancies. 
	Storage usage may appear larger than expected when managing Creations. 
	Due to the storage system partitions, PS4 users may experience a practical limit on the number of large Creations installed at once.]]></description><pubDate>Wed, 27 May 2026 19:26:53 +0000</pubDate></item><item><title>loot is telling me that SKSE is not loaded</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/10567-loot-is-telling-me-that-skse-is-not-loaded/&do=findComment&comment=192757]]></link><description>Have you checked the Vortex Dashboard tools for SKSE, to make sure it's set up to run properly via the skse_loader? Did you set the tool as primary? Can you start your game?
 


	It might help to post a picture of the exact error message you're seeing.</description><pubDate>Sun, 24 May 2026 03:52:49 +0000</pubDate></item><item><title>Wrye Bash - All Games</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=192756]]></link><description>ESLifier and Too Many Plugins #2:
 


	I found the bash_default.ini file that can be renamed as bash.ini. It is in:
 


	\SteamLibrary\steamapps\common\Skyrim Special Edition\Mopy
 


	It has a lot of settings that allegedly can be changed to configure Wrye Bash. I had no idea that was there! 
 


	There is this option in that .ini file:
 


	;--bWarnTooManyFiles: use this to enable or disable the warning on too many 
	;    mods/BSAs on startup. Default is True. 
	bWarnTooManyFiles=False
 


	Unfortunately, this did not work on my issue. There was no difference that I could see.
 


	I have been stuck on this for days. Wrye Bash may be the only thing I have found that has a (soft) incompatibility with ESLifier.</description><pubDate>Sun, 24 May 2026 00:41:07 +0000</pubDate></item><item><title>Anything Audio Thread</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/4594-anything-audio-thread/&do=findComment&comment=192755]]></link><description>Totally forgot about Mina!</description><pubDate>Sat, 23 May 2026 16:22:37 +0000</pubDate></item><item><title>[WIP] Bond of Friendship</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/8921-wip-bond-of-friendship/&do=findComment&comment=192754]]></link><description>This morning I implemented what will be the final feature for now: the meeting point mechanic. I&#x2019;ve also made the features that were originally intended only for followers available to all peaceful NPCs. This means my system now works with any follower, regardless of whether they use Skyrim&#x2019;s standard follower system or not. Over the next few days, I&#x2019;ll be testing the mod&#x2019;s main feature, Automatic Calming, under realistic combat conditions (previously, to test it, I had the companion attack another companion using the &#x2018;favor&#x2019; command, or I used the console command &#x2018;startcombat&#x2019;). 
	 
	If everything looks good then, I&#x2019;ll release the first beta on GitHub. 
	 
	Translated with DeepL.com (free version)</description><pubDate>Sat, 23 May 2026 12:57:18 +0000</pubDate></item><item><title>lmstearns stuff</title><link>https://www.afkmods.com/index.php?/gallery/album/77-lmstearns-stuff/</link><description><![CDATA[Oddz &amp; Soddz]]></description><enclosure url="https://www.afkmods.com/uploads/monthly_2026_05/large.NationalSolitaireDay.jpg.81dba159839f0075001233386a01d4f7.jpg" length="199002" type="image/jpeg"/><pubDate>Sat, 23 May 2026 11:23:58 +0000</pubDate></item><item><title>loot is telling me that SKSE is not loaded</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/10567-loot-is-telling-me-that-skse-is-not-loaded/&do=findComment&comment=192753]]></link><description>I am trying to run SKYRIM AE [steam ed.] and loot is telling me that it see that I have installed a SKSE plugin but that SKSE can not be found. I have tried everything short of uninstalling the game and reinstalling it to fix this. I have tried to remove the mod and reinstalled it. I have tried to purge and deploy [all this via Vortex] and I tried both ways to install SKSE [the automatic and the manual] but to no avail. this happened after I removed a few mods and was trying to start a new game. Any help would be greatly appreciated.</description><pubDate>Sat, 23 May 2026 09:26:37 +0000</pubDate></item><item><title>Wrye Bash - All Games</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=192749]]></link><description>ESLifier and Too Many Plugins:
 


	Is there a way to have Wrye Bash temporarily ignore the check for too many ESMs/ESPs/ESLs/ESP-FEs?
 


	I have a very large load order, but I use Eslifier to reduce ESM/ESPs. You have to run ESLifier after Bash. When I disable the Eslifier output so I can run Bash, it temporarily increases my ESM/ESP count above the limit. I have run into a situation where Bash is now complaining that there are too many plugins and it automatically disables some of them, seemingly randomly.
 


	I am looking for a way to temporarily tell Bash to ignore the ESM/ESP count and just run anyway. Then I can reduce the count when I later run ESLifier. This is literally the purpose of ESLifier. ESLifier successfully reduces the plugin number by over 100 ESPs, BTW! I have been using ESLifier for over a year, but my load order is just now getting big enough that Bash is complaining.
 


	If that feature is not available, can it be added to Bash? People's plugin counts are getting bigger over time.
 


	How is the best way to handle this situation? Thanks!
 


	I am on Wrye Bash v315.202605210733-RC5-342dbee (Standalone).
 


	Edit: 2026-05-22:
 


	1) I still want to be warned if over the limit, but then have options on how to deal with it (ignore, etc). Randomly disabling ESPs with no user input does not seem like a good choice, though at least it shows you which ones it chose.
 


	2) The other SSE utilities I have used can handle being run with too many plugins - Pandora, Synthesis, PGPatcher, and obviously ESLifier.
 


	Loot ( which I don't really use any more) notifies me that I am over the limit, but still runs. Bash is the only one I use that can't handle it.</description><pubDate>Thu, 21 May 2026 14:21:31 +0000</pubDate></item><item><title>Wrye Bash - All Games</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=192748]]></link><description>And one more bug, I think this is the last one I want to write about.
 


	Linux Mint 21.3, Wrye Bash 315, dev branch.
 


	Clicking to complete renaming corrupts installer file names
 


	Go to the Installers tab 
	In the top menu, select File/New Project... 
	Enter the name "a" (without quotes) 
	Click OK 
	In the top menu, select File/New Project... 
	Enter the name "b" (without quotes) 
	Click OK 
	Left-click "a" in the list of installers 
	Wait a few seconds 
	Left-click "a" again in the list of installers (starting the file renaming) 
	Wait a few seconds 
	Left-click "b" in the list of installers (finishing the renaming)
 


	Result: in the list of installers, a and a (1)
 


	Expected: in the list of installers, a and b, clicking outside the editable field should complete the renaming of the object being renamed, not the one accidentally clicked to complete the renaming.
 


	Attempt to fix: remember the current selection at the beginning of editing, and at the end use the remembered one instead of the current one: https://github.com/wrye-bash/wrye-bash/compare/dev...eypowxoa:wrye-bash:fix_renaming_wrong_files</description><pubDate>Thu, 21 May 2026 07:47:06 +0000</pubDate></item><item><title>Wrye Bash - All Games</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=192747]]></link><description>Sorry if this is not the place for this, I'm not asking you to do anything, I'm just reporting a possible bug: 
	Linux Mint 21.3, Wrye Bash 315, dev branch. 
	Empty menu on first click on top menu items. Second click closes the empty menu, third click opens the normal menu.
 


	
 


	Attempt to fix: populate the menu when switching tabs, not when clicking: 
	https://github.com/wrye-bash/wrye-bash/compare/dev...eypowxoa:wrye-bash:fix_empty_menu_on_linux</description><enclosure url="https://www.afkmods.com/uploads/monthly_2026_05/wrye-bash-315-linux-empty-menu-bug.png.0b6e8b76b47854589401272d231e4ca1.png" length="46821" type="image/png"/><pubDate>Wed, 20 May 2026 21:38:39 +0000</pubDate></item><item><title>UOP Talos Bridge Mitigation</title><link>https://www.afkmods.com/index.php?/files/file/2744-uop-talos-bridge-mitigation/</link><description>Requirements: Unofficial Oblivion Patch 3.5.9a
 


	Oblivion Patch 1.2.0.416
 


	 Author: Sigurd Stormhand
 


	 
 


	Description
 


	 ===========
 


	An attempt to fix/mitigate the reported issue of collision boxes placed on the Talos Plaza Bridge by the UOP from &#x201C;rising up&#x201D; and making the bridge impassable.
 


	 
 


	Details
 


	 ===========
 


	This mod/patch is part of an attempt to mitigate (or completely fix) the collision issues with the Talos Plaza Bridge.
 


	The original issue was that, due to how the bridge sections are placed in the world, they can sometimes be loaded by the game after the NPC&#x2019;s that are supposed to be walking on them. When this happens, NPC&#x2019;s will fall through the bridge and get stuck, usually until the cell is reloaded via fast travel to another location. To mitigate this, the UOP added collision boxes just under the bridge&#x2019;s roadway. This gives NPC&#x2019;s something to walk on whilst the bridge mesh is loading. However, the UOP fix has caused a secondary problem for some users of the patch; sometimes the collision boxes seam to &#x201C;rise up&#x201D; above the roadway, making it impassable for NPC&#x2019;s and the player (unless you jump over the collision).
 


	I tried to get to the bottom of this in the run up to the release of UOP 3.5.9, but unfortunately I have never experienced the bug myself and so can only postulate a fix and wait to see if it works for users who do have the problem. My initial plan for a fix was to add slopes to both ends of the collision boxes to give something for NPC's to walk up and over if the collision rose above the level of the bridge. In the process of exporting and cleaning up the new nif, I discovered that the NiNode the collision is attached to has a translation applied that lowers it about 24 Todd units. I then checked both of the Talos Bridge meshes and discovered that their collision meshes have a point-of-origin -256 units on the Z axis.
 


	Collision point-of-origin is different to NiNode translation, but these discrepancies could help to explain why the bridge collision "drops" and the collision box "rises". Given that no member of the team was able to reproduce the bug, the decision was taken to only include the fixed bridge meshes in UOP 3.5.9, and then add the separate sloped collision meshes if that doesn&#x2019;t work. From my investigations, I believe that the new sloped collision meshes will ultimately be necessary, so I am releasing them separately so that we can hopefully get some data about how they perform for people who experience this bug.
 


	My theory is that the sequence in which Oblivion loads assets around the Talos Plaza Bridge is being interrupted somehow and as a result the collision boxes are sometimes loaded without the translation in the nif (which the game essentially treats like a single frame animation) being applied. If my theory is correct, then the sloped collision boxes should never &#x201C;rise&#x201D; out of the ground and the bug will be completely fixed. If this is the case, then the UOP will need to fix the base collision box nif as there may be other instances where it moves out of alignment.
 


	Worst case, player and NPC&#x2019;s can walk up and over the slopes, and will appear to float above the road surface slightly.
 


	 
 


	Install
 


	 =======
 


	 
 


	Manual:
 


	 1. Extract the files to a temporary location.
 


	 2. Copy files inside &#x201C;Data&#x201D; your &#x201C;Oblivion\data&#x201D; folder.
 


	 3. Activate the included esp, &#x201C;UOPTalosBridgeFix.esp&#x201D;.
 


	BAIN:
 


	1.     Drop the archive into your &#x201C;Bash Installers&#x201D; folder, start Wrye Bash and go to the &#x201C;Installers&#x201D; tab.
 


	2.     Select the &#x201C;data&#x201D; package, make sure the esp is ticked, and select &#x201C;install&#x201D;.
 


	3.     Activate the included esp, &#x201C;UOPTalosBridgeFix.esp&#x201D;.
 


	Other Mod managers:
 


	You should just be able to drop the archive into your installs folder and run the install and activate the esp.
 


	 
 


	Incompatibility
 


	 ===============
 


	None known, only tested with the lasted version of the UOP, &#x201C;&#x201D;
 


	 
 


	Known Issues or Bugs
 


	 ====================
 


	None known
 


	 
 


	History
 


	 =======
 


	1.0  Initial release
 


	 
 


	Contact
 


	 =======
 


	 You can find me on Discord as &#x201C;SigurdStormhand&#x201D;, on NexusMods.com as &#x201C;Sigurd Stormhand&#x201D; or on AFKMods.com as &#x201C;Sigur&#xF0; Stormhand&#x201D; &#x2013; using an &#x201C;Eth&#x201D; seemed like a good idea at the time, sorry.
 


	 
 


	Credits
 


	 =======
 


	 A Thank you to the following:
 


	 
 


	To Bethesda for creating Oblivion.
 


	To everyone at AFKMods and in the Elederscrolls Modding community, past and present.
 


	To everyone who helped with the development of Blender, the Blender Niftools Plugin, and Nifskope.
 


	 
 


	Tools Used
 


	==========
 


	NIFSkope - https://github.com/niftools/nifskope/releases
 


	Blender &#x2013; www.blender.org
 


	 
 


	 Licensing/Legal
 


	 ===============
 


	This mod is provided &#x201C;as is&#x201D; without guarantee or warranty, I take no responsibility for any damage to your Oblivion game install, your computer, your other electrical equipment etc. To the best of my knowledge this mod is free from errors and fit for use.
 


	This mod is provided for personal use and as a resource, you may use the included mesh freely in mods for TES 4: Oblivion provided you credit me. The included mesh derives ultimately from Bethesda assets and therefore you may NOT convert it for use in another game. You may NOT derive any profit from using this resource, nor may it be included in any mod which is behind a paywall of any kind. The included esp file is intended to be used with the 3.9.5a version of the Unofficial Oblivion Patch, you may not upload the esp, or the whole archive, to another site without my express permission or the express permission of the Unofficial Patch Team.
 


	I can be reached via private message at afkmods.com or nexusmods.com, or on Discord @sigurdstormhand, if I am unreachable for more than two months you may seek permission to upload this mod to another site from the staff at afkmods.com, at their discretion.</description><enclosure url="https://www.afkmods.com/screenshots/monthly_2026_05/2026-05-20.png.7c9fd5459410059b3a704e9f98bbbf81.png" length="1259366" type="image/png"/><pubDate>Wed, 20 May 2026 16:01:53 +0000</pubDate></item><item><title>1373 My Kvatch from those days.PNG</title><link>https://www.afkmods.com/index.php?/gallery/image/8846-1373-my-kvatch-from-those-dayspng/</link><description>I am on Memory Lane !!
 


	Fred</description><enclosure url="https://www.afkmods.com/uploads/monthly_2026_05/large.1373MyKvatchfromthosedays.PNG.c863973edfc15096a694ab3f1074cc30.PNG" length="3686933" type="image/png"/><pubDate>Tue, 19 May 2026 09:17:33 +0000</pubDate></item><item><title>[WIP] Bond of Friendship</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/8921-wip-bond-of-friendship/&do=findComment&comment=192746]]></link><description><![CDATA[It is now possible to add the mod's features to Serana from Dawnguard as well. She uses her own follower system and was not previously recognized as a follower by Bond of Friendship because the check was performed using the “CurrentFollowerFaction” faction, which Serana does not have. That's why I'm performing additional checks using GetFormFromFile and HasForm in conjunction with an empty FormList (basically a list).
 


	 
 


	Script snippet for adding the follower that matches the desired form to the list: 
 

BondOfFriendshipActorManager Property ActorManager Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    FormList CustomFollowers = ActorManager.BondOfFriendshipCustomFollowersList
    ActorBase DLC1SeranaBase = Game.GetFormFromFile(0x00002B6C, "Dawnguard.esm") as ActorBase

    if DLC1SeranaBase &amp;&amp; akTarget.GetActorBase() == DLC1SeranaBase
        if !CustomFollowers.HasForm(akTarget)
            CustomFollowers.AddForm(akTarget)
        endif
    endif
EndEvent


	 
	Script snippet for checking whether the desired form appears in the list:
 

FormList CustomFollowers = ActorManager.BondOfFriendshipCustomFollowersList

if CustomFollowers.HasForm(akTarget)
	; do stuff
endif


	 
 


	I will use this method to offer support for Inigo, Lucien, Xelzaz and other special followers.
 


	 
 


	Translated with DeepL.com (free version)
 


	 
 


	Edit:
 


	 
 


	I have now found a different solution for the support for followers who do not use the standard follower system (see my next post).]]></description><pubDate>Mon, 18 May 2026 22:31:38 +0000</pubDate></item><item><title>Facegen File Formats</title><link><![CDATA[https://www.afkmods.com/index.php?/topic/6187-facegen-file-formats/&do=findComment&comment=192745]]></link><description>Apologies for the delayed response. It sounds like you've found most of the info already.
 


	The reason I asked is because there's a fundamental difference in the way Oblivion and Fallout 3/NV do facial animations. Starting with the original version of Skyrim, Bethesda retired egm fiiles, and also changed the way face morphs work.
 


	In addition to Oblivion having the egm file to control the face shape morph, it also uses two different types of morph for expressions in the tri file. It uses "relative" morphs for expressions and lip sync, but "absolute" morphs for eye movements like blinking or squinting. Unfortunately, PyNifly imports Oblivion Tri files as though they are Skyrim ones, ignoring the different morph types. 
 


	As far as egm files go, currently we can't edit them in Blender. You can import them into Blender, but export always produces an unusable output that either crashes the game or causes the headpart to be invisible. I don't know why this happens, Scanti was the one who implemented egm support into the original Blender nifScripts that the plugin inherited, but afaik, they've never worked.
 


	So, what can we do?
 


	Basically, you can use Scanti's Conformulator to create new egm and tri files, and then check the output of the egm files and also edit the tri files in Blender 2.49b. The Blender tri import/export scripts are usually reliable, later versions seem to have scaling issues with Oblivion, I don't know what the issue is.
 


	The difficulty is eye morphs, the Conformulator doesn't read them, and although the tri plugin can import and export them, editing them produces unpredictable results and often results in a corrupted tri file. You need to add the eye morphs separately, there are couple of ways:
 


	This is the original way, by ThottleKitty: https://www.nexusmods.com/oblivion/mods/18566
 


	There's also Triton: https://www.nexusmods.com/skyrim/mods/21545?tab=description
 


	Face mix is probably the easiest way to add eye morphs, though: https://www.nexusmods.com/oblivion/mods/35037
 


	According to the author of this mod, there's a way to edit egm files using FaceMix: https://www.nexusmods.com/oblivion/mods/51090, it's described in their downloadable project file.
 


	Personally, I've managed to edit mouth, teeth, and main head meshes so far. I've experimented with replacing eye morphs with faceMix, but I haven't completely re-done them for my projects yet.
 


	Hope that helps!</description><pubDate>Sun, 17 May 2026 02:32:36 +0000</pubDate></item></channel></rss>
