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FollowerForge 3.5.0 — werewolf revert, paths, pronouns, gear FormIDs

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@ShugokiFable ShugokiFable released this 16 Aug 18:24
· 1 commit to main since this release

Two versions ship here: 3.4.0 (the three things a user reported against 3.3.0) and 3.5.0 (the werewolf bug that came in while 3.4.0 was being built). Both were written against the same session's test run, so they went out as one release.

Manual paths

3.3.0 only looked for xVASynth in C:\Program Files (x86)\Steam\steamapps\common\xVASynth, and built followers only ever landed under %LocalAppData%. Both are now fixable:

  • Paths… button in the sidebar. Set the xVASynth folder and a custom output folder; both persist in LocalAppData\FollowerForge\app-settings.json. Leave a box empty and automatic detection still applies.
  • xVASynth discovery now scans every Steam library folder the way the game-root finder already did, not just the default C: location. FFORGE_XVASYNTH env var and the CLI --xvasynth flag still win.
  • Custom output writes each follower as a subfolder of the chosen path, so pointing it at a Vortex or MO2 mods folder gives you one installable mod per follower. Staging stays under LocalAppData; the game's own Data folder and saves stay blocked. Default layout is unchanged.

Pronouns follow the follower

The Sex box on step 1 was asked but never used. The wizard now switches every she/her, her, his/hers, herself/himself across the rail, headings, hints, combo items and the build log to match. Female keeps the existing she/her copy; male gets the he/him equivalent.

Gear FormIDs

Armor, weapons, ammo, belongings and body-skin rows now show the catalogue FormID (XXXXXX:Plugin.esp) and EditorID when it differs from the display name. Identically named variants (Makeshift Eyeglasses…) can finally be told apart before building, and the search box matches FormIDs and plugin names too.

3.5.0 — werewolf revert after combat

Reported while 3.4.0 was in test: the werewolf option did not revert once the battle ended.

Root cause, read from Skyrim.esm and the vanilla source rather than guessed: WerewolfChangeFX ("Beast Form", 0F8208) runs WerewolfTransformVisual.psc, which does Utility.Wait(10) and then SetRace(Werewolf) on the target. FollowerForge cast that spell and did its own SetRace; on combat end Revert() switched the race back — and ten seconds later the vanilla visual script switched them right back to a wolf. A short fight could also end during the 2-second delay, so the transform finished after combat.

Fix:

  • Werewolf no longer casts WerewolfChangeFX at all; the race swap is SetRace only.
  • After the delay, GetCombatState() == 0 aborts, so the transform cannot complete after the fight.
  • The original race is stored and used for revert (with SetRace() as fallback).
  • An OnUpdate backup covers the case where the engine never delivers combat-state 0.
  • OnLoad undoes a leftover beast form, so a save made mid-transform cannot stick.

Rebuild the follower for the new script to apply; existing saves with a stuck-werewolf follower revert on load once the updated mod is installed.

Verify

  • 388 tests pass (367 from 3.3.0 + 19 new for paths/pronouns/FormIDs + 2 new for the werewolf fix; one old assertion inverted because the old FX attachment is exactly what was wrong).
  • Published exe passed the boot check before zipping.
  • FollowerForge-3.5.0-win-x64.zip SHA-256: 68B381D2AD35A92672DBA8BD9E4B6EF08A7E6C28C6C08CBC3F295FC12CB7648D