MFO v2.0.0 -- Followers cast for real, and Harbinger arrives
Pre-release
Pre-release
v2.0.0 -- Followers cast for real, and Harbinger arrives
- MFO now runs on Harbinger (APMF), a new framework of mine. It is a required file. Harbinger is a control layer that lets several mods drive the same follower without fighting over them, and MFO is its first and biggest user. With it installed, MFO routes a follower's casting, combat target, packages and gear through Harbinger so nothing gets clobbered. Without it MFO still runs on its old fallback paths and quietly reminds you every so often that it is missing. Grab Harbinger from its own page.
- Followers cast their gambit spells for real now. A caster set to throw Firebolt actually throws Firebolt, animated, on the move, aimed, because their own AI fires it. MFO no longer force-applies the effect and calls it done. It arranges the follower's hand so the chosen spell is the one their AI casts. You see the cast, not just the result.
- A follower locked into another mod's routine still loots. A follower that a framework or a quest keeps parked (a Cicero, a custom follower on a tight package) used to lose the tug of war and never walk to loot. Harbinger hands MFO the follower's movement cleanly for the trip and hands it back after, so those followers now loot the same as any other, and they hold the walk instead of stuttering back and forth over it.
- Loot runs do not pause on your dibs anymore. A follower used to stand and wait out the timer on loot you might still want. Now the free loot (arrows, potions, lockpicks, ingredients) is swept first and the items you have a claim on are picked up later in the run once their timer clears, so the follower keeps moving the whole time.
- Followers sell their odds and ends. Value-dense clutter a follower picked up (gems, dice, the odd trinket) used to just pile up because the sell routine only ever looked at weapons and armor. It sells that misc now, so a "loot valuables" follower actually turns it into coin.
- New loot rules and a cleaner gambit board. Followers can loot ingredients and value-dense valuables, the potion and misc loot actions group into submenus, and there is a toggle for looting artifacts and selling gem-socketed gear (on by default). The Foe target conditions get their own submenu with new "highest level" and "stronger than me" picks, and the HP conditions now read "HP %" so it is clear they mean current health as a percent.
- Ranged followers train light armor, not heavy. A follower set to Ranged was leveling Heavy Armor because the class listed both and picked whichever they were already better at. Ranged is light now. And a follower who is not a mage is no longer dressed like one just because they carry a utility spell, so an archer with a heal keeps their light kit.
- Retreat is cleaner. A fleeing follower now disengages through the same clean Harbinger path, and retreat always wins over a loot run so a follower never tries to do both at once.
- Two experimental toggles this release. Animated heals (off by default, needs Harbinger) route a heal through a real cast animation instead of applying the effect silently. And a combat-positioning diagnostic (on by default, Numpad 7 flips it live) that I am using to confirm a fix for occasional repositioning stutter. Both are safe at their defaults.
Pre-release: field-proof of the two experimental toggles (combat-positioning, animated heals) pending before the Nexus release. Requires APMF (Harbinger) v0.9.0+.