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MFO v2.0.12 -- Loot trips walk on Harbinger, and followers grow at your rate

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@marthofdoom marthofdoom released this 23 Sep 18:36
· 390 commits to main since this release
  • Followers walk to loot through Harbinger. With Harbinger 0.9.7 or newer installed, the walk to a corpse or a chest now goes through Harbinger's travel command instead of MFO's own packages. Without Harbinger, or with an older one, MFO walks them there itself, the same as before. A follower can still loot a corpse. A trip only ends early if the target dies while he is on his way there. The setting is bLootTravelViaApmfTravel in MFO.ini and it is on by default.
  • Update Harbinger along with this version. MFO 2.0.12 expects Harbinger 0.9.5 or newer. With Harbinger 0.9.4 or older it runs as if Harbinger were not installed.
  • The [L] on the board now lights while a follower walks to loot. Before, it only lit for a moment when he actually picked something up. It now also stays lit for the whole walk, but only once he is really on his way. A trip that has been sent but that he has not started yet stays dark.
  • Followers pay the full magicka for a held heal. A follower channeling a heal or a damage stream on MFO's direct road paid for about half of it. He was charged one second of the spell's cost per beat, but beats land more than a second apart, and the heal kept running for a few seconds after the last beat. He now pays for every second the spell actually ran, and the rest is settled when the stream ends. He can never be charged more magicka than he has. When he runs dry the stream stops, as before.
  • The cost itself was already right. MFO asks the game for the spell's price, and that price already includes the caster's skill and his cost perks. It is the same number the game uses when a follower casts on his own.
  • The walk-to-loot gait setting is marked as not working. Followers run on loot trips whatever the setting says, and it looks like it never changed anything. Run is the speed built into the travel packages and also the default, so it only ever appeared to work. The MCM now says so instead of pretending. A real fix is planned.
  • Followers' health, magicka and stamina grow at the player's rate. The game gives a leveling NPC 15 points a level (the 10 you get plus a 5 point health bonus for NPCs). MFO passed all 15 through, so a follower pulled 5 points further ahead of you every level. By level 27 that is 130 points. Now a follower gets no more per level than you actually gained that level, reshaped by his class the same way as before. The points the game hands out past that are held back and remembered, so a later level or a save and reload never counts them again. A follower who does not level on his own (fixed stats) is untouched. He already tracked the player.
  • Existing saves are corrected once. The first time you load an older save, each leveling follower's past growth is recomputed at the player's rate and the extra comes back off. He never drops below where he was when he joined. If he is hurt when the correction lands, he is healed by the health it took, so it can never knock him down. The log prints one line per follower with the old and new numbers. Saves made after that carry the new record and are never corrected again. (Load the save in an older MFO and it skips the progression record, the same as any newer save.)

Progression Add-on v1.1.4 (optional, attached)

  • Followers pick their perks properly again. MFO 1.1.3 and newer read the list of perks that actually work on a follower from the add-on, and the old 1.1.2 add-on did not carry it. This version does.
  • Ranged followers train Light Armor only.