Hiw Do You Get the Person Following You to Follow You Again on Skyrim
Contents
- 1 Commands
- 2 Morality
- 3 Follower Stats
- 4 Follower Decease
- 5 Follower Equipment
- v.1 Enchanted Follower Equipment
- six Trainer Followers
- 7 Permanent Followers
- 7.1 College of Winterhold Followers
- 7.2 Companions Followers
- 7.3 Nighttime Brotherhood Followers
- 7.4 Dawnguard Followers
- 7.5 Dragonborn Followers
- seven.6 Dungeon Followers
- vii.7 Hirelings
- 7.8 Housecarls
- seven.nine Orc Stronghold Followers
- 7.10 Miscellaneous Followers
- 7.eleven Creatures
- 7.eleven.i Dragonborn
- 7.12 Creation Club
- 8 Quest Followers
- viii.1 Dragonborn
- ix Notes
- 10 Bugs
- 11 See As well
Lydia, a typical follower
Various NPCs and creatures can follow you lot while you're playing the game and be your ally. These followers tin fight by your side; some can also acquit your equipment and perform other tasks. Followers can be divided into those who follow you indefinitely (until they die or are dismissed), and those who follow you lot temporarily (for instance, during a quest).
Permanent followers normally become available later on y'all complete a quest of some kind. Yous tin as well discover mercenaries for hire in the cities and recruit certain creatures in the game. Yous can have at most 1 permanent NPC follower and ane animal follower at any fourth dimension.
Some NPCs follow you lot temporarily for the elapsing of a quest. If you avert completing the quest and go somewhere else, they may follow you around. As many of these NPCs are unkillable, and you tin can have several followers at the same fourth dimension, you can use them to fight hard enemies in a different questline. There is no limit to the number of such temporary followers that y'all tin can have at one fourth dimension.
Most quest followers volition follow you additionally to any permanent follower. Nevertheless, there are a few exceptions: The followers in the Companions questline will automatically dismiss your electric current follower, and Serana will require y'all to dismiss them in order for her to join you on a quest (except for her first one). In such cases, potential permanent followers will say that y'all already have a follower and be unable to join you, every bit the quest follower occupies the follower slot. The slot can be freed again simply by completing the quest so that your temporary quest follower leaves your service.
Commands [edit]
Y'all can interact with permanent followers by talking with them (exterior of gainsay). You will then exist able to substitution items with them, or give a command, depending on their abilities. You tin can also start commanding your follower apace, even from some altitude away, by pointing at them and belongings the activate/use control.
Orders that tin can be given to followers:
- Attack some other NPC or creature
- Await at a given location
- Resume post-obit
- Activate an object, such as a lever or a chair
- Activate a Shrine for its approval, but not a Standing Rock
- Open a locked door or container
- Pick up items
- Search and loot containers
- Sleep in a bed (useful for Vampires)
- Utilise staves and scrolls
- Fill up soul gems including The Blackness Star and Azura'southward Star (if a soultrap or fiery soultrap weapon is equipped)
- Chop wood/mine ore (only some followers will do this). The benefit of this is that yous can avoid the animation and your follower does not get encumbered. Some followers also do non crave a pickaxe or a woodcutter's axe to perform either of these.
- Leave your service (the follower will return to their normal abode and routine)
Two of these commands have secondary benefits in sure situations:
- Followers do not demand lockpicks to open containers.
- A follower can option upward a "placed" skill book, which you lot tin and so take from their inventory without having to read it first, allowing you to save it for later.
Also, followers can apply a torch (but ane is needed, it volition never deplete). Temporary, quest-specific followers normally do non take orders; if they practise, they volition only take limited orders, similar the "wait" command.
If your follower is left to look for 72 hours, a bulletin will appear that the follower has grown tired of waiting and will starting time walking to their original location.
You can merchandise items with some of your followers to equip them with amend items or store excess loot. Sometimes, they will turn down to equip the items you give them. Pickpocketing the items you wish them to replace with the improved items can help fix this. It can as well let yous to practise this with NPCs who will not merchandise their equipped items with you. Nonetheless, it requires the Misdirection (for weapons) and Perfect Touch on (for armor) perks to attain this.
Giving a non-essential follower whatsoever of your custom enchanted weapons or shields, letting them die, and then annexation direct from their corpse is the only manner to remove those enchantments on the given items. This but works with weapons and shields that you have enchanted yourself- it will not remove the enchantment on artifacts or generic enchanted gear constitute or bought.
Morality [edit]
Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will hold to do sure requested actions. At that place are four possible values for morality:
- 0: Whatever Crime. NPC is willing to commit whatsoever requested crime.
- i: Violence Against Enemies. NPC is willing to commit violence against enemies, too as holding crimes. NPC is not willing to attack innocent people.
- 2: Property Crime Only. The but crimes the NPC will commit are property crimes (e.thousand., theft).
- 3: No Crime. NPC is non willing to commit any crimes. Followers with this morality will nevertheless not report crimes that they witness y'all committing (with the exception of crimes against them, such every bit stealing items they ain).
However, nearly all followers have a morality of either 0 or iii, the only exception being Sven.
If you lot enquire a follower with sufficient morality to perform an illegal action, you may be held responsible for the crime, and your compensation will increment accordingly. If you are hidden, most crimes you command your follower to commit will go unnoticed.
Near followers volition non interact in any manner with you while y'all are trespassing (regardless of their morality); your follower volition but say, "You're non supposed to be in hither."
Follower Stats [edit]
A follower levels up according to your level, upwardly to the follower's maximum level (which varies for each). Each follower, except J'zargo, CelannDG, DurakDG, IngjardDG and FreaDB, has a maximum level and a specific set of chief skills, which are dictated by their class. This leveling occurs regardless if they are actively following y'all.
Prior to patch 1.half-dozen, a follower'south skills, health, and other stats were set when they were starting time spawned (which is typically when yous enter their starting jail cell, go a Thane, and so on) and would not increase as their level increased. Prior to the fixing of this failure of stats to update with patch 1.half dozen, players could update a non-essential follower's stats so they would increase based on their current level by using the Wabbajack to polymorph them into another creature, subsequently which their stats would update upon recovering their original grade. Players of the PC version could also employ certain console commands to fix whatever follower's inability to update their stats with each level the player gains.
Follower Death [edit]
All permanent followers go protected NPCs while they are actively following yous. When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their wellness, just like essential NPCs; enemies will terminate attacking or targeting them during this time. Still, if they lose all their wellness again during this catamenia, they will die for proficient. Thus, you should attempt to motion the fight abroad from them, so that they are non hitting by a stray arrow or surface area-effect spell. They tin can die from a damage-over-time effect that is stronger than their health recovery; about ordinarily those are caused by poisons.
If y'all strike your follower expressionless, on the other hand, at that place is no recovery. Assail carefully when your follower is depression on wellness. If your follower's death is acquired by you lot, even accidentally, it will count as a murder on your crimes list. However, it is possible to mitigate harm to your follower with the Companions InsightDB power if you lot have read the Black Volume The Winds of Modify.
Many temporary followers are "essential", so they cannot be killed, but incapacitated for a while. Not-essential ones will dice immediately when struck down, merely every bit ordinary NPCs. Seven permanent followers are essential as well: Derkeethus (due to a bug), Mjoll, two Dark Brotherhood Initiates, Cicero, SeranaDG and FreaDB are essential.
It is also possible to heal damage and quickly return the follower into the fight by having traded to them some standard healing potions (east.g. Potion of Extreme Healing) but not potions you made past alchemy. They will swallow the standard potion, heal, and chop-chop rejoin the battle. Otherwise you may have to await until all enemies in the area are removed before they recover. You may also utilize a restoration spell like Healing Hands, Heal Other or Grand Healing on your follower, which is beneficial to yous equally well since y'all will proceeds experience in Restoration. It should be noted, withal, that followers will not always drink healing potions if they have whatever in their inventory, even if they are kneeling and recovering health, so the best bet would exist to have Healing Easily set for use.
Followers practise not take Water Damage, and cannot drown. However, they do non have infinite breath (with the exception of Derkeethus, the only Argonian follower) unless you requite them a waterbreathing enchantment to habiliment (encounter Follower Equipment beneath). If they run out of air, they will abandon their postal service by your side and swim to the surface.
To avert near decease experiences, followers should be traded ameliorate armor in the skill type they prefer (either heavy or lite armor.) The DamageResist variable can be increased by tempering the armor and shield. In add-on, wearing armor pieces or shield awards a hidden 25 bonus points per item. The 125 possible hidden points are non reflected in the DamageResist variable, simply are counted in combat. Providing equipment with magic resistance enchantments (ring, necklace, and shield) increases their MagicResist variable. The follower is less likely to be incapacitated if provided all of these enhancements.
Should your follower exist slain, their body should disappear in about three days. Their coffin with their belongings will most likely be found in the Hall of the Dead in or near their home town.
Follower Equipment [edit]
Permanent followers have the ability to trade coin and goods. This gives you free access to annihilation the follower is carrying, with the exception of certain default items that are hidden from you, and allows you to manage the follower'southward inventory. There is no penalisation for taking anything the follower has, including golden, jewels, and enchanted items.
In addition to any other equipment they may have, followers volition automatically receive a hunting bow and 12 iron arrows when they get-go following you lot. These are specially modified variants of the regular ones which practise not appear in the follower's inventory. This can cause the bow and pointer usage bugs noted below. The bow and arrows volition exist removed when the follower leaves your service.
Followers will brand their own conclusion however about which equipment they use, given the choices that they have in their inventory. If they have multiple items of the same blazon (e.g. an Iron Sword and a Steel Sword), they will try to choose the "best" item from their choices (Steel Sword). Sometimes this doesn't work equally expected and inferior equipment gets used instead. This ordinarily happens with different grades of the same detail that have been improved through Smithing or Enchantment (e.m. a Steel Sword being used instead of a Flawless Steel Sword). Yous cannot force a follower to use the "right" detail other than by removing all the wrong ones that they prefer from their inventory. The item must also be "better" than the default item the follower started with. Giving a follower who started with Steel Armor a set of Banded Iron Armor volition accept no effect considering it isn't as "good" as the Steel.
- Note: since all the different types of mage robes are classified equally clothing with no armor value, giving a mage follower who starts with apprentice robes a new fix of master robes has no effect because it's not seen equally an improvement on the class of armor (exception: the Archmage's Robes[ verification needed — see talk page ] ). They normally can, however, be given actual armor (such as leather, elven, glass, etc.) with improved enchantments on information technology, which many volition equip due to the college armor value. The exception is mage followers who brainstorm with hooded robes; if you give them an item which fills the head slot (a hood or a circlet), they will equip it in preference to the hooded robes, which and then causes them to have an empty torso slot, and they will equip torso items (like robes) in preference to nothing at all. If you lot requite them (non-armor) torso slot items without giving them a head slot item, they will keep their hooded robes equipped.
Normally, y'all cannot have a follower's default clothes through "I need to trade some things with you..." dialogue. If they are killed in battle, then you can search their trunk, removing annihilation they were carrying, including their default items. You can besides accept their default equipment if yous have the pickpocket perk Perfect Affect if they aren't currently following you lot, or even without that perk if you gave them better equipment to article of clothing, dismissed them and started pickpocketing right away, without giving them fourth dimension to go into some other jail cell (since they would put on their default equipment when travelling between cells). At that place is one other exception to this dominion: your spouse. Afterwards you go married, your follower spouse will open a full general appurtenances store, in which your spouse will sell whatsoever items are not equipped in improver to what's in your spouse's merchant chest (if you're at dwelling). If you get your spouse to wear something that isn't default apparel (normally y'all do this by giving your spouse an improved piece of armor) then the default apparel that isn't being worn will become available for auction. You can so purchase it, then give your spouse anything to wear in that slot and your spouse will wear information technology while post-obit you. At that place are two caveats with this approach: 1, if you purchase all of your spouse's default apparel (or steal all default wearing apparel from any follower, or, actually, steal all default apparel from any NPC), your spouse (or newly-naked follower or NPC) will respawn new default wearing apparel, so you lot must go out at to the lowest degree ane piece of default apparel in your spouse'southward inventory, and ii, if your spouse is non following you, your spouse volition not habiliment any custom wearing apparel, but will merely wear whatsoever default apparel is left in your spouse'due south inventory.
Enchanted Follower Equipment [edit]
Enchantments on weapons work usually, but followers will just benefit from the following enchantment furnishings on their wearing apparel and armor:
- Fortify Comport Weight—effect works, but once unfortified limit is exceeded, but 1 item or stack of items can be added, then menu must be airtight and reopened to add more, upwards to fortified limit.
- Fortify Health
- Fortify Health Regeneration—only works during recovery phase/out of gainsay
- Fortify Heavy Armor
- Fortify Light Armor
- Fortify Magicka
- Fortify Magicka Regeneration
- Fortify Stamina
- Fortify Stamina Regeneration
- Fortify Unarmed Damage
- Muffle
- Resist Fire
- Resist Frost
- Resist Magic—followers practice not have their resistances capped, meaning they can get completely allowed to magic, as well every bit other elements and poison
- Resist Poison
- Resist Shock
- Waterbreathing—followers can't drown, but this stops them surfacing for air
- Waterwalking—however, there is simply ane Waterwalking enchanted item in the game, which tin can not be disenchanted
Considering followers choose which items to equip, verify that your follower equips the enchanted item(s).
All other enchantments on apparel and armor do not really have an outcome for followers, even if they should. Notably, this ways:
- Fortify <Combat Skill> does non increment the amount of impairment they exercise.
- Fortify <Magic School> does not reduce enchanted weapon usage cost at all, or remove it at values of 100%.
- At that place are reports that this event does piece of work for some followers, just very few. See 1 of the archived discussion pages for more information.
- Weapon enchantments usage costs follow the equipment of the avatar, non that of the follower (perks so far not tested).
- There are reports that damage enchantments on bows do work for followers with the Dawnguard improver. Some report information technology only works for them with addition bows, though others have reported information technology with vanilla bows too.
Trainer Followers [edit]
Followers who are also trainers tin train you for "free". They will withal charge y'all, but leave profit from grooming in their inventory. Simply request to see their inventory while they are an active follower, and accept your gilt back from whatever training sessions. Note that the follower's aureate will reset to a low amount when y'all fast travel (possibly change zone), so get your money back from them rapidly.
-
This issue has been addressed by version 1.2.6 of the Unofficial Skyrim Patch; the exploit is no longer possible.
This tin can exist done with the post-obit NPCs:
- Companions members
- Aela the Huntress (Archery - up to 75)
- Athis (Ane-handed - up to 75)
- Farkas (Heavy Armor - up to ninety)
- Njada Stonearm (Block - upward to 75)
- Vilkas (Two-handed - up to xc)
- Other NPCs
- Faendal (Archery - upwardly to 50)
- Talvas FathryonDB (Conjuration - up to 90)
Permanent Followers [edit]
The tables below listing the permanent followers available in Skyrim.
College of Winterhold Followers [edit]
Once enrolled as a fellow member of the College of Winterhold, you may recruit your fellow students to bring together you in your travels, if you have completed their personal quests. Only talk to them and they'll tell y'all what yous must practice.
These followers vesture robes every bit their default apparel, then they will accept any armor given to them; however, they will not equip any other robes, since all robes have an armor rating of "0". They will accept weapons and shields, but they volition immediately switch back to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they volition resort to using their blank easily until it recharges.
| Proper name | Description | Primary Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|---|---|
| Brelyna Maryon | A female Dunmer Mystic. | Alteration, Illusion, Conjuration, Sneak | Brelyna'due south Practice | xxx | 0 | Yes | Yes | Yes |
| J'zargo | A male Khajiit Sorcerer. | Destruction, Illusion, Heavy Armor, I-handed | J'zargo's Experiment | None† | 0 | Yep | ||
| Onmund | A male Nord Sorcerer. | Destruction, Illusion, Heavy Armor, One-handed | Onmund's Request | xxx | 0 | Aye | Yes | Yes |
Companions Followers [edit]
All of these followers can be located at Jorrvaskr, the Companions faction headquarters in Whiterun. You must join the Companions and complete the quest line before they can exist recruited as followers.
- Members of the Circumvolve take a maximum level of fifty. Other Companions have maximum levels of 25.
- All followers from the Companions faction have a Morality value of three: No Law-breaking. NPC is not willing to commit any crimes. Followers with this morality volition yet not report crimes that they witness you committing (with the exception of crimes against them, such as stealing items owned by the follower).
| Name | Description | Master Skills | Max Level | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|
| Aela the Huntress | A female Nord Thief and expert Archery trainer. | Archery, Lite Armor, Sneak, One-handed, Spoken communication | 50 | Aye | Yes | Yeah |
| Athis | A male person Dunmer Warrior (1H) and skilful One-handed trainer. | Heavy Armor, One-handed, Archery, Block | 25 | Yeah | Aye | |
| Farkas | A male person Nord of the Blacksmith class, and master Heavy Armor trainer. | Smithing, Speech communication, Ane-handed, Pickpocket | 50 | Yes | Yeah | |
| Njada Stonearm | A female Nord Warrior (1H) and expert Block trainer. | Block, One-handed, Speech, Pickpocket | 25 | Yes | Yes | Yep |
| Ria | A female Regal Warrior (1H). | Heavy Armor, One-handed, Archery, Block | 25 | Aye | Yes | Yes |
| Torvar | A male Nord Warrior (1H). | Heavy Armor, One-handed, Archery, Block | 25 | Yes | Yep | |
| Vilkas | A male Nord Warrior (2H) and primary Ii-handed trainer. | Heavy Armor, 2-handed, Archery, Block | 50 | Aye | Yes | Yeah |
Dark Alliance Followers [edit]
Complete all the quests for the Dark Alliance to allow these followers to bring together you. Cicero must be spared in The Cure for Madness if you want him as a companion.
| Name | Description | Primary Skills | Max Level | Moral | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|---|
| Cicero | A male Imperial Assassin found at the Dawnstar Sanctuary. | Ane-handed, Sneak, Archery, Light Armor | 50 | 0 | |||
| Night Brotherhood Initiate (female person) | A Nord Assassin plant at the Dawnstar Sanctuary. | One-handed, Sneak, Archery, Light Armor | 100 | 0 | |||
| Dark Brotherhood Initiate (male person) | A Nord Assassinator found at the Dawnstar Sanctuary. | Ane-handed, Sneak, Archery, Light Armor | 100 | 0 |
Dawnguard Followers [edit]
These NPCs are added by the Dawnguard add-on. They become available after completing Prophet (but by siding with the Dawnguard), except for Serana, who becomes available during Prophet (both sides).
For creature followers added by Dawnguard, see this section.
| Proper noun | Description | Primary Skills | Max Level | Moral | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|---|
| Agmaer | A male person Nord found in Fort Dawnguard. (Brigand class) | One-handed, Two-handed, Block, Lite Armor | 25 | 0 | Yes | Yes | |
| Beleval | A female Bosmer found in Fort Dawnguard. (Bandit grade) | One-handed, Two-handed, Block, Light Armor | 25 | 0 | Yes | Yes | |
| Celann | A male Breton found in Fort Dawnguard. (Warrior(1H) class) | Heavy Armor, Ane-handed, Archery, Cake | None | 3 | Yes | Yes | |
| Durak | A male Orc establish in Fort Dawnguard. (Ranger class) | Archery, Light Armor, Block, One-handed | None | 3 | Yes | Aye | |
| Ingjard | A female Nord in Fort Dawnguard. (Warrior(2H) grade) | Heavy Armor, Two-handed, Archery, Block | None | 3 | Yes | Yes | |
| Serana | A female person Nord vampire found during the quest Awakening. Forced follower during Bloodline, Chasing Echoes, Beyond Death, Unseen Visions, Touching the Heaven, Kindred Judgment. (Vampire course) | Sneak, Agreeableness, Light Armor, Ane-handed | l | 3 |
Dragonborn Followers [edit]
These NPCs are added by Dragonborn.
| Proper noun | Description | Master Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|---|---|
| Frea | A female Nord warrior from Skaal Village. Temporary follower during The Temple of Miraak. | One-handed, Alteration, Light Armor, Restoration | The Fate of the Skaal | None | iii | Yes | ||
| Talvas Fathryon | A male Dunmer conjurer found in Tel Mithryn. | Conjuration, Restoration, Destruction, Amending, Sneak | From the Ashes | 25 | three | Yes | Yeah | |
| Teldryn Sero | A male Dunmer Spellsword found in the Retching Netch in Raven Rock. Tin can be hired for 500 aureate. | I-handed, Light Armor, Destruction, Conjuration | None | 60 | 0 | Yes | ||
| Ralis Sedarys | A male Dunmer miner initially institute at Kolbjorn Barrow. | One-handed, Light Armor, Block, Sneak | Unearthed | 60 | three | Yes |
Dungeon Followers [edit]
You volition take to complete the quest associated with each follower in order for them to bring together y'all.
| Proper noun | Description | Primary Skills | Prerequisite Quest | Level | Max Level | Moral | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|---|---|---|
| Golldir | A male Nord Warrior (1H) found in Hillgrund's Tomb. | Heavy Armor, One-handed, Archery, Cake | Bequeathed Worship | PC×1.0 | 30 | iii | Yes | Yep | |
| Illia | A female Imperial Mage found in Darklight Tower. | Devastation, Restoration, Amending, Conjuration | Repentance | PC×ane.0 | 40 | 3 | Aye | Aye |
Hirelings [edit]
Hirelings are mercenaries; y'all'll need to hire them for a set price of 500 golden. They are normally found in taverns. They'll stick around until they're dismissed, at which point they'll return to their starting location and you'll demand to pay the fee again to get them back. If they're peculiarly fond of you lot or you merely dismissed them a short time ago, they may rejoin your service free of charge.
- The maximum level of all hirelings listed here is xl.
- All hirelings accept a Morality value of 0: Whatsoever Crime. NPC is willing to commit any requested offense.
| Name | Clarification | Primary Skills | Marry | Blades | Steward HF |
|---|---|---|---|---|---|
| Belrand | A male Nord Spellsword found in the Winking Skeever in Solitude. | Destruction, Light Armor, One-handed, Restoration | Yes | Yes | Yes |
| Erik the Slayer | A male Nord Barbarian found in Rorikstead at the Frostfruit Inn after completing his quest. | Light Armor, Two-handed, Archery, Block | Yes | Yes | |
| Jenassa | A female person Dunmer Ranger found inside the Drunken Huntsman in Whiterun. | Archery, Light Armor, Block, Ane-handed | Yes | Yep | |
| Marcurio | A male person Imperial Destruction Mage found at The Bee and Barb in Riften. | Destruction, Restoration, Alteration, Sneak | Yes | Yes | Yes |
| Stenvar | A male Nord Warrior (2H) in Windhelm (normally on the second flooring of Candlehearth Hall). | Heavy Armor, Two-handed, Archery, Block | Yeah | Yep | |
| Vorstag | A male Nord Warrior (1H) constitute at the Silver-Blood Inn in Markarth. | Heavy Armor, One-handed, Archery, Cake | Yes | Aye |
Housecarls [edit]
Housecarls are bodyguards of noblemen. Afterward completing a quest for the jarl of each major hold, they will proclaim you a thane of their state and give you a personal housecarl. These housecarls won't exist in the game until you become a thane; however if y'all lose your thane status in their original hold, they volition remain and volition go along to exist available as a follower, and volition also go on to address yous as thane. Three new housecarls are bachelor later installing the Hearthfire add-on.
- All player personal housecarls are warriors who specialize in 1-handed weapons (except ValdimarHF).
- Their primary skills are: Heavy Armor, Ane-handed, Archery, Cake (except Valdimar).
- The maximum level of all housecarls is 50.
- All housecarls take a Morality value of 0: Any Crime. NPC is willing to commit any requested crime.
| Proper noun | Description | Prerequisite quest | Marry | Blades | Steward HF |
|---|---|---|---|---|---|
| Argis the Bulwark | A male Nord found in Markarth. | Become Thane of the Attain | Yeah | Yes | |
| Calder | A male Nord found in Windhelm. | Become Thane of Eastmarch | Yeah | Yes | Yes |
| GregorHF | A male Nord found in Dawnstar. | Become Thane of the Pale | Yeah | Yes | Yes |
| Iona | A female Nord found in Riften. | Become Thane of the Rift | Yes | Yes | Yep |
| Jordis the Sword-Maiden | A female person Nord establish in Solitude. | Get Thane of Haafingar | Yes | Yep | Yes |
| Lydia | A female Nord found in Whiterun. | Dragon Rising | Yes | Yes | Yes |
| RayyaHF | A female Redguard found in Falkreath. | Become Thane of Falkreath | Yep | Yes | Aye |
| ValdimarHF | A male person Nord found in Morthal. | Become Thane of Hjaalmarch | Yep | Yeah | Aye |
Orc Stronghold Followers [edit]
These Orcs are available from their respective strongholds, and each require the relevant quests to be completed in order to be recruited.
- All Orc stronghold followers have a maximum level of 30.
- All Orc stronghold followers have a Morality value of 3: No Crime. NPC is not willing to commit any crimes. Followers with this morality will still non written report crimes that they witness y'all committing (with the exception of crimes against them, such equally stealing items owned by the follower).
| Name | Description | Primary Skills | Prerequisite Quest | Marry | Blades | Steward HF |
|---|---|---|---|---|---|---|
| Borgakh the Steel Heart | A female Orc Warrior found in Mor Khazgur. | Heavy Armor, Ane-handed, Archery, Sneak | Pay her dowry or laissez passer a persuade check. | Yes | Yes | |
| Ghorbash the Iron Hand | A male Orc Ranger found in Dushnikh Yal. | Archery, Light Armor, Block, One-handed | Convince him (via brawl, persuade check, or bribe). | Yeah | Yes | Yes |
| Lob | A male Orc Ranger found in Largashbur. | Archery, Light Armor, Block, One-handed | The Cursed Tribe | Yep | Yes | |
| Ogol | A male Orc Warrior constitute in Largashbur. | Heavy Armor, 1-handed, Archery, Sneak | The Cursed Tribe | Aye | Yes | |
| Ugor | A female person Orc Ranger in Largashbur. | Archery, Light Armor, Block, One-handed | The Cursed Tribe | Yep |
Miscellaneous Followers [edit]
To convince these followers to join you, you lot'll need to consummate their quests.
| Name | Clarification | Principal Skills | Prerequisite Quest | Max Level | Moral | Ally | Blades | Steward HF |
|---|---|---|---|---|---|---|---|---|
| Adelaisa Vendicci | A female Imperial who works for the E Empire Company. | Alchemy, Enchanting, Smithing, Archery, Light Armor, One-handed, Sneak, Speech | Rise in the East | 25 | 3 | Yes | Yes | |
| Ahtar | A male person Redguard Warrior who is found in Solitude. | Heavy Armor, Ii-handed, Archery, Block | Kill the Bandit Leader† | 30 | 3 | Aye | ||
| Annekke Crag-Jumper | A female person Nord Ranger found in Darkwater Crossing. | Archery, Light Armor, Block, One-handed | Kill the Bandit Leader† | 30 | 3 | Yes | Yep | |
| Aranea Ienith | A female Dunmer Conjuration Mage found at the Shrine of Azura. | Destruction, Restoration, Alteration, Conjuration | The Black Star (in her favor) | thirty | 0 | Yeah | ||
| Benor | A male Nord Warrior found in Morthal. | Heavy Armor, Two-handed, Archery, Block | Fight! Fight! | xxx | 0 | Yes | Yes | |
| Cosnach | An alcoholic male person Breton Warrior (1H) found in Markarth. | Heavy Armor, One-handed, Archery, Block | Quest all Drunks Accept (or) Fight! Fight! | thirty | 3 | Yep | Yep | |
| Derkeethus | A male person Argonian Ranger constitute in Darkwater Pass. | Archery, Calorie-free Armor, Block, I-handed | Extracting an Argonian | thirty | three | Yeah | Yeah | |
| Eola | A female person Breton Nightblade found in Markarth's Hall of the Dead. | Devastation, Sneak, Alteration, Ane-handed | The Gustatory modality of Death | thirty | 0 | Yes | Yes | |
| Erandur | A male Dunmer Priest constitute in Dawnstar. | Restoration, Speech, Alchemy, Agreeableness, Smithing | Waking Nightmare (in his favor) | fifty | 3 | Yes | ||
| Faendal | A male Bosmer Thief found in Riverwood. He is a common Archery trainer. | Archery, Light Armor, Sneak, One-handed, Speech | A Lovely Letter of the alphabet (in his favor) | 30 | 3 | Yes | Yeah | |
| Kharjo | A male Khajiit Warrior traveling between cities in Ahkari's Khajiit caravan. | Heavy Armor, Ane-handed, Archery, Block | Amulet of the Moon | 30 | 3 | Yes | ||
| Mjoll the Lioness | A female Nord Warrior found in Riften. | Heavy Armor, Two-handed, Archery, Block | Grimsever'south Return | 40 | 0 | Yes | Yes | |
| Roggi Knot-Bristles | A male Nord Miner found in Kynesgrove. | Alchemy, Enchanting, Smithing, Archery, One-handed, 2-handed | Dungeon Delving (Caves)† | 20 | 3 | Yes | Yes | Yeah |
| Sven | A male Nord Bard found in Riverwood. | Alchemy, Enchanting, Smithing, Archery, One-handed, Ii-handed | A Lovely Letter of the alphabet (in his favor) | twenty | 2 | Yep | Yep | |
| Uthgerd the Unbroken | A female person Nord Warrior establish in The Bannered Mare in Whiterun. | Heavy Armor, One-handed, Archery, Block | Fight! Fight! | 30 | 3 | Yes | Yes | Yes |
†Just i quest of this type tin be active at a time.
Creatures [edit]
In addition to NPC followers, certain creatures are also recruitable. You tin have at about one permanent NPC follower and ane creature follower at whatsoever time.
- If kept as a petHF, they volition render to your home when dismissed, and exist bachelor whenever you desire them.
| Proper name | Recruitment | Max Level | Pet HF |
|---|---|---|---|
| Armored TrollDG | Can exist purchased from Gunmar in Fort Dawnguard for 500 aureate. You may be given an Armored Frost Troll instead. | 14 | |
| Armored Frost TrollDG | Can be purchased from Gunmar in Fort Dawnguard for 500 golden. Y'all may be given an Armored Troll instead. | 22 | |
| BranDG | An armored husky in Fort Dawnguard. | 25 | Yes |
| CuSithDG | A Death Hound in Volkihar Go along. | 5 | |
| GarmrDG | A Expiry Hound in Volkihar Continue. | v | |
| Meeko | A dog that can exist found at Meeko's Shack. | 25 | Yes |
| SceolangDG | An armored croaking in Fort Dawnguard. | 25 | Yes |
| Stray Canis familiaris | These can be found in a random encounter in the wilderness. If you talk to one, it will become your follower. Note: Will disappear if told to wait and you enter a dungeon. | 25 | Aye |
| Vigilance | A dog which can be purchased from Banning at the Markarth stables for 500 gold. Equally with the hirelings, if you lot dismiss Vigilance, he will render to Banning and you must pay the 500 gold again to get him back. | 50 | Yep |
Dragonborn [edit]
| Proper noun | Clarification | Max Level | Pet HF |
|---|---|---|---|
| Riekling Warrior | A Riekling which can exist recruited at Thirsk Mead Hall afterward completing The Chief of Thirsk Hall. | 23 | |
| Steadfast Dwarven Sphere | Friendly Dwarven automatons found in Kagrumez during The Kagrumez Gauntlet. | 30 | |
| Steadfast Dwarven Spider | 16 |
Creation Club [edit]
These followers are available from the Cosmos Guild exclusively for Skyrim Special Edition. Many of these are pets, creatures that are deadened and come with a unique spell to teleport them to your electric current location.
| Proper name | Recruitment | Max Level | Pet HF |
|---|---|---|---|
| ArachniaCC | Can be found in Cronvangr Cave with the Pets of Skyrim Creation. | 1 | |
| Bone WolfCC | Can be establish at a military camp northwest of Folgunthur with the Os Wolf Creation. Information technology tin exist tamed with a Totem Bone. | ||
| Demented Elytra NymphCC | Can exist found at the Seducers Brigand camp northwest of Windhelm with the Saints & Seducers Cosmos. | ||
| Dwarven Armored MudcrabCC | Can exist purchased from Calcelmo in the Understone Keep in Markarth with Dwarven Armored Mudcrab Cosmos. | v | |
| Hand Ethra MavandasCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added past the Ghosts of the Tribunal Creation. | 100 | |
| Hand Kydren IndobarCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added by the Ghosts of the Tribunal Creation. | 100 | |
| HildaCC | Tin can exist purchased from Halvar in Rorikstead with the Pets of Skyrim Creation. | 1 | |
| Manic Elytra NymphCC | Can be found a the Saints Bandit camp simply west of N Brittleshin Pass archway with the Saints & Seducers Creation. | ||
| Zippo-HoundCC | Tin exist constitute purchased from Revus Sarvani or Geldis Sadri with the Nix-Hound Creation. | ||
| Rulnik Wind-StriderCC | Choose the Altar of Nothing during the quest A Dying Wish. Added by the Bittercup Cosmos. | 75 | |
| SkritchCC | Can be found in The Ratway below Riften with the Pets of Skyrim Creation. | 1 | |
| Sweet CoilCC | Can be found in a forest south-west of Half-Moon Manufactory with the Pets of Skyrim Creation. It can be tamed with a Sweetness Whorl. | 2 | |
| ThistleCC | Can be found at the Alchemist's Shack with the Pets of Skyrim Creation. It tin be tamed with a Carrot. | ane | |
| Vesparth the ToeCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added past the Ghosts of the Tribunal Creation. | 100 | |
| Watchman SindrasCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added by the Ghosts of the Tribunal Cosmos. | 100 |
Quest Followers [edit]
This folio or section is incomplete. You can assist past calculation to it.
For more information, encounter the help files, the way guide, and this article's talk folio.
Some NPCs follow you lot until a quest is completed or an event occurs. Quest followers will not give yous access to their inventory. They are oft marked as essential then they cannot die, which may make them useful to have around before finishing their related quest.
| Proper name | Quest(s) | Notes | Max Level | Moral | Essential | Usable in Other Quests |
|---|---|---|---|---|---|---|
| Aela | The Argent Hand, Totems of Hircine | Will supersede your permanent follower. | fifty | 3 | Yes | (?) |
| Anska | A Scroll For Anska | 25 | iii | |||
| Avulstein Grey-Mane | Missing in Activity | 100 | 3 | Yes | ||
| Blood brother Verulus | The Taste of Decease | In club to recruit him, you must starting time pass a speech check. | 6 | 3 | Yep | Yes |
| Brynjolf | Trinity Restored | After talking to Karliah outside Nightingale Hall, he starts following y'all. | 50 | 3 | Yep | Yep |
| Delphine | Alduin's Wall | thirty | three | Yes | ||
| Enmon | The Heart of Dibella | Enmon may join y'all when you lot offering to liberate Fjotra from her Forsworn captors. | 15 | iii | ||
| Erandur | Waking Nightmare | Erandur will walk ahead and lead yous through the quest rather than actually follow you, but he behaves like a follower in that he sneaks and sheathes/unsheathes his weapon when y'all do. He will not supervene upon your current follower, but your current follower cannot enter Nightcaller Temple and will wait outside. Depending on how Erandur's quest is resolved, he may become available equally a permanent follower. His essential condition is removed at the concluding part of his quest. | 50 | 3 | Yes | |
| Esbern | A Cornered Rat, Alduin's Wall | Esbern will follow you wherever you go in A Cornered Rat, only when he joins up with Delphine in Alduin's Wall he will just stay with yous as long equally you are heading towards the wall, which then prevents him from existence used in most other quests. | 30 | 3 | Yep | Aye |
| Farkas | Proving Honor | Will supercede your permanent follower, fifty-fifty while he is waiting for y'all at Dustman's Cairn. One time you run into upward with him, he will follow you everywhere. | 50 | iii | Yes | Yep |
| Geirlund | Missing in Action | He meets up with you when you meet Avulstein Grayness-Mane outside of Northwatch Keep (if you lot agreed to accept him along to help you lot). | i | three | ||
| Hadvar | Unbound | Accompanies you if you chose him during the opening sequence in Helgen. If you side with the Imperials in the Civil War, he will too bring together yous on several related quests. | 50 | 3 | Yes | |
| Karliah | Blindsighted | After talking to her in Irkngthand, she starts following you. | fifty | 3 | Yes | |
| KatriaDG | Lost to the Ages | Katria tin be used for other quests, simply but by breaking her ain quest, which is fixable but non advisable. | 50 | 3 | Yes | |
| Maurice Jondrelle | The Blessings of Nature | After retrieving Nettlebane and talking to Danica Pure-Spring, he volition appoint yous in conversation and ask to come with you lot. | 15 | 3 | Yeah | |
| Mercer Frey | Speaking With Silence | Follows subsequently helping y'all break into Snow Veil Sanctum. | 50 | 3 | Yeah | Aye |
| Orthorn | Striking the Books | Free him from his cell, and talk to him. | ten | 3 | ||
| Ralof | Unbound | Accompanies you if you chose him during the opening sequence in Helgen. If yous side with the Stormcloaks in the Civil War, he volition also join you on several related quests. | l | 3 | Yes | |
| SeranaDG | Bloodline, Chasing Echoes, Across Death, Unseen Visions, Touching the Sky, Kindred Judgment | In Bloodline, she is a regular quest follower. In after quests, she will take orders and trade items like a permanent follower and takes up the follower slot, simply cannot be dismissed. Betwixt certain quests, she may be dismissed and told to walk ahead to the next location. | 50 | three | Yes | Aye |
| Sinding | Ill Met By Moonlight | Briefly follows yous for the duration of the quest, if you cull to spare him and turn the tables on the hunters. He will be in werewolf form, and is capable of flinging opponents across distances much like a player werewolf, although his throw attack is not fatal. | ane | 3 | ||
| Thonnir | Laid to Rest | 3 | three | Yes | Yes | |
| Thorald Grayness-Mane | Missing in Activeness | If he dies, you lot will fail the quest. Avulstein Greyness-Mane, Geirlund, and Vidrald will also terminate post-obit you lot. | 50 | iii | Yes | |
| Valdr | Moss Mother Cavern | After healing him, y'all can opt for him to back-trail y'all into the cavern. | 25 | 3 | ||
| Vidrald | Missing in Action | He meets upward with you when you meet Avulstein Gray-Mane outside of Northwatch Proceed (if you agreed to accept him forth to help you). | None | 3 | ||
| Vilkas | Purity of Revenge | Will supersede your permanent follower. | 50 | 3 | Yes | Yes |
| Beast Followers | ||||||
| Barbas | A Daedra's Best Friend | Barbas is the only temporary canis familiaris follower in the game. He besides barks, whines, and pushes you lot incessantly if you drag him away from his quest, however he is invincible and volition keep to follow and fight for you no thing where you bring him. | 45 | 3 | Yes | Yep |
| Gleda the Goat | A Dark To Remember | Gleda volition not fight, and can not be spoken to. She volition follow you until you return her to Ennis. | 3 | 3 | ||
Dragonborn [edit]
These followers are only present during certain Dragonborn quests.
| Name | Quest(s) | Notes | Max Level | Moral | Essential | Usable in Other Quests |
|---|---|---|---|---|---|---|
| Frea | The Temple of Miraak | None | 3 | Yeah | ||
| Neloth | The Path of Noesis | lx | iii | Yeah | ||
| Tharstan | Lost Legacy | Will not fight. | 1 | iii | Yes | |
| Beast Followers | ||||||
| Bilgemuck | The Master of Thirsk Hall | seven | 3 | |||
Notes [edit]
- Followers are not afflicted by diseases.
- It can be quite easy to outpace virtually followers and lose rails of them (e.k. low-cal armor wearers with heavy armor followers).
- Pathfinding can brand followers hard to manage. They cannot spring up or beyond anything, though they will jump downwards if there is no other path. If you lot jump up a small hill, be prepared to meet your follower take an extremely long path effectually. Quite often a follower will get stuck with no path to you. In these circumstances, it appears they are supposed to simply teleport near you, but this tin can take a very long fourth dimension to trigger if information technology triggers at all. The simply known guaranteed means to get them to appear are to fast-travel, modify zones (loading screen), apply the
moveto playerconsole command, or to wait. - You can pickpocket your follower'south starting items with the Misdirection and Perfect Bear upon perks if they are not following you, although they may reappear afterwards.
- Followers tin get hostile:
- Followers can and will attack your horse, summons, thralls and other temporary followers if hit past them enough. This is common when escorting a temporary mage follower, or summoning an Atronach that uses projectile spells.
- When damaged badly enough by rockfalls or traps that are triggered by you, a follower may leave your service and attack. This can unremarkably exist corrected by yielding at which time the follower can be rehired.
- It is possible for a follower to enter combat mode when a random brawl is started or when an NPC carries out an act that could exist seen as aggressive towards yous (as with the Magic Educatee random come across). When anticipating a brawl or "initiation" fight it is best to ask your follower to expect somewhere else out of sight.
- Canine followers can be possessed by Spriggans. To fix this, kill the Spriggan and have the dog be downed past something other than your weapon; when it gets back up, the problem should be resolved.
- Exist aware of your follower being backside you lot, especially if you have equipped them with magical staves and are in tight areas. They will have no qualms about targeting the enemy correct through your character.
- With the Hearthfire addition installed information technology is possible to turn some followers into a steward of one of your properties. Fauna followers tin can be kept as pets at the request of your adopted children.
- If you wish to easily find your follower, have them pick upwards any quest item that is needed for a quest you lot exercise not want to consummate. Leaving the quest active will always indicate to your follower, every bit they are holding the quest item. If your follower is a member of the Circumvolve, so the minor objective Talk to the Companions leaders for piece of work will ever point to your follower (along with the other members of The Circle) as well.
- Followers will not follow yous into the Dark Brotherhood Sanctuary and various other quest areas. They will look outside. In some cases, followers will non follow you into an area during a portion of a quest, simply will come up with you into that expanse when that role of the quest is over.
- If yous accidentally damage a follower enough to turn them hostile, casting a Pacify spell on them and rehiring will cause the follower to remain friendly to yous even afterward the spell expires. However, initiating dialogue with your follower will immediately make them hostile once again.
Bugs [edit]
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- Followers who have the archery skill and come with a starter set bow and arrows will use a single improve arrow indefinitely, without using it upwardly. Their misses and kills still prove up on the ground and in the loot window and tin exist picked up. The single arrow may somewhen disappear afterward an unspecified number of shots. In some instances, their standard bow may be required, but mostly the follower can use any bow you choose to requite. The unlimited arrow "bug" occurs with whatever single arrow given to the follower.
-
This issues is fixed by version 1.0 of the Unofficial Skyrim Patch.
-
- Followers may always utilize their default hunting bow in favor of ameliorate ones given to them.
-
This bug is fixed past version 1.0 of the Unofficial Skyrim Patch. - Archer followers volition only utilise a bow and arrow combination where the base bow damage (before upgrading with smithing or enchanting) plus arrow harm falls within the range of fifteen-22.[ane] Otherwise they revert to their starter bow and/or fe arrows when in battle.
- With the Dawnguard add together-on followers will use upgraded bows of college quality such every bit crossbows and dragonbone bows with higher level bolts/arrows.[verification needed — see talk folio ]
-
- If you place items in a container and then command the follower to "take all items" the items they take from the container may now carry the "Stolen" tag.
- You tin remove the "Stolen" tag by repeating the process.[verification needed — see talk page ]
- If you command followers to pick items upwardly off the footing, they can carry an infinite amount of weight and their movement speed does not announced to be affected but at that place are several issues associated with doing this.
- Driblet items to be picked upwards in stacks of 5 or less. If they are dropped in stacks of 6 or more they volition only pick up i of the item, and the rest will be lost. They can pick up multiple stacks of 5 or less.
- You may not be able to take dorsum a piece of armor you accept ordered your follower to pick up if information technology is identical to the follower's starting armor or the armor they are currently wearing. Trying to remove it from their inventory volition give the message, "You cannot accept your follower's starting items." Killing your follower will permit yous to get the items back, but they will be marked equally stolen. Putting them on a mannequin in your home will result in the same problems equally with the follower, leaving y'all unable to get your armor dorsum.
- Ofttimes, when you think the items picked upward by your follower through the inventory substitution dialogue, those items volition exist marked with a "Stolen" tag, even when they are non stolen.
- This tin can be avoided if you offset selection up all items, so drop them on the ground 1 by one (or stacks of 5 or less) before asking the follower to selection them up. Finally, afterwards getting the items dorsum once again, you should drib them on the ground and pick them up 1 last time.
- The panel can exist used on PCs. Enter
setownershipon any container and all items placed in the container (before or subsequently the command) can safely be picked up by the follower. Nevertheless, as it also removes the stolen flag on bodily stolen items, it should exist used with intendance and so as not to spoil the gaming experience.
- When encumbered past their limit by using the exploit, there have been instances where the follower is incapable of drawing their weapon in battle. They will notwithstanding attempt to assail the enemy but will be incapable of doing annihilation except take a beating. This issue can sometimes be resolved by entering a new area that requires loading.
- Sometimes when using the exploit, giving your follower the same armor as starting armor, then taking this armor will upshot in the follower existence unclothed.[verification needed]
- A follower may non get out the recovery land even when their health is fully replenished just instead continue crawling effectually on the flooring.
- This tin be stock-still by entering combat again with a new enemy, attacking them, fast-traveling to a new area, reloading a relieve, or healing them with a Restoration spell. The Unrelenting Strength Shout or casting Paralyze on them sometimes works as well.
- Sometimes after a fight, the follower volition be partially disabled, i.e., will not regenerate health, will not move or follow, volition not sheath weapon when you do, volition non have conversation menu, simply volition verbally respond to being healed. Using the panel kill command seems to fix his or her state without actually killing him or her. ?
- This has the same fixes as not leaving the recovery land, above.
- Followers may lose behave weight later on being dismissed so rehired. This is due to them receiving extra copies of hidden equipment upon rehiring, which can be removed with the console.
- This bug is stock-still by version 1.9.26.0.eight of the Official Skyrim Patch.
- You can move distant objects by property the Use push button while giving orders to a follower.
- You tin can have more than one follower at a fourth dimension with the Dawnguard add-on. If you accept the Dark Alliance Initiate as a follower when you recruit Serana yous may keep both followers. You may and then be able to have a Housecarl follow y'all every bit a third follower unless you take Cicero and Serana.
- If you drop an item and move it around in the game world and then ask your follower to option it up, they will get to the identify it was initially dropped and pick information technology up in that location.
- Your followers might sometimes enter buildings via a unlike door than you.
- Followers may become stuck on terrain when returning to their original locations later being dismissed. ?
-
Use the console command prid (RefID)to target a lost follower and and so utilise the commandmoveto playerto identify them at your current location.
-
-
Sometimes, y'all are able to get more than 1 follower.[verification needed — Does this piece of work on other platforms?] To do this, have your original follower and your potential 2nd follower stand next to each other. Next, dismiss your follower, then immediately re-rent them. Exit out of their text, then quickly open conversation with your potential follower. If done correctly, you volition be able to hire them. Do this as many times as y'all like by repeating the steps with your original follower. Start bring your usual follower into the Dark Brotherhood sanctuary and tell him/her to stand up next to the two initiates. Dismiss your follower, then immediately recruit him/her. Rapidly chat with the first initiate and so the second. Rinse and repeat with Cicero. ? - Your additional followers may not expect when commanded, and frequently get in the fashion. If you also take a dog with you lot, they may get stuck in doors.
-
With the Dawnguard add-on, crossbows may randomly disappear from a follower's inventory when loading a game. ? -
If the game's files are corrupted, this may crusade certain (or in most serious cases, all) followers to be interacted with but without whatever follower dialogue, leaving the followers to only communicate with generic greetings given past NPCs. ? -
A quick workaround this issue is to use console control, select the follower in question and blazon addfac/addtofaction 0005C84D 1. This will not entirely restore the follower's dialogue and script but it will allow you to recruit followers if needed.
-
- The hitbox of canis familiaris followers is larger than the dog every bit a visual object; thus, if a dog follower is between you and an intended target, you may hit the dog even when it appears to exist peripheral to your line of sight.
- If you quicksave at the same fourth dimension as you order a follower to interact with something, you volition interact with that object yourself instead, even if you were too far away to utilize it normally. ?
- If you cannot get a follower to follow yous and the person says you already take someone following y'all, then bank check if yous accept 1 of the Companion'due south Quests, marked as agile, where Farkas will follow you lot to Dustman's Cenotaph.
See Also [edit]
- A sortable table of all followers' maximum stats.
Source: https://en.uesp.net/wiki/Skyrim:Followers
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