NOTE: If you press the up-arrow on your keyboard it goes to commands you typed previously. However, when you close the game then your command history is erased. Followers will wait for you up to 3 days at the location you instructed them to. Once your 3 days are up, you'll get the "Your follower tires of waiting and leaves" message , they will return to the location you initially "hired" them from. In case of Housecarls , like Lydia, they will either return to the keep in their respective cities, or your home in said city assuming you purchased one.
Friends that become your companions return to their hometown and continue their daily NPC cycle. It seems that the follower simply goes home where you can recruit them again. The follower still has all items. If you use mods, it seems possible for the follower to end up in other places. After searching for hours I once found Lydia in jail by finally using console command to teleport to her.
If you're playing on the PC, try teleporting your follower to your location through console commands. This is easier and faster no loading screens than going to your follower's location and getting him or her to follow you again.
However, this method won't be useful in your situation as the follower is not near your vicinity, and can't be clicked on. Your follower should now be near you after doing this. If for some weird reason, they are dead happens sometimes , use the console command resurrect 1. Your follower should go back to life. If for another weird reason, your follower is still not near your vicinity after doing this, they may have been "disabled" from the game might happen with NPCs that are long dead , making them not appear in the game.
Type enable in the console to remedy this. If your follower still isn't up, type resurrect 1 again. This is to add to the other answers, which suggest looking for your followers in their default locations, like where you initially hired them, or their homes, following their default NPC schedules.
If you can't find them in their default locations, also look at the jails of the various cities or holds. An answer in Lydia goes to jail suggests that followers can be arrested and jailed. If arrested, they will make the jail their new "home. With the Hearthfire DLC, if you've made your follower the personal steward of one of your houses , then look for your follower at that house. If you've recruited your follower to join the Blades , then look for them at Sky Haven Temple.
They go back to where they came from, or sometimes if you go there too fast, they are still on their way back really doubtful they almost teleport or if you haven't received the message saying they got tired, and you go where you left them, they died. I had an issue with this on PC version. I told Lydia to wait. Answer by willthepoet I also ran into this problem but then i found lydia at my place in white run.
Answer by TheLawsons There have been a few times that even when backtracking, we could not locate our followers. Answer by ThievingLizard Sorry, it was Faendal who I lost, not Torva- but here's what happened: I had lost him, went to his home, waited - journeyed on, and eventually his battered lifeless corpse showed up out side Whiterun by the carriage guy- all our combined gear still on him- including his house key- so Ive been squatting in his house, no need to buy one now!
I did see a guy getting up from his body once as I approached, but he got up and walked away with no results Oct. A couple easy ways to relocate or find your lost follower are: Zone into a dungeon or building if you think they are just hung-up or engaged with mobs. Often it just takes some time for them to catch up with you.
They move rather slowly. Hirelings are found where you hired them. Guild mates are found at the Guild Sanctuary. Answer by manuelang54 There's a few possibilities: 1. Lydia in the breezehome house -Good luck! Answer this question. Cicero must be spared in The Cure for Madness if you want him as a companion. These NPCs are added by the Dawnguard add-on.
They become available after completing Prophet only by siding with the Dawnguard , except for Serana, who becomes available during Prophet both sides.
These NPCs are added by Dragonborn. Hirelings are mercenaries; you'll need to hire them for a set price of gold. They are usually found in taverns. They'll stick around until they're dismissed, at which point they'll return to their starting location and you'll need to pay the fee again to get them back. If they're particularly fond of you or you only dismissed them a short time ago, they may rejoin your service free of charge. Housecarls are bodyguards of noblemen. After completing a quest for the jarl of each major hold, they will proclaim you a thane of their land and give you a personal housecarl.
These housecarls won't exist in the game until you become a thane; however if you lose your thane status in their original hold, they will remain and will continue to be available as a follower, and will also continue to address you as thane. Three new housecarls are available after installing the Hearthfire add-on. These Orcs are available from their respective strongholds , and each require the relevant quests to be completed in order to be recruited.
In addition to NPC followers, certain creatures are also recruitable. All pets are muffled and come with a unique spell to teleport them to your current location. Some NPCs follow you until a quest is completed or an event occurs. Quest followers will not give you access to their inventory. They are often marked as essential so they cannot die, which may make them useful to have around before finishing their related quest. These followers are only present during certain Dragonborn quests.
Jump to: navigation , search. A female Dunmer Mystic. Alteration , Illusion , Conjuration , Sneak. Brelyna's Practice. A male Khajiit Sorcerer. Destruction , Illusion , Heavy Armor , One-handed. J'zargo's Experiment. A male Nord Sorcerer. A female Nord Thief and expert Archery trainer. A male Dunmer Warrior 1H and expert One-handed trainer.
Heavy Armor , One-handed , Archery , Block. A male Nord of the Blacksmith class, and master Heavy Armor trainer.
Smithing , Speech , One-handed , Pickpocket. A female Nord Warrior 1H and expert Block trainer. Block , One-handed , Speech , Pickpocket. A female Imperial Warrior 1H. A male Nord Warrior 1H. A male Nord Warrior 2H and master Two-handed trainer. Heavy Armor , Two-handed , Archery , Block. A male Imperial Assassin found at the Dawnstar Sanctuary. One-handed , Sneak , Archery , Light Armor.
Dark Brotherhood Initiate female. A male Nord found in Fort Dawnguard. Bandit class. One-handed , Two-handed , Block , Light Armor. A female Bosmer found in Fort Dawnguard. A male Breton found in Fort Dawnguard. Warrior 1H class.
A male Orc found in Fort Dawnguard. Ranger class. Archery , Light Armor , Block , One-handed. A female Nord in Fort Dawnguard. Warrior 2H class. A female Nord vampire found during the quest Awakening. Vampire class. Sneak , Conjuration , Light Armor , One-handed. 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. A male Dunmer conjurer found in Tel Mithryn. Conjuration , Restoration , Destruction , Alteration , Sneak. Can be hired for gold. One-handed , Light Armor , Destruction , Conjuration. A male Dunmer miner initially found at Kolbjorn Barrow. One-handed , Light Armor , Block , Sneak. A female Imperial Mage found in Darklight Tower. Destruction , Restoration , Alteration , Conjuration. Destruction , Light Armor , One-handed , Restoration.
Light Armor , Two-handed , Archery , Block. Destruction , Restoration , Alteration , Sneak. Become Thane of the Reach. Become Thane of Eastmarch. Gregor HF. Become Thane of the Pale. All followers favor two-handed weapons over one-handed weapons, even if they are unskilled in two-handed weapon usage. Therefore, letting followers whose primary combat skill is one-handed weapons have two-handed weapons in their inventory should be avoided.
Additionally, followers appear to favor magic staves over melee weapons and will default to using a magic staff if given one, only switching to a melee weapon after spending several seconds in close combat.
Most non-magic-using followers have a bow as part of their default, non-removable equipment. This bow shoots an endless supply of iron arrows, which are not visible in the follower's inventory.
To have a follower shoot more powerful arrows, a single arrow of that type should be put in their inventory. This will allow them to use an endless supply of that arrow type. Followers will automatically choose the most powerful arrow type available in their inventory. Followers can dual-wield melee weapons, but only if there is no shield in their inventory, and only if a Forsworn Sword , Forsworn Axe , Falmer War Axe , Falmer Sword or a pickaxe is wielded along with another melee weapon the Housecarl of Falkreath, Rayya , can dual wield scimitars.
They will also dual-wield magic staves, regardless of whatever else is in their inventory. Frea is an exception to this for she automatically begins with two war axes, and will not require a Forsworn weapon or pickaxe to dual-wield. She will use any two weapons given to her should her axes be pocketed from her.
If the Dragonborn enters sneak mode, humanoid followers will follow suit. While in sneak mode, they will not attack unless attacked first. Animal followers, e. Enemies will tend to ignore followers once their health is depleted, and turn their attention to the Dragonborn or any other allied characters.
This condition is easily spotted, as the follower will drop to one knee and stay in that position for a short period of time.
Once they have regenerated a sufficient amount of health, they will stand up and rejoin the fight. However, this does not mean that they cannot die by physical attacks from characters. In some cases, especially when left no other target, enemies will continue to attack a follower until death.
Additionally, in a near-death state, a follower is not in danger of being killed outright unless hit by an attack from the Dragonborn or another follower. Extremely powerful attacks, especially area-of-effect attacks such as those from Dragons , can also kill a follower. The Companion's Insight reward from " Black Book: The Winds of Change " allows players to use attacks without fear of hurting their allies, making it harder for non-essential followers to die, as it eliminates the possibility of friendly fire.
They cannot be killed by any means — should their health be depleted, they will fall to the ground, and will get up after a certain amount of their health has regenerated. This makes them especially valuable as distractions for difficult battles. It is important to remember that enemies employing poisonous attacks can kill followers since the poison continues its effect even after the follower drops to their knee. Caution is advised if encountering high level Falmer , Chaurus , poisoned traps, etc.
To avoid a follower's death in this scenario, the best course of action is to lead attackers away from the area where the follower is trying to recover. Followers may also be given several healing potions or Potions of Cure Poison to carry in their inventory, which they will automatically use if the need arises. In some cases, the best course of action may be to tell a follower to wait before entering a particularly dangerous area. Initiate conversation outside of combat , and tell them "I need you to do something.
This method can be done at a distance and is a great way to call the follower to the Dragonborn's position while they are in their "wait" mode. If told to wait, a follower will wait roughly three days before they get to leave the Dragonborn. They will then return to their home or the location where they were originally found. Morality varies from character to character, much like their morale. Certain followers, such as Farkas , are lawful citizens and will report the Dragonborn to the guards if they witness a crime, or simply leave their service.
Other followers, such as Jenassa , will readily commit any crime they are ordered to do and will ignore any criminal behavior by the Dragonborn. Some will report the Dragonborn for a serious crime, such as murder, but not for a petty crime.
All followers, regardless of their morality, will not have any possible interactions while trespassing, saying only "You're not supposed to be in here" when spoken to.
Cicero and Serana are the only exceptions. They will still fight for the Dragonborn, however, and commands can still be issued by activating them from a distance holding the "activate" button and telling them the desired task.
If not hidden, the Dragonborn will be held responsible if a follower is asked to perform an illegal activity. However, it is possible for the guards in a town to attack the follower while leaving the player character alone.
Interfering with the battle will be seen as a crime, though. Mjoll the Lioness, wearing a steel plate helmet and boots as well as ebony armor and gauntlets. She is wielding a Dwarven Shield and Grimsever. Followers always equip the best possible weapons or armor given to them. More specifically, the weapon with the highest damage value and the pieces of apparel with the highest armor value are equipped.
Followers will not use equipment that is the same in armor or damage value as their starting equipment unless it has been improved by smithing or enchantments.
On occasion, a follower may equip a weapon that they are not skilled in over one they are. For example, Mjoll the Lioness is better skilled in Two-Handed weapons over One-Handed, but if given a sword with a higher damage rating than a battleaxe, she will equip the sword. Each follower tends to have their own preference of armor. For example, Aela has no preference and will use heavy armor if she receives it, even though she is a marksman whose default armor is light. A Dark Brotherhood Initiate , however, strongly opposes the use of heavy armor unless it is significantly better than their current armor.
This is because the initiate prefers light armor, matching their skills. If a follower insists on using an undesirable piece of equipment, the only way to prevent this behavior is to remove it from their inventory. Ironically, the default equipment of many followers does not correspond to their actual combat skills. For example, Aela's default armor is Heavy Armor, despite her being skilled in Light Armor, and Erik the Slayer 's default equipment is Iron Armor and a one-handed sword, despite his true skills lying in two-handed weapons and light armor.
Enchantments on weapons work normally, except Soul Trap and Fiery Soul Trap , since followers cannot fill soul gems, but followers will only benefit from the following enchantment effects on their apparel and armor:. Followers can be used to carry almost any item, either via the inventory menu or picking up world items.
However, they also have an unspecified weight limit, which restricts how much they can carry. In the inventory menu, items that would over-encumber them appear grayed out. Quest-related items cannot be given to followers for storage. An exploit is possible to make them carry over their limit. First, place the items in any container and then order the follower to take everything in the container. After this, every single item will be in the follower's inventory.
However, these items will be marked as stolen. If these items are dropped and picked up again in plain sight, it will be considered a crime. Alternatively, entering a new area will remove the "stolen" label. An alternative exploit is to drop the items on the ground and instruct the follower to pick up each item one at a time.
While potentially time-consuming, it is a handy method when containers are not present or handy. Followers will retain their inventories even after the Dragonborn dismisses them. In this way, it is possible to use them for limited storage. If they are killed, the stored items can be looted from their body. If a follower is using their own default bow, placing just a single arrow in a follower's inventory will give them an infinite supply of that type of arrow.
Enemies may also exhibit this behavior: Shooting an enemy with an arrow more powerful than their own arrows has a small chance of adding that arrow to their inventory, allowing them to equip the more powerful arrow and return fire with an infinite supply. If the Dragonborn sends their follower away, i. The Dragonborn can fix this by either leaving the area or by simply taking away any piece of equipment from them, which will in turn "reset" them, causing them to equip their best available equipment.
Followers are supposed to be limited to one at a time; however, there are several ways to avoid this limit. Quest characters triggered to follow the Dragonborn, the Dark Brotherhood Initiates , Cicero , Serana and summoning more than one Atronach , zombie or Dremora.
The latter is only possible with Conjuration at its maximum level. For more information, see Multiple Followers.
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