Are there any followers in whiterun




















This article contains video content produced by Fandom with some or no input from editors of The Elder Scrolls Wiki, and may not properly represent the scope of the written article below. Statements and footage within the video may be inaccurate, outdated, incomplete, or otherwise misleading to viewers. Instead, warriors seeking adventure and kinship may join the Companions, in Whiterun.

We are the true spirit of Skyrim. Honor is in our blood, death in our hearts. Before adding a bug to this list, consider the following: Please reload an old save to confirm if the bug is still happening.

Universal Conquest Wiki. Aela the Huntress. Circle Member; Expert Trainer Archery. If Companions are killed or things stolen from them, when trying to pay any bounty, three options appear.

Two of these involve paying back the bounty, and the other one rejects paying the fine altogether. When a debt is paid, they will respond, then another speech option will appear after they say their thanks which says "ForceGreet" — hitting this returns to the beginning of the conversation with two payment options and one denial option. Exiting the conversation results in exactly the same thing, rendering it impossible to take up any of their quests or be friendly with the Companions. All of the Companions, except Vignar and Kodlak, will respawn no matter what.

This is because they go out hunting, which forces them to revive and temporarily become a quest character. To avoid bugs, alternate Farkas' quests with Vilkas' throughout the Companions' main questline; one from Farkas after beating Vilkas and being shown to the Dragonborn's room, and one from Vilkas after retrieving the fragments of Wuuthrad.

Continue to alternate quests from the brothers in this manner. After completing "Glory of the Dead," find Farkas and get another quest from him. After Farkas gives his "Purity" quest, complete it and this should allow Vilkas' "Purity" quest to be given and completed without problems. There appears to be a scripting error in which Farkas and Vilkas are treated as guards.

They may keep following and harassing the Dragonborn by constantly starting conversations if there is a bounty on his or her head. This prevents some quests from them. To fix this, the bounty should be paid. It is possible to fast travel to the hold where the fine is, or PC target them in console and type: paycrimegold.

If the quest "Glory of the Dead" has been finished and the Dragonborn has become the new Harbinger, the guards in Whiterun will start to address the Dragonborn as Harbinger and show respect. However, if another faction quest is started, the guards will no longer recognize the Dragonborn's status and only address him or her as the latest Companion recruit.

After attacking Whiterun with the Stormcloaks, all of the Companions will run towards the Dragonborn with their swords drawn like they are going to attack. Then a dialogue will be forced. They will do this until the area is left, similar to when running from the guard. So taking him on board for a mere gold is a bit of a steal.

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Receive email from us on behalf of our trusted partners or sponsors. You will receive a verification email shortly. Play Sound. This The Elder Scrolls V: Skyrim article or section is in need of immediate attention because: Some of the recently added info duplicates with other sections, or even contradicts it. For example, see info about Derkeethus.

Also "Quest followers" table needs proper formatting. Please improve this article however you can and remove this notice once finished. This article contains video content produced by Fandom with some or no input from editors of The Elder Scrolls Wiki, and may not properly represent the scope of the written article below. Statements and footage within the video may be inaccurate, outdated, incomplete, or otherwise misleading to viewers. Before adding a bug to this list, consider the following: Please reload an old save to confirm if the bug is still happening.

Universal Conquest Wiki. Some of the recently added info duplicates with other sections, or even contradicts it. Vlindrel Hall , Markarth. Hjerim , Windhelm. The White Hall , Dawnstar. Honeyside , Riften. Proudspire Manor , Solitude. Breezehome , Whiterun. Jarl's Longhouse , Falkreath.

Highmoon Hall , Morthal. J'zargo's Experiment. The Winking Skeever , Solitude. The Drunken Huntsman , Whiterun. Bee and Barb , Riften.

Candlehearth Hall , Windhelm. The Retching Netch , Raven Rock. Silver-Blood Inn , Markarth. Kill the Bandit Leader. Darkwater Crossing. Side with her during The Black Star. Hall of the Dead , Markarth. Help her in The Taste of Death. Windpeak Inn , Dawnstar.

Spare his life in Waking Nightmare. Ahkari's Khajiit Caravan. Retrieve Grimsever. Kolbjorn Barrow. Spare him at the end of Unearthed. Fort Dawnguard Castle Volkihar. The Bannered Mare , Whiterun. A New Order , Daedra masquerading as a dog. The Bloodstone Chalice.

Thirsk Mead Hall. The Chief of Thirsk Hall. During " The Kagrumez Gauntlet ". Proceed as per usual in the quest, tell them to follow you when asked and do not enter Sky Haven Temple. A Daedra's Best Friend. Follows you by default when you find him outside Falkreath. He is immensely powerful and can kill most enemies in a few hits, but will always shove you into a corner and bark incessantly if you drag him away from the quest.

Also does not have any concept of 'stealth' and can be a potential witness if you commit crimes. Meet Eola at Reachcliff Cave or persuade Verulus to accompany you. Proceed in the quest and leave Snow Veil Sanctum.

The Blessings of Nature. Asks your permission to be a follower after you acquire the Nettlebane and run a second errand for Danica Pure-Spring. Agree to help either cleanse the beast blood. Vilkas will also tag along during Purity of Revenge. Wait outside Nightingale Hall after Karliah enters. Bloodline DG. Escort her out of Dimhollow Crypt but do not go to her father.

She remains scripted to follow you and is extremely powerful in Conjuration but will not accept orders until or unless you complete this quest.

Dawnguard main quest. Lost to the Ages DG. Proceed to the summit of Arkngthamz and talk to her before solving the tonal lock. Exit the area using the waterfall to the west and drop down the steep incline.

Leave the ruins and she will accompany you for as long as you wish to. Being a spirit , and thus ethereal, she is invincible against anything. However, the option to issue her orders is absent and if you want to change her equipment you will need to pickpocket her during her initial conversation. Dawnguard side quest. No she will follow when you fast travel , but will leave after. Yes once you exit Northwatch Keep , immediately fast travel before they appear outside. Geirlund will meet with Avulstein outside Northwatch Keep only if the Dragonborn has requested Avulstein's help.

Vilrald meets with the Dragonborn when they are united with Avulstein outside Northwatch Keep. This only happens if the Dragonborn has him as a companion. The person who accompanies the Dragonborn is determined by who they side with after the initial encounter with Alduin. Talk to her in Irkngthand. Brynjolf will also follow you. He will briefly accompany the Dragonborn during the quest if he is rescued and the hunters are killed.

Hunter and Hunted. Heal him then talk to him, this allows you to choose whether or not he can accompany you into the cavern. College of Winterhold. Once you enter the Temple of Miraak , Frea will follow you throughout the temple. Dragonborn main quest. Once you reach the College, Tolfdir will immediately follow you to defeat Ancano. Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.

They can die from a damage-over-time effect that is stronger than their health recovery; most commonly those are caused by poisons. If you strike your follower dead, on the other hand, there is no recovery. Attack carefully when your follower is low on health. If your follower's death is caused by you, even accidentally, it will count as a murder on your crimes list.

Many temporary followers are "essential", so they cannot be killed, only incapacitated for a while. Non-essential ones will die immediately when struck down, just as ordinary NPCs. It is also possible to heal damage and quickly return the follower into the fight by having traded to them some standard healing potions e.

Potion of Extreme Healing but not potions you made by alchemy. They will consume the standard potion, heal, and quickly rejoin the battle. Otherwise you may have to wait until all enemies in the area are removed before they recover. You may also use a restoration spell like Healing Hands , Heal Other or Grand Healing on your follower, which is beneficial to you as well since you will gain experience in Restoration.

It should be noted, however, that followers will not always drink healing potions if they have any in their inventory, even if they are kneeling and recovering health, so the best bet would be to have Healing Hands ready for use.

Followers do not take Water Damage, and cannot drown. However, they do not have infinite breath with the exception of Derkeethus, the only Argonian follower unless you give them a waterbreathing enchantment to wear see Follower Equipment below. If they run out of air, they will abandon their post by your side and swim to the surface. To avoid near death experiences, followers should be traded better armor in the skill type they prefer either heavy or light armor.

The DamageResist variable can be increased by tempering the armor and shield. In addition, wearing armor pieces or shield awards a hidden 25 bonus points per item. The possible hidden points are not reflected in the DamageResist variable, but 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 be 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. Permanent followers have the ability to trade money and goods. This gives you free access to anything the follower is carrying, with the exception of certain default items that are hidden from you, and allows you to manage the follower's inventory. There is no penalty for taking anything the follower has, including gold, jewels, and enchanted items. In addition to any other equipment they may have, followers will automatically receive a hunting bow and 12 iron arrows when they start following you.

These are specially modified variants of the regular ones which do not appear in the follower's inventory. This can cause the bow and arrow usage bugs noted below.

The bow and arrows will be removed when the follower leaves your service. Followers will make their own decision however about which equipment they use, given the choices that they have in their inventory.

If they have multiple items of the same type e. Sometimes this doesn't work as expected and inferior equipment gets used instead. This normally happens with different grades of the same item that have been improved through Smithing or Enchantment e.

You cannot force a follower to use the "right" item 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 will have no effect because it isn't as "good" as the Steel. Normally, you cannot take a follower's default apparel - unless they are killed in battle. Then you can search their body, removing anything they were carrying, including their default items.

You can also take their default equipment if you have the pickpocket perk Perfect Touch if they aren't currently following you. There is one other exception to this rule: your spouse.

After you get married, your follower spouse will open up a general goods store, in which your spouse will sell whatever items are not equipped in addition to what's in your spouse's merchant chest if you're at home. If you get your spouse to wear something that isn't default apparel normally you do this by giving your spouse an improved piece of armor then the default apparel that isn't being worn will become available for sale. You can then purchase it, and then give your spouse anything to wear in that slot and your spouse will wear it while following you.

There are two caveats with this approach: one, if you purchase all of your spouse's default apparel, your spouse will respawn new default apparel, so you must leave at least one piece of default apparel in your spouse's inventory, and two, if your spouse is not following you, your spouse will not wear any custom apparel, but will only wear whatever default apparel is left in your spouse's inventory. Enchantments on weapons work normally, but followers will only benefit from the following enchantment effects on their apparel and armor:.

Because followers choose which items to equip, verify that your follower equips the enchanted item s. All other enchantments on apparel and armor do not actually have an effect for followers, even if they should. Notably, this means:.

Followers who are also trainers can train you for "free". They will still charge you, but leave profit from training in their inventory. Simply request to see their inventory while they are an active follower, and take your gold back from any training sessions.

Note that the follower's gold will reset to a low amount when you fast travel possibly change zone , so get your money back from them quickly. Once enrolled as a member of the College of Winterhold , you may recruit your fellow students to join you in your travels, if you have completed their personal quests.

Simply talk to them and they'll tell you what you must do. These followers wear robes as their default apparel, so 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 will immediately switch back to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they will resort to using their bare hands until it recharges. 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 be recruited as followers.

Complete all the quests for the Dark Brotherhood to allow these followers to join you. 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.



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