Drag them to the river and give them a Boromir funeral!
I wish I could! That would be a fitting send-off!
Brilliant. To go with this, I found another mod that lets you pick up dead bodies and put them in your inventory. Now I can pick up my fallen comrades, and go bury them in a suitable location.
Just brilliant
That's why i play lonewolf as a stealth archer.
I cannot have Lydia trampling around like a herd of elephants causing them to notice me.
AFT, man.
I'm playing a stealth archer, atm. I'm not having an issues though because not only does the AFT (Amazing Followers Tweaks...
https://www.nexusmods.com/skyrimspecialedition/mods/6656 ) allow you to take multiple followers along with you on your adventures, but you can issue to them the "stealth" command. Followers go invisible and silent, and will not break stealth unless (a) you stand and draw an undrawn weapon, or (b) you take damage from an enemy. When one of those conditions occur, your followers will pop out of stealth and jump into action. It's brilliant. It also includes the "summon" command, which allows you call your current followers to you on the spot (no more stuck behind somewhere), and the relax command, which puts them into a quasi dismiss state. So walk into town, tell them to relax, and go about your business without them being all up your butt. When you're ready to resume, just "summon" them as previously mentioned. And a "Dismiss but hang out here" action, which will tell an individual follower to dismiss, but make wherever "here" is at the moment their home. So you can recruit someone in Dawnstar, and dismiss them at Lakeview Manor to leave them there permanently.
It also allows you to manage their gear, home outfit, and packpack, AND their combat style, AND their spells and magic use, AND their stats (auto or manual) AND they'll ride horses.... just read the mod description.
Two nights ago I decided a needed a combat cleric. So I made a "general" combat guy with heavy armor, mace and shield, but who also had defensive alteration and offensive restoration spells, i.e. oakflesh, turn undead, etc. It's brilliant. When he's fighting undead, he'll go one handed mace and start casting turn undead on occasion, but when fighting the living he'll go mace and shield. Hell of a companion! You can even define tweak spells that the follower will fire off conditionally, so you could theoretically get him to cast heal other on friendlies when their health gets low.
Some "bugs" I've found...
Now, one thing that does occur is if you pick up a random NPC, say from the Populated Cities mod, those NPCs sometime after dying will eerily respawn where you found them, but will be in full plate and will still be manageable. Two workarounds that I need to try... The first is to re-manage them, outfit them with normal stuff, then just cast the AFT spell on them again to revert them to a normal unmanaged nobody. The second is to just console spawn whatever type of NPC you are looking for in the first place. I suspect that console spawns won't come back, and that the Populate Cities NPCs are coming back because the mod script is just triggering the same NPC spawns every time it runs.
Oh, also - AFT managed hold guards can be prickly pears. They can sometimes trigger neutral NPCs to attack them I think due to Imperial/Stormcloak allegiances. Best to just take the nobodies.
And finally a good bug... and related to the respawn thing I mentioned. Say if you go to Solitude and recruit two Populated Cities NPCs... say a Citizen and a Laborer. If at any time you return to solitude, and the populated cities script runs again, the newly spawned Citizen and Laborer will be auto killed by the mod. So there will be dead bodies lying in the streets for people to gawk at. It's actually quite fun
