djjohnjarvis Posted November 18, 2013 Author Share Posted November 18, 2013 She will only have racial awareness where required for a bit of light hearted teasing at the players expense perhaps but she sees the player as an equal so it doesn't really matter to her. Any racial lines would be very small extra lines thrown in and would have no impact really on custom races. Although like most stereotypical nords she isn't exactly fond of other races in general and would rather fight to defend her own kind, she doesn't judge a person based on their race and sees everyone as an individual. She will have great awareness of the player however but more in the way of their skills, factions, what quests they have done and how she is spoken to by the player. This looks like an interesting follower. Not entirely sure what you have planned for story and what not but will keep an eye out.Oh yea I forgot to mention she is more character and quest driven than some elaborate back story. She follows the old cliché of parents murdered by bandits and left without a home, took refuge at the College of Winterhold before finding out a life of magic wasn't the life for her, much favouring traditional weapons and just wandering Skyrim in search of adventure whilst looking for revenge for the bandits that killed her parents. The College of Winterhold part is more to justify any use of magic by her though. Her story is more about the present than the past and could possibly be shaped by the players actions depending on how long it takes me. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 19, 2013 Author Share Posted November 19, 2013 Update: The player can now set an exact location for Sofia to go to when she is dismissed. She will sandbox in the area you tell her to go to when she is dismissed. I will also add in options for choosing between all the houses that the player owns to dismiss her to. I have also added in the ability to terminate all scripts. This shuts off all scripts for the mod so that they don't continue running when the mod gets uninstalled. This is to allow for a clean uninstall or to fix problems that you may be having with the mod (not that there should be any). Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 19, 2013 Author Share Posted November 19, 2013 (edited) Update: You can now give Sofia a spell tome and she will learn the spell associated with it. This works with any spell including custom spells although whether she uses the spell or not is down to the spell and what combat style you set her as. I will probably make it so she can learn skill books as well. This method only works with SKSE however but I'm currently doing a non-SKSE method of teaching spells as well. Edited November 21, 2013 by djjohnjarvis Link to comment Share on other sites More sharing options...
ryanshowseason2 Posted November 21, 2013 Share Posted November 21, 2013 (edited) Update: You can now give Sofia a spell tome and she will learn the spell associated with it. This works with any spell including custom spells although whether she uses the spell or not is down to the spell and what combat style you set her as. I will probably make it so she can learn skill books as well. This method only works with SKSE however but I'm currently doing a non-SKSE method of teaching spells as well. Quite honestly if you can't be bothered to install skse I don't know why you would even bother with mods. Personally I wouldn't bother with a non skse build... Is there some reason someone would be unable to use skse? Pirated copy? This is really great news though. This is a really unique feature and I will enjoy seeing what can be done with custom spells added to her. Having her go to town with something like "earth to water" from the apocalypse spell package sounds like a blast. Kind of like setting up ducks so I can shoot them down! Is there a way for her to list her spells in a menu and have you select which to forget? It may be a desirable thing to do. Bravo! I don't think there is another follower who does this! Edited November 21, 2013 by ryanshowseason2 Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 21, 2013 Author Share Posted November 21, 2013 Well I should imagine over 90% of the users will have SKSE but you always get people who either refuse to use it, don't read the mod instructions so therefore don't even know about it or repeatedly ask for an alternate mod version. If it was something that was hard to do and I had to rewrite large parts of the mod then I wouldn't bother but it's just a simple check on start up and then disabling certain features or providing a simple suitable alternative if it can't find SKSE. I could probably make it possible to manage the spells through her custom MCM menu where you could remove spells or perhaps even prioritise certain spells. It should be possible to do. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 24, 2013 Author Share Posted November 24, 2013 Update: Sofia now has her own horse that she can ride. If the player gets on a horse Sofia's horse will intelligently spawn at a nearby location where the player is unlikely to notice and find its way to Sofia and she will automatically start riding.http://i42.tinypic.com/14aeve8.jpg Link to comment Share on other sites More sharing options...
ryanshowseason2 Posted November 25, 2013 Share Posted November 25, 2013 She should talk to the horse when drunk. jk, just a silly idea. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 25, 2013 Author Share Posted November 25, 2013 This mod is full of crazy ideas and silly stuff or at least will be so it might not be as silly as you may think. Due to her quite unusual personality I doubt anything would seem out of place for her. Oh and I thought I would mention that I counted the number of recorded lines by checking the number of audio files and it currently stands at a reasonably impressive 209. This is just the beginning and barely covers her basic functionality so the number of actual finished lines should be an interesting figure. Link to comment Share on other sites More sharing options...
Falcondefalconde Posted November 28, 2013 Share Posted November 28, 2013 (edited) Somehow it attracted my attention and I suppose I can share a few thoughts. In my Opinion a successful follower mod must comply with several features: 1) It has to be attractive (good looking, cute whatsoever). Of course, it means it has to have unique textures and meshes to distinguish it (him/her) from other companion mods. Unique weapons, armour included.2) Full voiced - a very good idea. I prefer pure English accent (UK, US doesn't matter), but it should sound English (in the sence of pronunciation). For instance, did you hear about Vilja companion mod? Great mod. But I can't stand this accent. I've not heard the voice you use, so I cannot tell anything about this in your case. If it is "english" I am your fan :thumbsup:3) It would be cool if your companion had some unique animation (walking, running, idle and so on). If she'd had some unique gestures, face animation or some situation it'd have been also a huge plus.4) A couple of quests is also a strong point. One more quests - more interesting. I believe there should be some fascinating story. This is my suggestions, I hope this may help you. Edited November 28, 2013 by Falcondefalconde Link to comment Share on other sites More sharing options...
elricshan Posted November 28, 2013 Share Posted November 28, 2013 Somehow it attracted my attention and I suppose I can share a few thoughts. In my Opinion a successful follower mod must comply with several features: 1) It has to be attractive (good looking, cute whatsoever). Of course, it means it has to have unique textures and meshes to distinguish it (him/her) from other companion mods. Unique weapons, armour included.2) Full voiced - a very good idea. I prefer pure English accent (UK, US doesn't matter), but it should sound English (in the sence of pronunciation). For instance, did you hear about Vilja companion mod? Great mod. But I can't stand this accent. I've not heard the voice you use, so I cannot tell anything about this in your case. If it is "english" I am your fan :thumbsup:3) It would be cool if your companion had some unique animation (walking, running, idle and so on). If she'd had some unique gestures, face animation or some situation it'd have been also a huge plus.4) A couple of quests is also a strong point. One more quests - more interesting. I believe there should be some fascinating story. This is my suggestions, I hope this may help you. Well Viljas acsent is great, i kind of like it and it seperates her from all the others Link to comment Share on other sites More sharing options...
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