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A mod that makes YOU the companion


Jinxxed0

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Imagine this. You create your character do a few things or whatever. Then meet an NPC adventurer. Instead of them follwing you around, what if you could follw them around? They'd have paths that they take and eventually do all the quests (probably except the main story line and the guilds could be optional, or maybe you could convence them to do certain quest lines via dialog). They do the quests and such randomly, they go to inns or maybe a player home when its time for you to level. You could probably talk to them to "have a rest" in town so you have time for shopping and repairing.

 

The only thing you pretty much dont get to do is decide where to go. I'm not sure how the dialog between NPCs and the person you follw would go. Maybe you could just talk to them when you and your leader get there (it'd be like they are talking to both of you), and the leader while move on to do the task. The leader could probably say random things like "this way" or "we're almost there" or "are you tired yet?" "phew that was close!"

 

I haven't thought about what would happen if you ran out of quests. There could probably be options via dialog for routines, like go hunting, go exploring in caves/dungeons, do random quests, do guild quests, go harvesting, ect (if theres anything else to do that is, lol). When you buy a player home, you could probaly just ask the leader for some gold or something. They dont even have to be a leader, you could probably just be partners and sometimes you follow and other times you lead.

 

This would probably take a long time and is most likely too much trouble. But it seems like its possible. You wouldnt have to constanly follow them like I said, you can always tell them you need a break and they can go do what ever in the town and only "look" for quests when you follow them. Just thought I'd share my idea.

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Interesting idea. You could place a quest marker on the leader you are following so that you could find them if they got too far ahead or you got separated. I am not really sure if the game engine would support this mod. You would need to give the leader a group of AI Packages that would fill up many computer screens. The bunch of AI packages would be more complex than the bunch which Martin has. Martin has the most complex AI I have found yet. Perhaps you could lower your sights and have the leader you follow do less quests. Like maybe ten. But on the other hand, there could be work-arounds. You could disable the first leader and enable a second clone of him with a different AI package when the AI of the first got out of control. You could repeat as often as necessary.

 

Unfortunately, the set-up for NPC AI is rather simple and limited. If you look at the AI for the crazy scholar lady who gets killed while you escort her on the Fighters Guild quest, you will see how complicated it was to make her go to only about seven points in one dungeon. It would be necessary to have a similar setup for every quest or dungeon the leader had. (X markers all over all of Tamriel!)

 

It is a fascinating idea though. The idea of being the loyal sidekick of the Hero of Kvatch or some other notable personage.

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Fascinating idea, I had something similar in mind myself. A quite strong and slightly secretive companion that would help you whenever he didn't follow his own agenda which you could naturally help him with. I had a series of quests in mind where you'd be the one playing second violin, might make for a nice leeway in the face of saving humanity.
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I figured there would have to be a lot AI packages for the leader, although I didn't even consider a possible limit. After looking at some NPCs, there seems to be a lot to certain ones that do seemingly simple things lol.

 

From the looks of things it seems like even a leader companion for one guild series would be too much. Like one for the mages guild, one for the, fighters, DB, ect. Although with the DB those seem like one man missions same with the thieves guild. Oh well at least its fun to think about.

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