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Actual Ultimate Follower Mod - Make Followers into a faction


Nowhereville

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*** There are some minor spoilers ahead regarding an existing faction already present in the vanilla game.

 

I am impressed with all of the different offerings for follower mods, but they all seem to conflict and never seem to individually offer the player what they actually want.

 

Essentially, these are the conditions I think should be in place at the follower level:

 

1) Followers can gain the ability to become essential after they have traveled with the player for x amount of hours.

2) Followers can be given any types of armour/weapons to use, and their associated skills will improve over time by using them.

3) If a follower's one handed skill reaches a certain level, they can then dual wield weapons if they have two in their inventory.

4) A limit of 2 followers max would be necessary as a hunting party can only be three person max.

5) Followers can have their attitudes individually set: Aggressive, passive, defensive, support. Give each follower a role in the group.

6) Followers gain a share of the player's spoils. Each follower gains a portion of all gold accumulated through exploring or selling. Gold is not tradable between the player and the follower.

7) Each follower can be told to automatically pick up a certain type of loot. IE. Through dialog, tell one follower that he is to loot all ingredients.

 

Additionally, as the follower has traveled with the player for x amount of hours, they can join the player's regiment. The regiment is the player's own faction and can be unique, or a reworking of the existing blades faction. The regiment would require their own headquarters, either unique or a reworking of the blades area already present. This would include a full crafting area, merchant stop for the travelling khajits, regimental treasury and living quarters for up to 13 to 16 NPCs (the player plus 12 to 15 followers. While the regiment has a maximum of 12 to 15 npcs, the player can only assign them into hunting parties of 3, whether the player himself is in the party or not.

 

Additionally, this is what the regiment faction would add to the game:

 

1) Having a follower join the regiment adds certain benefits to both the player and the follower, such as:

- The Player can level up and train the follower through dialog options. If the player is a higher level than the follower (who can show his/her skills through another dialog option). Doing this will cost the player gold. The player can also individually train extra skill points to the regiment members if his skill is higher than that of the regiment member, with a 5 per level max like the player's vanilla quota. If the Regiment member's associated magicka skill is high enough, he/she can also train individual spells. Training a regiment members skills/spells would cost the regiment member gold.

- Regiment members can be formed into their own three person hunting parties which can be sent out to handle things like any of the radiant AI repeatable quests in the place of the player... with associated spoils added to the regiment's treasury.

- Regiment members can be allocated jobs at the regiment HQ. Place associated items into a "training container" and the regiment member who is set up to do that job will use up all the items to upgrade their skill. As the regiment member's skill improves, random items that could be made from the items in the training box would be added to a "finished goods" box. This adds more flavour to the regiment and makes it so the player doesn't have to chase down all of the different crafting skills on his/her own.

- Hunting parties can be sent on patrols or ingredient gathering runs. Choose a major city as a destination, and the hunting party will travel to that location, picking up a representation of any loot from mobs defeated and ingredients collected, and that will be added to the regimental treasury.

 

2) Add a group of radiant quests to the regimental faction as it hits certain milestones. Using the courier system, summoning from Jarls, etc, the player must ride out to face down these threats. Possible collisions with existing factions in the game. IE. the player must take down a rogue thieves guild cell, etc.

 

3) Tie together any existing vanilla or mod-added armour/weapon piece as a regimental uniform. Regiment members gain a bonus while wearing these designated items, which could also include a branded shield/cloak to make the overall look unique.

 

Possible additions to be added later:

 

1) Stage a coup - Overthrow a town's government and install yourself as Jarl. After this, all guards would wear the Regiment's uniform. Riften and Maven would be ripe for getting knocked down a peg.

2) Set up a nemesis faction. Like the companions have the Silver Hand, set up a new faction that hates and antagonizes the regiment. It could be based on a sect of dragon priests thought to have been destroyed.

3) Depending on the player's decision, declare allegiance to the Imperials or the stormcloaks which could further add some unique/random encounters.

4) Just because, let's kick the Thalmors asses some more. Either in support of the stormcloaks or by secret orders from Cyradil.

 

I know this would be a major project, but I think the end results would be well-balanced, lore-friendly and a helluva lot of fun.

 

Thoughts?

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Additional couple of things I forgot:

 

- The followers should have the ability to mount, and that a corral should be added to the regiment housing area.

- Possibly add a tower defense style encounter where the regiment has 2 minutes notice of an impending attack and can set up magical traps, etc to respond.

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