[WIP]Carrie Irrietie

Post » Tue May 17, 2011 1:40 am

I've been working on this for quite sometime now but haven't made a WIP here. This compainion mod is born from my desire to have a companion that doesn't out shine my player. Carrie Irrietie has many of the feature of modern companions. One thing she lacks is companion share. Instead she carries a sack that the player can use. In this manner the player will not be able to dress her up. Carrie has specific taste in clothing and will, given the generosity of the player, acquire an attractive wardrobe. She picks out outfits appropriate to her suroundins. When it rains, she'll put on a hooded robe. When she's swimming, she's don a swimsuit. When she's in the wilderness she'll put on a bit of armor.

Carrie is an alchemist and can make potions for restore health, water breathing, levitation and cure disease. The player gives her the ingredients and she'll keep, share with the playeror give the potions to the player. She'll have a few quest to improve her alchemy.

There is a http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=946 with pictures.
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Tue May 17, 2011 4:28 pm

Have been lurking at GHF just to watch the progress on this character - some nice new features - I like the idea of your NPC picking her own outfits to suit the environment - bet she does rapid changes in the Bitter Coast with it's rainy days - have always wished someone would do a clothes mod that at least switchd all the NPC's into having umbrellas or raincoats when it rained instead of wandering around in their shirts.

Nice she can make he own potions too
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Tue May 17, 2011 12:21 pm

Sounds like a very unique and enjoyable companion; I'm looking forward to when this is done!
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Tue May 17, 2011 11:43 am

;) I said it before in GHF and I'll say it again. She sounds like she'll be the perfect companion for my character. Eagerly awaiting completion. ^^
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Tue May 17, 2011 11:58 am

I hear she's going to have some great dialogue. :hehe:
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Tue May 17, 2011 2:10 am

I hear she's going to have some great dialogue. :hehe:


I owe Jac a big appology in posting this I neglected to mention that he has been polishing the dialog that I've written. As many of you will be aware Jac is an excellent writer and his input has been a major improvement to Carrie. Thank you, Jac, and please accept my apology for not mentioning you in the initial post.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue May 17, 2011 1:02 pm

I'm just glad you like the new dialogue. :D
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Tue May 17, 2011 12:17 am

Now this sounds rather cool. Thanks guys! :thumbsup:
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Tue May 17, 2011 11:21 am

I like the idea of having an alchemist companion. Cool idea!
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Tue May 17, 2011 1:56 am

Now this sounds rather cool. Thanks guys! :thumbsup:
It does sound very good. :)
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Tue May 17, 2011 2:46 am

Thanks for all the positive feed back. Right now I'm slowly patching together a series of quests where Carrie joins the mages guild. Never the one to take orders well she promply enlist the player to complete her assigned task. The major hold up on this mod is my lack of creative writting talent. If anyone would like to contributte a line or more of commentarry check out the profile and sample dialog on the GHF thread. I reserve the right to fold, spindle, mutilate or otherwise alter anything Carrie may chose to say.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Tue May 17, 2011 2:55 am

Thanks for all the positive feed back. Right now I'm slowly patching together a series of quests where Carrie joins the mages guild. Never the one to take orders well she promply enlist the player to complete her assigned task. The major hold up on this mod is my lack of creative writting talent. If anyone would like to contributte a line or more of commentarry check out the profile and sample dialog on the GHF thread. I reserve the right to fold, spindle, mutilate or otherwise alter anything Carrie may chose to say.

:meh:

BTW, what did you think about the dialogue I changed?
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Tue May 17, 2011 4:27 pm

I'm not sure about the joining the mage's guild dialog, I'm still mulling it over. the comberry dialog is good.
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Tue May 17, 2011 3:45 pm

I'm not sure about the joining the mage's guild dialog, I'm still mulling it over. the comberry dialog is good.

Give me a couple of days and I'll see if I can come up with something else.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Tue May 17, 2011 2:54 pm

Work is still continuing although at my usual gliacial pace. At present I'm still writing the dialog for the "Carrie Joins the Mage's Guild" story arc. In this section of the story Carrie would like to receive training from the Guild's best alchemist. She discovers the trainer won't train non-members so she enlists the player's aid in joining and advancing rank within the Mage's Guild. Writing this dialog is complicated by the need to not interfere with the original mages guild quest lines. The player will be able to go through this story arc before during or after doing the Mage Guild quests from the original game. Consideration is also taken for the event that the player has killed any of the new quest givers.

more to come it's time for work.
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Tue May 17, 2011 2:57 am

Sorry. But felt I had to clear it out, this "Carrie", doesn't be any mean have relations to a certain little girl in Stephen Kings novel's? :unsure:
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Tue May 17, 2011 10:37 am

@verm1n no

For some of the quest Carrie will be given a duty by one othe Guild's original quest givers. In Vivec Carrie is tasked with taking an inventory of the Guild's bottles (patterned after the Guild Guide's comment in her greeting). This quest can be activated before during or after the player completes the Mage's Guild quests that Trebonius gives the player. Another quest giver is Edwina in Ald-ruhn and will have the character's testing out a little something she put together. This quest builds upon Edwina's intrest in the dwemer. It is possible for a player adding Carrie into an existing game to make completing this story arc impossible to complete by having killed off enough of the quest givers.

Completion of the Mage's guild story arc then leads Carrie to seek out the master alchemist. A couple of quests here will then lead to Carrie being able to get training from the master alchemist.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Tue May 17, 2011 10:19 am

Well I just want to know why her shack fell over in the swamp?

You have some nice dialogue going on

Male player is carrying flowers (stone flower, black anther, willow anther, heather, timsa-come-by, golden kanet):
Are those flowers for me?
- can you use them for your alchemy?
[disappointed] Yes, I suppose I can.
- I thought they'd look good in your hair
[she smiles coyly] Oh my aren't you the charmer?


I thought that was quite sweet :)

(heehee and didn't need spellchecking either)
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Tue May 17, 2011 4:06 pm

As to why her shack fell over, I can give two different answers. From the story-teller perspective it is a feeble plot devise to provide motive for Carrie to join the player. The reasoning from the fictional perspective of the story is that Carrie's shack was poorly supported and not well maintained. Carrie has a little bit of an attitude problem and as such has been relegated to the outskirts of the community. This also hampers her income as she finds some potential customer's unwilling to deal with her. Without maintenance the support of the shack had rotted and led two it's eventual collapse. Mostly likely this occured when the residence of Hla Oad gathered together inside her shack look for pillage during Carrie's time in jail.

I'm glad that you like the flower feature. I will also be adding in the option to give Carrie jewelry. Also pending developement will be a romantic story line and compatability with the Romance Mod. As has been mentioned elsewhere Carrie is a bit head-strong. She does not respond well to persuation. Simularly romancing her will be a more involved process. At the core of her romance features will be limitations on how soon she can be swayed. She is not easy and will not consider intimacies with just anyone. For users of the Romance mod her romance scores will be restricted by her friendship scoring and her eroticism scores are limited by her romantic scores. Further she won't disregard the relationships she's built so easily. The romance mod can be easily broke under a verity of circumstances. A simple bit of scripting allows the player to talk it over with Carrie in such an event to restore the relationship. Without the Romance mod the romance plot will still be available though perhaps not as deep.

As I continue to work on this project my respect for Katerie, Jac and others who have made such advanced companions continues to grow. Carrie doesn't have the depth of dialog as either Julan or Jasmine have. I'm not that good of a writer, so I must give a great deal of credit to Jac for polishing my rough drafts into the gems that should define this work.

Here is a bit of a teaser on one of the quests that is still in the planning stage:
Carrie: "By the Nine! Doesn't that n'wah know that I'm an alcemist and not a mystic? Don't kill it yet %PCName! I still can't get the Soul Trap spell to work!"
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Tue May 17, 2011 12:22 am

Just from that line of dialogue, I can see my character jogging backwards, frantically warding off a daedroth, while hissing at her to hurry up. And Julan standing to one side laughing and making snide comments.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Tue May 17, 2011 10:31 am

An initial http://www.fliggerty.com/phpBB3/viewtopic.php?f=22&t=2193 of this mod is now available at GHF.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Tue May 17, 2011 2:16 am

An initial http://www.fliggerty.com/phpBB3/viewtopic.php?f=22&t=2193 of this mod is now available at GHF.


Great, I've been looking forward to this!
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Tue May 17, 2011 6:21 am

Not to be a stick in the mud, but wouldn't female dialogue be better written by a female? Truth is, men really have no clue how birds think. Your scripted features sound awesome though.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Tue May 17, 2011 11:51 am

Through out history numerous male writers have written convincing female characters. Numerous female writers have written convincing male characters. I won't claim to be the most talented of writters. I do have a good basic understanding of the female mind (as much as is possible for a male anyway) but by no means an expert. Jac, the creater of Jasmine, has been a considerable help in creating Carrie. I would certainly welcome the input of the femanine persuasion. For samples of the dialog you can check the WIP thread on GHF as linked in the 1st post above.
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Tue May 17, 2011 4:08 pm

Truth is, men really have no clue how birds think.


...Clearly. :facepalm:

(You know, I used to hear this a lot, as a writer, though it was usually the other way around--that women writers can't write male characters, because they're not male, and have no idea how men think. It's sixist whichever way you spin it, IMHO, not to mention a lot of hogwash. That's just one of the challenges of writing: writing in a voice that isn't yours, whether it's someone of a different gender or the same. From what I've seen of this mod so far, Nicholiathan is doing a fine job at that.)
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Next

Return to III - Morrowind