Though Comes-By-Road is a fully-functional companion as-is, the main point of this mod is to test-drive certain features in the hope that they may be useful to someone. Feedback is much appreciated.
Key features:
Will take the following potions when needed (no player-made or mod-added potions, sorry):
* Restore Health (Exclusive, Quality & Standard only - you'll have to rely on MW's AI for the lower quality stuff). Has DinkumThinkum's NPC Potion Saver, so won't waste health potions.
* Restore Magicka (all types), with an option to stop him taking them during combat (on by default)
* Cure Blight & Cure Common Disease (only if he doesn't have enough magicka to cure himself)
* Cure Paralyzation
* Restore Fatigue (Exclusive, Quality & Standard only)
Option to cast the following spells on your character and/or other companions when needed (without being asked each time):
* Restore Health
* Cure Paralysis
* Cure Blight & Cure Common Disease
* Restore Attributes (this one doesn't always kick in when needed, but you can ask for any of these spells as a one-off from dialogue anyway, whether for yourself or your other companions)
Other spells (cast when asked, on self or player):
* Chameleon
* Invisibility
* Night-Eye
* Dispel
* Resist Paralysis
* Option to automatically mimic the player's use of Invisiblity & Chameleon spells (on by default)
Combat options:
* AI choose (default behaviour)
* Switch between ranged spells when player uses magic or marksman, touch spells for melee
* Switch between ranged spells when player uses magic or marksman, no magic for melee
* No combat spells, weapons only
* Avoid combat (improved version - should work most of the time, even in prolonged fights)
* Options to flee when badly injured or out of magicka (off by default). The flee options are separate from combat options, so you can tell him not to fight and not to flee either - if you do this he'll be completely helpless, so you'll need to protect him!
* Always flee combat (off by default, and not for regular use as he won't heal you if he's busy running away)
Follow features:
* Fix for teleport doors, so won't take damage or disappear when using levitation or slowfall
* Will automatically extract himself from the inevitable all-party pile-up after fast travel or teleport doors (sometimes he gets stuck, especially if you've got a lot of companions, but he'll get out of the way when he can)
* Better following while swimming underwater
* Mimic player use of levitation, slowfall, water walking (has constant water breathing)
* Automatic teleport & propylon travel follow, also Mournhold travel. He can only follow a teleport to exteriors and Tribunal fake exteriors, but if you recall to an interior just go outside and he'll show up automatically. He also has an amulet you can use to summon him if you're outdoors, or if he's in the same cell with you.
* Grumpy's warping
* Step aside option, auto move option, telepathy/summoning item, etc - all the standard stuff
* Choice of 7 meeting-places if you want to send him away for a while
* Automatic AI fix where possible, reduces the chances of him wandering off (as companions do occasionally)
Misc:
* Will automatically cure his own diseases, restore his own attributes & heal himself if he has enough magicka (or take a potion if he's got one he can use)
* Auto levels with player, not the standard copycat script: he's a healer and a weak fighter, and he doesn't use marksman weapons. You can check his skills, health and magicka points, so keep an eye on him - he's often more useful not fighting, and you can tell him to stay out of the tough fights. Otherwise he's pretty good with hand-to-hand, does well as a team (not so well on his own though).
* Will not fall victim to the 72-hours cleanup: you can leave him alone as long as you like and you should still be able to summon him with his amulet
* Has his own unarmored fix: you don't need to give him any armor (you can if you want to, but he'll only wear good light armor). Hrnchamd's exe patch may make this redundant, but I'm leaving it in for now.
* A little tweak: you'll find it very hard to influence his disposition, but disp will increase gradually over time (faster if your character is Argonian). This feature hasn't been explored much - eg Charm spells and Personality fortifiers won't affect him, because I didn't bother scripting it - but I still quite like it myself, even if it doesn't affect anything important.
Credits/Thanks:
Loriel, Neko, Grumpy, TheOtherFelix, DinkumThinkum, CDCooley, Kateri, FreshFish, GhanBuriGhan, MentalElf, Argent, Emma, Yacoby, Korana, Silaria.
Lots more information in the readme!
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6969
http://wolflore.enmesharra.com/uploads/downloads/mel_ComesByRoad_1_0.7z (right-click, save as) (thanks Jac!)
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4476
Screenshot:
http://i179.photobucket.com/albums/w301/melian_vanye/MW/ScreenAL1093copy.jpg