That's a resounding 'Yes!', from this darq little corner of the community, anyway. I would love to see another of your companions in Oblivion. And while voice tenor and accent does do its part in rounding out a companion's/npc's personality, other factors make an equal or greater contribution. In fact, so much goes into a well-written character that even a complete lack of voicing scarcely matters at all. So please please do!
Seconded - She's a long way from Gnisis so room for a lot of inventive story background for the Oblivion incarnation. You already have a superb engine foundation. I felt like replying this earlier but backed off knowing the amount of creative attention this entails and personal time it would take... but if you already have aspirations to do this - plus 1 :goodjob:
( Refrains from the temptation to mention Morgana De hex, Witchgirl Adventure - Oh blast now I have mentioned her
)
:) I think I'd actually love to try and add at least one more companion to Oblivion, someone where I can add in full interactivity with Vilja. And, as you say, Alt3rn1ty, I believe that with the work that has been done with this version of Vilja, it should now be easier as the foundation is made.
*If* Ishould go ahead with this little woodelf, it won't be a clone of Constance, though, but someone similar to her personality-wise. Constance was an unique person that Grumpy and I created for Morrowind, and without Grumpy, bless his memory, I don't want to clone her.
Morgana... hehe...
Good to hear that my first quest-mod is not yet forgotten, although she entered Morrowind already back in january 2003, which is very long ago. I think I would have to re-play the mod to even get an idea of how hard it would be to recreate her.
Daemondarque, I must admit that although I don't mind at all that Morrowind companions are quiet in *Morrowind* I find it hard to accept mute or even half-mute companions in Oblivion, where all the game-original npcs are talking. After all, there is plenty of dialog to cut, paste, rework and reuse from the original game, so there's no reason why companions shouldn't be talking. Now, admittedly I haven't played Runed-Tail (I tried to, but found out the mod placed a burning inn on top of my abode, and selfish as I am, I dumped the companion in order to keep the abode :blush: .) But I assume that you are referring to him, as I have heard several good things about how well fleshed out this character is. I will try him out with my next character, but until then I will probably continue to find it hard to accept non-talking Oblivion companions. (I guess a non-companionable character from a questmod would work greatly without being voiced at all, though).