Future Companion Mod

Post » Tue Jun 08, 2010 8:41 pm

No this is not a comparison between companion mods (first of all)

I am working on my own companion mod, which I plan to release. I already have some of the basics done, but I need some more opinions. If anyone answers these question I would be very grateful.

  • What companion mod(s) do you use?
  • Why do you use them?
  • Are there any elements you would like to see in said mod that aren't there?
  • Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events?
  • Is voice-acting important to you when using companion mods?
  • Are quests important to you when using companion mods? (quests to get the companion)
  • Would you be interested in some sort of hunger/sleep/thirst need elements for companions?
  • Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.)
  • Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion?
  • Do you have anything to add, any important questions overlooked?


Thank you if you answer any of these questions, if you don't have time to answer all the questions I'd be happy if you answered just one question.
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Sebrina Johnstone
 
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Post » Tue Jun 08, 2010 10:21 pm

I use CM Partners for my companions needs. Main reason is that it gives me a huge choice of modded companions of all types. It has quite a good menu system and a variety of commands. I don't like the partners summon ring very much - I would prefer a dedicated summon spell. One of the most important features of companions is that they reliably follow me through doors, new areas, fast travel, etc. CM Partners could be better. I have no use for non-essential companions. I used to use Companion share and recruit and I killed off some important npcs in dungeons. Companions must survive.

I may answer some more questions later on.
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Jonathan Braz
 
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Post » Tue Jun 08, 2010 4:11 pm

?What companion mod(s) do you use? - i use my custom mod Companion Maria. Check ym sig for it

?Why do you use them? - because i made it :P

?Are there any elements you would like to see in said mod that aren't there? - inventory access

?Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? essential so they dont die on me

?Is voice-acting important to you when using companion mods? - not 1 bit, i read subtitles instead of listening

?Are quests important to you when using companion mods? (quests to get the companion) - not really,im more of an explorer

?Would you be interested in some sort of hunger/sleep/thirst need elements for companions? - no because im lazy and i hate having to do extra things, even at the cost of realism

?Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) - whether it works good and they have cool gear.

?Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? i prefer get and go

?Do you have anything to add, any important questions overlooked? nope this seems to be pretty good
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Luis Longoria
 
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Post » Tue Jun 08, 2010 6:18 pm

My companions are usually average adventurers who happen to be going my way, and we become friends. I really prefer characters who have enough interesting behavior on their own, but I don't like to have to take care of them or get bogged down by their "features".

One thing I'd actually like to see more of is generic grunts for hire. Or other adventurers just looking to team up. A backstory is nice, but I've had enough of the "epic" tales. (They were good while they lasted, but I've had too much.)

There's some real difficulty deciding between essential and non-essential. That's why I like the companion-resurrection mods. It takes some effort, but you can resurrect your companions if they die.
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Queen
 
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Post » Tue Jun 08, 2010 7:51 pm

fallout 3 companions...........cept dogmeat.
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Dalia
 
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Post » Tue Jun 08, 2010 8:21 pm

* What companion mod(s) do you use? Not many, using the Dremora Companion these days, some Midas Summons now and then...
* Why do you use them? I use them when I know that I'm in way over my head, or when I think that a bit of help wouldn't hurt
* Are there any elements you would like to see in said mod that aren't there? Mostly just the stuff in Companion Master, which I'm going to use when I get a companion other then my skinned hound mod mod
* Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? Personally, I prefer companions who can die, but death isn't long lasting(not essential, mind you). A neat idea is ones that can die in combat, and come back afterwords(or in the case of my dog, die in combat, and come back eventually)
* Is voice-acting important to you when using companion mods? I use mostly creature companions, because they are less likely to need voice acting. In any case, not important, but nice
* Are quests important to you when using companion mods? (quests to get the companion) It can be fun to earn a companion, but they'd have to be worth the effort, or have magikarp power
* Would you be interested in some sort of hunger/sleep/thirst need elements for companions? Never used them, never will. That being said, if a vampire companion needs blood to survive or get stronger, I shall help him
* Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) Are them smarter then the vanilla NPCs who try and aid in fights? Yes? Then I think we have a winner.
* Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? I do prefer ones who have a background and a story, but I don't use them all the time, since I sometimes need a bit of solo time to get a bite to eat or to rob the count of leyawiin
* Do you have anything to add, any important questions overlooked? Make sure they can heal themselves, or that they at the very least are able to handle themselves well in a fight
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Donald Richards
 
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Post » Tue Jun 08, 2010 10:57 am

[*]What companion mod(s) do you use? - Emma's Vilja

[*]Why do you use them? - Most immersive, good storyline associated quests, the attention to detail making this companion less of a droid, cerebral engagement higher than the rest.

[*]Are there any elements you would like to see in said mod that aren't there? - Most of my wishes are being worked on, but not sure if different wardrobes will be as expanded/functional as I would like, maybe one day but its not as important as the rest of Viljas qualities.

[*]Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? - Non essential, you have to take care of your companion more closely, immersion. Dead is dead, and very sad. Makes you curse yourself if you lose them.

[*]Is voice-acting important to you when using companion mods? - Oh yes, very much so. Part of the attention to detail.

[*]Are quests important to you when using companion mods? (quests to get the companion) - Not so much to get the companion, maybe a short introductory quest, but quests with the companion, the more the better. Emma has developed her companion with experience from Morrowind companions she created alongside Grumpy, quite the veteran which is evident in how Vilja has developed.

[*]Would you be interested in some sort of hunger/sleep/thirst need elements for companions? - Hmm, if not too demanding and dominating your attention too much, rdamstrom has I think developed a good idea of how this should work - http://www.tesnexus.com/downloads/file.php?id=28449

[*]Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) - Is the character believable.

[*]Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? - More realistic

[*]Do you have anything to add, any important questions overlooked?

I remember The Underground II by Qarl from Morrowind days, the initial companion character being the opposite gender to your PC was a very nice touch. (Though maybe having that selectable would be better for any same gender preferences). The whole mod was an epic at the time, and I considered it possibly the most complete companion mod, the whole Goth flavour was superb.

Romance is good, so long as its not just an excuse to do porm, nothing against porm its just a shallow attraction. Hints of such things are sixier than a full frontal assault if you know what I mean. Cerebral engagement has more value long term, and endears you to the character.

Configureable - How user friendly that can be I dont know, but the ability to select Hair, face, eyes, race of your intended would be a nice touch. Along with gender mentioned above for a more diverse audience.


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sarah taylor
 
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Post » Tue Jun 08, 2010 7:45 am

Sorry for my eng...

* What companion mod(s) do you use? - I mostly lovely huge companion mod(s). The best one i like is Vilja companion.
* Why do you use them? - Because they have lively or self-confident not just robot followers or machine servants.
* Are there any elements you would like to see in said mod that aren't there? - I think as same as Vilja is OK for me but, i would to see other companion with new personality and storyline.
* Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? non-essential but, can resurrect when the fighting ended.
* Is voice-acting important to you when using companion mods? - not important, i OK just subtitles but, if you have voice-acting that will be give more lively to companions.
* Are quests important to you when using companion mods? (quests to get the companion) - not important but it up to their personality or storyline.
* Would you be interested in some sort of hunger/sleep/thirst need elements for companions? - just request for some supply or some rest or other thing for their need or like.
* Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) - main is realism and like i said in question 2 ,other are looks but i think i can fix that for myself.^^
* Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? - Choice 2 certainly^^
* Do you have anything to add, any important questions overlooked? -for my opinion, I think it must more interesting if we have some unique relation companions not just friend or lover i think we have that enough. some kind of contractor, familiar or bargain. for example MALEVOLENT have relation but not friend or lover.
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BRIANNA
 
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Post » Tue Jun 08, 2010 6:35 pm

I've tried a number of companion mods and Vilja is by far my favorite. HOD (Heart of the Dead), Stoker Wolff, and Ruined-Tail, Arren/Baddy, and a custom companion I made for myself have all had a place in my game.

Vilja's got lots of personality while not being particularly demanding; that's a great combination. Vilja's the most lore friendly of the bunch and I love listening to Emma's voice acting. The big theme for my preferred companions is personality.

Pretty much everything I want will be in the new version of Vilja (coming soon), but that's because I've been helping create it. Arren/Baddy has some demanding quests attached to trigger on level which is annoying if you level up too quickly. I also like that Vilja's quests are directly combat related.

I think all companions should come with a way to let the player choose in-game if the companion is essential or not.

Voice acting is extremely important for a real companion in my opinion but it's not vital. The character doesn't have to say much but there should be some sound because Oblivion characters talk. (My personal companion couldn't do much more than "yes?" and "um" but at least there was some sense of interaction.)

Quests to get a companion can be annoying. Little quests with a companion are good though. Vilja is a perfectly usable companion from the time you meet her but you get extra features over time if you help her and interact with her. That's the "companion with quests" model instead of the "quest with companion" model.

Hunger/sleep/thirst needs would be a negative from my perspective, but hunger/sleep/thirst desires are good. Vilja will comment if you stay up too late and will ask for food and drink. You are aren't penalized for ignoring her requests but you can rewarded for helping her. (And if you hang out in a city there's a chance she'll decide to run off to the local tavern to have a drink.)

I'm not sure I understand the difference between get-and-go and realistic/emotional/unique. There's no reason you can't have both in my way of looking at things. Vilja and Arren/Baddy both fit into that mold fairly well. You pick them up, start traveling together, but then get to know them better over time.

[*]Are there any elements you would like to see in said mod that aren't there? - Most of my wishes are being worked on, but not sure if different wardrobes will be as expanded/functional as I would like, maybe one day but its not as important as the rest of Viljas qualities.

No, you're not going to get everything you want. Sorry. Emma doesn't want OBSE dependencies and multiple wardrobes really requires that. I haven't wanted to spend the time creating that feature when there were so many more interesting things (by my definition of interesting) that I could do. She will have a swimming outfit and you'll be able to control what she wears when sleeping, but that's it in the next version.

That does raise the issue of inventory access and control. The new Vilja will have three storage areas in addition to her main inventory, one holds her pyjamas but the other two are purely so that the player can have her carry things without using them.

Another companion feature I've missed in Oblivion is encumbrance. Every companion is able to carry an infinite amount of stuff. In the new version of Vilja you'll have the option to have her follow the same encumbrance restrictions as the player.

What I'm really looking for in a new companion is someone like the upcoming version of Vilja in the technical details but with a different background and personality but still within the Elder Scrolls lore. Someone that Vilja can have a conversation or even argument with would be nice.

A non-combat focused companion is also welcome. How about a cowardly companion that runs and hides at the first sign of conflict?
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Len swann
 
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Post » Tue Jun 08, 2010 9:35 am

Arren/Baddy has some demanding quests attached to trigger on level which is annoying if you level up too quickly.


Please explain.
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Ladymorphine
 
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Post » Tue Jun 08, 2010 9:55 pm

No, you're not going to get everything you want. Sorry. Emma doesn't want OBSE dependencies and multiple wardrobes really requires that. I haven't wanted to spend the time creating that feature when there were so many more interesting things (by my definition of interesting) that I could do. She will have a swimming outfit and you'll be able to control what she wears when sleeping, but that's it in the next version.

Understood, Its no biggy anyway, just being greedy for wardobes - I think the plans you both have are ample for most people.
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Laura Ellaby
 
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Post » Tue Jun 08, 2010 9:42 pm

I would enjoy encountering a companion that has his/her own agenda. Something along the lines of:
  • Joins you only for some short-term purpose. "I'm going to Bruma as well. Safer if we travel together, don't you think?" or "I need to raise 1500 septim. What do you say we do some dungeon-diving together and split the profits?" Could be more involved than these, but still finite in scope.
  • Leaves your company when their own needs/desires/agenda arise. The game Arcanum gave me one of my favorite NPC/follower moments: Virgil, the first NPC you meet and your loyal and interesting follower for the entire game, just up and walks away from you when you visit a certain graveyard. You follow him only to have him brush aside your questions and rejoin you. Shortly afterward, he announces to you that something has become clear and he must leave you to take care of it. And, poof, he's gone. Later still, you can discover him in the midst of taking care of his situation, and...


I'm an odd-ball when it comes to companions. I don't generally use them at all. When I do, I end up tiring of them, because it seems to me that they are just hanging around, my willing servant, but then they want to talk about their interior life or something. I would enjoy a reason to join up and a reason to split up.

gothemasticator
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Claire Vaux
 
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Post » Tue Jun 08, 2010 4:47 pm

I really enjoyed all your feed-back everyone, hopefully I'll be able to prepare a series of companion mods that will be based on what you guys have told me, look for the K-Companion Series this summer! :)
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Jessie
 
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Post » Tue Jun 08, 2010 11:17 pm

Gurgl,

First, do remember that I list Arren/Baddy as one of the few companions that I do like. But most of the problem is that "Arren is balanced around FCOM" and I tend to play characters that don't get any real combat abilities until after earning a few levels. It also basic advances it's quest every time a gain a level which doesn't suit my playing style.

The mod has scripted events that force me into combat as early as level 2. My poor underpowered characters usually just have to run to a guard, and that's really annoying. If I wait an add the mod to an existing game the situation isn't much better because I get constantly pushed to run through his entire quest sequence quickly.

Now that I have Vilja around to help with those combat situations it's not nearly as bad though and I have learned to live with the pacing issue.
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Prohibited
 
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Post » Tue Jun 08, 2010 3:42 pm

Nice thread! (You could have done a poll for Essential/Non-essential, Hunger/Thirst/Sleep, etc.)

Q & A time! (you asked for it!)
  • What companion mod(s) do you use? I use Red Sonia (Sonia Special Edition, I believe) I also recently started using my own modified version so I could give her the race,class, name and appearance, etc. I wanted. I kinda liked Jade Tabaxi, but wish there was more voice acting & personality in those CM companions

  • Why do you use them? Sonia b/c she has nice options (inv, commands/suggestions, her own mount, etc) and a fair amount of voicing (though it's just the vanilla voice files for Breton female) Also, I noticed something that annoyed me at first, but then decided I liked - sometimes due to a glitch or whatever, she doesn't listen to me! I told her to stay put when I was going into an Oblivion gate (didn't want her to get stuck in there) but she showed up later anyway(not sure where or how - loading?, door?, etc.) Sometimes I tell her to stay home and when I come home she's not there or I meet up with her on the road. (I think she goes for a stroll to visit the IC or other towns!)

  • Are there any elements you would like to see in said mod that aren't there? A better/less glitchy follow script. Sometimes she gets stuck trying to mount her horse and she falls way behind. She'll eventually get there, if she doesn't wander off fighting something. I wish she'd stick to the plan sometimes!
    Some more clothing behavior would be nice - like based on whether she is at home or travelling, walking around town, she would choose different clothes. I know this could be difficult to script.


  • Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? Well, Sonia's essential, but what I would really like is a companion who can die, but you can go through a little trouble to have them resurrected. Ideally (for me) you'd have to carry their body back to a temple (Temple of the One, maybe) and pay a priest for the service. Or maybe you could buy a(n expensive) scroll/spell to do it while dungeon delving)

  • Is voice-acting important to you when using companion mods? Yes. At the very least, the appearance of some kind of personality is the only reason I use a companion. Otherwise I would see it as a cheat. I don't really need the help, I would survive one way or another (sometimes having the companion in combat forces you to fight a battle you might otherwise run from). It's just nice to feel like someone has your back and likewise, you have theirs. OR even just that when you get back from the solo quest, your companion will be back home waiting for you (if she hasn't gone shopping or run amok - "HEY! Who is this random stranger you are talking to!" :swear: ).

  • Are quests important to you when using companion mods? (quests to get the companion) It would be kinda nice to have an ongoing quest to get the companion and develop their backstory (like one that unlocks over time)

  • Would you be interested in some sort of hunger/sleep/thirst need elements for companions? kinda ambivalent, but it would be nice if it felt like they needed to eat/sleep/drink since I use those mods. Sonia will eat during certain idle time (I think she actually eats & drinks stuff in her inventory or out of my house's liquor cabinet... "Where has my best bottle of Tamika's Vintage 399 gone?!? :swear: ) I do have to tell her to sleep if she's following. It would be cool if she needed sleep like my PC and told me now and then when she's tired.

  • Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) It would be hard to pin down one element, but having a "personality" of sorts, especially with voice acting is a definite bonus. Oh, and being able to trade inventory (aka "Share the Load" - Samwise Gamgee) is a definite plus! :D

  • Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? I guess I'm more of the realistic/emo/unique companion camp.

  • Do you have anything to add, any important questions overlooked? I kinda wish my companion would have a sort of running wealth total. Sonia feels a little overpowered sometimes b/c she generally has the same amount of gold I do, it feels like it could be an exploit if I didn't use "personal rules" since I could just take her money if I wanted to. Also, I liked how one of my companions in the past (hmm... was it Morrowind?) would get mad or even leave if the "pay wasn't sufficient" i.e. I traded all the valuables out of their inventory. :D
    Generally, just having a little personality and being more than a treasure mule and hired sword arm (usually not even a paid sword arm!) would make companions more interesting for me. Well, that's my 89 cents worth. ;)



EDIT - sorry didn't notice this thread was so old until I had typed all that. It came up in a search for companion resurrection mods! Go figure. ;)
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Elina
 
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Post » Tue Jun 08, 2010 10:09 am

  • What companion mod(s) do you use? Vilja, obviously, as I made her and voiceacted her (link in sig to the released version - the version CdCooley is talking of is the WIP-version which is not yet available, but it should include some extensive improvements, full thread about it http://www.gamesas.com/index.php?/topic/1096090-wipz-companion-vilja-ver-2-very-soon-to-be-released/ ). In combination with her I also often use Neeshka and recently also Rhianna (old version of Rhianna, non-OBSE), which are two of the most stable Oblivion-companions I have seen apart from Vilja. Sonia and Arren I also find good and useful, and recently I have been trying out Vincente/Valeria who so far also seem good and useful.
  • Why do you use them? They make my world come alive. Vilja is talking to me all the time and discussing everything we are doing. The others aren't that talkative, but it's fun to listen to them smalltalking when they are in wandermode in our home.
  • Are there any elements you would like to see in said mod that aren't there? In Vilja, we (CdCooley and I) are attending to almost all the things we felt wasn't there in the first version. With the other ones mentioned, I think be major drawback is their combat. Even if told to stay out of trouble, they'll attack everything hostile. This is a major problem with Oblivion companions. CdCooley has found a way to deal with it that should make next version of Vilja more willing to follow instructions than other companions around.
  • Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? I prefer the option to choose between essential and non-essential! Myself, I go for non-essential - I don't want to treat my companion as cannon-fudder, I much rather try to protect her/him. Also, there is http://www.gamesas.com/index.php?/topic/1074041-relz-companion-master/ mod that allow us to resurrect our companions (IMO it's superior to have a separate mod for this rather than incorporate it in every companion mod, so I'm very happy for b3w4r3's work)
  • Is voice-acting important to you when using companion mods? Yes, absolutely... BUT!! It doesn't have to be NEW voices! Have a look at Neeshka, Rhianna and Sonja. The authors have re-used the original game-voices in clever ways to make the companions give a believeable introduction of themselves. I think this is very well done, and unless you can voiceact yourself or you can enslave some of your friends to spend the summer chained to a microphone, it might be the best option. With some time and determination and a good program to edit (like Audacity, for instance), you can achieve quite a lot with the voice entries that are brought to us with the game!
  • Are quests important to you when using companion mods? (quests to get the companion) No, not particularly. Especially not quests to get the companion. I much rather do small quests for the companion later on, together with him/her. What I do *not* want is a companion mod that adds *other* things to the game, because that might cause unwanted conflicts. (I wanted to try out Runed Tail... until I discovered that the mod placed a burning inn on top of my little Cyrodiil abode. In the choice between my home and my new argonian friend, I must admit that I kicked the friend and kept the house! I am intending to try him out with another char, though, because from what I have heard it is a good mod.) I'm also not particularly interested in adding huge landmasses in order to use a companion, and have been avoiding some companionmods because of this. To me, there is a distinct difference between a quest-mod with a companion (where I expect and want other additions to my game than just a new npc) and a companion-mod with a quest (where I don't want too many things that might conflict with my Cyrodiil).
  • Would you be interested in some sort of hunger/sleep/thirst need elements for companions? I quite like to be able to offer them treats like drinks and food (strawberries, anyone?) but if they *need* it in order to function I think it would be more irritating than anything else.
  • Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) Brains. And in this case this old saying works well: "Its better to keep your mouth shut and let people think that you're an idiot than open it and prove that their suspiscion was correct". I much prefer a not-so-talkative companion like Neeshka to a companion that hasn't a proper filtered unique dialog! As soon as a (female) companion tells my pretty little woodelf girl char that she "looks so male" or something like that, I'll buy the companion new spectacles and give her a one-way-ticket to the long-term-home for retired companions :). I also want to be able to decide what kind of character I am playing and how I treat my companion. If there are questions the companion is asking me, I like to have at least two or three different responses to choose among to the questions! Else, it's better to skip the questions. IMO.
  • Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? To quote CdCooley, why would there have to be a difference? The best is a companion that you learn to know over time, while travelling with her/him.
  • Do you have anything to add, any important questions overlooked? Nothing that I can come to think of this very moment :)

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Jordan Moreno
 
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Post » Tue Jun 08, 2010 2:28 pm

[*]Leaves your company when their own needs/desires/agenda arise. The game Arcanum gave me one of my favorite NPC/follower moments: Virgil, the first NPC you meet and your loyal and interesting follower for the entire game, just up and walks away from you when you visit a certain graveyard. You follow him only to have him brush aside your questions and rejoin you. Shortly afterward, he announces to you that something has become clear and he must leave you to take care of it. And, poof, he's gone. Later still, you can discover him in the midst of taking care of his situation, and...
[/list]

gothemasticator


Wait for the next release of Arren. He will have emotional states that change depending of your actions. If you think you can go on a killing spree and he will follow you, think again. ;)
The more he hates you, the less he will be in your company and do stuff on his own.
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lexy
 
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Post » Tue Jun 08, 2010 11:27 am

[*]Would you be interested in some sort of hunger/sleep/thirst need elements for companions?

I would like the option to let them sleep, something that doesn't seem to feature in many CMs. (Although I haven't played Oblivion in a while; my memory may be wrong)
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Dan Wright
 
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Post » Tue Jun 08, 2010 8:57 am

* What companion mod(s) do you use?

Vilja, Viconia, Stoker Wolff, Arren, Saphira, Ruined Tail, HoD.

* Why do you use them?

Personality, quests, aid in battle, to add life to my house mod.

* Are there any elements you would like to see in said mod that aren't there?

The ability to access a companion's inventory without first having them in follow mode. Encumbrance. The ability to switch from ranged combat to melee if attacked personally with a melee weapon. The ability to make specific comments (not that awful, generic Oblivion imitation-of-conversations) to other personalized companions--perhaps also asking them to spar (which would lead to a spar), etc. Very few companions allow you to teach them a spell, and some don't have an option for displaying their stats. I really like the first, and I occasionally like to see the second, so both are pluses as far as I'm concerned. Of course, there is a mod, Companion Master, that lets you do both, but it's more "natural" to have these as dialog options.

* Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events?

Essential companions. I use an extended timer via Wyre Bash to keep them out of the fight for a while if they're "killed." While the other options are definitely more realistic, they are also a nuisance, then you can't really control the AI to always act intelligently in battle. And quests to bring back dead NPCs are really quests to a zero state, rather than to gain anything, as I see it.

* Is voice-acting important to you when using companion mods?

No. Unless, as in the case of Vilja, it adds great flavor and is neutral to the other sounds in the game--in other words, adds no layer of noise when active. But I personally like and use plenty of subtitled mods.

* Are quests important to you when using companion mods? (quests to get the companion)

I like them a lot, but I'll settle for a short quest or none at all provided the companion has a lot of character. It's the character that's the main thing, for me.

* Would you be interested in some sort of hunger/sleep/thirst need elements for companions?

No. If you add it, I won't use the mod--no offense meant. In other words, it's a breaker for me. I suggest that if you want to add this, or get enough requests for it, make it available as a separate ESP.

* Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.)

As stated above: 1) personality. 2) quests. 3) aid in battle. Or really: 1) personality. 2) personality. 3) personality. 4) quests. 5) aid in battle.

* Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion?

A more realistic/emotional/unique companion.

* Do you have anything to add, any important questions overlooked?

The more the companion interacts with, the larger the range of conversational content and activities, the better, as far as I'm concerned. Also, options. I'd like to be able to turn off companion dialog when in an area where I'm listening for enemies.

Good luck with this.
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Leanne Molloy
 
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Post » Tue Jun 08, 2010 11:04 pm

I do use companions, but mostly for roleplaying purposes. I think Emma did a very good job of summing up my wishlist about them--and I suppose that would be why, right now, Vilja is my favorite companion ever (.. and about to get even better). The companions I use are of various types (Vilja, Arren, Keric, some custom CSR's I made myself, Rhianna, Neeshka, Ruined Tail*, Mary Mellowfang (OMG) .. I'll even include Sentient Weapon, Lobo the Wolf, and Shadowranger's Panther Companion here), mostly because one size doesn't fit all ... a companion is a special friend, but unless that companion fits into the character's story/background, there is no likely way they and my PC would ever meet, let alone get along well. And I like variety in my save profiles--so, the more good ones there are, the merrier. I should also say that I loved Heart of the Dead, and in particular the way the two potential companions interacted and faced off with each other... hello--we're not in Oblivion anymore! ... and would still be using Katriana as she was if she hadn't bugged in my game at the very end (I ended up making a CSR companion out of her).

*I still use the earlier version of Ruined Tail, as I preferred the slower pacing. (Companion first, quest later.)

Since very good answers have already been given to your questions, I'm just going to say a few things I don't like in general about companion mods. Some of the ones I listed above came with configurable options, and others I've modified myself since I liked them enough to keep them ingame. Otherwise, I'm open to suggestion:

-A companion that is overpowered. Rushes in ahead of my PC, gets in the way of my bow/magik/sword, kills all the enemies before I can get even 1 hit in.
-A companion who rides a black horse with red eyes that rushes in ahead of my PC, you know the rest. Please--there is only one Shadowmere in Oblivion, let's keep it that way. All but one of my characters ride ordinary horses, so should my companion.
-A companion that does not ride a horse. See above. Sorry, but when a companion doesn't ride, they spend most of their time doing domestic duty at home.
-A companion of an exotic race that has 'special powers', and that has no basis in lore. Again, I play ordinary guys--some heros, some not so much. But none of them like being reminded that they're ordinary, or being shown up time after time.
-A companion that rides up on my heels every few steps, jerking my frame rate down. Some companions are configurable, others I have had to modify in the CS before I could even use them, so they would keep their distance.
-I'll say an intricate quest just to get the companion, but obviously that doesn't apply in all circumstances. (HOD, Sentient Weapon) It boils down to motivation--why should my character bother to go to all that trouble for someone he's never met? 'Because she's hot' doesn't often cut it.
-I won't touch on bugs, other than to say that a companion that often gets 'stuck' and crashes my game doesn't have a long life expectancy.. And when I say 'stay put', I mean it.


I particularly like the way that Arren/Baddy approaches companion death. That fool ghost scared the pants off me the first time he let off that creepy moan.
Voice acting is a definite plus, but not absolutely necessary as long as the companion can speak somewhat intelligently. I do like knowing they're there, and not just as a silent packmule. For CSR companions, I use brucevayne's Companion Sound Sets if they're appropriate for the companion personality. Personality being an operative word--a companion doesn't have to agree, or be a yes-man (or woman) all the time ... in fact, I prefer it if they're not.
Eat/Sleep/Drink isn't desirable, but the illusion is.
Erm... romance. Not totally necessary. And once the chase is done--guy gets the girl, or whatever--interest wanes and it's pretty much over. How many new things do successfully romanced companions in DragonAge, BGII, NWN, etc. have to say? That's because there's nothing left to say that isn't awkward and boring, for the most part. I just got the crap beat out of me in battle, and you want to... Sorry dear, I have a headache. (And please don't just stand there watching me sleep--you're starting give me the creeps.)
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Andres Lechuga
 
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Post » Tue Jun 08, 2010 11:47 am

quote CdCooley:
I also like that Vilja's quests are directly combat related.


I assume that you mean that "I also like that Vilja's quests are *NOT* directly combat related"? (As you can optionally do all her quests sneaking instead of fighting)

quote Fable2:
The ability to access a companion's inventory without first having them in follow mode.


Do you mean that you want to access the companion's inventory before he/she is your companion? I believe you can access all companion inventories also when they are in wandermode? At least I cannot recall any companion where this hasn't been possible.
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Victoria Vasileva
 
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Post » Wed Jun 09, 2010 12:22 am

I definately like companions with a nice backstory, any realistic behaviour and emotions. I like companions I can roleplay with.

A thing I miss in Oblivion is love interests. I have yet to see a good romance mod in Oblivion, but I remember loving them in Morrowind. There was the Romance Mod, where your partner can actually get pregnant. That was awesome for roleplay. And then there was the White Wolf of Lokken Mountain where you can get married in the end. Loved that as well, because you actually like the character because it has developed so much.

That's what I want in a companion. I don't care much for gameplay, as long as they have the basics. Inventory Share, giving orders etc.
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Kaylee Campbell
 
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Post » Tue Jun 08, 2010 6:35 pm

* What companion mod(s) do you use? Share and recruit, Ruin Tail, Vicona
* Why do you use them? Share and recruit cause I can get any damn NPC i want to follow me around. Among other things Ruin Tail is cool because he asks philosophical questions that make me think. I only have Vicona because it gives quests to the underdark, I have not tried her yet.
* Are there any elements you would like to see in said mod that aren't there? Ruin tail could use some voice acting but that is about it, I would like share and recruit better if it worked on creatures too, and I have never tried Vicona yet so I have nothing to say about that mod.
* Do you prefer essential companions, non-essential companions that can't return, spawnable companions, companions that can return from death/unconsciousness via a quest or specific sequence of events? "companions that can return from death/unconsciousness via a quest or specific sequence of events"
* Is voice-acting important to you when using companion mods? Yes, but i can go without if there are lots of nice features.
* Are quests important to you when using companion mods? (quests to get the companion) Yes, very important.
* Would you be interested in some sort of hunger/sleep/thirst need elements for companions? Yes.
* Above all else, what is the main element of a companion/companion mod that makes you use them (voice-acting, looks, realism, celebrity figure, etc.) Many different things can make a companion great. For me, there is no one thing that a companion must have for me to enjoy it.
* Overall, would you prefer the use of a get-and-go companion, or a more realistic/emotional/unique companion? "a more realistic/emotional/unique companion"
* Do you have anything to add, any important questions overlooked? No.
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Euan
 
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Post » Tue Jun 08, 2010 10:42 am

I definately like companions with a nice backstory, any realistic behaviour and emotions. I like companions I can roleplay with.

A thing I miss in Oblivion is love interests. I have yet to see a good romance mod in Oblivion, but I remember loving them in Morrowind. There was the Romance Mod, where your partner can actually get pregnant. That was awesome for roleplay.


I've noticed there is a mod called Goranga dating system available at Nexus - I think it might be similar to the Romance Mod, but I haven't tried out any of the mods (i.e. I tried out a WIP-version of the Romance mod, but it was changed a lot after that among other tings it the pregnancy robes and the babies).

As for romance in general... over the years I have come to the conclusion that it's way better to make a companion with *optional* romance than one where romance is forced upon the player (yes, I made some 'romance companions' for Morrowind, like for instance Laura Craft (no, I wouldn't ever name a companion Laura Craft today!!)). With optional romance, the player has a choice, and the companion can be a useful complement also if it doesn't fit with the PCchar to get romantically involved. Dialog filters for PCGender are (IMO) also important, else it might get incredibly corny. (Not that there's anything wrong with same-gender-romance, but if my female companion tells my female little woodelf to "put your strong male arms around me and let me rest at your strong hairy chest" it is only fun the first time (I've actually seen this, but it was not an Oblivion companion))

And then there was the White Wolf of Lokken Mountain where you can get married in the end. Loved that as well, because you actually like the character because it has developed so much.


Awww,,, great to hear that! :wub:
Actually... I said something in my first post about the difference between a quest mod with a companion and a companion mod with a quest, and I'd say Lokken represent the typical quest mod with companions whereas Vilja (or Constance for Morrowind) represent the companion mod with a quest. With Lokken, I focused mostly on writing a good story-line with belieavable characters and plenty of sidequests. Of course I put quite an amount of effort into companion-characters Laurenna and Wulfren as well, but that was not the main goal with the mod. With Vilja (or Constance) it's the other way around - I have put quite an amount of effort into tailoring their characters, and not so much energy into the quests. And I also avoided added new things to the gameworld that would cause conflicts. (Sorry for my rambling)

That's what I want in a companion. I don't care much for gameplay, as long as they have the basics. Inventory Share, giving orders etc.

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Rich O'Brien
 
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Post » Wed Jun 09, 2010 1:10 am

Personality being an operative word--a companion doesn't have to agree, or be a yes-man (or woman) all the time ... in fact, I prefer it if they're not.


Then you have to check out the next version of Arren. He will even kick your ass if you are a psychotic massmurderer. :D
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rheanna bruining
 
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