The only thing I've thought of so far is a dialog topic like "discuss common interests" that would randomly increase / decrease disposition by 1 to 3 points.
Works for me, as long as this "randomness" relies heavily on the player's personality and speechcraft skills.
Does anybody have other suggestions to increase their disposition?
Well, actually I have a few ideas? but it might be well beyond the scope of what you're willing to do.
Here it is anyway:
Ideally there would be three possible ways to recruit a companion:
1) Raising the NPC's disposition through dialog choices, as in http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2779, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=815 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4650. Again, this option will be heavily dependent upon the player's personality and speechcraft skills. As in the mods mentioned above, the companion will be more or less inclined to leave you depending on the way you treat him.
2) Hiring the companion as a merc, as in Baratheon's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2005.
Chosing this option would make the 2 other choices definitely unavailable for this companion, but it would have the advantage that the companion will never leave you, unless you fail to pay him or you betray (=attack) him.
The NPC's disposition would influence his flee probability during fights, as a simulation of morale (provided the game engine allows it. Not sure about that)
3) The good ol' MCA way: by providing him food and booze. :shrug:
But unlike the current system, whether the food and drink raise the NPC's disposition or not will also depend upon the player's personality and speechcraft. And getting the companion drunk will lower his disposition.
Oh, and while we're at it? :whistling:
4) A specific script for the evil companions! :celebration: (Erik the Rotten, Pharakhor, Shareel and such?)
They would act as hostile creature by default and attack on sight. Once killed (and all other hostiles in the cell dead), their bodies get replaced by a copy of the NPC which would get up, forces dialog and offer his services to the player.
And, uh, should you feel brave enough to tackle implementing such features, I'd suggest you wait till after the release of Advanced
MCA Companions V1 Final. :hehe: :whistling:
?Now that I think about it, you will probably also have to rename it
MCA Companion Overhaul, or something along the lines?
:bolt: