[WIPz] Morrowind Companion Project

Post » Wed May 11, 2016 12:50 pm

Hello everyone, after 10 years I've decided to jump back into modding for Morrowind after renewed interest(Thank you OpenMW!). My first project is to expand on NPC's in the game that would otherwise have no purpose(in general or after a quest is complete), fleshing them out(LGNPC compatible, some potentially romanceable), and allowing them to be the PC's companion. They will make use of Grumpy's Companion Scripts, and I'm going to incorporate these additions as seamless as possible as if it were in vanilla Morrowind. So far on my list of NPC's to expand on include Itermerel, Morbash gro-Shagdub, Emusette Bracques, Heddvild, as I get further in the game more will be added.



Which NPC's would you like to see expanded on and made a potential companion?

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Trevi
 
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Post » Wed May 11, 2016 2:47 pm

Hul, Tul, Nels Llendo, Teris Raledran and Rollie, Maurrie Aurmine, Nevrasa Dralor, Fargoth, Fonus Rathryon, Satyana, Hisin Deep-Raed, Hlormar Wine-Sot and Hentus Yansurnummu are a few that come to my mind.


Also, I have always thought it would be neat to "recruit" bandits. At low health they might yield. At that point we could offer to spare their lives if they swear fealty.
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Angelina Mayo
 
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Post » Wed May 11, 2016 3:45 pm


I really like that idea, maybe use that to flesh out some bandits too by giving them actual stories and quests. I forgot just how much I love Morrowind, I was up till 7am writing backgrounds and expanding their dialogue, loving every minute of it. I haven't been that engaged with a game in a while.

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Brandon Bernardi
 
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Post » Wed May 11, 2016 3:34 pm

http://mw.modhistory.com/download-24-10887 Pretty much does what you intend with excellent results.

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Jason Rice
 
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Post » Wed May 11, 2016 6:57 am

I'm pretty certain Necis intends to add dialogue and story to the companions, not just make them follow you as pack guars or meat shields.

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Steven Hardman
 
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Post » Wed May 11, 2016 8:41 am

Compelling.



I would suggest looking at some of the "premier" companion mods as well. I know some advances have been made on Grumpy's scripts over time, and some issues have been cleared due to the MCP if I recall correctly as well (distinctly I seem to recall the levitating through load doors being corrected). Some examples would be Julan, Constance, Jasmine, and Comes-by-Roads (at least the ones I am remembering right now).



Another thing to look into would be companion recognition. This is also done in some of the Companion mods I listed above. What I mean here is that, for instance, if you have Julan and Constance they will be aware of each other via dialogue and make comments about each other (or sometimes both speak in the same dialogue sequence which is a neat thing). Making your new Companions follow a similar bent would be fantastic and help all these people blend better into the world.



Something else I have loved, but not seen in every Companion mod, is having Caius be unwilling to speak with you about Blades business when you have a Companion with you at the time. This requires you to have your Companions go somewhere or wait around when you want to go off and get one of your Imperial Spy missions. It makes sense, since one would logically assume that the Blades primarily operate through secrecy. Having Caius tell you to have your compatriots leave would be a welcome addition.



Either way, I look forward to seeing where you end up taking this.

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Project
 
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Post » Wed May 11, 2016 9:30 pm

Those four Firemoth followers: the three you get off the boat, and the Khajiit legionnaire. I've always wanted to see something done with them.



Hjrondir, Aronil, Mara, J'Hanir, and maybe the bosun Slim-Dar.

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Amanda Leis
 
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Post » Wed May 11, 2016 2:01 pm


That's correct, I'm going to give them extensive backgrounds, dialogue, and quests.

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Mackenzie
 
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Post » Wed May 11, 2016 5:30 pm

Hriskarr Flat-Foot always seemed like he'd make a good early-game companion.

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Len swann
 
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Post » Wed May 11, 2016 3:14 pm

This is a fantastic idea. I have a good one, but I might end up doing it myself, so put it in the back of your list. Sosia Caristiana, the witch from the Cloudcleaver quest with the naked barbarian, is one of those NPCs that I've always wondered about. A lot is left unsaid in that quest, the ending is somewhat ambiguous (really depends on who you decide to believe), and the best reward comes from siding with the barbarian and killing her (+2 Strength).

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ruCkii
 
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Post » Wed May 11, 2016 5:35 pm

Ooh... this is a really neat idea! I love being able to recruit the various followers in Skyrim - even more so with the interesting NPCs mod, which adds companions with fleshed out backstories and quests and such. A character I would love to see included is Huleeya. He always struck me as really interesting. I actually remember when I first played Morrowind, I clicked the 'follow me' option after talking to him at Jobasha's and being kinda bummed I couldn't have him as a companion - I didn't realize that wasn't a thing in the game back then! Can't think of anyone else offhand who hasn't been mentioned... maybe the blades trainers? Seems it could make sense for Caius to offer you some extra protection once it's clear you're who he thinks you are. I know the LGNPC mod (or maybe the Less Generic addon?) already adds to their personalities, so you could build off that.

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Sara Johanna Scenariste
 
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Post » Wed May 11, 2016 8:36 am


That's actually pretty easy to do (apologies if I'm teaching you to svck eggs - maybe relevant to anyone who's not yet figured it out):



You need to create a new global variable per character. For example, "a_comp_near" (I think that's Qarl's Johnny from The Underground - I'd need to check).



If I'm making a mod and I want it to interact with, say, The Underground (assuming my recollection is correct re the variable name), I just add a dummy global with the same name e.g. a_comp_near. Then, when I want the companions to "talk" to each other, I just filter it to that global - so it will ONLY appear in dialogue if a_comp_near==1, i.e. Johnny is nearby because it will only do anything if the other mod is active and the conditions are true within that mod.



You can also use the Messagebox feature in the Resultsbox of dialogue to create the same effect - so you're in dialogue with an NPC, he says something, you get a dialogue choice, and then you add a messagebox where one of the other characters chips in with a comment, such as


Choice "I'll take the apple" 1 "I'll have a banana" 2


Messagebox "Caius Cosades: My, that's a large one - as the actress said to the bishop."



Many if not most companions will able to interact with each other using those functions. It can be time consuming, but it can be a lot of fun for the player - and also for the modder if it brings you chatting to the other modder to check that there's consistency across the mods. :)

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Nikki Morse
 
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Post » Wed May 11, 2016 10:45 pm

I think this one is more like Crassius Curio's line :lol:.

Anyway, about NPCs I'd like to see. Crassius Curio, Aryon (after player becomes Archmagister), Galbedir/Ajira, Caius Cosades (after MQ apperance), Edwinna Elbert (well, this one will confict with RoHT), Eno Hlaalu (implementation of third way to finish Morag Tong quest line?), Sugar-Lips Habasi (must-have :P) meybe one of Fyr's daughet. And maybe some vamp clan followers (ofc player needs to become vampire)?
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Cayal
 
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Post » Wed May 11, 2016 7:26 pm

Snowy Granius!

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josie treuberg
 
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Post » Wed May 11, 2016 2:06 pm

Jasmine already does this and I believe Julan is the same way. Jasmine will leave and meet you at the Eight Plates whenever you talk to Caius.

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Joie Perez
 
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Post » Wed May 11, 2016 7:40 am


DOH! hahahah ... yes, that was ... a Freudian slip, I suppose! :D



I did actually make a http://www.nexusmods.com/morrowind/mods/44247/?. Galbedir and Ajira would be cool, though.





Yep - Julan just loitered outside the front door. In the rain.

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Naazhe Perezz
 
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Post » Wed May 11, 2016 2:34 pm

I thought he went to the South Wall? I usually leave him outside so that I don't have to wait for him to sober up. :P

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Joanne
 
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Post » Wed May 11, 2016 10:13 pm

Thank you everyone for all of the suggestions, I hope to have a beta release out in the next couple of weeks.

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Phillip Hamilton
 
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