Morrowind
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Danae CutthroatMods

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Danae123

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About this mod

A large companion mod with 30+ brand new NPC companions, 40+ vanilla/TR npcs as companions and 20+ creature companions, and quests that connects them.

Requirements
Permissions and credits
Changelogs



UPDATE 2.0b
Fixes:
  • FFrens TR updated
  • Online Companion Creator updated: pick a birthsign for your companion
  • MLOX rules updated
  • Chari's "Conversation" topic fixed


Notes on NPC companions
  • You will recognise some companions from MCA and CMPartners. Most of everything has been changed, apart from the names, the face/hair (if any) and the general background (again, if any). This is a nod to MCA and CMPartners, two mods I've used and loved for years.

  • All NPC Companions have a default spawn location. If you have MWSE, new Companions can spawn in up to 5 different locations every game.

  • All basic companion features: follow, stay, levitate/water breathing), "meet me in" topic, companion share, etc.

  • There are 3 types of NPC companions: Stealth, Combat, and Magic.

  • When your level is higher than your companion's, they will ask you to train them. If you accept, they will level up once every day they spend with you.

  • If you train your companions, at levels 5, 10, and 15, they'll get new spells/abilities depending on their type.

You can refuse to train your companion if you are using Kleidium's excellent Companion Leveler.

  • Most quests begin by talking about "Background". Most quest progress with the topic "Conversation".

  • I've added a "Do you think...?" topic, where companions randomly answer yes/no/maybe to help you decide what to do.

For mods that make Companions more manageable/useful, see my guide here.

New Companions

These companions have their own conditions to join and stay with you. They have their personal quests and their unique rewards.
Here's an example:
Akul (4) Argonian Bounty Hunter (Combat)
- Found in Slave Markets
- He won't join you if you have recruited Daric Bielle but can help with Daric's quest
- Offers raining service
- Personal quest: yes
- Reward: Stronger companion, gets stronger as you free slaves.
 
Vanilla/Tamriel Rebuilt NPC Companions

They have the same features as the new companions but will only join you after you've completed the vanilla quest they're involved with.
Some have an additional personal quest + reward.

Here's an example:
Daric Bielle (8) Breton Hunter (Combat)
Suran, House of Earthly Delights
Complete "The Drunken Bounty Hunter" quest to recruit
He will turn on you if you have a high bounty
You can find a cure for his drinking problem
(Yes, you can do the quest differently and recruit Hides-His-Eyes instead)

Creature companions
Unlike npcs, Creature companions do not level up.
I recommend Kleidium's excellent Companion Leveler that levels up your pets too!

They have basic follow/stay commands, some have an inventory.
Only a handful implemented, for now, creatures are part of a quest or have a synergy with a companion
You can heal your pets to their full heal if you have a pet treat. Buy those from Tamers, traders, publicans and alchemists.

Here's an example:
Clicker, Dwemer Spider Centurion
Found in Dwemer towers near Dagon Fel
Can be improved by Cornelius

SPREADSHEET WITH ALL COMPANIONS + INFO

Requirements
For all and any plugins
  • Tamriel_Data
For quested companions (Vvardenfell & Mainland TR)
For Mainland companions:
For Prim & Proper addon:

Installation
I strongly recommend using a mod manager such as MO2. Vortex is great just NOT FOR MORROWIND. 

  • 00 Core - You must install this
  • 01 Vvardenfell - adds companions to Vvardenfell, required Wares, TD and OAAB
  • 02 Mainland - adds companions to Tamriel Rebuilt, requires Wares, OAAB, TD and TR
  • 03 Prim & Proper addon - gives modded heads and hair models to companions, requires Westly's Master Headpack Prim & Proper
  • 04 Bantam Guar - adds a Bantam Guar pet, standalone, but I recommend "Dandion's Bantam Guars and Farmers and Hunter's Delight"
  • 05 Your Custom Companion - use the Construction Set to create your companion (instructions below). Alternatively, use the Online tool (less head/hair/gear options but zero Construction Set)
  • 06 OpenMW fix - disable auto-move - Companions won't auto-move anymore (you can still ask them to move) works for the vanilla engine too.

Incompatibilities
Not compatible with the old Friends and Foes Companion addon
Not compatible with CMPartners which it replaces, overhauls, and expands on.
Not compatible with MCA unless you disable the companions

Making your own companion
Online tool

  • Fill in a name, select a race, class, companion type, a weapon, 2 pieces of armour/clothing, 2 tools and 2 spells. 
  • Click "Make Companion!"
  • Download and unzip the plugin. Install normally.

Using the Construction Set:
  • Open the CS and click  on Files> Data Files or on the first icon (top-left corner)
  • Select Morrowind.esm, Tribunal.esm, Bloodmoon.esm, Tamriel_Data.esm, Friends & Frens - Base.esm.
  • Select Friends & Frens - Custom.esp, click "Set as Active", click ok
  • Note: if you enable OAAB_Data.esm and/or Tamriel_Data.esm, you will have a lot more head/hair, clothes, armour and weapons to choose from.
  • Navigate to the NPC tab and double-click on _aa_your_ companion
  • Right-click and select "info"
  • A new window opens, double-click on Seyda Neen, this will take you directly to the cell and your companion.
  • Double-click on your companion.
  • Give your companion a Name
  • Choose between aa_partnerCombat, aa_partnerMagic and aa_partnerStealth script
  • Choose a race and a class
  • Choose a gender (tick female or not)
  • Select the hair/head combo you want
  • Navigate to the Clothing, Armor and Weapon tabs and equip your companion to your liking.- 
  • Navigate to the spellmaking tab and gives your companion spells you want
Note: you can remove your companion from Seyda Neen and place them wherever you want.
That's it, don't edit anything else, unless you know exactly what you're doing. :)

F.A.Q

#1 Where so-and-so from MCA?
Not re-written yet. I don't want to drop 200 generic npcs in the game, so instead, I re-write them slowly so they have an actual background and a quest or two.
So-and-so may never see the light of day again.

#2 Why does this mod need TR/OAAB/Wares
I personally don't play without them and I need the variety of faces/hair/clothes/armour to make the npcs feel more unique
Please note that having those 3 esm adds nothing to your game until you use an esp (such as this one) to pull some assets from.

#3 Wait, is this the old Friends and Foes Companion add-on?
Kinda. It's a complete rewrite of it: npcs get actual quests and dialogues, and they know of other npcs, that sort of thing.
Don't use both esp, they are de-facto, not compatible.

#4 Do I need Friends and Foes?
Nope. 100% independent mod

#5 Do I need MWSE?
Nope.
BUT MWSE give you 3 additional features:
- random spawn for companions (4 options)
- Companion with major Restoration automatically heal the player if they have the magicka
- Companions with Alchemy and scouts automatically forage (pick up plant ingredients)


Permissions
You may not under any circumstances change the master Friends & Frens - base.esm
You can however create companions, new quests for companions, etc using the esm, and publish your mod freely.