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About this mod
Custom companions based in Cyrodiil, Shivering Isles and Morroblivion using a common companion framework with extensive functionality. Each companion is unique and comes with its own ESP - mix and match as you like.
- Requirements
-
DLC requirements
DLC name Shivering Isles Nexus requirements
Mod name Notes Oblivion Script Extender (OBSE xOBSE) Witcher in Cyrodiil For Geralt of Rivia only. Mods requiring this file
Mod name Notes TWMP Skyrim Alive Only the master package is required. - Permissions and credits
-
Credits and distribution permission
- Other user's assets This author has not specified whether they have used assets from other authors or not
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
- Changelogs
-
-
Version 1.6
- Master files update
- Fix for armour repair tokens accumulating in your inventory (hopefully).
- Companions' own weapons cannot be removed from them now - they take them back from you with a small drop in disposition (so leave their weapons alone).
- Companions try harder to find time to repair their gear themselves.
- Companions from Morrowind will no longer turn on you - Morroblivion Companion Fix is no longer needed, I resolved it in a different way.
- Master files update
-
Version 1.5.9
- Updates to companion files: fixed a typo in their letters that caused bad formatting.
-
Version 1.5.8
- Update to Hauk Serck-Hanssen
Fixed a quest message text and added a missing voice file.
- Update to Hauk Serck-Hanssen
-
Version 1.5.7
- Update to Hauk Serck-Hanssen
Fixed Hauk's House topic condition.
Added voice files generated with xVAsynth.
- Update to Hauk Serck-Hanssen
-
Version 1.5.5
- Update to Hauk Serck-Hanssen
Improved quest progression for the starting portion of the mod.
If Hauk's quest or target marker disappears after an update, open the console and type:
"setstage CompanionHauk 11" or "setstage CompanionHauk 12".
- Update to Hauk Serck-Hanssen
-
Version 1.5.4
- Update to Hauk's file - dialogue fix.
-
Version 1.5.3
- Update to Hauk Serck-Hanssen - added a new building to the Arcane University public area in order to prevent the battlemages from getting stuck behind locked gates.
-
Version 1.5.2
- Update to companion files.
- Another small fix for return home AI.
- Fixed "Fix Gear Tokens" not to get stuck in your inventory (you can now drop the ones you've got, if any).
- Update to companion files.
-
Version 1.5.1
- Update to the companion files. Use master files v1.5 with this.
- Fixed dialogue in the Shivering Isles.
- Fixed reading of the INI file.
- Other changes check individual companions.
- Update to the companion files. Use master files v1.5 with this.
-
Version 1.5
- Initial version released as a stand-alone mod.
-
New in version 1.6
--- Fix for armour repair tokens accumulating in your inventory (hopefully).
--- Companions' own weapons cannot be removed from them now - they take them back from you with a small drop in disposition (so leave their weapons alone). You can tell which ones are their own weapons - they've got their name on them. Not all companions have their own weapons.
--- Companions try harder to find time to repair their gear themselves. So remember to give them repair hammers.
--- Companions from Morrowind will no longer turn on you - Morroblivion Companion Fix is no longer needed and has been removed, I resolved it in a different way. Please delete Morroblivion Companion Fix.
All companions are being updated to this version.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lena's Companions is a companion framework using common scripting and AI for custom companions. It is completely self-contained and does not clash with any other companion system. This system consists of a master file with common scripting and AI, a resources BSA file, voice files for the common dialogue and a common INI file. As such, the master package does not contain any companions and does not do anything if installed alone.
Companions come in their own ESPs and can vary greatly in their abilities, quests, items, and location. Please read their summaries below. This system is also used in some of my other mods - the master package remains the same everywhere. Common functionality is available in the master file, but not every companion uses all aspects of it. Companions' version numbers correspond to the lowest version of the master package that each individual companion file can be used with. Higher versions of the master package remain compatible with the lower version of a companion module.
This mod requires OBSE. Developed with version 21.8.
All companions level with the player and are essential - they don't die but can be knocked out instead.
Companions will use any scrolls, potions or poisons given to them - this is a standard Oblivion functionality. However, they will not use potions or spells to restore damaged attributes, hence the need for healing during sleep. As all NPCs, companions are immune to diseases, but they can drown if they can't cast a water breathing spell. Experiment with different potions - whether they will use them, is governed by the game engine and can vary from companion to companion. This goes for alcohol and skooma too!
All generic companion dialogue is voiced with original Oblivion lines. I tried to choose different voices for the companions so you wouldn't have too many of them talking in the same way. Companions might have their own dialogue as well, generated with xVAsynth. It isn't quite as good as natural speech, but better than silent, I think.
Some companions also come with a "player" file - a mod that allows you to play as the companion character, with the same gear and class. Player files do not require Companions master package because they are not companions! Hehe.
It is not intended to have a player and a companion ESP for the same character active at the same time - it is not only weird, but may lead to conflicts. Use together at your own risk!
I have also included a template ESP for making your own companions. Instructions are included. Find it under miscellaneous files. Beware that it's a start and not a functional mod! Due to time constraints, this template is provided without support.
Known bugs
Please check the Comments section - I keep a list of known bugs in a sticky at the top.
Main features
Hauk Serck-Hanssen - an Imperial Battlemage, Imperial City
Garrus Darelliun - a knight, Captain of the City Guard in Cheydinhal
Solea Nuccusius - an Imperial Battlemage, Fort Moonmoth, Morroblivion
Azarath Salvel - a Morag Tong Brother, Sadrith Mora, Morroblivion
Lucien Lachance - an assassin, Cheydinhal - player file only
Fenris Bero - a vampire nightblade, Deepscorn Hollow
Coming soon
--- Fix for armour repair tokens accumulating in your inventory (hopefully).
--- Companions' own weapons cannot be removed from them now - they take them back from you with a small drop in disposition (so leave their weapons alone). You can tell which ones are their own weapons - they've got their name on them. Not all companions have their own weapons.
--- Companions try harder to find time to repair their gear themselves. So remember to give them repair hammers.
--- Companions from Morrowind will no longer turn on you - Morroblivion Companion Fix is no longer needed and has been removed, I resolved it in a different way. Please delete Morroblivion Companion Fix.
All companions are being updated to this version.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lena's Companions is a companion framework using common scripting and AI for custom companions. It is completely self-contained and does not clash with any other companion system. This system consists of a master file with common scripting and AI, a resources BSA file, voice files for the common dialogue and a common INI file. As such, the master package does not contain any companions and does not do anything if installed alone.
Companions come in their own ESPs and can vary greatly in their abilities, quests, items, and location. Please read their summaries below. This system is also used in some of my other mods - the master package remains the same everywhere. Common functionality is available in the master file, but not every companion uses all aspects of it. Companions' version numbers correspond to the lowest version of the master package that each individual companion file can be used with. Higher versions of the master package remain compatible with the lower version of a companion module.
This mod requires OBSE. Developed with version 21.8.
All companions level with the player and are essential - they don't die but can be knocked out instead.
Companions will use any scrolls, potions or poisons given to them - this is a standard Oblivion functionality. However, they will not use potions or spells to restore damaged attributes, hence the need for healing during sleep. As all NPCs, companions are immune to diseases, but they can drown if they can't cast a water breathing spell. Experiment with different potions - whether they will use them, is governed by the game engine and can vary from companion to companion. This goes for alcohol and skooma too!
All generic companion dialogue is voiced with original Oblivion lines. I tried to choose different voices for the companions so you wouldn't have too many of them talking in the same way. Companions might have their own dialogue as well, generated with xVAsynth. It isn't quite as good as natural speech, but better than silent, I think.
Some companions also come with a "player" file - a mod that allows you to play as the companion character, with the same gear and class. Player files do not require Companions master package because they are not companions! Hehe.
It is not intended to have a player and a companion ESP for the same character active at the same time - it is not only weird, but may lead to conflicts. Use together at your own risk!
I have also included a template ESP for making your own companions. Instructions are included. Find it under miscellaneous files. Beware that it's a start and not a functional mod! Due to time constraints, this template is provided without support.
Known bugs
Please check the Comments section - I keep a list of known bugs in a sticky at the top.
Main features
Spoiler:
Basic functionality
Recruit and dismiss companions. When dismissed, they return to their homes and their "off-duty" routines.
Access companion's inventory, also without recruiting them. Weight limit applies - you cannot give them more than they can carry.
Companions follow on foot or mounted and sneak with the player.
Companions stop combat and catch up if falling behind.
When following the player, companions automatically sit down when the player is sitting down, sleep when the player is lying in a bed (use See You Sleep to see the player lie in bed).
When the player equips a special City Wear token, companions automatically switch from armour to clothes and unequip weapons.
Tell companions to wait, relax or pick herbs in the area. Waiting means stand where you left them, relaxing switches them to eating, sleeping and wandering near where you left them, and picking herbs has them go picking herbs for a while, then switch to relaxing.
After companions have been waiting or relaxing for a number of days, they quit the player's party and return home.
You can track your companions on a map through their individual quests. Useful when they are off-duty and you want to find them.
Companions typically have their own set of armour that cannot be removed from them. This armour has a fairly standard rating for its type, but significantly improved durability. However, they will wear any other armour that is better than theirs, taking into account their skills. Beware that mages suffer a reduced magic efficiency if they are given armour that they are not skilled in.
Companions also often have their own weapons - named with their names in the inventory. It is not possible to prevent you from taking them, but beware that companions do not like it and will immediately take their weapons back from you with a small drop in disposition.
Configuration
Companion's behaviour can be adjusted through a configuration file where you can set aggression and confidence values. If no configuration file is found, then defaults are used - typically aggression is set to 10 and confidence to 80.
If you set aggression to 0, the companion becomes invulnerable, but also cannot attack. If confidence is also set low, he will run away from battle, otherwise he will stay close. However, he will not heal you because this is not a part of standard Oblivion AI, and I haven't scripted anything special. May be one day.
Automatic healing and repairs
Companions restore their health and other attributes during sleep - either when they sleep themselves or when the player sleeps.
While sitting down, companions repair equipped weapons and armour using repair hammers and level up their armourer skill. Repair hammers get used up in the process the same way as with the player.
While sitting down, companions recharge equipped weapon using soul gems, picking the best fit for the size of soul from the gems in their inventory. They do not use gems with larger souls than what is needed.
Companions continuously recharge their currently equipped staff with a trickle charge based on their Intelligence and Mysticism skill.
Companions attempt to repair their gear whenever possible, but note that when the player has the City Wear token equipped, companions unequip their weapons and armour and therefore no regular repair or recharging can occur. However, they will still attempt to re-equip and repair their own gear, if they have it.
You can ask your companion to repair their armour instantly at the same cost as with a smith. This only applies to their own armour.
Horses
If a companion comes with a horse, it is stationed somewhere near the companion's home. Horses are immortal, and although they do not die, they can be knocked out or run away. If that happens, the companions are able to recall their horses, so after a while things return back to normal.
Companions' horses follow their respective owners when the player is riding a horse. Companions can call their horses if the horse is too far away and the companion needs to catch up.
The player can call his or her own horse and the companions' horses by pressing a hot key (configurable in an INI file).
The player can command his or her own horse and the companions' horses to follow or to wait by pressing another hot key (also configurable). The default behaviour is wait - the horses remain where you dismount. The hot key is a toggle between wait and follow.
Advanced features
Buy a stamp from a general trader and write a letter to the companion asking him to meet you in one of the cities or another location - a choice of locations is fixed for each companion. The companion sets off to the requested destination and waits for you there. You can watch his travel on a map. A message is displayed when the companion reaches his destination.
If a companion owns a house, he may allow you to sleep there and store your gear while you are traveling together. He will tell you if that's the case and which containers can be used for storage. Such designated storage always remains safe, but you can only take the gear without stealing when the companion is in your party (you have recruited him and not dismissed). Useful if you want to keep certain items for use only with that companion, or if you want to use the companion's house as a temporary base when exploring the nearby area.
Show
Basic functionality
Recruit and dismiss companions. When dismissed, they return to their homes and their "off-duty" routines.
Access companion's inventory, also without recruiting them. Weight limit applies - you cannot give them more than they can carry.
Companions follow on foot or mounted and sneak with the player.
Companions stop combat and catch up if falling behind.
When following the player, companions automatically sit down when the player is sitting down, sleep when the player is lying in a bed (use See You Sleep to see the player lie in bed).
When the player equips a special City Wear token, companions automatically switch from armour to clothes and unequip weapons.
Tell companions to wait, relax or pick herbs in the area. Waiting means stand where you left them, relaxing switches them to eating, sleeping and wandering near where you left them, and picking herbs has them go picking herbs for a while, then switch to relaxing.
After companions have been waiting or relaxing for a number of days, they quit the player's party and return home.
You can track your companions on a map through their individual quests. Useful when they are off-duty and you want to find them.
Companions typically have their own set of armour that cannot be removed from them. This armour has a fairly standard rating for its type, but significantly improved durability. However, they will wear any other armour that is better than theirs, taking into account their skills. Beware that mages suffer a reduced magic efficiency if they are given armour that they are not skilled in.
Companions also often have their own weapons - named with their names in the inventory. It is not possible to prevent you from taking them, but beware that companions do not like it and will immediately take their weapons back from you with a small drop in disposition.
Configuration
Companion's behaviour can be adjusted through a configuration file where you can set aggression and confidence values. If no configuration file is found, then defaults are used - typically aggression is set to 10 and confidence to 80.
If you set aggression to 0, the companion becomes invulnerable, but also cannot attack. If confidence is also set low, he will run away from battle, otherwise he will stay close. However, he will not heal you because this is not a part of standard Oblivion AI, and I haven't scripted anything special. May be one day.
Automatic healing and repairs
Companions restore their health and other attributes during sleep - either when they sleep themselves or when the player sleeps.
While sitting down, companions repair equipped weapons and armour using repair hammers and level up their armourer skill. Repair hammers get used up in the process the same way as with the player.
While sitting down, companions recharge equipped weapon using soul gems, picking the best fit for the size of soul from the gems in their inventory. They do not use gems with larger souls than what is needed.
Companions continuously recharge their currently equipped staff with a trickle charge based on their Intelligence and Mysticism skill.
Companions attempt to repair their gear whenever possible, but note that when the player has the City Wear token equipped, companions unequip their weapons and armour and therefore no regular repair or recharging can occur. However, they will still attempt to re-equip and repair their own gear, if they have it.
You can ask your companion to repair their armour instantly at the same cost as with a smith. This only applies to their own armour.
Horses
If a companion comes with a horse, it is stationed somewhere near the companion's home. Horses are immortal, and although they do not die, they can be knocked out or run away. If that happens, the companions are able to recall their horses, so after a while things return back to normal.
Companions' horses follow their respective owners when the player is riding a horse. Companions can call their horses if the horse is too far away and the companion needs to catch up.
The player can call his or her own horse and the companions' horses by pressing a hot key (configurable in an INI file).
The player can command his or her own horse and the companions' horses to follow or to wait by pressing another hot key (also configurable). The default behaviour is wait - the horses remain where you dismount. The hot key is a toggle between wait and follow.
Advanced features
Buy a stamp from a general trader and write a letter to the companion asking him to meet you in one of the cities or another location - a choice of locations is fixed for each companion. The companion sets off to the requested destination and waits for you there. You can watch his travel on a map. A message is displayed when the companion reaches his destination.
If a companion owns a house, he may allow you to sleep there and store your gear while you are traveling together. He will tell you if that's the case and which containers can be used for storage. Such designated storage always remains safe, but you can only take the gear without stealing when the companion is in your party (you have recruited him and not dismissed). Useful if you want to keep certain items for use only with that companion, or if you want to use the companion's house as a temporary base when exploring the nearby area.
Hauk Serck-Hanssen - an Imperial Battlemage, Imperial City
Spoiler:

Hauk is a Mages Guild Evoker and an Imperial Battlemage, but he is not a guard and won't arrest you. He is a Nord in his 50s, strong, skilled and good-natured. He resides at the Arcane University, sharing quarters with the other battlemages. You can find him there, or ask around town as he spends time in various places around the Imperial City. His horse is stationed at the Chestnut Stables.
As a battlemage, Hauk is skilled in Blade, Blunt, Heavy Armour and several schools of magic. He is not a skilled marksman, although he will use a bow if it is available. His destruction spells are usually more effective, however. Born under the Lord, he has the Blood of the North healing power but is susceptible to fire through a Trollkin curse.
Hauk has always wanted a house in the Imperial City, and once Agarmir dies, Hauk buys his house. This is normally happening without a prompt for the player. However, if you have mods with which it could conflict, you can turn off this purchase in the INI file, and Hauk continues to reside at the Arcane University indefinitely.
By default when this mod is loaded, it starts Hauk's quest and displays a message. If you prefer to suppress this and only start the quest once you go looking for Hauk in the Imperial City, set the QuietStart option in the INI file to 1. The quest only starts after someone tells you how to find Hauk.
You can also play the game as Hauk, which naturally requires a new game. The player module can be used with any alternative start mod or just with vanilla game.
If you prefer Hauk to look younger, there is now an optional add-on for it. It changes Hauk's face and his body tattoo. Since the lines on the tattoo had to be earned, young Hauk didn't have it quite so densely filled in yet. Requires regular Companion Hauk ESP and BSA and therefore can be added or removed at will.
Conflicts
A possible conflict with any mod doing something with Agarmir's house. Can be disabled in the INI - Hauk will not move into Agarmir's house in that case.
A possible conflict with any mod modifying the public area of the Arcane University. I added a building to the outer city wall to house battlemages. If another mod adds a building in exactly the same spot, there will be a conflict.
Revision history
Many thanks to Nibenon76 for brilliant help with testing!
Show

Hauk is a Mages Guild Evoker and an Imperial Battlemage, but he is not a guard and won't arrest you. He is a Nord in his 50s, strong, skilled and good-natured. He resides at the Arcane University, sharing quarters with the other battlemages. You can find him there, or ask around town as he spends time in various places around the Imperial City. His horse is stationed at the Chestnut Stables.
As a battlemage, Hauk is skilled in Blade, Blunt, Heavy Armour and several schools of magic. He is not a skilled marksman, although he will use a bow if it is available. His destruction spells are usually more effective, however. Born under the Lord, he has the Blood of the North healing power but is susceptible to fire through a Trollkin curse.
Hauk has always wanted a house in the Imperial City, and once Agarmir dies, Hauk buys his house. This is normally happening without a prompt for the player. However, if you have mods with which it could conflict, you can turn off this purchase in the INI file, and Hauk continues to reside at the Arcane University indefinitely.
By default when this mod is loaded, it starts Hauk's quest and displays a message. If you prefer to suppress this and only start the quest once you go looking for Hauk in the Imperial City, set the QuietStart option in the INI file to 1. The quest only starts after someone tells you how to find Hauk.
You can also play the game as Hauk, which naturally requires a new game. The player module can be used with any alternative start mod or just with vanilla game.
If you prefer Hauk to look younger, there is now an optional add-on for it. It changes Hauk's face and his body tattoo. Since the lines on the tattoo had to be earned, young Hauk didn't have it quite so densely filled in yet. Requires regular Companion Hauk ESP and BSA and therefore can be added or removed at will.
Conflicts
A possible conflict with any mod doing something with Agarmir's house. Can be disabled in the INI - Hauk will not move into Agarmir's house in that case.
A possible conflict with any mod modifying the public area of the Arcane University. I added a building to the outer city wall to house battlemages. If another mod adds a building in exactly the same spot, there will be a conflict.
Revision history
Spoiler:
Version 1.6
Updated to the master files version 1.6.
Added a Quiet Start option.
Version 1.5.9
Fixed a typo in a letter that caused incorrect formatting.
Version 1.5.8
Fixed a quest message text and added a missing voice file.
Version 1.5.7
Fixed Hauk's House topic condition.
Added voice files generated with xVAsynth.
Version 1.5.5 and 1.5.6
Improved quest progression for the starting portion of the mod.
If Hauk's quest or target marker disappears after an update, open the console and type:
"setstage CompanionHauk 11" or "setstage CompanionHauk 12".
Version 1.5.4
Dialogue about Hauk's house won't appear until he actually gets the house.
Version 1.5.3
Built a new house for the battlemages on the public grounds at the Arcane University. No more getting stuck behind locked gates!
Version 1.5.2
Another small fix for return home AI.
Fixed "Fix Gear Tokens" not to get stuck in your inventory (you can now drop the ones you've got, if any)
Version 1.5.1
Fixed Shivering Isles dialogue.
Fixed return home AI.
Fixed Arcane University wander AI - don't go behind locked gates.
Added a few voice lines.
Added Repair Weapon option to the INI.
Version 1.5
Initial version.
Show
Version 1.6
Updated to the master files version 1.6.
Added a Quiet Start option.
Version 1.5.9
Fixed a typo in a letter that caused incorrect formatting.
Version 1.5.8
Fixed a quest message text and added a missing voice file.
Version 1.5.7
Fixed Hauk's House topic condition.
Added voice files generated with xVAsynth.
Version 1.5.5 and 1.5.6
Improved quest progression for the starting portion of the mod.
If Hauk's quest or target marker disappears after an update, open the console and type:
"setstage CompanionHauk 11" or "setstage CompanionHauk 12".
Version 1.5.4
Dialogue about Hauk's house won't appear until he actually gets the house.
Version 1.5.3
Built a new house for the battlemages on the public grounds at the Arcane University. No more getting stuck behind locked gates!
Version 1.5.2
Another small fix for return home AI.
Fixed "Fix Gear Tokens" not to get stuck in your inventory (you can now drop the ones you've got, if any)
Version 1.5.1
Fixed Shivering Isles dialogue.
Fixed return home AI.
Fixed Arcane University wander AI - don't go behind locked gates.
Added a few voice lines.
Added Repair Weapon option to the INI.
Version 1.5
Initial version.
Many thanks to Nibenon76 for brilliant help with testing!
Garrus Darelliun - a knight, Captain of the City Guard in Cheydinhal
Spoiler:
Garrus starts out as the second in command in the City Guard of Cheydinhal. He does not become your potential companion until he gets promoted to Captain, that is until you complete the Corruption and Conscience quest to his satisfaction. If he approves of your choices, he gets the promotion and someone else is assigned to guard the throne room all day long. Garrus then takes over the Captain's duties and will be happy to join you on your adventures too. Although he is officially a guard, he won't arrest you, but it's best not to let him see you committing crimes.
Garrus has a horse stationed at the Cheydinhal stables, he resides in the City Guard barracks where he gets to use the Captain's room, according to his rank.
Born under the Atronach, Garrus can absorb spells. He is a skilled warrior with any melee weapon, shields and heavy armour, and his marksmanship is pretty good too. He is not much of a mage, although as a guard he received good Restoration training. But because of his stunted magicka, he cannot rely on spells all that much.
You can add this mod any time during the game. It has no effect until the Corruption and Conscience quest is completed correctly, at which point the vanilla character is replaced by the potential companion. If you have already completed this quest and chose a different course of action so that Garrus wasn't quite happy with your choices, there is no point in activating this mod as the companion will never appear.
Revision history
Show
Garrus starts out as the second in command in the City Guard of Cheydinhal. He does not become your potential companion until he gets promoted to Captain, that is until you complete the Corruption and Conscience quest to his satisfaction. If he approves of your choices, he gets the promotion and someone else is assigned to guard the throne room all day long. Garrus then takes over the Captain's duties and will be happy to join you on your adventures too. Although he is officially a guard, he won't arrest you, but it's best not to let him see you committing crimes.
Garrus has a horse stationed at the Cheydinhal stables, he resides in the City Guard barracks where he gets to use the Captain's room, according to his rank.
Born under the Atronach, Garrus can absorb spells. He is a skilled warrior with any melee weapon, shields and heavy armour, and his marksmanship is pretty good too. He is not much of a mage, although as a guard he received good Restoration training. But because of his stunted magicka, he cannot rely on spells all that much.
You can add this mod any time during the game. It has no effect until the Corruption and Conscience quest is completed correctly, at which point the vanilla character is replaced by the potential companion. If you have already completed this quest and chose a different course of action so that Garrus wasn't quite happy with your choices, there is no point in activating this mod as the companion will never appear.
Revision history
Spoiler:
Version 1.6
Updated to master files version 1.6.
Fixed a few bugs with the starting quest.
Added voice files for Garrus' replacement.
Version 1.5.9
Fixed a typo in a letter that caused incorrect formatting.
==There were no updates between 1.5.2 and 1.5.9.==
Version 1.5.2
Another small fix for return home AI.
Fixed "Fix Gear Tokens" not to get stuck in your inventory (you can now drop the ones you've got, if any)
Version 1.5.1
Fixed Shivering Isles dialogue.
Fixed return home AI.
Added a few voice lines.
Added Repair Weapon option to the INI.
Version 1.5
Initial version.
Show
Version 1.6
Updated to master files version 1.6.
Fixed a few bugs with the starting quest.
Added voice files for Garrus' replacement.
Version 1.5.9
Fixed a typo in a letter that caused incorrect formatting.
==There were no updates between 1.5.2 and 1.5.9.==
Version 1.5.2
Another small fix for return home AI.
Fixed "Fix Gear Tokens" not to get stuck in your inventory (you can now drop the ones you've got, if any)
Version 1.5.1
Fixed Shivering Isles dialogue.
Fixed return home AI.
Added a few voice lines.
Added Repair Weapon option to the INI.
Version 1.5
Initial version.
Solea Nuccusius - an Imperial Battlemage, Fort Moonmoth, Morroblivion
Spoiler:
This mod requires Morroblivion!
Solea is an Imperial battlemage guarding the prison cells at Fort Moonmoth - hardly an exciting post! She will gladly join you on your adventures instead. She doesn't have a horse as there are no horses in Morrowind. When dismissed, she returns to her post and cannot easily leave - there is no letter writing for Solea.
Solea's rank in the Imperial Legion is a Trooper. If you are a member of the Legion too, you have to wear your uniform around her as long as your rank is below hers, or she may refuse to speak with you. This is a standard behaviour of all members of the Legion, and Solea is no exception.
As a battlemage, Solea is skilled in Blade, Blunt and Heavy Armour, as well as several schools of magic. Although marksmanship is not her speciality, she will on occasion use a bow. Born under the Lady, she has increased Willpower and Endurance.
As a potential companion, she still sells the same spells as the original character, but you may have to dismiss her and let her return to her post to be able to purchase them. Technically, this is a different character that replaces the original. There may be other perks too, if she likes you enough...
Fort Moonmoth is upgraded with this mod - there are now enough beds for everyone, beds that actually work, and that you, as a member of the Legion, can also sleep in, with safe storage chests by the beds. There is also a new dining room with restocking food containers where everyone takes their meals - food is free for all Legionnaires, including yourself.
Developed for Morroblivion v66.
Revision history
Show
This mod requires Morroblivion!
Solea is an Imperial battlemage guarding the prison cells at Fort Moonmoth - hardly an exciting post! She will gladly join you on your adventures instead. She doesn't have a horse as there are no horses in Morrowind. When dismissed, she returns to her post and cannot easily leave - there is no letter writing for Solea.
Solea's rank in the Imperial Legion is a Trooper. If you are a member of the Legion too, you have to wear your uniform around her as long as your rank is below hers, or she may refuse to speak with you. This is a standard behaviour of all members of the Legion, and Solea is no exception.
As a battlemage, Solea is skilled in Blade, Blunt and Heavy Armour, as well as several schools of magic. Although marksmanship is not her speciality, she will on occasion use a bow. Born under the Lady, she has increased Willpower and Endurance.
As a potential companion, she still sells the same spells as the original character, but you may have to dismiss her and let her return to her post to be able to purchase them. Technically, this is a different character that replaces the original. There may be other perks too, if she likes you enough...
Fort Moonmoth is upgraded with this mod - there are now enough beds for everyone, beds that actually work, and that you, as a member of the Legion, can also sleep in, with safe storage chests by the beds. There is also a new dining room with restocking food containers where everyone takes their meals - food is free for all Legionnaires, including yourself.
Developed for Morroblivion v66.
Revision history
Spoiler:
Version 1.6
Updated to master files version 1.6.
Fixed Morrowind attitude problem.
Version 1.5.1
Fixed Shivering Isles dialogue.
Fixed reading values from INI file.
Version 1.5
Initial version.
Show
Version 1.6
Updated to master files version 1.6.
Fixed Morrowind attitude problem.
Version 1.5.1
Fixed Shivering Isles dialogue.
Fixed reading values from INI file.
Version 1.5
Initial version.
Azarath Salvel - a Morag Tong Brother, Sadrith Mora, Morroblivion
Spoiler:
This mod requires Morroblivion!
Morag Tong is watching you! Whether you are a member or not, they are following your movements. Azarath Salvel will appear every time you do something noteworthy, and given his occupation, what do you think that would be? When you've done it enough times, he will congratulate you on your achievement and offer his assistance. From that point on you will find him at the Morag Tong Guild Hall in Sadrith Mora - extended with an extra room and more beds.
Azarath is an assassin, and his skills reflect that. He is skilled with a blade, bow, light armour, illusion and restoration, he is all about stealth. He is not bound to Morrowind and will follow you elsewhere with any form of follower-friendly transport. However, he has no horse and you cannot write letters to him. There is also no configuration file - Azarath's behaviour is set to default aggression and confidence. He is careful, yet no pacifist - anything else would be weird. He will not be your Adoring Fan! :)
Note that Azarath does not wear body armour, but his robe is heavily enchanted. He does have light armour boots, gloves and hood, without enchantments. But if you give him an armoured cuirass and greaves, he will equip them, thus unequipping his enchanted robe. The increased protection may not be worth while the loss of the robe enchantments.
The reason I've done it this way, is that Azarath is not a very skilled armourer, and to start with his armourer skill is low. He won't be able to repair an enchanted piece of armour, but I wanted to give him enchantment for the robe. This is also the reason why his boots, gloves and hood are not enchanted - so that he would be able to repair them from the start.
Azarath dislikes it if you take away his sword or his bow, and he will take them back from you. It is probably best not to make him dislike you too much, though, or he may withdraw his assistance and you'll have to earn it again.
Developed for Morroblivion v66.
Revision history
Show
This mod requires Morroblivion!
Morag Tong is watching you! Whether you are a member or not, they are following your movements. Azarath Salvel will appear every time you do something noteworthy, and given his occupation, what do you think that would be? When you've done it enough times, he will congratulate you on your achievement and offer his assistance. From that point on you will find him at the Morag Tong Guild Hall in Sadrith Mora - extended with an extra room and more beds.
Azarath is an assassin, and his skills reflect that. He is skilled with a blade, bow, light armour, illusion and restoration, he is all about stealth. He is not bound to Morrowind and will follow you elsewhere with any form of follower-friendly transport. However, he has no horse and you cannot write letters to him. There is also no configuration file - Azarath's behaviour is set to default aggression and confidence. He is careful, yet no pacifist - anything else would be weird. He will not be your Adoring Fan! :)
Note that Azarath does not wear body armour, but his robe is heavily enchanted. He does have light armour boots, gloves and hood, without enchantments. But if you give him an armoured cuirass and greaves, he will equip them, thus unequipping his enchanted robe. The increased protection may not be worth while the loss of the robe enchantments.
The reason I've done it this way, is that Azarath is not a very skilled armourer, and to start with his armourer skill is low. He won't be able to repair an enchanted piece of armour, but I wanted to give him enchantment for the robe. This is also the reason why his boots, gloves and hood are not enchanted - so that he would be able to repair them from the start.
Azarath dislikes it if you take away his sword or his bow, and he will take them back from you. It is probably best not to make him dislike you too much, though, or he may withdraw his assistance and you'll have to earn it again.
Developed for Morroblivion v66.
Revision history
Spoiler:
Version 1.6
Initial version.
Show
Version 1.6
Initial version.
Lucien Lachance - an assassin, Cheydinhal - player file only
Spoiler:
If you don't know who Lucien Lachance is, you should probably look elsewhere. Lucien does not require an introduction.
This module only comes as a player file at the moment, Companion Lucien Lachance will be released later. However, they have the same base files, and the player version is ready to use, so I decided to release it early.
This mod requires a new game (naturally). It is an alternative start mod, and is incompatible with any other alternative start. You skip the tutorial and start in Fort Farragut. The game displays a character creation menu (I couldn't figure out how to skip it), where you can change the character's race, gender and appearance... But if you wanted to do that, why would you install this mod?
Apart from the possible change to race and appearance, the player character is preset. You can enter any name in the character creation screen - it will be changed to Lucien Lachance. His class is Master Assassin and his birthsign is Lover. You start at level 1 to keep the game balanced.
Lucien's quarters at Fort Farragut have everything you need. There is new gear, new gadgets and a number of letters in the desk that you are encouraged to read. Your horse is outside, by the main entrance to the fort. Visit the Sanctuary - your assassins will be glad to see you. You are their Speaker, after all.
In order to avoid strange and inconsistent things happening, the Dark Brotherhood quest line and the Thieves Guild quest line have been disabled. If you want to start the main quest, go to Fort Carmala and find a dead knight near the entrance - he has the Amulet of Kings. Pick up the Amulet and the main quest will start.
This mod is meant for people who want to play their own game or have other quest mods installed to give them something to do. You can use other Dark Brotherhood quest mods if they do not depend on the progression of the vanilla quest line because there is none. Avoid mods that significantly modify the Sanctuary in Cheydinhal as it will conflict with this mod.
This mod requires Vile Lair DLC, although you are not forced to play it. The quest will not start until you go there, so you can ignore it completely, if you so choose. Shivering Isles DLC will not start until you actually go to the Strange Door. Other DLC is not modified in any way and is not required.
Lena's Companions master files are required for this mod. The archive contains two ESPs and one BSA - they are all required. Load according to their masters.
Note on containers. This applies to all new and modified houses - you will know which they are. Vanilla houses and containers are not affected. In general, food containers are set to respawn. This includes barrels, crates or cupboards - if there's food or drink in it, even in your own quarters, it will likely respawn. This is helpful when playing with mods that introduce hunger and thirst. Look for notes telling you which containers can be used for safe storage in that house. Always be suspicious of barrels, crates and sacks - many will respawn.
Show
If you don't know who Lucien Lachance is, you should probably look elsewhere. Lucien does not require an introduction.
This module only comes as a player file at the moment, Companion Lucien Lachance will be released later. However, they have the same base files, and the player version is ready to use, so I decided to release it early.
This mod requires a new game (naturally). It is an alternative start mod, and is incompatible with any other alternative start. You skip the tutorial and start in Fort Farragut. The game displays a character creation menu (I couldn't figure out how to skip it), where you can change the character's race, gender and appearance... But if you wanted to do that, why would you install this mod?
Apart from the possible change to race and appearance, the player character is preset. You can enter any name in the character creation screen - it will be changed to Lucien Lachance. His class is Master Assassin and his birthsign is Lover. You start at level 1 to keep the game balanced.
Lucien's quarters at Fort Farragut have everything you need. There is new gear, new gadgets and a number of letters in the desk that you are encouraged to read. Your horse is outside, by the main entrance to the fort. Visit the Sanctuary - your assassins will be glad to see you. You are their Speaker, after all.
In order to avoid strange and inconsistent things happening, the Dark Brotherhood quest line and the Thieves Guild quest line have been disabled. If you want to start the main quest, go to Fort Carmala and find a dead knight near the entrance - he has the Amulet of Kings. Pick up the Amulet and the main quest will start.
This mod is meant for people who want to play their own game or have other quest mods installed to give them something to do. You can use other Dark Brotherhood quest mods if they do not depend on the progression of the vanilla quest line because there is none. Avoid mods that significantly modify the Sanctuary in Cheydinhal as it will conflict with this mod.
This mod requires Vile Lair DLC, although you are not forced to play it. The quest will not start until you go there, so you can ignore it completely, if you so choose. Shivering Isles DLC will not start until you actually go to the Strange Door. Other DLC is not modified in any way and is not required.
Lena's Companions master files are required for this mod. The archive contains two ESPs and one BSA - they are all required. Load according to their masters.
Note on containers. This applies to all new and modified houses - you will know which they are. Vanilla houses and containers are not affected. In general, food containers are set to respawn. This includes barrels, crates or cupboards - if there's food or drink in it, even in your own quarters, it will likely respawn. This is helpful when playing with mods that introduce hunger and thirst. Look for notes telling you which containers can be used for safe storage in that house. Always be suspicious of barrels, crates and sacks - many will respawn.
Fenris Bero - a vampire nightblade, Deepscorn Hollow
Spoiler:
Fenris is an upgrade to the nameless Dark Minion that comes with the Vile Lair DLC. He is a Dunmer vampire nightblade and he will follow you into battle after you've done a thing or two first.
If you thought that Rowley Eardwulf was a cheat and a swindler, you are not alone. Your great-uncle's Sanctuary used to house a group of assassins, not just one, so what did Rowley do with the rest of the furnishings? Why don't you ask him that.
If you are happy with Rowley's replies, this mod will have no further effect and you might as well uninstall it. However, if you thought that Rowley should be getting his comeuppance, then go for it, and afterwards go see Borba in Cheydinhal - perhaps she can do better sourcing furniture for you.
Once that task is accomplished, Fenris will be so grateful that he'll offer to assist you, whether or not you are a vampire yourself. He will even promise not to feed on you, in case you're still mortal...
Fenris has a horse stationed near Deepscorn Hollow, but you cannot write letters to him - don't be silly! Remember that he's a vampire, and guards or overly righteous citizens may attack him on sight. Or may be not - it's Oblivion!
The shrine of Sithis is modified slightly: whether or not it gives you a blessing, depends on the number of murders that you committed, not your overall infamy. Thieves Guild need not apply! Sithis wants blood, not loot. He is an Old God and therefore not interested in mortal affairs: whether you also steal or perform good deeds, he does not care. As long as you spill innocent blood, you are welcome. Innocence is life's greatest illusion, brother.
This mod upgrades Deepscorn Hollow with an extra room for which Borba can provide furnishings. It also gives you a bigger dining table and more beds so that Deepscorn Hollow starts to look like it could house a group of people, not just one. You still have to start by purchasing all the upgrades from Rowley, but if you play your cards right, you can get most of your money back from his corpse afterwards.
Note that because of the upgrades to Deepscorn Hollow, this mod will likely conflict with any other mod that also upgrades Deepscorn Hollow.
Show
Fenris is an upgrade to the nameless Dark Minion that comes with the Vile Lair DLC. He is a Dunmer vampire nightblade and he will follow you into battle after you've done a thing or two first.
If you thought that Rowley Eardwulf was a cheat and a swindler, you are not alone. Your great-uncle's Sanctuary used to house a group of assassins, not just one, so what did Rowley do with the rest of the furnishings? Why don't you ask him that.
If you are happy with Rowley's replies, this mod will have no further effect and you might as well uninstall it. However, if you thought that Rowley should be getting his comeuppance, then go for it, and afterwards go see Borba in Cheydinhal - perhaps she can do better sourcing furniture for you.
Once that task is accomplished, Fenris will be so grateful that he'll offer to assist you, whether or not you are a vampire yourself. He will even promise not to feed on you, in case you're still mortal...
Fenris has a horse stationed near Deepscorn Hollow, but you cannot write letters to him - don't be silly! Remember that he's a vampire, and guards or overly righteous citizens may attack him on sight. Or may be not - it's Oblivion!
The shrine of Sithis is modified slightly: whether or not it gives you a blessing, depends on the number of murders that you committed, not your overall infamy. Thieves Guild need not apply! Sithis wants blood, not loot. He is an Old God and therefore not interested in mortal affairs: whether you also steal or perform good deeds, he does not care. As long as you spill innocent blood, you are welcome. Innocence is life's greatest illusion, brother.
This mod upgrades Deepscorn Hollow with an extra room for which Borba can provide furnishings. It also gives you a bigger dining table and more beds so that Deepscorn Hollow starts to look like it could house a group of people, not just one. You still have to start by purchasing all the upgrades from Rowley, but if you play your cards right, you can get most of your money back from his corpse afterwards.
Note that because of the upgrades to Deepscorn Hollow, this mod will likely conflict with any other mod that also upgrades Deepscorn Hollow.
Coming soon
Spoiler:
These companions are fully developed and are going through final testing now. They will soon be ready for release.
Geralt of Rivia - a witcher, Bruma
Jowan Angwin - a blood mage, Fade walker, Bruma
Dylan - a Mazken warrior, Passwall, Shivering Isles
Scorpio - an elemental sorcerer, Crucible, Shivering Isles
Show
These companions are fully developed and are going through final testing now. They will soon be ready for release.
Geralt of Rivia - a witcher, Bruma
Spoiler:
Geralt arrived in Tamriel and is residing in Bruma - it appears that his services are needed in the area to deal with all the ogres and goblins running amok. He is staying at Olav's Tap and Tack.
Geralt brought his own gear which is unique to him. It gets upgraded as he levels up, but always looks the same. He may also choose to wear different armour if it is better than his own. As a witcher, Geralt is skilled with blades and light armour, as well as the schools of magic relevant to witcher signs - a set of spells exclusive to witchers. They too come in different grades, becoming stronger as Geralt levels up. Geralt's horse Roach is stationed in the Bruma stables.
This companion is based on Witcher in Cyrodiil - a mod that implements all the witcher functionality and gear and allows you to play as Geralt of Rivia or any other witcher. If you are starting a new game with Geralt as a companion but you don't want to play as a witcher yourself, simply ignore the witcher's letter that you find near the exit of the Imperial Prison Sewers. Oh, and don't choose Rivian race, witcher eyes or witcher class during character creation, obviously. Alternatively, enable the companion mod only after you've created your character.
Like for all companions, Geralt's common dialogue is voiced with original Oblivion voice lines. In addition, his own lines from the start-up quest are generated with xVAsynth. Please note - these are based on Oblivion Redguard voice, not Geralt's voice from The Witcher games. This way the new lines are spoken with the same voice as everything else he says.
Show
Geralt arrived in Tamriel and is residing in Bruma - it appears that his services are needed in the area to deal with all the ogres and goblins running amok. He is staying at Olav's Tap and Tack.
Geralt brought his own gear which is unique to him. It gets upgraded as he levels up, but always looks the same. He may also choose to wear different armour if it is better than his own. As a witcher, Geralt is skilled with blades and light armour, as well as the schools of magic relevant to witcher signs - a set of spells exclusive to witchers. They too come in different grades, becoming stronger as Geralt levels up. Geralt's horse Roach is stationed in the Bruma stables.
This companion is based on Witcher in Cyrodiil - a mod that implements all the witcher functionality and gear and allows you to play as Geralt of Rivia or any other witcher. If you are starting a new game with Geralt as a companion but you don't want to play as a witcher yourself, simply ignore the witcher's letter that you find near the exit of the Imperial Prison Sewers. Oh, and don't choose Rivian race, witcher eyes or witcher class during character creation, obviously. Alternatively, enable the companion mod only after you've created your character.
Like for all companions, Geralt's common dialogue is voiced with original Oblivion voice lines. In addition, his own lines from the start-up quest are generated with xVAsynth. Please note - these are based on Oblivion Redguard voice, not Geralt's voice from The Witcher games. This way the new lines are spoken with the same voice as everything else he says.
Jowan Angwin - a blood mage, Fade walker, Bruma
Spoiler:
Jowan got himself into a hot mess back in Ferelden (Dragon Age Origins), so when an opportunity arose to board a ship and sail "elsewhere", he took it without hesitation. The ship was bound for Tamriel, docking in Anvil a few months later. Jowan rattled around Cyrodiil for a bit first, eventually settling down in Bruma where his particular interests in magic were not only not disapproved of, but may be even supported...
Why was the Bruma chapter of the Mages Guild the only one without a specialisation? Which school of magic was recently banned by Arch-Mage Traven? You put two and two together. Perhaps not everyone was willing to give up their life's work at a drop of a hat.
Jowan has a house in Bruma and a horse at the stables. He is a gifted mage, and his interest in Necromancy and Blood Magic can give him an edge in battle. Unsurprisingly, Jowan is also skilled with blades. It doesn't come for free however - Jowan does not use the blood of other people but only his own, meaning that Blood Magic spells cost him his health which he cannot recover as long as the spell lasts. Be gentle with him now... He can teach you his spells when your skills in Restoration, Mysticism and Blades are high enough - just ask.
His Ritual birthsign gives him powers of healing and turning undead, while his practice with cutting his own wrists gives him a certain resistance to normal weapons with a bit of damage reflected back to the attacker.
Please note that although Jowan is a mage, he is not a member of the Mages Guild (he's got a thing against Guilds of all kinds). So he won't be able to sleep at the Guild Halls, for example.
Find him in Bruma, perhaps he could use some assistance with a task from the Countess.
Show
Jowan got himself into a hot mess back in Ferelden (Dragon Age Origins), so when an opportunity arose to board a ship and sail "elsewhere", he took it without hesitation. The ship was bound for Tamriel, docking in Anvil a few months later. Jowan rattled around Cyrodiil for a bit first, eventually settling down in Bruma where his particular interests in magic were not only not disapproved of, but may be even supported...
Why was the Bruma chapter of the Mages Guild the only one without a specialisation? Which school of magic was recently banned by Arch-Mage Traven? You put two and two together. Perhaps not everyone was willing to give up their life's work at a drop of a hat.
Jowan has a house in Bruma and a horse at the stables. He is a gifted mage, and his interest in Necromancy and Blood Magic can give him an edge in battle. Unsurprisingly, Jowan is also skilled with blades. It doesn't come for free however - Jowan does not use the blood of other people but only his own, meaning that Blood Magic spells cost him his health which he cannot recover as long as the spell lasts. Be gentle with him now... He can teach you his spells when your skills in Restoration, Mysticism and Blades are high enough - just ask.
His Ritual birthsign gives him powers of healing and turning undead, while his practice with cutting his own wrists gives him a certain resistance to normal weapons with a bit of damage reflected back to the attacker.
Please note that although Jowan is a mage, he is not a member of the Mages Guild (he's got a thing against Guilds of all kinds). So he won't be able to sleep at the Guild Halls, for example.
Find him in Bruma, perhaps he could use some assistance with a task from the Countess.
Dylan - a Mazken warrior, Passwall, Shivering Isles
Spoiler:
Disenchanted with the Mazken order, Dylan walks into Passwall once the Gatekeeper has been killed. The women will have you believe that the male Dark Seducers are weak and useless... Dylan had enough of that nonsense. He is making a life for himself, and could use a bit of adventure in it.
Dylan is a warrior skilled with all kinds of weapons, light armour and restoration. He wears Mazken armour that is upgraded as he levels up - the same as with his female counterparts. He is aligned with Dementia but will travel in Mania too, if needed. He has a house in Passwall, he patrols the Fringe and keeps grummites under control. He does not leave the Shivering Isles. You can write a letter to him asking to meet you in Crucible, but he won't be hanging around Bliss.
Show
Disenchanted with the Mazken order, Dylan walks into Passwall once the Gatekeeper has been killed. The women will have you believe that the male Dark Seducers are weak and useless... Dylan had enough of that nonsense. He is making a life for himself, and could use a bit of adventure in it.
Dylan is a warrior skilled with all kinds of weapons, light armour and restoration. He wears Mazken armour that is upgraded as he levels up - the same as with his female counterparts. He is aligned with Dementia but will travel in Mania too, if needed. He has a house in Passwall, he patrols the Fringe and keeps grummites under control. He does not leave the Shivering Isles. You can write a letter to him asking to meet you in Crucible, but he won't be hanging around Bliss.
Scorpio - an elemental sorcerer, Crucible, Shivering Isles
Spoiler:
Scorpio made his way to the Shivering Isles from a far away land of Gransys (Dragon's Dogma) where he was cursed to immortality - he was one of the many myrmidons there. He'd seen it all and had enough of it, and so he left (it isn't true that myrmidons have no will of their own). He found the Shivering Isles to be to his liking, and even bought a house in Crucible.
Scorpio is an elemental sorcerer, not just a plain Destruction mage. He brings complex incantations not available from the Mages Guild, but he throws a mean fireball, too. In close quarters however he relies on his axe and Madness armour.
At low levels you may not witness Scorpio's true power because his incantations require a lot of magicka and fatigue to cast - they draw on his endurance as well as magic, incapacitating him for a short time during casting. You may need to watch out for him during that time, but the effect is well worth it.
Scorpio wears his own set of Madness armour that is being upgraded as he levels up. He is not a skilled marksman, relying on spells for ranged attacks. He is not bound to the Shivering Isles and will travel to Cyrodiil with you, provided you've figured out a way to get him through the portal (there are several mods that do that). He has a horse stationed at Bravil stables for travelling in Tamriel. You can write a letter to him asking to meet you anywhere in Cyrodiil or in Passwall.
This mod is compatible with SI Cities Expanded (it wasn't easy to find a spot for yet another house that wouldn't conflict!).
Show
Scorpio made his way to the Shivering Isles from a far away land of Gransys (Dragon's Dogma) where he was cursed to immortality - he was one of the many myrmidons there. He'd seen it all and had enough of it, and so he left (it isn't true that myrmidons have no will of their own). He found the Shivering Isles to be to his liking, and even bought a house in Crucible.
Scorpio is an elemental sorcerer, not just a plain Destruction mage. He brings complex incantations not available from the Mages Guild, but he throws a mean fireball, too. In close quarters however he relies on his axe and Madness armour.
At low levels you may not witness Scorpio's true power because his incantations require a lot of magicka and fatigue to cast - they draw on his endurance as well as magic, incapacitating him for a short time during casting. You may need to watch out for him during that time, but the effect is well worth it.
Scorpio wears his own set of Madness armour that is being upgraded as he levels up. He is not a skilled marksman, relying on spells for ranged attacks. He is not bound to the Shivering Isles and will travel to Cyrodiil with you, provided you've figured out a way to get him through the portal (there are several mods that do that). He has a horse stationed at Bravil stables for travelling in Tamriel. You can write a letter to him asking to meet you anywhere in Cyrodiil or in Passwall.
This mod is compatible with SI Cities Expanded (it wasn't easy to find a spot for yet another house that wouldn't conflict!).