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Companions & NPCs

Mods that add new companions, followers, and other NPCs.

11 files

  1. Tasheni Followers - One For All And All For One Part 1

    This is part one of Tasheni Followers. The main followerquest is storydriven. The story is dependent on Skyrim mainquest but it's not necessary to finish the mainquest. It is possible to use the group as followers only and disregard their story. They are quest aware (mainquest, College of Winterhold quests, Companions quests, Bard's College quests, some side quests). They care for each other in battle and add a lot to a playthrough.
    Meet six indivdual confident personalities with their own past, own future, own stories. They have their own points of view and if you open yourself, you will get involved into a bigger story nobody would guess.
    This is only the first part of the story. The future happenings are foreshadowed here. At the end you will get a reward.
    This is a storydriven questline. You will be guided by a questlog. To learn about your followers, talk to them at taverns and player homes. But they have also dialogue at other places. They are also very nice addition if you are exploring worldspaces from other mods.
    Follower features:
    - questlog
    - their own stories that will be uncovered while doing Skyrim quests
    - quest aware: Mainquest, Companions questline, College of Winterhold questline, some city quests, some side quests
    - three own miniquests, one is important to advance the story.
    - more than 3300 lines of dialogue
    - 46 scenes, some songs and tunes and poems. They are controled by the Story Manager and will trigger in taverns, player homes or if you unequip weapons and spells, sit or lay. Means, you can trigger scenes everywhere.
    - They will act together in combat and care for another. This is realized through dialogue and scenes.
    - group commands - if you have recruited all six
    - they sandbox in taverns and playerhomes, if you sit, lean or laydown or unequip weapons and spells
    - they change their armor to clothes at playerhomes, three different outfits for each
    - they come with their own horses
    - playerhorse Vala will carry your stuff. Use her as a mount or use her as a companion. You can talk to her and give her orders. She is very fast. If she has the speed amulet in her inventory, she galops and trotts, if the player has it in their inventory, she walks and canter.
    - map markers and summon spells, in case they get lost or you need them urgently near you. This works also if they are waiting somewhere.
    - Ramgar can lead you to several ingame locations.
    - they loot at clearable locations, if you command that. They stop looting if you start sneaking or draw a weapon or spell. If you need them close for a tough enemy, you should command them not looting first.
    - two different beginnings: Helgen Intro or Alternate Start
    - Ruby and Tom, Eldrid and Chiomara will train fighting and magic at certain hours, if you are outside somewhere and have your weapons and spells unequipped or if you are in furniture state.
    Skyrim.esm and SKSE
    - Start a new game, if you want to uncover the story, not required, if you need just some followers. If you have an older version installed, you can't update without starting a new game. All scripts have changed!
    - I highly recommend to go through Helgen Intro. But it's not a hard requirement.
    What you need to know:
    - You need to play Skyrim mainquest, if you want to explore their own questline. The questline will split at a certain point from Skyrim's mainquest.
    - Don't uninstall midgame. It will break your game.
    - Don't dismiss them. You can't recruit them again. Just tell them to wait somewhere, they will wait forever, if you forget them.
    - Don't use AFT or EFF or else on them, they use their own framework and these mods will break their AI
    - You can't give them clothes or armor. You can, if it is higher in protection, they may use it, but they will mainly wear it over their own and they will change back if you go inside a playerhome or outside from there. Ramgar or Sherda will tell you some words about it.
    - You can give them weapons, but this will break their story to a certain degree. They do comment about their weapons.
    - Follower orders menu is behind dialogue like: I have some orders for you, or I have to tell you something, on the second tier. If player dialogue is available, it will appear on the first tier. So you see it immediately and need not to go through the orders menu everytime.
    - You will get a message, if part one of their storyline ends. But they are still useful afterwards.
    Known bugs:
    - Skyrim was not made to carry a lot of followers with you. If some of them are not following from inside houses to outside, draw your fists, weapon or spell, then they should appear. If not, use group command or summon spell.
    - Vala may run away, if you have teleported her to you (with her ring). Use the ring again and tell her she should wait.
    - If the followers are not mounted immediately after you have mounted, tell Ruby or Sherda (group commands) to mount faster. This will reset the mounting quest. Then they mount and dismount very fast. This happens mainly if you play Helgen Intro, because then the OnInit Event in the script will not fire. So talk to Ruby after you are out of the dungeon to fix that.
    Part two will be named Tasheni Followers and the Isles Of Teia. What's this about?
    Attention spoiler!
    Kyne is creation! The Adamantine Stone, the Zero Stone inside the Adamantine Tower ensures the structure of creation. If the Direnni want to go back to the immortal plane, they need to find the secret of that stone or free the time dragon. Both is an attack on creation, the Goddess Kyne! Kyne also leads the souls of the dead Nord to Sovngarde. Without her there will be no hope and no afterlife.
    The Direnni have almost gotten to the point where they are able to reach Aetherius. The last information they need to be successfull is hidden inside a lost memory stone.

    Part two will not come this year anymore.
    You may alter the appearance of my followers, or translate the mod to other languages. Please link back to the original mod and give credits.
    I hope you have fun. Please notice the credits list, without the help of a lot of people this mod would not exist.
    Your comments are welcome, either here or on my webpage or on my nexus blog (link under my profile).




  2. Tasheni's Winterdogs LE

    They are hairy. They are cute. And best prepared for the cold, harsh climate of Skyrim. Gallery: external link to SeeYouInSkyrim.net
    This mod comes as is. Make a clean save before installing. Use a mod manager to install. Don’t put loose files in your data folder. You can’t uninstall it midgame. Use at your own risk.
    Tasheni’s Winterdogs with Companion Dooma
    This mod adds dogs to most of the farms in Skyrim. It replaces Meeko, Stump and Vigilance and adds a companion dog named Dooma.
    Find Dooma in Winterhold at the ruins. Sometimes she wanders off, so maybe you will have to search for her.
    If Meeko is not around his shack, find the spelltome inside the shack and summon him.
    Meeko and Dooma will play together, if you allow them to do this. Talk to Dooma. They will wander off and chase each other in a large distance around the player. To stop it, talk to Meeko. They will start chasing each other again if player sits or leans somewhere outside. Meeko and Dooma will not participate in combat if you tell them they should not or if you sneak. Both dogs come with a summon spell, in case they get lost. You can tell them to wait or wait and guard, then they take care of predators. They wait forever, if you forget them. They have no animal count, so you can take other pets with you, if you like. Mod is not compatible with any other mod that affects Meeko. All other dog replacer will work, but you have to load them after this mod. I highly recommend to use a mod like Barking Dogs Cure or similar. Download from nexus.
    The dog model from Meeko and Dooma is originated by CD Project Red, converted by LorSakyamuni and rigged by Mihail Romanov. Very much thanks for your help and permissions.
    The remaining things are done by myself.
    Permisssions: Use any assets as you like under the following conditions:
    - Don't use in payed mods
    - Credit us properly
    - Don't upload this mod as a whole anywhere else




  3. Consistent Older People

    This mod is provided on a strictly "as-is" basis. I am not maintaining my Legendary Edition mods.
    Have you noticed that some NPCs are clearly meant to be elderly if you look at their faces, but their bodies seem to be more appropriate for a younger person? Furthermore, this is not consistent - some older NPCs have bodies and faces that match.
    Now, this may or may not bother you, but the visual disparity annoys me. What most people might have done is make the fake-old NPCs younger. Instead, I reckoned that generally the NPCs are supposed to be the age their faces look, so decided to make their bodies match their faces.
    This mod requires that USLEEP is installed, and your game will crash on startup if it isn't.




  4. Outfit Tweaks

    This mod tweaks a number of things regarding NPC outfits. These tweaks include:
    -Allows the player to be dressed in any of the four variants of the prisoner outfit instead of the generic beggar outfit.
    -Added the missing topless with shoes prisoner outfit variant (women will never be topless).
    -Changed Aela's outfit to Wolf Armor, as was originally intended according to unused dialogue.
    -Changed the imprisoned Alik'r Warrior's outfit to a prisoner outfit (the topless with shoes variant).
    -Changed the Windhelm argonian dock workers' outfits to miner outfits to better look the part of workers.
    -Changed the outfits of various orc stronghold orcs from clothes to furs, as it didn't feel right to me that followers of Malacath would wear fabrics.
    -Gave low level armor sets to followers Derkeethus, Annekke, Roggi, Sven, and Faendal, so that they will not be defenceless when first recruited (they are low level so that you can easily change their armor by giving them higher level gear, and because I felt they wouldn't be able to afford high level armors)
    Note: As of version 2.0, most of these changes are made dynamically by a script. As a failsafe, the script can be rerun by activating the "Reassign Outfits" power. This should be done if you feel the script did not run like it was supposed to, or if another mod overrides these changes. (For example, users of Immersive Armors should rerun the script every time that mod reconfigures, e.g. when the message "Immersive Armors configuration has finished" appears, as that mod also dynamically alters outfits, and does so at a later point than this one.)




  5. Silda the Unseen Redone

    "Spare a coin for a poor old woman?"
    Silda always claims to be a poor old woman, so I turned her into one. This mod changes her appearance to look older. I've also always been curious how she hasn't frozen to death while she walks around the cold, snowy city of Windhelm in that threadbare begger outfit, so I made her a long-sleeved shirt to go under it.
    "Please, have pity." Ok.
    No other changes to her dialogue or her pickpocket trainer ability have been made.
    Install with your mod manager of choice or extract into your game Data folder.

    Now go give her a coin.




  6. Skooma Bear - Definitive Edition

    Dawnguard, Hearthfire, Dragonborn

    Recommended Level and Equipment:
    Level 15+
    Be sure to keep healing potions or spells with you.

    What is a Skooma Bear?  Why it is a bear addicted to moon sugar that keeps calling moon sugar Skooma.  Why do they call it Skooma and where do they come from?  Find out!

    In this mod, you will meet Sniffs in the Bannered Mare.  He is all depressed that he was kicked out of his den, and that his den mates stole his 'Skooma'.  You quickly discover that the bears are much more than what they appear, and even get to fight their alpha.  But where did they come from?

    After helping Sniffs out, he will agree to be your follower.  Also at this time, you can ask him about where he comes from.  Naturally, he becomes defensive, but will eventually relent.  From there you will be sent on a quest and will meet new characters, one of which can become a follower.

    The best part about these followers?  You can request their assistance without worrying about Vilja, Serana, or any of the other followers you currently use.  Sniffs offers a lot more options than the vanilla Skyrim follower system and will follow and wait most anywhere.  You can even set your favorite house and favorite inn for Sniffs to remember and wait in.  The other follower, Faidalf, is quite typical in the high elf tradition of arrogance and is one of the few at the College of Winterhold versed in the art of Mysticism.  He refuses to do most of what Sniffs can do, but will do the basics.  Faidalf will treat you differently depending on whether you are a member of the College or not, and whether you are the Arch-Mage.  He will give you the opportunity to become involved with his latest research when you become(or currently are) the Arch-Mage.

    The new texts and dialogue are rooted in the lore found in previous Elder Scrolls games while adding worthwhile content.  It might be a richer experience for you if you have played previous Elder Scrolls games.  If you have not, I highly recommend using USEP wiki as a companion.

    What is added:
    -Added 'Skooma' Bear
    -Sniffs is a 'Skooma' Bear that can be a companion (fully voice acted)
    -Companion quest to unlock Sniffs (non-killable companion)
    -Custom companion system with normal follower functions included in this new system.
    -Another companion quest to discover Sniffs' origin.
    -Faidalf, a fully voiced high elf follower.
    -Faidalf has a non-marked quest for the arch-mage.
    -Faidalf's dialogue evolves depending on if you are not affiliated with the College, a member of the College, or the Arch-Mage.
    -A spell to summon Skooma Bears.  The spell takes advantage of Conjuration perks, so you can conjure two at once.
    -Allows for other companions in use in addition to the new companions

    Changes from the old version:
    -Old content cleaned with TESVEdit
    -Old scripts recompiled to help with mod compatibility
    -Overhaul of the current Sniffs follower system
    -Overhauled the initial quest with Sniffs.
    -The Skooma Bears in the Den now drop Moon Sugar.
    -The Skooma Bear Lord now drops Moon SUgar and Potent Skooma
    -Added a quest to find insight in why Sniffs exists, and attempt to make the mod lore-friendly in the process
    -Adds a new character and follower to the College of Winterhold.  His name is Faidalf, and has custom voice-over and immersion.
    -Add another character that is a Khajiit with custom voice-over.
    -Adds a Conjure Skooma Bear spell

    Original description:
    Ever wonder what a bear addicted to moon sugar would look like? Well, a group of bears that are addicted to it thinks it is skooma. One, in particular, made its way to Whiterun in The Bannered Mare and is wishing for assistance in retrieving his 'skooma'.

    This mod introduces the 'skooma' bear as a creature into the Skyrim universe. Also, a special one named Sniffs is your companion. This companion uses a custom system outside of the vanilla system, derived from the vanilla marriage mechanics. In other words, you can send him to one of your houses, to follow you, to go back to The Bannered Mare, or to stay put, without sacrificing your other favorite companion. Enjoy

    Known Issues:
    -Skooma Bears might become temporarily bugged in the dungeon.  Make sure you keep some way to heal yourself handy if this happens. 
    -Sniffs might not allow you to immediately hand over the Skooma Supply.  Leaving the dungeon will fix this issue.

    Known Quirks:
    -The Khajiit voice-over might be a little silent and sound like whispering.  I apologize, I am not a voice actor.
    -Some of the new Skooma bear dialogue is either repetitive or seems slightly out of place.  This is due to the original voice actor not being available for this project.

    Additional Credits in the new edition:
    - Audacity - for Sound Recording/Editing
    - Windows Move Maker - for the trailer
    - Creation Kit Wiki - http://www.creationkit.com/Main_Page - as a scripting resource
    - Nexus Wiki Voice Acting guide - http://wiki.tesnexus.com/index.php/Voice_Acting:_A_Complete_Guide - Since I was being dumb with how I added new dialogue
    - TESVEdit - http://www.nexusmods.com/skyrim/mods/25859/? - for cleaning my mod
    - Open Broadcaster Software - https://obsproject.com/ - Recording the videos to showcase the mod and record footage for the trailer.
    - Youtuber John Windsor-Cunningham - https://www.youtube.com/watch?v=wDVOOo7R31c - Video to voice coach for the high elf character.
    - USEP Wiki - http://www.uesp.net/wiki/Main_Page - Used as a reference for the lore references used in new dialogue and text.

    Additional Credits from the Original Version:
    - CaptSpiffy - Beta Tester
    - Debo - Voice Acting
    - FreeFrag Network (www.freefrag.com) Collaboration

    Revision changes:
    VDefinitive v2:
    -Fixed spelling errors
    -Reduced Sniffs Volume
    -Properly setup the dialogue for sniffs
    -Reduced filesize by compressing voices
    -Fixed a rare issue with Jo'Uki triggering before Sniff's quest started
    -Refer to the description above
    -Story Manager Event will work 100% of the time now.
    -Requires the DLCS now
    -Added missing SEQ file for proper quest/dialogue actions.
    -Added missing script files.
    -Fixed any issues from 1.4.
    -Fixed follower logic not working for all users.
    -Increased follower distance to reduce bumping/pushing of player. Will still do so if too far away.
    -Added missing voice file
    -Removed the beta test spell which breaks all the things.




  7. Keno an Animal Companion

    Keno, an Animal Companion
    by Hanaisse
    Requires Dawnguard DLC.

    Keno is an adorable unique red husky waiting to adventure with you!
    He can be found living behind the Moorside Inn in Morthal. Just talk to him and he will instantly follow you anywhere.
    Talk to him again while he's following and you'll find the options;
    - Stay (wait)
    - Trade (Keno can hold a small amount of gear for you)
    - Dismiss (send Keno back home - don't forget to take anything he may be holding first)
    If you want to bring him along with you again, he should be waiting in his makeshift doghouse.
    He will not set off your sneak meter and will not set off traps. He should be quiet enough to sneak around through dungeons, regardless of his barking.
    Install the .esp and .bsa with whatever mod manager you use. Activate the .esp.
    De-activate the .esp. Uninstall with whatever mod manager you use.

    Keno was made for fun and to learn about making a companion. If there are serious issues with his behaviour I will try to fix them, but for the most part he comes as is. That means, if there are compatibility issues with other companion mods or multiple companion mods there is nothing I can do. He is a 'pet' companion, not an NPC so should behave like the vanilla dog companions. Hope you enjoy his company.


    1 comment


  8. KittyKatKaravan

    I felt I needed more merchants when I'm roaming the landscape looking for gaps and floating flowers, so I made this for myself.
    What this mod do: It adds a Khajiit-caravan that Travels between Falkreath and Rorikstead and Morthal. That's it.




  9. Virelda - The Heretical Soothsayer

    Virelda, the Heretical Soothsayer "I am Virelda. I am truth, pure and simple, yet nothing is more destructive than facing your inner self."
    "Then I shall defy myself once again, and put my faith in you, for it only takes one last paragon in a world gone mad to avert the gaze of endless death, and redeem what was once thought lost"
    Virelda is an Dunmer Soothsayer from times long past, seeking truth and clarity in a world of lost ideals.
    Custom voiced with well over five hundred lines of dialogue, Virelda is designed as a game-long companion, as well as a tragic hero, on her own quest to fulfill her visions, and overthrow the gods. She combines my dramatic writing style with a deluge of interesting topics and conversations, making her a truly memorable character that will walk beside you as you fulfill the prophecies of the Elder Scrolls, and reshape Tamriel.
    Virelda possesses a rich and unique backstory, advanced commentary on most notable locations, a fully-fledged array of relationship dialogue that reflects your actions, and dynamic reactions to the choices you make throughout the game, from completing grand questlines to helping paupers. Many of her conversations are unlocked as you travel through Tamriel, so talk to her in as many places as possible.
    A true seer at heart, Virelda will often make deep and insightful observations of the natural world, and enjoys quiet conversation almost as much as tarot cards and tea leaves. She will be more than happy to share her knowledge with you, providing unique books and spell tomes once a day.
    Virelda was once formless and without awareness; the primal force of truth that separated lies and fantasy from hard reality. Yet, after countless eons, when sentience first arose and began a quest for ultimate truth, so did she. She has stood by the side of countless mortals, and opened their eyes in the pivotal moments of history, where one choice must change the world.
    Yet, with all things, truth must change. She began to see visions, of fire and blood, and the heavens aflame. Mighty gods being cast down, and flaws appearing in the once-perfect weave of the world. When she told tale of this, none listened, and she was shunned and hated as a false prophet, when her words once rang true to all ears. Thus, she fled Cyrodiil, and began a self-imposed exile on Solstheim, in a temple where naught but lies dwell, for she wished to mock her very nature, and undo her own words.
    There she remains, to this very day, yet when the Dragonborn first approached, she could sense a subtle shift in the world, and knew that everything was shifting again, and there might still be hope and redemption left in this world. Thus, she wills you to walk with her, as a companion and a friend, and she shall bring ultimate truth upon all those who defy the day, and show the world that truth yet endures, no matter how dark the hour.
    Combat, Stats and Perks
    Virelda is devastating in ranged combat, using her unique throwing cards spell that is capable of harming any opponent. She has a wide variety of perks appropriate for an embodiment of Truth, including Atronach, Stability and Ward Absorb. AVirelda will switch to a melee weapon at close range, and is quite adept with one-handed weapons.
    She grants two perks while actively following you:
    Endless Vortex, which increases health by 100 points.
    Burning Fate, which increases Fire Resistance by 50%.
    Virelda starts off at level 15, and will always level with the Player, with no limit. She's a master at Destruction, Restoration, One-Handed and Heavy Armor, and is also quite adept at Alteration. Virelda also provides master-level Illusion training, and sells a wide variety of spells and tomes.
    Virelda runs on her own custom follower system, making her fully compatible with all follower management mods and other custom-voiced companions. She comes with a new summoning spell, Call of the Abyss, which will call her to your side while she's actively following you.
    Installation & Uninstallation
    NMM, Mod Organizer & Other installers
    Download with the installer of your choice and activate it, the file paths should all be configured correctly. To uninstall, simply deactivate and/or delete.
    Manual Users
    Copy the files across to your Skyrim Data folder, the default file path will be:
    C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data
    To uninstall, simply delete the following files from your Data folder:
    There were way too many files to list, so please check the Articles section for a nice big list of everything.
    Requirements and Compatibility
    You can find Virelda at the Underground Temple of Miraak, near Raven Rock.
    Of course, she is always available as a follower.
    Requires Dawnguard and Dragonborn OR Skyrim Legendary Edition.
    Please read regarding Hearthfire!
    "I regret to announce that Hearthfires support will likely never come because that particular version failed three stability tests in a row, and after all, that is paramount over any new feature." - Mlee3141
    Virelda will still work with Hearthfire on a dialogue front, but she will not move to a home. Sorry guys, we really are! If anyone figures out a workaround, please let us know!
    Fully compatible with all popular follower management mods, and other custom-voiced companion mods.
    Special thanks to Anordil87 for his fine work on creating Requiem patches for Virelda! Remember to download the newest one for V1.0!
    Special thanks to Druundev for voicing Virelda. Couldn't have done this without her.
    PyroToaster for making Virelda's Throwing Card Spells
    JayCrane for making Virelda's Website and giving me permission to use her Underground Temple of Miraak as Virelda's House
    ImsumDave for making the Destiny Shard/ Virelda's Sword
    Wasbunny for giving me permission to use his Ritual Armor of Boethiah as Virelda's Combat Outfit
    Natterform for making the Tribunal Robes/ Virelda's Default Outfit
    AlexScorpion for giving me permission to use Snake Bite as Virelda's Bow
    billyro for giving me permission to use his Outlandish Cultist Robes
    InsanitySorrow for making the Skyrim Collectible Cards
    Many thanks to those who did review videos and submitted pictures! You guys rock and we wish you fun adventures in Skyrim! ~ Mlee3141 & Darkrogue21
    FAQ Q: "I can't find Virelda, where is she?"
    A: Virelda is found in the Underground Temple of Miraak, near Raven Rock.
    Q: "Virelda isn't following me!"
    A: If you are using EFF or AFT or any follower mod, make sure Virelda's .esp file is below your chosen follower mod in the load order. This will then allow her to follow you.
    Q: "Can you make her more pretty?"
    A: Beauty is subjective, and everyone has their own interpretation. If you're not a fan of Virelda's vanilla appearance, then there is an optional file which changes her features. She will also look different if you are using any beautification mods such as XCE Character Enhancement or Ethereal Elven Overhaul.
    Mlee3141 has recently given his permission for anyone to change Virelda's appearance and upload the files, as long as proper credit is given (and ideally, has a link back to the original page!) "Consider this a formal and irrevocable declaration that from this moment on, everyone is free to use, modify, upload and change Virelda's appearance as they see fit, as long as proper credits are given." - mlee3141
    Q: "Her teeth are purple!"
    A: This is due to messed up filepaths when the mod was being made. This has been fixed in the newest update, please re-download if you haven't already.
    Q: "Can I marry her?"
    A: Not at the moment. Maybe in a future update.




  10. Endgame NPC Overhaul

    This mod will add perks to vanilla and DLC's followers accordingly with their original fight style and class - they will now level along with the player and will be able to heal themselves in combat (some more than others depending on their class and mana pool). I added some corrections on some inventories and default outfits, as well as some unique weapons and fighting styles (in the case of Serana). The mod have been tested by two different machines and with different gameplays. This mod is intended to bring up the glory and usefulness of the original Skyrim followers, thus removing the urgent necessity of installing new followers for the Endgame play. This mod also correct the gender animation for the edited npc's if starting a new savegame. I used the following list to make this mod. If you like any other npc altered or have any suggestion please leave your comment.
    AFK mods Release: This is version 1.2f Legendary - Install only if you have all DLC's active.
    Aditionally, if you don't have all DLCs, but only one or two of them, you can install the Skyrim-only file, then choose from the optional files the ones corresponding to the DLCs you have from Nexus.
    - Official Skyrim or higher.
    Mod Management and loading order:
    Endgame NPC Overhaul must always be placed after UFO (or similar multi-management follower mods files) and always before any follower cosmetic change mod.
    - UFO - Ultimate Follower Overhaul.esp
    - UFO - Dragonborn AddOn.esp
    - Endgame NPC Overhaul.esp
    - ENPCO Dawnguard.esp
    - ENPCO Hearthfire.esp
    - ENPCO Dragonborn.esp
    - My Home Is Your Home.esp
    - Aela.esp
    - Bijin Warmaidens.esp
    - Serana.esp
    - Marriable Serana.esp
    - Marriable Serana HF.esp
    - ethereal_elven_overhaul.esp
    - and so on.esp
    I recommend you use LOOT to sort out your loading order.
    About Saadia:
    If you manage to "bat follower" Saadia you can gain a beautiful and powerful Ally; it was quite a surprise when I saw her engaging enemies for the first time. If you choose to make her a follower, please complete her quest line first to avoid any possible quest line breaking.
    About Mirri Severin:
    If you manage to "bat follower" Mirri, please complete her quest line first to avoid any possible quest line breaking.
    About Serana:
    Serana is now the ultimate Vampire Killing machine. She has her original powers tweaked into some superior versions and she will dual wield with her unique swords. A must have in my opinion if you like Serana. I included a patch for Bijin customization users (version info in the file). The correct place for "Serana.esp" patch included in this release must follow the above loading order example.
    About Quests:
    As I said earlier "Endgame NPC Overhaul" have been tested by two different machines and with different gameplays, from the beginning, and all quests have been done without quest line breaking.
    - Other similar multi-management follower mods haven't been tested so I cannot guarantee their compatibility;
    - Follower or NPC cosmetic changer mods might require patch on request;
    - Works better in a new Gameplay;
    - Compatible with current savegames but followers still have their default level cap unless you "prid" them and type "setlevel 1000 0 1 100";
    - Other than that must be compatible with almost everything.
    - Mods that change, or allows you to change, vanilla followers' skills, perks, gear, inventory or combat-styles. If you try to use said mods with Endgame NPC Overhaul, you may not see the changes this mod applies to followers and I cannot guarantee their compatibility.
    Recommended mods:
    Unofficial Skyrim Patches
    Credits and Thanks:
    Gweneal for her reliant betatesting.
    Bethesda for the amazing Game.




  11. Bright-Scales Follower

    Bright-Scales, the oddly-colored protagonist of my currently-unfinished quest mod project for Oblivion, Vampires Guild, is visiting Skyrim. He can be found in Winterhold staying at the Frozen Hearth Inn.
    Completing his short quest will allow you to take Bright as a follower. The young vampire boasts a leveling Vampiric Drain spell and a hood for sunny weather, and he'll also cast the Muffle spell on himself when he begins to sneak. In combat, Bright can summon powerful atronachs and uses strong defensive spells, such as healing, armor spells, and wards, though his Destruction magic -- ice and lightning spells -- is somewhat on the weaker side. If a vampire follower isn't to your liking, Bright can be persuaded to cure himself.
    Bright has unique dialogue spliced together from existing voice assets, and has location and set piece commentary as a follower, as well as a little ambient dialogue about his trade and current goings-on in Skyrim when spoken to when not following.
    As he uses a vanilla voice, Bright is integrated into Dawnguard and Hearthfire content (though he cannot be made a steward), but as Keith Silverstein did not return for Dragonborn, Bright cannot make use of any Dragonborn-specific dialogue.
    Bright can be married if you wish; he simply needs to be taken as a follower once. Although in Vampires Guild's story Bright was homosexual, here he can be married by either sex.

    There's a compatibility file for Change Follower Outfits included in the download.




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