- Potentially increase the companion limit to TWO, with animal companions being counted separately. Maybe figure out a way to have different companions form opinions about the others in your party and act appropriately.
- Give companions more life. For instance, Lydia feels like a soulless blob of a slave prone to smart remarks about being my packmule. Companion quests, anyone? (Would require some significant dialogue work and story-writing.)
- A UI addition that allows you to press a key to issue commands to companions. For multiple companions, another key or key combo can be used to open a menu like the Favorites menu to select the correct companion. This will fix the problem of having to physically walk to companions to issue commands. (No knowledge of Flash yet, terrible at Action Script, so this won' t be one of my first projects.)
- Buying horses and assigning them to companions, and expecting them to use them logically.
I was envisioning:
1) A common set of additional functionality for followers--better inventory management, the ability to adjust tactics via dialogue, manage leveling, teach and request use of spells, assign and ride horses, set a home, warp/teleport to the player character if lost or stuck, some sort of disposition scale, hotkey commands, etc. RickerHK's companions for Fallout 3 and NV are superb at most of this, and could be used as models, along with Emma's companion Vilja for Oblivion.
2) A common set of additional functionality for spouses. Emma's companion Vilja for Oblivion has many good ideas in this regard: being able to suggest having a meal together at the local inn; being able to suggest a quiet evening at home (if you own a home); being able to suggest going for a ride (if you own a horse); being able to give certain generic gifts like wine; disposition that decreases if you leave them alone too long, increases if you spend time with them, show affection, and give them stuff/do quests for them (spouses could become givers of Radiant Story-based random quests).
3) Optional NPC-specific files that add more personal dialogue--reactions to quest and environmental events, more of their personal history, additional interjections to the PC and/or banters with other companions and NPCs--as well as perhaps personal quests, their own unique gift preferences and/or "date" ideas, any overrides to the default choices and behaviors, etc. Again, Emma's companion Vilja for Oblivion, and also LlamaRCA's Willow for Fallout NV, Kateri's Julan for Morrowind, and Jac's Jasmine for Morrowind, have set standards for what can be done in Bethesda games--along with inspiration from the Black Isle and Bioware games of yore, of course.
So the idea would be that #1 and #2 would be shared libraries that functionality-driven developers could contribute to, and that would automatically benefit all in-game companions and spouses, as well as being available for easy use for mod-added companions; and then in #3 individual writing/story-oriented developers could pick NPCs and flesh them out further, giving those individual NPCs more personality, without needing to reinvent the wheel in terms of best-in-class basic companion functionality. Players could use just #1 and/or #2 if they wanted the basic functionality but not the pvssyr, or could use all three; there might also be multiple takes on individual companions--different people might create different interpretations of Lydia, for example--and players could pick whichever one they thought best, while still having the same core companion/spouse functionality.
I don't know how realistic this all is--feedback is welcome. It'd be a lot of work, for sure, and also I know that one of the appeals of modding is that it lets people do their own thing. On the other hand I worry about compatibility, if we have a bunch of separately-created mods to address different aspects of companion functionality. And it always feels weird, playing with multiple, separately-created companion mods, when one companion can do basic things that another cannot. I feel like modders in past games have established some best practices, and I don't see much point in aiming for less than that here. Ideally some of the more experienced modders would take the lead in this; but if not, I might give it a try, once I see how viable it all is in the Creation Kit.

