[REL]Gabby the Cute Pastry Chef Companion (fully voiced)

Post » Sun May 27, 2012 2:30 pm

Thanks. We're slowly working on an update to flesh out Gabby's past and give her a new quest related to it. But as it is, she already is a functional and enjoyable companion. I hope you'll like her.
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Beast Attire
 
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Post » Sun May 27, 2012 9:27 am

Version 1.3 is up!

v1.3
Fixed Innkeeper AI Package conflict.
Biggest additions are the voiced dialogues, including scripts to change her default outfit or take off her hat.
Gabby now dances! You can ask Gabby to show you her moves after some interaction (This is mostly a place holder until we add more quests).
Allowed her to be married after her personal quest again (Again another place holder until more quests can be added)
Fixed some typos in the quest log and speech. Thanks to everyone who pointed them out.
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Laura Richards
 
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Post » Sun May 27, 2012 3:09 pm

Version 1.3 is up!

v1.3
Fixed Innkeeper AI Package conflict.
Biggest additions are the voiced dialogues, including scripts to change her default outfit or take off her hat.
Gabby now dances! You can ask Gabby to show you her moves after some interaction (This is mostly a place holder until we add more quests).
Allowed her to be married after her personal quest again (Again another place holder until more quests can be added)
Fixed some typos in the quest log and speech. Thanks to everyone who pointed them out.
I've installed Gabby t CPCC a while ago, but still haven't met her yet :)

Update sounds good, can't wait!
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Noely Ulloa
 
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Post » Sun May 27, 2012 5:01 am

The voice acting is what makes her my favorite follower. She sounds so cute. Plus she's more than capable in a fight.
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Catharine Krupinski
 
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Post » Sun May 27, 2012 4:30 pm

I'm definitely trying this out, it sounds great!

I'm curious, is the fighting ability explained? Seems odd if a down in the dumps dark elf who gets smuggled out of Windhelm and becomes a chef suddenly turns in to a hardend adventurer in the blink of an eye, that is good in combat and has no trouble killing people.

If it's not explained then that could be an idea. Have some occassional discussions as she slowly progresses and adjusts to her new life.


Ideas, along with any mods that inspired them:

What about making her stats more in depth, based on events, and player interactions? Like training her,subtlely nudging her in to certain, developments, having other people train her and having her with you during certain quests. This way she starts out as a naive wannabe and you have,the option of mentorimg jer in to a competant adventurer, or just having her be your friend/housewife.
(inspired loosely by http://newvegas.nexusmods.com/downloads/file.php?id=41779 unarmed training quest)

Micro interactions slowly effect overall attitude. Hit her in the face with an arrow? Appologize. She saved your skin in a tough fight? Thank her afterwards. Want your powerful enchanted gear back? Make sure you dont leave her naked. Need some money? Ask for it! Dont just steal it. Etc.
This would all lead to an overall disposition of what shes willing to do, and what shes willing to let you do.
(based almost entirely on Nessahttp://forums.nexusmods.com/index.php?/topic/177507-duke-patricks-the-lady-said-no/...,an old Duke Patrick mod that was later scrapped due to beimg too complex iirc.)

Recognition of race, six, and actions. Understandably voice acting complicates things, but it can still be done if dome sparingly (ie: one race recognition per race when meeting, one at start of romance, one at end of romance. Big events like civil war outcome, and six is pretty easy because it can just be using a single different word. Again only the start/end the romance would require significant varriance.)
Inspired by http://theelderscrolls.info/?go=dlfile&fileid=441 recognition, and romance.

Significant interactions have anywhere from simple recognition to major effects. Like if you leave her alone for a long time she'll complain, if you sided with the Storm Cloaks in the civil war(she likely has some ill will towards them), doing things she doesn't like, marrying someone else would beery hard to explain her I bet, etc.
Inspired by http://theelderscrolls.info/?go=dlfile&fileid=441 recognition, and romance.


Granted, there's some overlap, but I felt it better that separate them instead of jumble ideas together. Anyway, it's just some random ideas I had, no pressure to actually do any of it, I just ramble a lot :). I'll probably have even more ideas as well once I've actually played the mod. lol
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Ashley Clifft
 
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Post » Sun May 27, 2012 7:20 am

I've installed Gabby t CPCC a while ago, but still haven't met her yet :smile:

Update sounds good, can't wait!


You can do her quest and not recruit her afterwards (in fact, one of my favorite lines is her answer when the player refuses to hire her). She'll be happy to meet you in Dawnstar ;)

The voice acting is what makes her my favorite follower. She sounds so cute. Plus she's more than capable in a fight.

As the voice actress, thank you :blush:
Glad you enjoy the mod!

I'm definitely trying this out, it sounds great!

I'm curious, is the fighting ability explained? Seems odd if a down in the dumps dark elf who gets smuggled out of Windhelm and becomes a chef suddenly turns in to a hardend adventurer in the blink of an eye, that is good in combat and has no trouble killing people.

If it's not explained then that could be an idea. Have some occassional discussions as she slowly progresses and adjusts to her new life.


Ideas, along with any mods that inspired them:

What about making her stats more in depth, based on events, and player interactions? Like training her,subtlely nudging her in to certain, developments, having other people train her and having her with you during certain quests. This way she starts out as a naive wannabe and you have,the option of mentorimg jer in to a competant adventurer, or just having her be your friend/housewife.
(inspired loosely by http://newvegas.nexusmods.com/downloads/file.php?id=41779 unarmed training quest)

Micro interactions slowly effect overall attitude. Hit her in the face with an arrow? Appologize. She saved your skin in a tough fight? Thank her afterwards. Want your powerful enchanted gear back? Make sure you dont leave her naked. Need some money? Ask for it! Dont just steal it. Etc.
This would all lead to an overall disposition of what shes willing to do, and what shes willing to let you do.
(based almost entirely on Nessahttp://forums.nexusmods.com/index.php?/topic/177507-duke-patricks-the-lady-said-no/...,an old Duke Patrick mod that was later scrapped due to beimg too complex iirc.)

Recognition of race, six, and actions. Understandably voice acting complicates things, but it can still be done if dome sparingly (ie: one race recognition per race when meeting, one at start of romance, one at end of romance. Big events like civil war outcome, and six is pretty easy because it can just be using a single different word. Again only the start/end the romance would require significant varriance.)
Inspired by http://theelderscrolls.info/?go=dlfile&fileid=441 recognition, and romance.

Significant interactions have anywhere from simple recognition to major effects. Like if you leave her alone for a long time she'll complain, if you sided with the Storm Cloaks in the civil war(she likely has some ill will towards them), doing things she doesn't like, marrying someone else would beery hard to explain her I bet, etc.
Inspired by http://theelderscrolls.info/?go=dlfile&fileid=441 recognition, and romance.


Granted, there's some overlap, but I felt it better that separate them instead of jumble ideas together. Anyway, it's just some random ideas I had, no pressure to actually do any of it, I just ramble a lot :smile:. I'll probably have even more ideas as well once I've actually played the mod. lol


Concerning her fighting abilities, that's part of a quest about her past we have planned but still not created as of latest version. It's definitely something we'd like to explain.

Concerning her interactions and enhancing them, I see what you want, because that's exactly what I'd like. A companion that feels like a thinking being instead of a follower dummy.
We still have to find out how to make her react on events AND keep her as compatible as possible with other mods. But that's also something we'd like to do, along with some proper romance dialog and interaction.
I suppose the six/race recognition can be done, in fact, would make sense that she, as a Dunmer, could worry about having a romance with a much shorter life span race member. Could make some interesting dialogs. But that's be a lot of work and people would only see a few of the options. But we'll see.
I'll point your post to the mod author, I'm simply the voice, and I try to push as many ideas as possible :biggrin: If we manage to get even half of what the http://tes.nexusmods.com/downloads/file.php?id=28977 did for Oblivion, I'll be a happy woman.


Thanks for the ideas and feedback everyone!
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C.L.U.T.C.H
 
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Post » Sun May 27, 2012 8:04 am

I'll point your post to the mod author, I'm simply the voice, and I try to push as many ideas as possible :biggrin: If we manage to get even half of what the http://tes.nexusmods.com/downloads/file.php?id=28977 did for Oblivion, I'll be a happy woman.


Thanks for the ideas and feedback everyone!
Yeah I hear that! I did the same for Integration. Many of the ways to piss off Teshekru were suggested by me, still felt more could have been done though, I kind of wanted more situations where being a kiss ass would back fire, as it was there was only about one, surprises add that little extra element of realism that most fictional romances lack where all you have to do is kiss ass, give gifts, and get a predictable end. sure that works for a little bit, but eventually any smart person would see that you're just saying what they want to hear, and trying to buy them. In any case the Integration romance did have enough depth, twists, and interactions to make it better than any other mod/game romance plot I've seen.

Anyway I'm downloading the mod now, and will play it soon. :wink:
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Siobhan Thompson
 
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Post » Sun May 27, 2012 1:37 pm

First off the Nexus link doesn't work, the one in the original post has edit file in it

Tried it, pretty good so far. I'm wondering will the 'waiting period' be increased? The dialogue seems to indicate that she knows you somewhat well when she joins you, while the actual interaction can be little more than
her:"will you do this"
you:"ok"
her:"thanks"
*3 hours later*
you: "here you are"
her: "oh thank you, here's your reward. Make sure and be and touch, I'll have some more for you later"
*next day*
her "Can I join you!"
you: *uhh, I thought she just wanted to have a sort of regular customer relationship, she seems way too needy*... uhh, no.

I understand that if you had to actually visit her several times the impatient people would go all "ZOMHG I JuST WNT HOT COMPANION CHICK!"Maybe the player could have a dialogue option like:
"I like to get to know my companion's first, I'll consider it as we get to know each other better."
From there you'd visit her everyday, find out more about her life in DawnStar, and maybe some of the backstory dialogue that you would normally get while having her as a companion. Eventually it'd reach a point where she has nothing new to say, and you have to recruit her in order to continue things.

The hat thing could be a showing of trust, you can get her not to wear it, but if you try to take it in trade she'll ask why... maaaaybe.
In Willow they used her rifle, and clothes as a trust mechanism. Until you reached a certain point you couldn't get her to change her clothes, or take her rifle. Not sure how well that hat would work though because most players would probably just think "What's the point, it's just a generic hat... then again that could probably be solved by naming/enchanting it so the players feel it is as special it is to her.

Kind of a crazy idea, but maybe if the author doesn't want to remove the dancing music he could explain it with say... her mother was a Sheogorath follower who was blessed with a certain quirkiness, and weird things would happen around her due to Sheogorath's blessing. When her mother died the blessing passed over to her, and due to the fact that things have been this way for her at a young age she thinks it is normal, and has yet to discover this secret.
Could be any interesting gameplay, and story dynamic; have all sorts of weird events happen while she's with you like a friendly mud crab starts following her around only to be killed by you, or a guard when you enter a town, beggars walking up to her in town and giving her 100 gold, weird music playing out of nowhere during certain events (as we've already seen), maybe she talks of seeing/hearing things you don't. (weird animals, seeing everyone as being naked, random words/phrases like "CHEESE FOR EVERYONE!" being shouted etc.)

Only problem with that is you'd have to explain ahead of time that just about anything really weird that happens in the mod will be explained in time, and that the mod is indeed lore friendly :rofl:
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Steven Nicholson
 
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Post » Sun May 27, 2012 7:51 am

@Phoenix: Thanks, I fixed the Nexus link.
Concerning Gabby's recruitment quest, I agree with you concerning the fact that the relationship evolution is a bit quick (well, some NPCs are even quicker, like Isolda marrying you if you bring her a mammoth tusk XD). In fact, when the mod was created, the author was alone and did not think he'd expand the companion a lot. The fact I asked to voice act Gabby changed the scope of the mod because I started pushing the poor creator for more features.
I think the initial quest is nice as it is, but in the future, we hope the player will have to do more quests before being able to see Gabby dancing (gaining her trust) or being able to marry her. But we know it will take time to update, and meanwhile, we wanted people to be able to enjoy what we have already done. So here is why it is still possible, at the moment, to marry Gabby or ask her to dance for you. And that's why the evolution of the relationship might seem quick at the moment.

When I've read your latest post, I laughed so hard and thought, OMG, this is genius! I love the idea so much! I need to send a copy of your message to the author XD
BTW, we're open for help if you know your way around the Creation kit (or even ideas are very welcome). Our big constraints are just to keep Gabby as compatible as possible with other follower mods, so we can't alter the follower AI system.

Thank you for the feedback, it is really very appreciated!
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Laura Mclean
 
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Post » Sun May 27, 2012 12:02 pm

sweet rolls :D
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Taylah Haines
 
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Post » Sun May 27, 2012 9:48 am

This mod appears to add 'Hentai Karliah' armor pieces under crafting, which show up as leather armor in the preview but for me are invisible when actually crafted and equipped. Could this be fixed (or removed even since it sounds rather out of place?).
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Rach B
 
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Post » Sun May 27, 2012 1:28 pm

This mod appears to add 'Hentai Karliah' armor pieces under crafting, which show up as leather armor in the preview but for me are invisible when actually crafted and equipped. Could this be fixed (or removed even since it sounds rather out of place?).
Yeah that's mentioned on the nexus page and will probably be fixed in the next update. apparently it was accidentally included.
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Sophie Louise Edge
 
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Post » Sun May 27, 2012 3:04 pm

Indeed was not intended to be in the package, fixed the description here to match the one on Nexus. Sorry for the inconvenience. I know the author is working on an update.
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Brandon Bernardi
 
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Post » Sun May 27, 2012 2:33 pm

This mod appears to add 'Hentai Karliah' armor pieces under crafting, which show up as leather armor in the preview but for me are invisible when actually crafted and equipped. Could this be fixed (or removed even since it sounds rather out of place?).
So THAT'S why I had two pieces of each body part of the Karliah armor at the forge. I was confused. :D
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Michelle Serenity Boss
 
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Post » Sun May 27, 2012 10:33 am

So THAT'S why I had two pieces of each body part of the Karliah armor at the forge. I was confused. :biggrin:

:biggrin: Guilty you honour!

Sorry about it, we'll fix it asap.
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Janette Segura
 
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Post » Sun May 27, 2012 7:12 am

:biggrin: Guilty you honour!

Sorry about it, we'll fix it asap.
Not a problem! Actually, I disabled the Karliah mod because I've had it installed for a long time, but today was the first day I crafted and tried it. Your mod gave me a free armor without needing an extra ESP :D

You sure you want to fix it? :P
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Marquis T
 
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Post » Sun May 27, 2012 12:56 pm

Hehe, I love Gabby. She's too cute. Great job!

Also, before completing the quest... it was possible to buy her sweetrolls. It was also marked as stolen in my inventory.

When killing the bandit and retrieving Gabby's sweetrolls, it didn't trigger the next objective. I had to add another basket through the console.

She's super strong. Maybe I'll take her out :D
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Marnesia Steele
 
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Post » Sun May 27, 2012 7:48 am

Yeah, sometimes, the quest update does not trigger, you have to drop and retake the basket of sweetrolls. Been reported by other users. Neither the author nor me have been able to reproduce or track the problem. It seems it happens to some modded quests requiring the player to take an item. Must be script related.

Thanks for the report. Hopefully, Skeptikal will have more time to work on the mod soon, so I'll try to push him for an update XD
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Tracey Duncan
 
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Post » Sun May 27, 2012 1:11 pm

As much as I hate silly lore breaking anime stuff, I burst out laughing at the video of your follower dancing. I'd never use it on a serious level, but imagine the fight with alduin, then setting her to do that. Hilarity ensues :P
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Yvonne Gruening
 
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Post » Sun May 27, 2012 4:46 am

Well, with a personal quest named "Let me guess, someone stole your sweetroll", don't expect Gabby to be a completely serious mod indeed XD

Glad it made you laugh. BTW, I'm not a bug fan of anime stuff either, but the dancing part was more a proof of concept. We might change the music or the dancing in future update, though the crazy makes me laugh too :biggrin:
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Silvia Gil
 
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Post » Sun May 27, 2012 1:35 pm

As the author of http://skyrim.nexusmods.com/downloads/file.php?id=12933 I'll shed a little technical light on the dialogue mix-up. The only way to have custom follower dialogue is to make the associated scripts access the follower system, except those will differ from each follower mod. So the only way for it to really work would be for all of us follower authors to use a common file and "extend" those functions and anyone who writes a custom follower would utilize those custom functions as well as using an associated master file containing the quest related to the script. The reason we could not extend the vanilla functions is because not all of them provide access to the speaker (Which is a requirement when you have more than one follower)

So, if we were to all use a common file it would be something like this...

File: FollowerCompatibility.esm
Quest: FollowerCompatibility
Script: FollowerCompatibility

Scriptname FollowerCompatibility extends Quest Conditional

DialogueFollowerScript Property DialogueFollower Auto
Int Property FollowerCount Auto Conditional ; This number would be modified to reflect the current follower count

Function AddFollower(Actor actorRef)
DialogueFollower.SetFollower(actorRef)
FollowerCount.value = http://forums.bethsoft.com/topic/1348243-relgabby-the-cute-pastry-chef-companion-fully-voiced/DialogueFollower.pPlayerFollowerCount.value
EndFunction

Function RemoveFollower(Actor actorRef, int iMessage, = 0, int iSayLine = 1)
DialogueFollower.DismissFollower(iMessage, iSayLine)
FollowerCount.value = http://forums.bethsoft.com/topic/1348243-relgabby-the-cute-pastry-chef-companion-fully-voiced/DialogueFollower.pPlayerFollowerCount.value
EndFunction

Function SetWait(Actor actorRef)
DialogueFollower.FollowerWait()
EndFunction


Function SetFollow(Actor actorRef)
DialogueFollower.FollowerFollow()
EndFunction

OR something like this may be slightly more appropriate

; Action 0 - Add
; Action 1 - Remove
; Action 2 - Wait
; Action 3 - Follow
Function FollowerAction(int action, ObjectReference akRef1 = None, ObjectReference akRef2 = None, int aiValue1 = 0, int aiValue2 = 0)

EndFunction
; This would allow for more information to be passed to the system, have a few basic actions the standard so that custom actions can also be performed say if the follower mod integrates "Relax" the custom dialogue could call the function providing the appropriate action ID.


Now, when you go to write the dialogue, you would use the FollowerCount QuestVM variable to check if you've reached the follower limit (Probably have the limit as a plugin global) for the dialogue script you would include "FollowerCompatibility.esm" in your plugin, then add this new script as a property and call these functions instead, referencing the speaker. As for us follower system modders, we would have to modify our "core" to "Extend" this script as well as include "FollowerCompatibility.esm", and re-implement these functions to do whatever our functions are supposed to do in our system.

Essentially this would create a common ground for follower systems to branch off, when you "extend" a function, it will call the highest order derivative.

Say you have no follower mods
FollowerCompatibility.AddFollower(Actor actorRef) does it's default thing
Say you have EFF that extends AddFollower
FollowerCompatibility.AddFollower(Actor actorRef) does whatever its implemented to do inside of EFF
Say you have UFO that extends AddFollower
FollowerCompatibility.AddFollower(Actor actorRef) does whatever its implemented to do inside of UFO

If the vanilla functions
"FollowerWait"
"FollowerFollow"
"DismissFollower"
provided references to the speaker we could have just extended those functions and there would be no problems at all, but unfortunately Bethesda wasn't counting on us adding more followers so they didn't leave any room for "compatibility".
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Tikarma Vodicka-McPherson
 
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Post » Sun May 27, 2012 6:43 pm

Thanks for the input PurpleLunchbox, I'll show this to Skeptikal. Compatibility is really important, especially for follower mods.
How does it work with UFO?

Sounds really interesting. I'm working on my own companion mod (still on the writing phase, and I'm mostly voice actress for Gabby), and was wondering how to avoid the double voice problem.
I'll keep this post in my notes.
Thank you for your constructive post.
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Natalie Taylor
 
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Post » Sun May 27, 2012 4:12 pm

Well the key is that "all" the follower based mods (EFF, UFO, BDO) use this "Base" file, this compatibility mod wouldn't mean my mod and UFO could be used simultaneously, it would mean that your mod could be used for either follower systems, or none. This "Base" script would serve as an integral to our scripts, essentially establishing a one way communication between mods without them actually being there.

If it were just your mod, it would call the "default" AddFollower, which would simply proxy the default follower functions...
If UFO reimplemented this script, it would still call "AddFollower" except it could be overridden to do whatever UFO needs to do.
If my mod reimplemented this script, it would still call "AddFollower" except I could proxy it to call one of my mod specific functions "XFL_AddFollower"

I've now considered that
Function FollowerAction(int action, ObjectReference akRef1 = None, ObjectReference akRef2 = None, int aiValue1 = 0, int aiValue2 = 0)
Would be the better option as it provides more flexibility towards "custom commands"

I'd be happy to add the functionality to my own mod, but it would leave yours in a "Default Follower" state, meaning it would not access the vanilla dialogue, instead it would access your custom dialogue but proxy the vanilla script functions in. For it to work as intended, both (or all) follower mods would have to have this functionality.
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Taylrea Teodor
 
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Post » Sun May 27, 2012 4:35 am

The only way to have custom follower dialogue is to make the associated scripts access the follower system

While that's true, I think (haven't tried it myself) that a custom voicetype for a follower could probably be accomplished without touching the follower scripts by creating a new voicetype, assigning that voicetype to the follower, and then adding the voicetype to the DefaultNPCVoiceTypes and VoicesFollowerNeutral formlists. You'd then need to record voiceovers for the existing follower lines. It wouldn't be "custom dialogue" in the sense that you could have the follower say something different than those existing lines, but it could at least be in the same voice as the mod's unique content.

(And of course the other way to have custom follower dialogue is to bypass the vanilla follower system and write your own...)
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Natalie J Webster
 
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Post » Sun May 27, 2012 4:17 am

While that's true, I think (haven't tried it myself) that a custom voicetype for a follower could probably be accomplished without touching the follower scripts by creating a new voicetype, assigning that voicetype to the follower, and then adding the voicetype to the DefaultNPCVoiceTypes and VoicesFollowerNeutral formlists. You'd then need to record voiceovers for the existing follower lines. It wouldn't be "custom dialogue" in the sense that you could have the follower say something different than those existing lines, but it could at least be in the same voice as the mod's unique content.

This method should work as well given that you say the exact same thing the default voices say, but if you wanted them to say something different, and have the subtitle match then you would need custom dialogue.

DefaultNPCVoiceTypes
You have some different lines to choose from...
VoicesFollowerOrc
VoicesFollowerNeutral
VoicesFollowerRough

I'd suggest having a script to add to those lists dynamically when the quest is initialized. Although I'm not sure if the game dynamically decides how to locate the voice files or if its something to do with the CK, the Voice Filename template is based off the Quest EditorID, the VoiceType, and the INFO (Response) FormID so adding to those voice lists dynamically is uncertain whether it will actually find those files. If you do not add to these lists dynamically they will not be compatible with any other custom follower mod that would attempt to do the same method.
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Gracie Dugdale
 
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