Perhaps this thread should be renamed to Wolf Mods or something.

I've been doing a lot of scripting recently - working on my own companions system. I started with Companions Share and Recruit, which is a very good system, but it has large parts that I am not using, such as squads or automatic looting. I've used it for a while but I found that these automatic actions result in companions running around a lot and forgetting to follow or to fight, as well as losing their horses. That mod wasn't developed with horses in mind, it has some horse-related functionality but it is unreliable, clearly an afterthought. For me however it is important.
So, drawing on that experience, I started making my own system. It is not generic, you can't just walk up to any arbitrary NPC and hire them, which is what introduced a lot of complexity to Share and Recruit. In my system the companions are dedicated NPCs. Yes, I know of CM partners, but there too it's not quite what I want. It never is, unless you made it yourself.

I have the core of the system working already for a long time, Hauk is my test character here. Poor Hauk, he gets his head messed with quite a lot. Here's what is implemented and working already now:
- Recruit and dismiss companions. When dismissed, they return to their homes and their "off-duty" routines.
- Track each companion on the map with their own quests. Particularly useful when they are off-duty and you want to find them.
- Access companion's inventory, also without recruiting them. Weight limit applies - you cannot give them more than they can carry.
- Let companions follow on foot or mounted and sneak with the player.
- Stop combat and catch up if falling behind.
- 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.
- When following the player, 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 following and the player has City Wear token equipped, automatically switch from armour to clothes and unequip weapons.
- Tell companions to wait, relax or pick herbs in the area. They stop following you without being dismissed. 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 (surprise!).
- While sitting down, automatically repair weapons using repair hammers and level up the NPC's repair skill. Play one of several repair animations, so you can actually watch them do it.
- Automatically recharge currently equipped staff with a trickle charge based on the Intelligence value. Only when out of combat, and only staves. This is meant for mages.
I am working on recharging with soul gems, but it is not easy.- Play some idle animations that don't interfere with actual following. I found that some do.
Of course the system alone is nothing without the companions. I have already a few of them done, others are being tinkered with. Eventually I shall release this together with the companions and a guide how to make your own. Here's what I have now. All these companions have their own horses, too. They each bring new armour, weapons or spells, some also bring houses. Some companions come with quests, others are just sitting there twiddling their thumbs, ready for an adventure.
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Hauk Serck-Hanssen, a battlemage. Friendly and bored.
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Lucien Lachance, a master assassin. Comes with strings attached - a large mod with the Dark Brotherhood quest line redesigned and another quest line added after it. Only after you've done it all, will he come with you. You have to earn the right to be
his companion. Typical.
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Fenris Bero, a vampire nightblade - an upgrade of the Dark Minion provided by the Vile Lair DLC. That minion was rather useless, I thought. Comes with an upgrade to the Vile Lair itself, too.
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Garrus Darreliun, Captain of the City Guard in Cheydinhal. Becomes available after that quest is done - Garrus actually gets promoted to Captain and is no longer stuck patrolling the throne room 13 hours a day. He takes over making rounds around the city and will come with you since you've been so good to sort out their little corruption problem. And because he's bored.
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Dylan, a Mazken. Not as useless as the female Mazken would have you believe. He hangs around Passwall once you're through the Gates of Madness. He does not leave the Shivering Isles, and so has no horse (no horses in the Shivering Isles).
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Scorpio, a sorcerer. He starts out as an elemental battlemage, but as you level up, he gains access to more interesting and powerful spells such as thunderstorm, rock avalanche or force push. These work on all targets in the area - on all hostile targets only, allies are unaffected, so they are not plain area of effect spells. Unfortunately the effort of casting it leaves the sorcerer incapacitated for a while, and these are very advanced spells to cast. He can teach you these spells if you're skilled enough. He lives in Crucible but will travel with you everywhere. He's got a horse in Bravil stables for just such an eventuality.
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Geralt of Rivia, a witcher. Does all the usual witcher stuff and hangs around Bruma - those ogres and goblins need to be kept in check. He actually looks like Geralt of Rivia and has all the correct gear and spells - based on Witcher 2, mod "Classic Witcher".
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Jowan Angwin, a blood mage. The concept and the character comes from Dragon Age Origins (except I gave him a surname). Blood magic allows him to cast very advanced spells at the cost of his own health - he is not so evil as to use the health of his allies, but he might use the health of his enemies at times. Blood magic also gives him affinity for necromancy, although he dislikes making zombies (you can't get the stench off your robes for weeks!). He stays a the Bruma Mages Guild (guess why), even though he is not a member of the guild.
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Sanguine, a drunk and a Prince. You have to earn his favour though, and I haven't decided yet how exactly. It will be something to do with Shivering Isles - some stories on the back of my head. He gives you a dremora summon with long term binding - the dremora stays with you until he is defeated or dispelled. You can talk to this dremora and arrange to meet Sanguine - he will be drinking at the Roxey Inn. Sanguine comes with a number of islands that you can visit. They are just peaceful places, with nothing going on. There are a number of nice mods like this, some even freeware, and I plan on using them.
Wow, now that I've written it up, it's quite a lot!

No wonder it's been keeping me busy... Plus of course we're still travelling in Elsweyr - Corinthe awaits!