While companions are a pain in the butt, I think everyone wants to have a companion of some sort to carry things and/or have company. Be it animal, NPC, or boss, everyone has their preferences.
3nodding For this reason I've started constructing, piece by piece, a large mod which will eventually have just about every type of companion anyone could ever want.
Unfortunately, I can't custom build everything to everyone's exact specifications. I can, however, take suggestions and generalize to the best of my abilities. If anyone plays my mods, I can fine-tune them so they're less bug- and problem-prone.
Here's a link to the page hosting the first part of the mod, "The Beast Imporium", where you can buy various pets:
http://www.geocities.com/blueicedraka/morrowind_merchantsRight now I'm having one major problem, and two minor ones. All the mods in the Companion Land set will follow the same basic principles, which is why I need to address them as soon as possible. Any help would be greatly appriciated:
1. I don't know how to block the player from trying to buy another pet of the same species (i.e. two alits). Whenever you "buy" another one, it just places the one you already have back in the spot you found it when you first bought it. I'm sure it's a simple solution, but I'm not sure what to do.
2. I'm trying to find a way to script a ring so the animal warps right to you. Right now, I just have travel commands incorporated into dialogue (EX: clicking on the topic "travel to Balmora" will make it warp to Balmora). The problem with this that I can only have so many travel commands because it's a lot of work. Also, dialogue quickly inflates the size of a mod. Most annoyingly though, is the fact that people can easily "steal" them by clicking on the travel commands in their dialogue.
stare 3. I'd like to find a way that you can sell them back. ^_^