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BananakillerBRO

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bananakillerBRO

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About this mod

Trek is a skaven-inspired companion with a little over 650 lines of fully voiced dialogue! Featuring a massive new set of excessively detailed dwarven dungeons with a Forsworn theme, custom armor, weapons and boss battles. He may be small in size, but he’s a big bastard!

Requirements
Permissions and credits
Translations
  • Turkish
  • Mandarin

art by the lncredible Inkary!



UPDATE 5.0 IS OUT NOW! More details below main description!

Trek is a skaven-inspired companion with a fierce devotion to the daedric lord Peyrite. He has a little over 600 lines of fully voiced HUMAN dialogue by the incredible  Tristan Derriks! Trek's dialouge includes but is not limited to; 

  • An ocean of idle chatter

  • Comments on player equipment

  • Comments on the weather

  • Comments on player inventory

  • Location commentary

  • Quest Commentary that covers the main questline, guilds and daedric quests 

  • Dynamic responses to combat based on health, creatures, and enemy races. 

  • Comments on summons and a small pool of companions

  • More probably! 



Alongside a new companion this mod also includes a quest that sends you deep into the fetid dwarven ruins of Bhurbuldohr to stop a Forsworn plot to drown the Reach in a sea of plague. 


Trek piggybacks on the the vanilla follower system, and can therefore be controlled by any follower overhaul mods with ease. Finally he also has a fully unique appearance, with dwarven prosthetics and a stupid ugly dumb rat face. 

Trek is an excellent melee combatant, as his small size and fast speed allows him to close the gap between himself and ranged opponents with relatively low risk of being shot, However he can also be pressed to use spears or arrows if you require a rat with range. He is marked as essential and cannot be killed, only slowed down. The rat is inevitable. Trek also comes with his own handy summon spell, so that you can call the disgusting bastard to your side from anywhere! As is the standard, he’ll also level alongside you, all the way to level 100!


To recruit Trek you must first start his personal quest. To begin, make your way to Old Hroldan Inn and speak to the fellow in bulky armor. This quest will take you on a journey into the deep Reach, plunging into the fetid depths of the Dwarven ruins of Bhurbuldohr, a place that was considered dreadful even during the time of the Dwemer. In these depths, the Forsworn plot to unleash a devastating plague upon the people of the Reach, and they will succeed unless they are put to the sword.

During the quest you may come across several unique weapons with custom models, as well as two new spankin sets of kitbashed armor, one being made for a pure vigilant of Stendarr, and the other being tailor made for all your pagan needs! 

The mod also includes an entirely new type of daedra; the DAEDRAT. A disgusting rat-like creature with a fully fledged lore book to illustrate their place in Peyrite’s realm. As reading can be a pain to do in game, you can also find a PDF version in the optional files to read at your leisure. 

That’s all for now, but keep an eye on Trek! There’s plenty more to come! Also, don't be afraid to post pics of Trek, I'd love to see what my precious rat son gets up to now that he's been released into the wild! Trek also has his very on Discord, so feel free to join!

Side note- All DP from this mode goes to the Wildlife Conservation Society! 

(Disclaimer- This mod was made with the most recent version of the Skyrim Creation Kit, so if you are running a older version of Skyrim make sure you have BEES installed!)

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TREK: Q.O.L. UPDATE

Hey all! After a hectic couple of months, and traveling cross country twice, I’m finally in a position where life has calmed down enough for me to continue working on Trek good and proper! This is the QUALITY OF LIFE update, the first of many to come, and future updates will, if life goes according to plan, not take nearly as long to push out as this one did. For now I’ll focus on the present, and get into what this update entails; 


CUSTOM COMPANION FRAMEWORK! Trek now works on his own framework rather than piggybacking off the vanilla systems. With Trek now running independently, he will no longer conflict with other companion mods, or any mods that alter the vanilla systems. The framework is also very lightweight, and does not require a great deal of scripts, so he won’t cause any bloat!


BANTER! Trek now has over a dozen lines of banter with vanilla npc’s, allowing him to verbally harass several key characters and fan-favorite companions! With companions, his banter only triggers in specific location types as to not have any lines become repetitive. For example, a conversation between Jenessa And Trek will only occur when in a tavern, or a draugr crypt. The current list of npc’s trek can banter with is as follows; 

Neloth
Kesh
Jenessa
Cicero
Paarthurnax
Serana
Eola
…and more to come! 
If you have any suggestions as to who else Trek should harass, lemme know in the comments! 


MORE DIALOGUE! Trek now has over a dozen new lines of idle dialogue, relating to DLC locations, and vanilla quest lines that were otherwise not explored in the first version.


QUEST IMPROVEMENTS! Trek’s quest has been retailored to be a direct upgrade of the original version. The new edition now features more detail in regards to level design, new enemy types, and improvements to encounters to allow for a much more varied experience. Additionally, I was finally able to focus on lod generation for more than a few seconds and as a result, all outdoor areas now have fully generated lod!  


TREK CAN THROW STUFF NOW! Trek now has a special hand wrap that allows him to grip spears. Better yet, he has his own custom type of ammunition that can be crafted at any forge using spare bits of dwarven metal! This wrap can be found next to his cell, inside a small strongbox. 


BUG FIXES GALORE! A good deal of bugs from the previous edition have now been squashed! Irregularities in level geometry have been patched, and the quest now fires off in a manner that is much more cohesive.
That’s about all for now. From the bottom of my big dumb heart, I’d truly like to thank everyone for all the love and support this weird ass mod of mine has received. I’ve received several pieces of fan-art by many talented individuals in Trek’s discord, and each and every single one has made me prance with joy like a gay goblin in a mushroom field. Seeing people love the character I’ve written has made me feel more validated than I ever have before as a modder, and I hope that I can provide ya’ll the very best version of Trek with the updates to come.


Speaking off, the next Trek update is already halfway done! The update in question not only features a new quest, but also several new dungeons, enemies, daedrat lore, and new armors for Trek! Hopefully I’ll be able to have this update pressed out within a couple months, so stay tuned! 











Changelog (bug fixes and the like not relevant enough for a whole update post): 

Version 3

Updated scripts to be unique and not conflict with follower frameworks. Just in case best practice is to load Trek at a lower priority than any follower frameworks. 

Added missing meshes and textures

Gave Trek a slightly bigger pe nits. Only slightly though.
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Version 4 

TOTAL NAVMESH OVERHAUL! Thanks to the incredible Chardero the mod's dungons have had their navmeshes completely redone! Trek, as well as other NPC's can now navigate the dungeons without issue, and Trek will now follow you through every load door! Keep his summon spell handy just in case though, on a few tests he would lag behind (he has small legs) and not follow the player through load doors, but this is rare. 

UPGRADEABLE ITEMS! Every item in the mod can now be refined at workbenches! 

DIALOGUE FIXES! Fixed an issue where Trek would think it was raining when it wasn't. 

REBALANCED! Encounters have been reworked to be more balanced. 

KNOWN ISSUES: 

I am far from a competent navmesher. Drawing red triangles is not my strong suit, and as a consequence there are some areas followers can struggle to navigate. In some cases I found that followers (Trek included) cannot find their way into the new dungeons past loading doors. Other times they enter the same dungeons without issue.  I recommend only taking followers you can summon as to not have them potentially get lost in the realms between realms. 
Fixed in version 4!

Trek bounces up and down slightly during dialogue. This is because he uses the riekling skeleton, and as of right now I have yet to find a fix for this. For now the canon explanation is that he cannot contain his murderous rage and vibrates as a result.