Hello,
I have completed a Beta version on Followers mod for Morroblivion.
You can use any companion mod to control them, but i personally suggest Companion Share/Recruit. I use this and I am very satisfied because I can give the spells too.
The things work till now is:
1. Database 63 npcs that will populate Vhanderfell world with 23 unique npcs that will accept to follow player. They rest in various taverns all over Vhanderfell and the player has to discover them. They dont have spells (I m thinking to give a starting spell on spellcasters), but you need to give them items/spells.
2. Random Personalities. Every npc will receive a ranom number on Responsibility/Energy/Confidence in order to create unique personalities like: (the coward warrior, the energetic mage, the lawfull priest etc). This part has still much thinking befre release, because a follower that flees from battle is useless etc...
3. Random Classes. Every time you start a new game, the same npc will be generated with random class. This means that Oblisgr (for example) will be warrior at game1, mage at game2, thief at game 3 etc.
4. Random Birthsigns. Every npc follower will recieve a Birthsign at the start of the game, and gain some characteristic. A few bugs here too, because some Birthsigns have spells, and the npcs cast them a lot of times, while they have to use them once per day.
5. Random life. The npcs will not have specific packages. They decide what to do in their free time. Every 2 hours the npc generates a package to do. From exaple the day1 (14-16) they may eat in tavern, while the day2 they may dance or smoking its pipe and relaxing.
6. Followers can populate your castle, your cave, your house and do their packages there. They will not abandon the place you choose them to stay. They will eat, read, drink, smoke, dance, player lute, sleep and other there.
7. Random weapons and clothes at the start. Using leveled items I have gave them the opportunity to select what they will wear when you first met them, and what weapon they will use. Weapons are based on their class (for example you will never meet a mage wielding a claymore, but you give them yourself when you recruit them.)
This is what the mod does at them moment... but I want to add more!
1. I was thining to add more package options like find/use painting, find/use rake and others, hunting etc. This is quite difficult because they have to travel outdoors to do that and they may lost their way in wilderness.
2. I m trying to find a way to make the have romance between them. The couple will share a common item that will make them in love. Then the will only recruit the player, together. This is too hard because I dont know where to start...
3. Add some Castle like buildings, caves and houses where the player can live. The player will be able to populate those places with the npcs. The npcs will patrol the area, and do their packages there.
4. Maybe if someone could help I could give them quests too. I cannot work on dialogs and quests and at them moment this is a far dream.
5. Create a new companion management dialog, and add my own scripts dialogs there. That way there will be no need for outer companion mods. I dont know anything from dialogs and this is too hard for me.
Need your advice and your suggestions please!

You may want to use CM
You may want to use CM partners as a base. There are a LOT of good reasons to do this, including the fact that it's a lot less work to make, and that CM Partners does all the companion management for you and is well-known and well-debugged: http://oblivion.nexusmods.com/mods/7819
And they even provide tutorials on how to set up partners:
Thermalase began work on a CM partners package for Morroblivion but never finished it - there is a WIP here: http://morroblivion.com/forums/morroblivion/mods/1532