Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Weekend

Uploaded by

PipBoy3000_v2

Virus scan

Safe to use

92 comments

  1. PsymonPrime
    PsymonPrime
    • member
    • 3 kudos
    Liking this a lot so far, but the auto feature seems very very odd. In my game at least the character is sputtering lines every 18 seconds regardless if in combat and it is always non-contextual to what is happening. 

    But being able to hotkey this makes it interesting.

    It would be neato if more lines of dialogue from NPCs could be used in a more contextual manner, like if NPCs nearby are friendly the character could yammer on with the rest of them.

    The main thing that doesn't work well is the frequency of the mutterings (playing a Khajiit currently) but also when knocked unconcsious the cat is saying 'do your best' etc. Maybe a check to see if unconscious and a way to have the mutterings like once every few minutes for auto, if there really is no way to have it only in combat.

    It could be a mod conflict in my load order that causes that. but I'm uncertain if that is by design.

    thanks for making this
    1. KirnMn
      KirnMn
      • member
      • 1 kudos
      About auto mode - The auto mode should only work during combat.
      Maybe there're some prey creatures (e.g. deers) nearby and are fleeing. Thanks to Todd Howard's wonderful coding, the game will start a combat loop in high frequency for these creatures and it will trigger the combat detection, then the auto mode will begin processing.
      The auto mode has been disabled for these creatures on the latest version. Update to v1.71 may solve this issue.
      Or maybe it is conflicted with other mods if it still happens on the latest version.

      About unconscious check - The check has been added on the latest version. But it only check if the stamina is empty. Seems like there's no way to check whether player is paralyzed or not.
    2. PsymonPrime
      PsymonPrime
      • member
      • 3 kudos
      Thanks man so much for the reply and considering that.

      I do use a mod that totally interrupts the dying process but health and fatigue still often go down to 0 or near 0 for health, so I will test it out soon, but mostly I like using the hotkey method as there really isn't a lot for the character to say.

      I am really liking the mod and was hoping that maybe it could be expanded upon. I am thinking of the mod more voice by elz, it has conditions for how it fires off voice files, but they are all in Japanese and no lip files .... so that mod is limited with the notion that others can add files of their own,  but in the end no lip files - so not really that great. What is great about it is that it has conditions for all sorts of situational triggers (finding a new location, going into stealth, level up, etc. Have you considered adding other triggers for the character to then respond with voicing.

      i was going through the voice files available and identifying non contextual recordings that can be used for more than one scenario. For certain there are lots of one liners and so on in the training and persuasion dialogues. Mostly was looking in the argonian/khajiit files and found a lot of files that lifted out of their original context could work great for various situations. Can compare notes with you if you plan on expanding this, if you like.

      thanks again for update!
    3. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      A small note: As we use "say" and "sayto" it works with any mod even outside this mod or in any load order before and after our mod
      as long as the requirments are met (like there is no player exclusion or race exclusion etc in the dialogues.)
      So you could test it and look it up by looking up the dialogue in the related quest in cs.
      A good example would be the optional file in the downloads tab. there is no code in it, it only removes the check for player in most dialogues!
      and it is why the mod may not work with costume races. because the game has no check in the dialogues for those races!
    4. PsymonPrime
      PsymonPrime
      • member
      • 3 kudos
      Lately I've been playing mostly as khajiit and that has filtered my view of this mod, which I previously took as much more limited than it actually is. I was playtesting another mod and made an imperial (as in just not adjusting character).

      This is hilarious. He just seems to randomly spit out all kinds of lines, more so than the cats for sure. Such memeworthy potential.
  2. 123hello456
    123hello456
    • member
    • 3 kudos
    Cool mod, i like to taunt enemies so much! Thanks a lot!
  3. KirnMn
    KirnMn
    • member
    • 1 kudos
    I've used this mod for days but it still stops working for summoned actors (latest version).

    However I find a way to fix this issue. Would you mind I post the modified esp here or just upload it as a new file on nexus?
    1. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      Hi, KirnMn,
      What has been changed?
    2. KirnMn
      KirnMn
      • member
      • 1 kudos
      Just moved the 'attack' part to a new script and made it a function, like this:
      ScriptName AaaPSSSpellAttack
      ref Target
      begin Function { }
          set Target to GetCrosshairRef
          if Target.IsActor == 1 && Target.GetDead == 0;
      ;message "Is Living Actor "
      Player.Sayto Target Attack
          else
      ;message "Is NOT Actor or Is Dead"
      Player.Say Attack
          endif
      END
      Notice that the 'GetIsCreature' condition is removed cuz it seams like unnecessary. And I added the 'GetDead' condition so the player won't shout to a corpse.

      Then call this function in the combat part of main script, like this:
      ;_________________________________________ this is for auto mode:
      if PlayerAttackTalk > 0
      if combat == 1
      ;message "In Combat"
      set Ctime to ( Ctime + getsecondspassed )
      if Ctime > PlayerAttackTalk
      set time to 0
      set keyready to 0
      set Ctime to 0
      call AaaPSSSpellAttack
      endif
          endif
      elseif PlayerAttackTalk < 0
      messageBox "Player Say Stuff: Error!" "[Set PlayerAttackTalk to 10]"
      Set PlayerAttackTalk to 10
      else
      ;donothing
      endif
      ;_________________________________________This is for key mode:
      if keyready == 1
      if iskeypressed3 talkkey
      ;messageBox "key is pressed"
      if combat == 0
      set time to 0
      set keyready to 0
      player.say Idle
      else
      ;messageBox "In Combat"
      set time to 0
      set keyready to 0
      call AaaPSSSpellAttack
      endif
      endif
      endif

      Notice that OBSE v0021 or higher is required for functions. So change the version check part in main script:
      if GetOBSEVersion < 21
      messagebox "Player Say Stuff: Error!" "You need OBSE v0021 or higher"
      endif
    3. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      The GetIsCreature is for deers in the game. when they see the player and flee the game goes to a loop of going in and out of combat causing the script to brake at some point because it should be in a combat state but it's not. basically the going in and out of combat with wilde horses and deers is faster than the script's tick rate.

      Knowing this is there any changes you want to add?
    4. KirnMn
      KirnMn
      • member
      • 1 kudos
      Oh, I didn't notice this... Well, my fault. Add the GetIsCreature back may work, or I could use GetIsRace for only deers and wild horses as alternative. I'll test it later.

      But it seems like no difference between the original script as you described - the combat section still active for fleeing creatures. The only difference is the dialog function used during combat (Sayto or Say).
      Maybe move this check ahead so the combat section could avoid processing for these creatures?
    5. KirnMn
      KirnMn
      • member
      • 1 kudos
      Alright, I've tested the new script on fleeing creatures and it had little differences whether there's a GetIsCreature check or not - yeah, I've followed a fleeing deer for about an hour. Looks like the script still works fine mostly without the check. The script rarely braked and it would recover itself. Honestly it's hard to fix unless you change the timer's structure - I'll try to fix it next if I can.

      Anyway if you insist, I suggest using 'Target.GetInFaction 5d556 == 0' than GetIsCreature. This would make it detects the 'prey creatures' faction only.

      Add: BTW why did I say 'it seams like unnecessary'? Let's take a look about the original script piece you wrote:
      if target.IsActor == 1 && GetIsCreature == 0Find anything weird? Yes, the IsActor condition got a specific RefID 'target', but GetIsCreature didn't. Therefore it always truns to check the activator itself - the player. 
      Obviously GetIsCreature always returns 0 on player since player isn't a creature - at usual.
    6. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      Hi,
      Good calls.
      I mostly used sayto to just make the personal character shout's stuff based on faction and race of the target. since creatures don't levrage any of them I don't think it's nessesary to check if it's prey but the added headtracking is nice...
      Also;
      Thanks for all the work and love. I gave you access to edit this mod (and this page) let me know if It didn't work. And if all fails, you are allowed to fork this mod with a mention. if you plan to edit this page and mod here be sure to credit yourself here.
      I'm not planning to anything with this mod at least anytime soon (I usually made and used it as is) and I'm not that well rounded in scripts and programming.
      Thanks for the time, solutions and testing.

      Please do let me know what you decide to go with.
    7. KirnMn
      KirnMn
      • member
      • 1 kudos
      Glad to hear. I'll post an update on this page later.

      Anyway thanks for creating this mod. I really don't like the fact that main character couldn't taunt when in combat but enemies could. This mod made it and the combat became fun a lot! :)
    8. KirnMn
      KirnMn
      • member
      • 1 kudos
      Hello again,
      Good news.

      I thought I've already found a way to solve the braking issue for fleeing creatures.

      However this done a lot of changes to your code. Therefore I have to ask about your opinion before I update this mod since you are the original creator.
      If you think this change is unnecessary or you don't like your code to be heavily changed, I'll upload the new script as an individual new file on Nexus and make a credit. Or I'll post updates on this page as usual.

      Please let me know what you'd like.
    9. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      Hello!
      Nah man, I'm just happy to see that talent is working on this and doing it's magic. Go crazy, have fun and do as you see fit.
  4. jp543
    jp543
    • supporter
    • 0 kudos
    Honestly my favorite mod for oblivion. Really wish I could find something to scratch the itch in Skyrim. Though I suppose it'd suck since you are a lot less likely to hear the same comment about how your main character could really use a guar in that one which is the best part of this mod.
    1. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      ty, Same.
  5. noproblem123
    noproblem123
    • member
    • 0 kudos
    I love this mod I can positivly say I've been using it for nearly 10 years but the same issue is still there...it randomly stops working.
    is it possible to add  a check in the script so it can reboot the mod ? or maybe a command that restarts the script every say 10-15 minutes ?
    edit:I forgot but when you're looking at someone else's summoned creature or dremora when you kill it or it get's despawned the game crashes.





    also heck this mod is reaching puberty, update something random on it when it's old enough to drive a car.
    1. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      Oh man that cracked me up! actually the mod is +1 year older because I first uploaded it to the old strategy informer modding community. Sadly they killed it so fast and the community was so toxic back then.

      Yeah the mod grabs any actor you are looking at to know the race/faction.
      so of the actor stored in the memory gets wiped out of the memory it crashes. (that was an oversight from me)

      Will try to look into it.
    2. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      Posted a quick update.
  6. MindIsPower
    MindIsPower
    • member
    • 0 kudos
    Bug: The button stops working, and the player won't say anything anymore when loading a save, going into a different area, randomly during fights or just randomly for no apparent reason. This can also only be fixed by restarting the game. I like it, but the bug just kills the fun of it.
    1. MobinWeekend
      MobinWeekend
      • member
      • 7 kudos
      I can't do anything about that. it's how oblivion is. I just can put safeguards to avoid player reaching a breaking point of the vanilla game.
  7. songlife
    songlife
    • member
    • 9 kudos
    Don't bother using this if you play as a Redguard. There aren't enough faction responses or specialized dialogue of any kind to ever hear the PC use them. My Redguard female said the same few stock, stale phrases whether in combat or out, making it not worth a load order spot to use this mod. Depends on what race/sex you play as. Basically just use the DB members as your guide: if there are no members of your race & sex in the DB Sanctuary, you'll never hear their dialogue, since it doesn't exist. Same is true for the other factions like Blades & Vampires. If you play as an Imperial or Breton, you'll hear most or all of them. Other stock races, a little less, but it'll work. Non-standard or custom-created races, forget it; they won't speak at all.
  8. sonicthebandicoot
    sonicthebandicoot
    • member
    • 1 kudos
    can you add shivering isles conversations to the list?
  9. GeorgeCorbul
    GeorgeCorbul
    • member
    • 13 kudos
    Hey, I was wondering: do the addon files (DB, Blades, Vampires) work by default, or do they kick in when you join one of the three groups? (i.e. if you become a vampire, your character starts using vampire taunts)
    1. songlife
      songlife
      • member
      • 9 kudos
      FYI, the way I understand it, you wouldn't want to be using the DB file, since it disables DB talk.
  10. songlife
    songlife
    • member
    • 9 kudos
    [deleted]