Oblivion
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alphaniner

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alphaniner

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25 comments

  1. deleted108176553
    deleted108176553
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    I like how this mod is nice and simple.
  2. Joehtosis
    Joehtosis
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    • 22 kudos
    So, ran into some issues where it wouldn't initiate on select NPC's but the mod would initiate on others (at times it would ignore guards, at other times it would ignore random civilians). After some testing, disabling plug-ins, rebuilding the bashed patch etc., I realized the problem was I lacked any patience lol.
    The mod initializes when activating an NPC but sometimes it takes a moment to register. If all else fails, exiting the conversation and reactivating the NPC a few times tends to solve the problem and it registers the disposition increase & speechcraft experience. So, if anyone is installing this and doesn't seem to understand why it's not working, give it a little poke and prod, be patient (wait at least 10 seconds after activating an NPC) and try talking to them multiple times if it doesn't start up.

    All that said, idk if it's possible but making the script respond faster or more consistently would be great (although that might be a problem on my end as I have more than my fair share of OBSE dependant mods). Also I noticed that for me, guards retain their "start" button in the persuasion menu, where as all other NPC's retain just "done" and "bribe". Not sure if this was intentional or if it's a conflict on my end, but it would be cool to see that taken off.

    All that aside, this a great, small little fix to a seriously annoying aspect of the game. Thanks a bunch.
  3. 45AARP
    45AARP
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    • 59 kudos
    I don't know how I've missed this mod all this time but it's responsible for allowing my speechcraft skill to ever go above 10. I hated that minigame with a passion and this along with combat speechcraft gave an otherwise pointless and annoying skill a real purpose.

    The only problem I have with it is the intrusive popup messages every time I talk to an NPC about if it failed or succeeded. I ended up removing them, but I'm sure others would like to see an optional .esp or setting to disable those messages.
  4. fcara1
    fcara1
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    • 10 kudos
    hero.
    aways hated the minigame... its not immessive, it has no sense ingame, it has no logic with oblivion theme... but you brought us SMALL TALK... a corrective mod to save us
  5. TesaPlus
    TesaPlus
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    Hi! I think your mod is just GREAT! In my game, it is in use ever since its release.

    There's a suggestion I would like to make. In RL, talking to a person who really hates you often does not better the relationship, unless you really, really know how to talk to her/him.

    In pseudo-code:
    IF
    ( we are on bad terms ) AND ( compared to NPC, PC is not exactly a charmer )
    THEN
    talking is probably a bad idea, meaning:
    -- no advancement in skill
    -- relationship gets even worse
    ENDIF
    This process should probably not result in a fight -- could break things. So there should be a lower border, I think.

    Please just ignore this if doesn't make sense. I like your mod as it is.
  6. TesaPlus
    TesaPlus
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    Hi, there, one can experiment with the skill progression by typing in the console:

    SetSkillUseIncrement 0.1 Speechcraft 1

    "0.1" is a pretty low example value, which I use myself in Ubanga (unfriendly bunch, they are). Thank you, alphaniner, this file is going to stay in my game .
  7. ecirbaf
    ecirbaf
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    Great idea. Looking forward to updates, to use on my 1st playthrough
  8. fienyx
    fienyx
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    Very nice. I tried a different speechcraft mod, but that made speechcraft level too fast, as in I could gain 2-5 levels early on just by going through all the conversation options the npc had. This is much better.
  9. Executor64
    Executor64
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    • 1 kudos
    Applaud the idea
    persuasion and friendship mods are hard to find
  10. Muffinette
    Muffinette
    • member
    • 1 kudos
    I quite like the idea of this mod as a more naturalistic way to increase disposition. Can't test it at the moment- and to be honest I don't think I'd be the most useful tester anyway, but I wish you the best of luck regardless!

    Tangentially, thanks much for introducing me to the WTFPL. License shenanigans tend to make me go cross-eyed and the terms quite eloquently explain my thoughts on the matter. If I ever get around to releasing one of my eternal WIPs I'll have to make use of that. :p
    1. TesaPlus
      TesaPlus
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      I wonder whether there is a ... less profane version of this License. -- Still no issues found with this mod, btw.
    2. alphaniner
      alphaniner
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      Yeah, I would have preferred if it had been called the WTHPL or such. But it effectively expresses my opinion about the whole idea of "owning" mod resources. Which is not to say I don't abide by the restrictions others place on their mods.

      In any case, according to the Open Source Initiative (OSI) the WTFPL is "no different from dedication to the public domain" [Source] . And it seems the preferred means of such dedication is the CC0. Though the concept of "public domain" is actually contentious in its own right, because not all jurisdictions have such a concept. You might look at other Creative Commons licenses, or the list of licenses approved by OSI or the Free Software Foundation. You may also be interested in reading Wrye's musings about open modding, which IIRC proposed some similarly lax licenses.
    3. TesaPlus
      TesaPlus
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      Thank you for these interesting links, and I mean it. I didn't know there was such a beautiful formulation of the problem like Wrye's "cathedral" and "parlour" metaphor. Splendid. -- And still no issues. Now I am going to figure out the potential cross-border-problem .