The voice work is fantastic; it's obvious from the video. The recording was quality too, no metallic or echo sounds. The mod itself has some minor problems, but I need to tweak it to work on SE anyways, so I'll fix all the unwanted edits also before I play it.
Great idea but I've noticed if you have subtitles on for non-general things they say you're going to notice they say stuff like "You picked a bad time to get lost friend (2)". The numbers really ruin immersion.
How about a purist version (only voice, nothing else (no mesh, textures, game change, etc.)? I am not fond of mod who make arbitrary change to more than they advertise.
Would you like to know what I changed between different versions, or what this mod changes ingame?
In-game it adds two new bandit voicetypes, who are spread over all the different bandit levelled lists. They all look unique.
It also adds a new two-handed combat style for the bandit type voiced by FinalCrystine, to try and keep things a little more interesting.
It also tags certain items and clothing weapons so the mod knows when certain dialogue is appropriate - ie ('You're not wearing any armor') and a few other lines.
The 1.3 update removes some rogue edits and removes the test cell I made to test the new bandit types.
EDIT: ...until I looked at in tes5edit. Why is it placing new cupboards in breezehome? Why are there quest markers in Ysoldas house? Why does it change heimskr's audience packages? Why are you disabling civil war markers?
...obviously none of this stuff has anything to do with new bandit voices, maybe it's from another mod you're making, that got added in by accident? This is the 1.1 version that has all this stuff. You might want to take another look at it.
Version 1.2 is now uploaded. I have removed any unnecessary changes via tes5edit - let me know if you spot any other problems.
The heimskr edits are from another mod I was working on which overhauls whiterun. I'm not sure how they slipped in - I removed them in 1.2
The Ysolda's house edits are (I think all) referring to a duplicate version I made of it to test the mod in. I have removed the duplicate cell and any other landscape changes in the new version.
I didn't know you updated! Can you change the "latest version" to 1.2 as well? Really helps out people who track a lot of mods among yours. Thanks!
EDIT: Also, your mod seems to make changes to vanilla robes for some reason, a few of which has been fixed/edited by Unofficial Skyrim Patches (such as enabling certain hoods correctly for Khajiit race). I see you added a new line in it, but I don't see the purpose of it exactly. I believe it's always best to create new entries instead of adding new ones in these cases.
Another thing is that you modified combat style as well. While you added new entries there, you also modified the vanilla combat style, which means it will create incompatibility with certain mods like Combat Evolved to apply your settings. Again, I'm not sure why this change was necessary in your mod.
The mod adds keywords to robes so that certain dialogue recognises and triggers if the player is wearing them. The same thing happens with certain swords.
The new combat style allows for some of my bandits to spawn carrying two daggers. I added this to try and keep game play interesting.
I'll have a look for changes to vanilla combat styles.
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It does allow new bandits to wield two daggers rather than a one or two handed weapon, is this what you are referring to?
In-game it adds two new bandit voicetypes, who are spread over all the different bandit levelled lists. They all look unique.
It also adds a new two-handed combat style for the bandit type voiced by FinalCrystine, to try and keep things a little more interesting.
It also tags certain items and clothing weapons so the mod knows when certain dialogue is appropriate - ie ('You're not wearing any armor') and a few other lines.
The 1.3 update removes some rogue edits and removes the test cell I made to test the new bandit types.
EDIT: ...until I looked at in tes5edit. Why is it placing new cupboards in breezehome? Why are there quest markers in Ysoldas house? Why does it change heimskr's audience packages? Why are you disabling civil war markers?
...obviously none of this stuff has anything to do with new bandit voices, maybe it's from another mod you're making, that got added in by accident? This is the 1.1 version that has all this stuff. You might want to take another look at it.
Version 1.2 is now uploaded. I have removed any unnecessary changes via tes5edit - let me know if you spot any other problems.
The heimskr edits are from another mod I was working on which overhauls whiterun. I'm not sure how they slipped in - I removed them in 1.2
The Ysolda's house edits are (I think all) referring to a duplicate version I made of it to test the mod in. I have removed the duplicate cell and any other landscape changes in the new version.
Thanks for pointing out the rogue edits,
~James
EDIT: Also, your mod seems to make changes to vanilla robes for some reason, a few of which has been fixed/edited by Unofficial Skyrim Patches (such as enabling certain hoods correctly for Khajiit race). I see you added a new line in it, but I don't see the purpose of it exactly. I believe it's always best to create new entries instead of adding new ones in these cases.
Another thing is that you modified combat style as well. While you added new entries there, you also modified the vanilla combat style, which means it will create incompatibility with certain mods like Combat Evolved to apply your settings. Again, I'm not sure why this change was necessary in your mod.
The new combat style allows for some of my bandits to spawn carrying two daggers. I added this to try and keep game play interesting.
I'll have a look for changes to vanilla combat styles.