LGNPC makes each individual vanilla NPC in each mod have their own set of lines.
This mod adds more variety to all NPC lines, and varies it by race, class, faction, weather, time of day, etc.
LGNPC doesn't add dialogue to anything but the vanilla NPCs in each mod.
This mod adds new dialogue to new NPCs from mods, because it expands the basic pool.
LGNPC was made by a team of writers. Some of them are very good, others not so much. Some of them follow a vanilla dialogue style, and others don't, using far more text than the original game. The writing in the LGNPC foreign quarter mod, for example, is generally very good - whereas the Pelagiad mod is mostly very poor.
This mod is made by one writer. It follows vanilla text amounts and style as much as possible so you won't notice where 'modded' dialogue is used.
There's nothing to stop you using both, however! Make sure my mod loads before the LGNPC mods so that it doesn't overwrite any of their text.
Since I want to make sure that the dialogue for Khajiit agents fires correctly (not that there ARE Khajiit agents, but I'm still writing dialogue for them) is it okay if I incorporate your agent dialogue into Khajiit Speak?
I'm paranoid that this mod once and may again cause an issue where all or just way too many NPCs will all have either: - the same greeting that makes no sense - topics I can talk to them about that they shouldn't be able to speak on (like topics only certain quest givers could have)
I guess I'm just wondering here, but anyone care to chat with me on how to avoid that issue, and if this mod carries that risk at all?
Is there any recommendations or incompatible I should be worried about? I love all your work but don't have this one yet. And can it be installed midgame? Ty
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This mod adds more variety to all NPC lines, and varies it by race, class, faction, weather, time of day, etc.
LGNPC doesn't add dialogue to anything but the vanilla NPCs in each mod.
This mod adds new dialogue to new NPCs from mods, because it expands the basic pool.
LGNPC was made by a team of writers. Some of them are very good, others not so much. Some of them follow a vanilla dialogue style, and others don't, using far more text than the original game. The writing in the LGNPC foreign quarter mod, for example, is generally very good - whereas the Pelagiad mod is mostly very poor.
This mod is made by one writer. It follows vanilla text amounts and style as much as possible so you won't notice where 'modded' dialogue is used.
There's nothing to stop you using both, however! Make sure my mod loads before the LGNPC mods so that it doesn't overwrite any of their text.
--Djangos Dialogue.ESP--
CLEANING: "Djangos Dialogue.ESP" ...
Loaded cached Master: <DATADIR>/morrowind.esm
Loaded cached Master: <DATADIR>/tribunal.esm
Loaded cached Master: <DATADIR>/bloodmoon.esm
Cleaned duplicate record (INFO): 101831915227721950
Output saved in: "Djangos Dialogue.ESP"
Original backed up to: "tes3cmdbck/Djangos Dialogue.ESP"
Cleaning Stats for "Djangos Dialogue.ESP":
duplicate record: 1
Been searching for a while but found nothing
In Vanilla, i don't know if it exists.
- the same greeting that makes no sense
- topics I can talk to them about that they shouldn't be able to speak on (like topics only certain quest givers could have)
I guess I'm just wondering here, but anyone care to chat with me on how to avoid that issue, and if this mod carries that risk at all?
This is partly seen in the colours of each houses clothing.
So in this mod, someone might refer to the reds as an informal reference to the redoran, or yellow territory as hlaalu lands.
alvazir's various patches
The file name is:
Djangos Dialogue - Patch for Purists