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Phoenix Rime

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PhoenixRime

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About this mod

New voice line system made from scratch with great compatibility. Restored many unused audio files, increased the variety of voice lines. Lots of bug fixes and improvements.

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In the process of working on the voice acting of the game, I quickly came to the conclusion that it is very difficult to edit. It is relatively safe to fix critical bugs, but when there are too many changes, the order of the voice lines will be completely broken. The same thing can happen if you enable mods with similar edits. It doesn't matter if you want to get the most purist game experience just by hearing all the voice lines recorded by the game's creators. Or you are already looking to the future wanting to combine modifications with many new voice lines created by neural networks. There always comes a point when editing options run out and you have to make compromises.
For this reason, I created a new voice line system made from scratch. It allows you to effectively use all unused voice lines, correct errors, and add new voice lines if necessary. At the moment, the races are completely processed: Nords, Orcs, all vampires. Partially made Dunmer and Imperials. So 4/20 of all the work has been done. However, the mod is fully functional on its own, does not cause conflicts and problems. So I'm waiting for feedback to continue the work.

The developers of the game recorded a lot of voice lines for various situations. However, due to the severe lack in time, all these sounds were packed into a simple disposition dependent system. Yes, every time in the game you hear the voice (99% is one of the five basic voice lines for each level of disposition) and it may seem that everything is fine. The NPC says something, we've been playing like this for 20 years.

Let's analyze the shortcomings of this system using the example of the highest possible disposition of the NPC to the player (disposition level 100, further DL). Are you dying? There is only a 20% chance that the NPC will say this. And if you are in the same faction, then he won’t say at all, so the the faction voice line has a higher priority. The DL has decreased a little and the NPC does not care again, since he will remember your wounds only at 90, 70, 50, 30 and 10 DL. And still only with a 20% chance, and with a bunch of other conditions... You'll have to listen to one of the five basic phrases again.
Are you sick with a simple disease? The NPC will not tell you about this, since he only knows about your diseases at 70,30 and 10 DL. Maybe you are sick with a blight disease or even an incurable corprus? The NPC will say: "Welcome!", because he does not know about such diseases at all.
You killed half of the city's inhabitants? The NPC will say "Welcome!" again. He remembers your criminal past only at 70, 30 and 10 DL. NPCs forget about the weather and many other things after 50 DL. Almost immediately after the start of the game. Some races have received trade phrases at 90, 50, and 10 DL. Therefore, at 100 DL, NPCs will offer services every time, forgetting about everything else.

The basic phrases for each level of disposition are also not ideally chosen. There are also many errors and inconsistencies in all sections. This modification fixes all such shortcomings, I tried to use all the resources of the game at 100%.
In the game editor, all greetings containing voice lines have received detailed extended comments so that the user can understand a little more about how the modification works.

  • Hello section:
The priority of voice lines has been changed and correlated with text greetings. Voice lines with 100% play chance: PC Naked > PC Sick > Pc Murderer > PC Thief> PC Injured (added). The NPC will now more often greet the player with the same phrase as the standard text greeting.
Added voice lines for vampires with exceptions for all friendly classes and guilds, for blight deseases and corprus, high crime level in the Thieves Guild. If the player is injured, the NPC will always say so. Required percentage of player health to play voice lines about wounds changed from 75/50/10 to 75/50/25 to better match the realities of the game. All erroneous absolute health checks have been replaced with percentage health checks.
Changed disposition level dependent phrases. The original game had 5 basic voice lines with a 20% chance to play. At some levels of disposition, the last line gave way to special lines (about clothes, faction, weather, and so on). In this case, the fifth base line almost never played and 20% of the content was lost.
Special voice lines often only played at a certain disposition level, so they could not be heard at all during the entire game. Now all five basic voice lines have the same 15% chance of playing. The last 25% remains for a special or racial line. Now, at any level of disposition, there is always a complete set of all voice lines, which significantly increases the variety of voice acting.
The required Disposition Level for many basic voice lines has been changed. The list of such lines is attached in a separate text file. Let me know if you don't agree with any of the changes. Restored voice lines for services. Three unique lines for each type, just like in the original game. Since the chance of playing all special phrases is now 25%, you will not hear any lines all the time and they will not bother you. The greeting for Nerevar and many other voice lines have also been restored.

  • Attack section:
Added checks to the health of the player and the attacker to all attack phrases. Unfortunately, the game editor does not have the ability to check the health of the target, however, the player participates in all battles in one way or another. The NPCs will now only yell dominance phrases if the player is more injured than they are. For the above reason, this will slightly affect the player's teammates. They will yell dominance phrases if the player is injured and their target is not. However, they would have screamed them indiscriminately in the original game, though not as often.
Сhecked and re-sorted voice lines for attacking werewolves. For races that do not have them, the most suitable ones are selected. Added voice lines to attack various creatures. Usually different patches use CrAtk lines for this, but this is not always acceptable, as they often contain sounds of different nature.

  • Flee section:
Fixed a bug where the voice lines for escaping from vampires only sounded when escaping from various creatures. Now the most appropriate voice lines have been added for all types of enemies.

  • Hit section:
More interesting voice lines have been selected for missed hits from friendly attacks. All screams from received hits, which were previously random, are now correctly grouped. With light injuries, simple ahs and oohs sound. In case of serious wounds, enemies scream, moan and suffocate when they die. Added a separate section with voice lines that play at the time of death.

  • Idle section:
Since there are usually only 9 voice lines here, I added another line for each race from the game's resources. Miners of all races cough all the time when idle. Additionally, many Bloodmoon idle voice lines were checked and corrected. Some weather voice lines have been added to this section.

  • Intruder section:
Unfortunately, all the voice lines in this section are not used in the original engine, including MGE XE. However, the OpenMW engine makes full use of them. Many unused voice lines are restored to this section.

  • Thief Section:
Guards now yell the most suitable phrases for them, do not call the guards themselves, etc. Since the Intruder voice lines are perfect for this section, I added them here as well. Now stealing several things from the same owner in a row will be more interesting, as there is less chance of hearing the same screams.

  • Vampires:
The Patch for Purists made vampire voice acting acceptable. In this modification, it has been significantly improved. Irarak, Marara, Mastrius, and Merta also received full Hit voice acting. The player who became a vampire now also has a vampire voice!
For modders: if you are creating a mod with vampires that are not part of the three main clans, simply declare a short "vampirevoice" in their script and give it a value of 1. Vampires will automatically receive all the necessary voice acting.

  • Recommended mods:
Real Disposition Base or Hard preset.
Legion Voice You need full or FVG.

  • Progress:
Nords: 100%, Orcs: 100%, Vampires: 100%, Dunmer: 50%, Imperials: 45%. Intruder, Thief and Flee sections for all races.

  • Compatibility:
This mod works on vanilla engine, including MGEXE (MWSE is not required) or OpenMW (recommended).

This mod is fully compatible with all sound mods that I know of:
Idle Talk - fully compatible, regardless of load order.
Quest Voice Greetings - fully compatible, regardless of load order.
Its a Deal - fully compatible, regardless of load order.
VGreetings ( -attack, hit, idle) - fully compatible, regardless of load order. (-thief -flee) - not needed. The races I remade will have priority.
Tunnel Cough - fully compatible, regardless of load order.
Silent Assassins - fully compatible, regardless of load order.
Great Service or FMBP - Greet Service  - fully compatible, regardless of load order. However, my mod has priority. The first mod uses only the original game files, the second mod both fixes the original ones and adds new voice lines made in the sound editor.