LBNPC currently features hundreds of thousands of words of dialogue spread across numerous topics and NPCs throughout Morrowind. With such a large amount of content, it’s inevitable that there may be errors, unclear phrasing, or dialogues that don't meet the desired quality standards. Because of this, I am constantly reviewing and refining the existing dialogues to improve their clarity and overall quality. LBNPC is a living project that I hope to continue expanding and polishing over time.
So, if you come across any errors, bugs, awkward dialogues, lore inconsistencies, or anything else worth mentioning, please let me know, either through comments or private messages. Your feedback is always incredibly helpful! :)
It's unlikely you'll encounter compatibility issues, but I’d recommend placing them in the list before mods that add quests, so that any potential overlapping dialogues (though unlikely) don't interfere with the quests, and after all other mods, since many of them make harmless changes to the topics -often unintentionally due to improper cleaning of the mods- which could prevent these dialogues from displaying correctly.
For now, as I’m still frequently updating each mod, it wouldn’t be efficient to create an all-in-one version. Once I’m done with the creations, I plan to merge all the ESPs into a single file, so that those who don’t want to have so many active plugins can use just one.
Hi, Bluelotus! I'm glad you're enjoying the mod :)
You only need to use one of the two versions. They're almost identical files, but the OpenMW version has some internal tweaks to work better with that engine.
Hi! Yes, they are fully compatible. In fact, this series of mods is designed to complement the LGNPC mods by adding content to areas that those mods haven't covered. My mods don't modify or add dialogue to any NPCs that already have a personality provided by LGNPC.
Yes, I’m considering merging all the plugins into a single ESP for those who prefer not to manage them separately. I'll likely do this once I'm done updating the older mods.
This is real cool, but I added it to my list and I'm not seeing the new dialogues pop up now? Does the mod need a new save game to appear/is it compatible with BCOM?
Hello. Make sure you are speaking with one of the characters covered by the mod. When you talk to them, a new topic should appear: 'Who are you?' From that topic, the other topics will be generated for the character you’re speaking with.
It doesn't require a new save and should be fully compatible with BCOM or any other mod.
Yeah, I'm speaking to Closcius in Balmora, installed the mod because I was disappointed there wasn't more dialogue in Balmora. The option doesn't show and he just does his usual patter. I'm running a lot, but nothing I think that should be touching this, aside from maybe BCOM. I've been reloading saves I made in Balmora before installing the mod, so maybe that's it?
Bacola Closcius will only talk to you if you are a member of the Thieves Guild. Maybe I should include a note in the description. In any case, I've tested the mods on vanilla and OpenMW, and they work well. Any other NPC in the city of Balmora will talk to you normally.
One last question to make sure nothing's breaking, I've tested it on a fresh save with several added NPCs in the Council Club, are they supposed to say things like 'You're an itch I'd scratch with a dagger' 'Leave me alone you gnat' when asked 'Who are you?'
Yes. I thought it would be fun to add unpleasant responses from the Cammona Tong members, as from a Lore-Friendly perspective, the Camonna NPCs wouldn’t share their personal stories with an Outlander. Also, they’re not part of the supported NPCs; they’re just, as I said, an extra feature I added just for fun; if it seems out of place, I’ll remove it in future updates.
Half of the characters in Balmora were added when I was just starting to create this series of mods, and although I’ve rewritten a few of them over time, some may not meet the standards of the newer releases. I’m gradually updating my old mods to ensure they all have a more or less consistent quality.
Oh cool! I was thinking it might be something to do with their opinion of my character being too low, but that's a neat choice! Best of luck in the modding! :)
I have a release for Thirsk ready that includes the 5 characters who are still alive after the Udefrykte attack. I was thinking of releasing it in a few weeks or months, along with more characters of Solstheim, but if you're very interested, I can release it now as a separate minimod.
Nice mod idea. About vanilla compatibility though, there are still several dialogs longer than 511 characters in the various mods. Also if you want to avoid problems with vanilla scripting engine you should pay attention to spaces in between commands and use things properly/only when really needed e.g. CLEARINFOACTOR; with no spaces in-between and nothing to the right of the ; comment start symbol is meaningless/potentially causing realtime run problems and should just be CLEARINFOACTOR ; should be used only when needed and separated by space or tab. Lines like CLEARINFOACTOR;addtopic something could cause runtime errors if you want to keep the comment use something like CLEARINFOACTOR ; addtopic something or better CLEARINFOACTOR ; addtopic something [EDIT] also I think you have some topics including non-ASCII characters, not sure how well that could work with vanilla English version of the game.
Hello, Abot. Thank you for your comment; there were some things I didn't know, and your corrections are very helpful.
I'll address your points one by one:
You are right that there are some topics with over 511 characters, which causes a warning in the Construction Set... those specific topics probably have 512 characters, as at the time, I mistakenly set the limit to that number. I will correct this in future releases. I will review the dialogues in any case to see if any paragraph exceeds this length. As far as I have checked, in the Vanilla engine this means that the dialogue is cut off directly at the last allowed character but continues to flow correctly, so (I hope) it shouldn't cause a major problem other than a missing "." at a few dialogues.
Regarding the ";" symbol in commands, I know it is meaningless, but I used it because when porting mods made in OpenMW CS to Vanilla Morrowind, the vanilla CS made a mess of the commands and caused them not to work. It seems that the line breaks disappear when porting the mods, which is why the commands appear the way you mentioned. Adding ";" at the end of each command made the vanilla engine interpret it correctly, even though the code wasn't "clean." Maybe just adding a space would have been enough, but... I don't know, I opted to add a ";", perhaps influenced by the years I studied programming, lol. I will start adding spaces before and after the ";" as you indicated to ensure there are no possible issues in vanilla engine.
I have not experienced any problems in that sense when testing the game in Vanilla - all the commands execute correctly, and I haven't had crashes or other issues, but I will be attentive to modify it in updates and future releases.
As for non-ASCII characters... I haven't used any intentionally, but I think I can understand the warning you refer to: in some text editors I've used, using ellipses ("...") automatically translates them to a single character. I have replaced it with three "normal dots" whenever I used it, but I might have missed it on some occasions. As far as I could check, in OpenMW it is directly replaced by a dot (".") and in vanilla the character simply doesn't appear.
I tested the mods in vanilla for a few hours to make sure everything was correct when I ported them, and I didn't notice any major errors, and any freezes, or crashes, but of course, I haven't tested them as much as in OpenMW, where I haven't had any sort of problem.
Could you tell me if you have experienced any in-game bugs? I do my best to make my mods bug-free, and I will fix them as soon as possible if so.
Topics > 511 characters: original game has that limit but usually it stays under that because when you export the dialog from the construction set to comma separated value it expands the the \r\n end of lines to [RETURN] so it often truncates the text when you import it back from the spreadsheet Bethesda writers probably used as dialog editing tool. Probably best compromise with current situation is trying replacing the ; with spaces as they are never interpreted as statement separators anyway, just as comment start.
The other problem I was referring is mostly with topics, several of them seem to finish with spurious non-ASCI characters, this is visible in any editor for standard Morrowind .esp format (Construction set, MWEdit, Enchanted Editor...) so probably something was not changed correctly there e.g. screenshot from the CS Not sure if those spurious characters at the topic end could work correctly at runtime, but surely can cause problems with some vanilla editing tools e.g. trying to export the mod from .esp to .json to try and fix things with tes3conv.exe bugs out [EDIT] it would be a long work, but in case you are interested in trying to fix this, I think probably ESParser could help with its rename topic option.
Okay, that was unexpected. After investigating, I realized that this is a compatibility issue with the latest version of OpenMW CS, which only affects the Clan Berne mod and the Balmora mod, as they were recently edited. It just seemed that some ASCII characters, like spaces and other elements, weren't imported correctly at the end of the topics.
Reimporting them with the appropriate engine has solved the problem, but I will be very attentive to possible errors in this regard. I will probably migrate my mod creation to Vanilla CS for the mods that I want to make compatible with the Vanilla Engine to avoid future problems, but unfortunately, it is currently very unstable on my Linux installation :/
Thank you very much for informing me of this error, Abot. I hope I have fixed it in this update, but if you see any new problems, please don't hesitate to let me know :)
Most of the dialogues seen in the mod are highly trimmed versions of the responses given by ChatGPT. Typically, I would provide the character's background and some details to the AI, and then simply engage with the chatbot, selecting parts of responses that I liked and subsequently editing them. Other dialogues, such as a good portion of those in Sadrith Mora, are mostly authored by me and translated by ChatGPT. I think it's a good translator.
However, since the intelligence of AI's has declined so much in recent months, it's almost as difficult to edit the AI's responses to make them coherent as it is to craft the dialogues correctly from scratch. Nowadays, I no longer use ChatGPT for that task.
47 comments
LBNPC currently features hundreds of thousands of words of dialogue spread across numerous topics and NPCs throughout Morrowind. With such a large amount of content, it’s inevitable that there may be errors, unclear phrasing, or dialogues that don't meet the desired quality standards. Because of this, I am constantly reviewing and refining the existing dialogues to improve their clarity and overall quality. LBNPC is a living project that I hope to continue expanding and polishing over time.
So, if you come across any errors, bugs, awkward dialogues, lore inconsistencies, or anything else worth mentioning, please let me know, either through comments or private messages. Your feedback is always incredibly helpful! :)
Then, i am wondering:
When using OpenMW, do i still need to use both vanilla and openmw-files?
You only need to use one of the two versions. They're almost identical files, but the OpenMW version has some internal tweaks to work better with that engine.
So, this is probably a silly question:
Is this compatible with „Less Generic NPCs“?
Yes, I’m considering merging all the plugins into a single ESP for those who prefer not to manage them separately. I'll likely do this once I'm done updating the older mods.
It doesn't require a new save and should be fully compatible with BCOM or any other mod.
Hope you enjoy the mod.
Half of the characters in Balmora were added when I was just starting to create this series of mods, and although I’ve rewritten a few of them over time, some may not meet the standards of the newer releases. I’m gradually updating my old mods to ensure they all have a more or less consistent quality.
About vanilla compatibility though, there are still several dialogs longer than 511 characters in the various mods.
Also if you want to avoid problems with vanilla scripting engine you should pay attention to spaces in between commands
and use things properly/only when really needed e.g.
CLEARINFOACTOR;
with no spaces in-between and nothing to the right of the ; comment start symbol is meaningless/potentially causing realtime run problems and should just be
CLEARINFOACTOR
; should be used only when needed and separated by space or tab.
Lines like
CLEARINFOACTOR;addtopic something
could cause runtime errors
if you want to keep the comment use something like
CLEARINFOACTOR ; addtopic something
or better
CLEARINFOACTOR
; addtopic something
[EDIT] also I think you have some topics including non-ASCII characters, not sure how well that could work with vanilla English version of the game.
I'll address your points one by one:
You are right that there are some topics with over 511 characters, which causes a warning in the Construction Set... those specific topics probably have 512 characters, as at the time, I mistakenly set the limit to that number. I will correct this in future releases. I will review the dialogues in any case to see if any paragraph exceeds this length. As far as I have checked, in the Vanilla engine this means that the dialogue is cut off directly at the last allowed character but continues to flow correctly, so (I hope) it shouldn't cause a major problem other than a missing "." at a few dialogues.
Regarding the ";" symbol in commands, I know it is meaningless, but I used it because when porting mods made in OpenMW CS to Vanilla Morrowind, the vanilla CS made a mess of the commands and caused them not to work. It seems that the line breaks disappear when porting the mods, which is why the commands appear the way you mentioned. Adding ";" at the end of each command made the vanilla engine interpret it correctly, even though the code wasn't "clean." Maybe just adding a space would have been enough, but... I don't know, I opted to add a ";", perhaps influenced by the years I studied programming, lol. I will start adding spaces before and after the ";" as you indicated to ensure there are no possible issues in vanilla engine.
I have not experienced any problems in that sense when testing the game in Vanilla - all the commands execute correctly, and I haven't had crashes or other issues, but I will be attentive to modify it in updates and future releases.
As for non-ASCII characters... I haven't used any intentionally, but I think I can understand the warning you refer to: in some text editors I've used, using ellipses ("...") automatically translates them to a single character. I have replaced it with three "normal dots" whenever I used it, but I might have missed it on some occasions. As far as I could check, in OpenMW it is directly replaced by a dot (".") and in vanilla the character simply doesn't appear.
I tested the mods in vanilla for a few hours to make sure everything was correct when I ported them, and I didn't notice any major errors, and any freezes, or crashes, but of course, I haven't tested them as much as in OpenMW, where I haven't had any sort of problem.
Could you tell me if you have experienced any in-game bugs? I do my best to make my mods bug-free, and I will fix them as soon as possible if so.
The other problem I was referring is mostly with topics, several of them seem to finish with spurious non-ASCI characters, this is visible in any editor for standard Morrowind .esp format (Construction set, MWEdit, Enchanted Editor...) so probably something was not changed correctly there e.g. screenshot from the CS
Not sure if those spurious characters at the topic end could work correctly at runtime, but surely can cause problems with some vanilla editing tools e.g. trying to export the mod from .esp to .json to try and fix things with tes3conv.exe bugs out
[EDIT] it would be a long work, but in case you are interested in trying to fix this, I think probably ESParser could help with its rename topic option.
Reimporting them with the appropriate engine has solved the problem, but I will be very attentive to possible errors in this regard. I will probably migrate my mod creation to Vanilla CS for the mods that I want to make compatible with the Vanilla Engine to avoid future problems, but unfortunately, it is currently very unstable on my Linux installation :/
Thank you very much for informing me of this error, Abot. I hope I have fixed it in this update, but if you see any new problems, please don't hesitate to let me know :)
However, since the intelligence of AI's has declined so much in recent months, it's almost as difficult to edit the AI's responses to make them coherent as it is to craft the dialogues correctly from scratch. Nowadays, I no longer use ChatGPT for that task.