Oblivion

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Cliffworms and Cleitanious

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Cliffworms

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31 comments

  1. Crunchie1023
    Crunchie1023
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    This is cool, but there's only 1 reason I'm not going to use it anymore. 
    Too much clutter. As others have said, this would be perfect if there were a submenu containing these dialogue options! 
    A little side note: a secondary file using xVASynth generated voices would really, really enhance this mod. 
    Great work! If you can update this to be less visually intrusive on regular dialogues, I will use it happily.
    I know it's been 13 years, but maybe you'll try again now that Morroblivion is out? I can hope.
  2. YngvieMalmsteen
    YngvieMalmsteen
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    I wonder if anybody could post a step-by-step guide to putting ALL of these new dialogue options, within a single dialogue option submenu? (using the CS of course, unless its doable within tes4edit) So everyone just has "-Lore" or whatever you wanna call it, and clicking on that shows all these new dialogue topics added by the mod? Atm the only thing keeping me from using it, is the extra clutter. having it all under a single option would look a lot nicer. btw not hating on cliffworms, you make great mods, many of them have been in my load order through the years
    1. TheKurgan3434
      TheKurgan3434
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      I completely agree, its a great mod and concept but I dont understand why it isnt set up like this. I play on controller and even if I didnt Idont want to scroll through a bunch of dialogue options every time I talk to anyone. A shame otherwise I would use this mod in a heartbeat.
  3. gir8hghudhhf
    gir8hghudhhf
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    ugh, what a bullshit. I thought this mod giving an opportunity to ask NPC's about where to find trainers, or who sells spells, or another useful stuff. but no, if you ask someone, even in Mages Guild, about destructions spells, no one will tell you where to get it. they only says some crap like "destruction spells exists for destruct things". if you think this mod will give you freedom from UESP, you wrong.
    1. Cliffworms
      Cliffworms
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      It has never been created with the intention of being an in-game UESP. I fail to see where the bullshit is considering those things are not mentioned in the mod's description or readme.
  4. kallekukhuve
    kallekukhuve
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    hey, have you heard about this: http://lyrebird.ai
    its sort of a new scary thing to control humanity ;) but i guess you could use it to create more lines for oblivion as well! it seems it can only be used for the person logged in right now....but maybe you can change it for other voices. or there are maybe other ai programs to use for creating new lines in oblivion.
  5. maredark3d
    maredark3d
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    I love the mod, specially using it with another speech mods as one what gives xp on dialogue, but there is a problem Argonians and Khajiit have no more voices :sad: ,any idea how to fix that?

    (Edited)
    Your mod works good, there is nothing wrong, it was another mod what was causing problems, well I will let this post here so could help to others who have no voices on npcs, the mod conflict was Reaper Souls Sword, yes a mod what have nothing to do with dialogues...
  6. MGSPhilly
    MGSPhilly
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    Great idea....however the dialogue moves far too quickly to read it...anyway to slow down the sentence intervals? Thanks.
    1. CarlosS4444
      CarlosS4444
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      You have to use other mod for that. It happens with all mods, so you will need this: Universal Silent Voice by Elys: https://www.nexusmods.com/oblivion/mods/16622/?
    2. RavenMind
      RavenMind
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      An absolute necessity if you're going to play any story-driven mods!
  7. deleted2027229
    deleted2027229
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    EXCELLENT. One of the absolute best. No more consulting uesp for alchemy ingredients, I can literally just go and ask an alchemist.
  8. Vinifera7
    Vinifera7
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    Endorsed. This mod is good, but ultimately not for me. I find the dialogue too reminiscent of Morrowind.
  9. TheRomans
    TheRomans
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    Topic: LoreArmorRepair (Armor Repair) {xx002aaf} Info: "I'am Not telling your that. Anything else?" (xx002ab0) has a faulty condition which keeps it in the queue and blocks the 'good' response. The 2nd condition GetActorValue Armorer >= 75 should be GetActorValue Armorer <= 75. 
    It seems to have another lack of condition that causes it to appear among all NPCs including those without armorer skill, and those still only have the negative response, after the above partial fix.
    Edit: to fix the topic and negative response showing up on everyone it is not supposed to, on the first to condition on the info/response "I'am Not telling your that. Anything else?", the GetDisposition and GetActorValue ones should be 'AND's instead of 'OR's.
    1. jradik
      jradik
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      thank you for spotting this
    2. rpacetoday
      rpacetoday
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      after a little searching in the CS, I figured out how to do what you suggested. thank you for making me learn something new!!!!
    3. CarlosS4444
      CarlosS4444
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      Thanks for this TheRomans!

      Also, this instruction can be used on topic LoreWeaponRepair IIRC.
  10. Cass78
    Cass78
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    First up, really good mod, works great and is useful enough at times too.
    The problem I'm having is in uninstalling the mod. I installed it with wrye bash so I used it to uninstall it too. Esp is definately out of the data folder and I spent four days in the testinghall using clean saves and all and still the dialogue topics are appearing and working and all.
    On the whole not a huge problem. I'm uninstalling the mod as I've read most of the topics at this stage and the dialogue menus are getting just too cluttered. I'm just a little worried that this might cause a meltdown at some later stage in my save.