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elderscrolliangamer

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49 comments

  1. elderscrolliangamer
    elderscrolliangamer
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    This post will track any bugs or issues as I find them, or you report them to me:

    Khajiit voices needing overhaul
  2. artemgur
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    Randomly met P'aiq the Truther for the first time today and his dialogue is just superb. And the mod is great in general
    1. elderscrolliangamer
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      Aw thanks, much appreciated. Glad you're enjoying it. I hope to get a sizeable update out before or around Summer, work permitting.
  3. paslenokekto
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    It will be wonderful to have version that not demands KOTN
    1. ZDKmatthew
      ZDKmatthew
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      Knights of the nine comes with the GOTY version, it's not that hard to obtain on a sale and such, making a "KOTNless" version would mean making this mod from the ground up only for people that do not have 1 DLC
    2. paslenokekto
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      …or for people that don’t want this pathetic DLC;)
    3. ZDKmatthew
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      that opinion is completely objective
    4. paslenokekto
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      I forgot to ask your opinion, Mr. Objective, sorry bout that. Anyway, I'd rather wait for the creator's response (you’re definitely not him,  so go - pray, fast, collect relics, don’t forget about wayshines)
    5. RaoufsWife
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      The GOTY edition goes on sale every year for like $4 bucks. It's cool you still have the original, but GOTY is much better. You can just ignore the KOTN content. Mark the prophet as unessential and murder him. 
  4. moroyt9
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    Can you please update P'aiq voice files? it sounds crackly and stuttery due to the old voice synth maybe
    and i also noted that his character model might not be compatible with OCO, since his eyes extend out of his skull
    1. elderscrolliangamer
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      yes will try to fix these issues in coming months
  5. kdimi11
    kdimi11
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    Is this separate from your other mod, Cyrodiil Reloaded?

    I read it's light-weight, that's why I have not yet tried out Cyrodiil Reloaded, but seeing this and being light-weight, I would like to test it. May use Cyrodiil Reloaded some day, but right now I'm trying to play a bit closer to Vanilla, and avoiding to add too heavy or big changes at once. It would be interesting however to know, if it's incorporated on the other or if it's completely standalone, just in case...
    1. elderscrolliangamer
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      this mod is unrelated to my other mods and is fully standalone
  6. DaisukeAramaki
    DaisukeAramaki
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    Fantastic work! I love mods like this, the game really comes alive.

    May I suggest making unique greetings for Velus Hosidius, Foroch, Elsynia and Davela Hlaren, as they are merchants/publicans and really should have some kind of unique greeting.
    1. elderscrolliangamer
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      Excellent suggestions, I shall note these characters down
  7. Ffinnegan
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    Downloaded it, love mods like these. 
    1. elderscrolliangamer
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      Thanks, I hope you have a good time with it
    2. Ffinnegan
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      Hey, I just have a modding question regarding unclean dialogue. I'm planning on adding a few lines of dialogue myself, so I would like to avoid making any changes to original lines. I read the guide on the CS wiki but I'm not sure I understand it completely.

      In short, if I add new topics to an existing quest from the quest window, and just insert New line and never copy original lines, I should always have a clean mod, right? If I instead want to add rumors or say a greeting, and thus I modify the GREETING topic or INFOGENERAL in the conversation tab, always from the quest window (and never filtered dialogue window), I should make sure to add new lines as "New" and never copy original lines. Will that be enough to have my new lines with subsequent FormIDs to keep them on top of the list without impacting original lines?

      Hopefully my question is clear. Thanks in advance!
  8. SavvySolo
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    @elderscrolliangamer
    Xedit's reporting an error in your plugin.
    Spoiler:  
    Show

    [00:00] Checking for Errors in [25] Immersive Character and Dialogue Expansion.esp
    [00:00] GREETING "GREETING" [DIAL:000000C8]
    [00:00] DIAL \ Quests \ QSTI - Quest -> [160030AF] < Error: Could not be resolved >
    [00:00] DIAL \ Quests \ QSTI - Quest -> [1600382A] < Error: Could not be resolved >
    [00:00] DIAL \ Quests \ QSTI - Quest -> [16004995] < Error: Could not be resolved >
    [00:00] DIAL \ Quests \ QSTI - Quest -> [160050BE] < Error: Could not be resolved >
    [00:00] Done: Checking for Errors, Processed Records: 283, Errors found: 1, Elapsed Time:

    1. SavvySolo
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      I use the latest main file TES4Edit 4.0.4 and anytime I check for errors in your plugin it says 1 Error found, open the Dialog Topic record group, click on GRETTING, scroll all the way down to the bottom and they are 21 entrys and 4 of those entrys added by your plugin show up as < Error: Could not be resolved > for me

      Edit:
      Here's one shot of them and my Xedit version in the top left corner, I just thought it was worth mentioning to you, other then that have a good day and happy modding
      Spoiler:  
      Show


    2. elderscrolliangamer
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      Thank you for your assistance. I'm happy to say I have located the issue.

      edit: i have uploaded a fix. i hope it works for you :)
    3. SavvySolo
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      Thank you for the fast update, perfect timing for me to, after 9 days of modding the game I am finally fixing to start my play through tonight and I am happy to include this mod and look forward to seeing it in action in game.
    4. elderscrolliangamer
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      I hope you have a great time with your playthrough!!

      (Do let me know if I've messed anything else up lol)
  9. MercerMeka
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    I just noticed that this mod requires DLC KotN. Could you make a version which doesn't require this mod?
    I rarely use that DLC unless I intend to play it through which is very rare.
    1. elderscrolliangamer
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      apologies but I have considerable plans for adding dialogue relating to that DLC and it's characters and the logistics for maintaining and updating two very different versions of the mod are too much for me to handle
    2. MercerMeka
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      Alright no problem. Maybe I can work out how to make the mod work for my self with that DLC.
    3. But like, why? Is there an actual point to disabling the plugin?
    4. AuVeI
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      You can open it in construction kit/xEdit and delete the references(npcs, dialogue, quests,items...etc)
    5. Darkaxt
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      It is not recommended to delete references. Instead use the flag disabled.
  10. MercerMeka
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    Thanks for the update. I'm glad you're still working on this mod.
  11. Rolfskytte
    Rolfskytte
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    Sad to hear about the hiatus, but hopeful you will come back stronger and happy as a horse to continue! Good day to you :)
    1. elderscrolliangamer
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      Thank you!!