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About this mod

You have more to say. NPCs have more to say. This mod adds miscellaneous inconsequential dialogue to existing NPCs.

Permissions and credits
Changelogs
This is a port of the SE mod of the same name.
HERE

 I have provided the merged file only for now, if there is demand for the separate files, I will accommodate.


More to Say adds inconsequential dialogue to NPCs, constructed from the NPC
greetings and miscellaneous lines from the same voice type. It is fully
voiced, using existing sound files from Skyrim Special Edition. It aims
to stay true to each NPC's character and story, though some liberties
are taken to add character depth. Currently, this mod covers the NPCs in
Whiterun, Riverwood, Shor's Stone and Karthwasten. It also adds some
dialogue to the city and settlement guards.

Features

-- miscellaneous dialogue with Whiterun, Falkreath, Winterhold, Riverwood,
Shor's Stone, Karthwasten, Whistling Mine and Rorikstead NPCs.
-- fully voiced using the original game files.
-- the player can repair their relationship with Sven or Faendal after A Lovely Letter is complete.
-- a few additional miscellaneous quests around the covered towns.
-- brawl with Nazeem just because he's annoying you.
-- ask priests for the blessings of their Divines.
-- ask guards about their city or settlement.
-- most followers now have some early game quest-specific dialogue.
-- followers can give you pointers on certain skills where their skills are above 25 and yours are below 20.
-- tell your dog followers "good dog" or "bad dog", and give them treats.
-- provides an immersive way to acquire Rocksplinter, the unique pickaxe Bethesda left out of the game.
-- adds a few additional small quests from Lucan, Hulda, Belethor, Solaf,
Zaria, Narri, Severio Pelagia, Birna, Reldith, Sissel, Rorik, and Jouane
Manette.
-- adds a few additional skill checks hidden in some NPC dialogues.
-- discover the secret of Rorikstead.
-- Jouane can heal you if you are diseased. (He is a healer after all.)
-- some (explicitly named) obnoxious and belligerent guards in Windhelm can harrass you.
-- Faendal, Valdr, and Legate Skulnar can give you a small quest to point you to Angi's Camp.
-- gossip with Valga and Narri at Dead Man's Drink.
-- proclaim Ulfric as the rightful high king in Siddgeir's court for an immersive way to get sent to Falkreath jail.



NPCs covered in... 
Riverwood: Sven, Faendal, Hilde, Alvor, Sigrid, Dorthe, Embry, Gerdur, Hod,
Frodnar, Stump, Orgnar, Delphine, Lucan, Camilla, Ralof, Hadvar
Shor's Stone: Grogmar, Odfel, Filnjar, Sylgja, Shor's Stone Guard
Whiterun: Ahlam, Sigurd, Alfhild Battle-Born, Anoriath, Arcadia, Avulstein Gray-Mane,
Belethor, Gerda, Fianna, Fralia Gray-Mane, Hulda, Saadia, Mikael,
Uthgerd the Unbroken, Ulfberth, Elrindir, Vignar Gray-Mane, Brill, Tilma
the Haggard, Olfrid Battle-Born, Bergitte Battle-Born, Idolaf
Battle-Born, Jon Battle-Born, Lars Battle-Born, Olava the Feeble,
Carlotta Valentina, Heimskr, Ysolda, Amren, Brenuin, Lillith
Maiden-Loom, Nazeem, Severio Pelagia, Adrianne Avenicci, Sinmir, Skulvar
Sable-Hilt, Jervar, Jenassa, Andurs, Danica Pure-Spring, Olfina
Gray-Mane, Mila Valentina, Saffir, Braith, Acolyte Jenssen, Gwendolyn,
Lucia, Lydia, Farengar, Proventus Avenicci, Hrongar, Irileth, Nelkir,
Frothar, Dagny, Kodlak White-Mane, Commander Caius, Bjorlam, Nimriel,
Gloth, Wilmuth, Eimar, Mallus Maccius, Sabjorn, Balgruuf the Greater,
Legate Quentin Cipius, Hjornskar Head-Smasher, Eorlund Gray-Mane,
Maurice Jondrelle, Aela the Huntress, Skjor, Vilkas, Farkas, Ria,
Torvar, Athis, Njada Stonearm, and also Mithorpa Nasyal and Terek (just
in case you use a mod that enables them).
Karthwasten: Enmon, Mena, Ainethach, Atar, Fjotra, Belchimac, Ragnar, Lash gra-Dushnikh
Half-Moon Mill: Hert and Hern
Rorikstead: Rorik, Jouane Manette, Reldith, Ennis, Lemkil, Sissel, Britte, Mralki, and
Erik / Erik the Slayer, the Alik'r warriors from "In My Time of Need"
Riften: Constance Michel is used in one Rorikstead-related quest. Mjoll the Lioness has one added conversation about her family.
Falkreath: Valdr, Runil, Delacourt, Thaddgeir, Kust, Dengeir of Stuhn, Mathies,
Indara Caerelia, Lod, Bolund, Tekla, Nenya, Solaf, Zaria, Helvard,
Siddgeir, Thorygg Sun-Killer, Legate Skulnar, Narri, Valga Vinicia
Lakeview Manor: Rayya, Llewellyn the Nightingale, Gunjar
Angi's Camp: Angi
Anise's Cabin: Anise
Winterhold: Korir, Thaena, Assur, Malur Seloth, Kai Wet-Pommel, Legate Sevan
Talendas, Birna, Ranmir, Haran, Dagur, Eirid, Nelacar, Thonjolf, Kraldar
Shrine of Azura: Aranea Ienith
College of Winterhold: Savos Aren, Mirabelle Ervine, Faralda, Phinis Gestor,
Arniel Gane, Nirya, Enthir, Drevis Neloren, Colette Marence, Sergius
Turrianus, J'zargo, Brelyna Maryon, Onmund, Tolfdir, Ancano, Urag
gro-Shub
Septimus Signus' Outpost: Septimus Signus
Whistling Mine: Thorgar, Angvid, Gunding, Badnir

Also, the guards in the cities and settlements can be asked about the
services the city has, who's in charge, and how they feel about their
post. Priests and Vigilants of Stendarr can give you the blessings of
their deities. You can give your dog followers treats.


Installation / Uninstallation

To install, download the main files you want to install with your favorite
mod manager. Or download and unzip the archives, and place the two
files (the esp and the bsa) for each module in your Skyrim data
directory.

To uninstall, simply delete the esps and bsas. Warning: This mod adds some scripts. My understanding is that uninstalling will spoil
your active save, and you must start a new game. Generally, it is a bad
idea to uninstall a mod mid-playthrough, and regardless of whether it
seems to work for you, this is not supported. 




(Showcase video by Cocota Gaming)

Load Order and Compatibility

This section was ripped directly from the SE page, and doesn't accurately reflect all compatibilities. All LE equivalent mods should work just fine with this port.


Use LOOT to set your load order. Otherwise... More to Say goes somewhere in
the middle, I suppose? Because More to Say is mostly adding new
records, it should not matter much. However, for Arthmoor's Falkreath, ensure it loads after More to Say (merged version or Falkreath module). Same thing with Arthmoor's Whistling Mine and the Winterhold module. I'm not sure LOOT will do this
automatically, so you may have to create a rule for this. This is also
true for Convenient Carriages and Touring Carriages. And for Cities of the North - Dawnstar, Janquel has graciously created a small patch you can get here.

This mod is compatible with most city overhauls. It should be compatible
with just about everything, and incompatibilities I learn about will be
catalogued here.

If you use a mod like Unofficial High Definition Audio Project, you *may* notice the new lines from this mod are lower quality. I use both and can't tell, but your mileage may vary. 

Opening Scene Overhaul SE changes Hadvar's voice, so if you use it, Hadvar won't have the new lines I added for him. Improved Follower Dialogue - Lydia similarly changes Lydia's voice, so if you use that she won't have the new lines I added for her. Shezzarine - The Fate of Tamriel - Prologue revoices Onmund, so if you use that, he won't have the new lines I
added for him. These are the mods I'm currently aware of that revoice
vanilla characters. For other mods that do this, I may need to add
conditions to ensure my dialogue using vanilla voicing doesn't surface.

Carriage and Ferry Travel Overhaul is compatible as a special case. More to Say checks for its
installation with GetFormFromFile to ensure Bjorlam and Gunjar get their
dialogue, no patch required, as long as you don't merge or rename CFTO.

In a narrative sense, minor "incongruities", (where NPCs say something
that doesn't make sense in the context of your game) might be expected
if you are radically changing Whiterun, Falkreath, Riverwood,
Rorikstead, Shor's Stone, the Main Quest, or the Civil War in your load
order. 

If you use a mod to adjust bounty rewards, be aware that the quest rewards from this mod will be unaffected. I'm considering ways
to potentially adjust for this in the future, but haven't settled on a
direction yet.

Use of Skyrim ReputationNo NPC Greetings (Special Edition)To Your Face or a similar mod reducing the frequency of NPC greetings is highly encouraged.

My testing for 7.0 was done with:

Unofficial Skyrim Special Edition Patch
Immersive Citizens - AI Overhaul SE
Alternate Start - Live Another Life
Skyrim Reputation
Better Dialogue Controls
Relationship Dialogue Overhaul - RDO SE
Cutting Room Floor
Obscure's College of Winterhold
Not So Fast Mage Guild
Improved College Entry - Questline Tweaks

All of these are highly recommended.

If you like this sort of mod, some other mods (by other mod authors) you
might want to consider, that are, as far as I know, completely
compatible:

Misc Dialogue Edits and More Dialogue Options
Serana Dialogue Edit and Serana Dialogue Add-On
Teldryn Serious
Denizens of Morthal



A Note About Repetitiveness

While not strictly required, use of Skyrim Reputation or No NPC Greetings (Special Edition) (or a similar mod that limits the frequency with which you hear greetings)
is highly encouraged. I had to make a choice whether to remove the
greetings I used from the NPC greetings loops. If I removed the
greetings, there would be less chance you would hear the same line twice
from the same NPC. But it would mean potentially having to supply
patches for an unknown number of other mods that edited those greetings.
I chose instead to allow for greater compatibility and leave the
greetings alone. As a bonus, it makes working on this mod a bit easier
as well.

Please keep in mind that, as I understand it, even the most aggressive version of No NPC Greetings will not prevent you from
ever hearing the NPC's greetings: the NPCs can still offer them when you
enter conversation, just not when you are 100 feet away. I prefer
Skyrim Reputation myself.

So. When reporting bugs, please let me know about repetitive lines that bother you, but also let me know if you
are using a mod to adjust the greetings or not. And please keep in mind
that there are only so many recorded lines in Skyrim. Sometimes the
only choices available are "meh", "mediocre" and the same thing I just
used. So, while I may feel your pain, I may not change /fix every
instance of repetitive dialogue. I hope you understand.

I found during testing that, for myself at least, using Skyrim Reputation or No
NPC Greetings, repetitiveness of lines was within acceptable parameters.
Your mileage may vary. This mod may not be for everyone. But I do hope
you'll give it a chance. :)


Translations and Ports

Xbox One port by ISB2015/Vagueraptor

Traditional Chinese translation by hor0303.

Italian translation by MaximilianPs


FAQ

Q: 
Any plans to move on to other cities and towns?

A: Yes! I'm currently working on Winterhold. Next will likely be Ivarstead
and/or Dragon Bridge. Riften is my great beast to be slain...

Q: Does this require a new game?

A: Installing a new major version of the mod for the first time requires a
new game. If you've already installed the major version, a minor
version update should be safe to install on an existing game. Each version of the mod is of the form: [major].[minor] or [major].[minor].[patch].

Q: Is there an XB1 version?

A: Yes! Thanks to ISB2015/Vagueraptor for the XBOX version, which can be found here.

Q: Will there be a version for [my preferred platform]?

A: I do not plan to do any ports myself, but please see the permissions
section of the mod. Permissions are open for some ports. Contact me
please if the platform in question is not listed there.

Q: Can I translate this mod to [my language]?

A: Permissions are also open to anyone who wants to translate this mod
into another language. Just credit me and notify me please. Also, please
let me know what I can do to support you on this.

Traditional Chinese translation by hor0303 can be found here. (thanks hor0303!)
Italian translation by MaximilianPs can be found here (thanks MaximilianPs!)

Q: Is this compatible with [my favorite mod]?

A: Almost certainly! I'm trying very hard to keep this compatible with
other mods. It is at this point only new records, so there should not be
any conflict resolution or patches required. The most likely
compatibility issue you will encounter is with other mods that change
the context in which the lines are given. For example, some mods might
significantly changing the nature of Riverwood, the Main Quest or the
Civil War. Some NPC lines in More to Say are conditioned on the player's
progress in these quests, and they may no longer make sense. I hope
this answer is clear enough.

Q: Why do I keep hearing the line [X] over and over?

A: Many of the NPC comments are taken from NPC greetings. To minimize
conflicts with other mods, I have not edited or removed the greetings I
used, or any other lines. Someone could do this, if they wanted, but
conflict resolution would be required with other mods making changes to
those greetings. And I prefer to keep the mod more compatible. This is
why something like No NPC Greetings is highly encouraged as a companion to this mod.

Q: Are you including voice files or just pointing at the existing voice files?

A:  The Creation Kit requires the voice files to have particular filenames,
including the associated form ids as part of the filename. I haven't
found a way around this, so yes, I am including voice files in the bsa.

Some of the voice files are actually completely new, having been clipped
together from existing lines of the same voice type. I sincerely hope
this doesn't bother you because I've had tremendous fun making these new
lines. But please let me know which lines are troubling in the
comments. Feedback is very helpful.

Q: How can I get to line X?

A: Here's some general advice:
  • Talking to people will unlock more dialogue for other people.
  • Talking to people at different stages of the early Main Quest and other local
  • quests will unlock some dialogue that might only make sense at that point.
  • Some dialogue depends on your factions.
  • Some dialogue in Riverwood in depends on whether you chose Hadvar or Ralof, or the Stormcloaks or the Empire.
  • Some dialogue changes depending whether certain characters are alive or not.
  • Try not to worry too much about any particular bit. This is all pretty inconsequential dialogue. That's part of the point.

Q: Do I need to start a new game?

A: To install any of the modules, yes. More to Say is using start-enabled
quests for most (but not all) of the dialogue. So, if you add the mod to
an existing save, you won't see most of the new dialogue. To update,
the answer is: maybe. An update to a new major version (ex. 2.x ->
3.x) will require a new game to update. An update to the minor version
or patch version will not require a new game. But check the sticky in
the comments for details before updating.

Q: Um, actually Sven's ballad is a sonnet. Don't you know the difference?

A: Thanks for pointing this out. Sven describes himself as a prodigy and
only spent a short time at the Bard's College. Maybe he is capable of
writing great poetry, but is less aware of these sorts of distinctions.

Q: How can I start the new quests in the Riverwood?

A: Finish the Golden Claw and A Lovely Letter. Lucan will give you one.
The other can come from Faendal or Sven, regardless of which one you
sided with earlier.

Q: How can I start the new quests in the Rorikstead?

A: Finish Before the Storm and talk to everyone in Rorikstead at least
once. Reldith can give you one quest. Sissel can give you another quest.
Once you've discovered the secret of Rorikstead and decided what to do
about it, either Jouane or Rorik can give you another (repeating) quest.

Q: I'm utterly lost on discovering the secret of Rorikstead. Help?

A: Start by talking to Erik the Slayer away from Rorikstead about why Rorikstead's fields are so fertile. [If you don't want even minimal spoilers, stop reading now.] Then go back to Rorikstead, talk to people and poke around. Find the suspicious book in Rorik's Manor, then find its owner.

Q: I really don't like those Obnoxious and Belligerent guards in Windhelm. Can you make them less obnoxious and belligerent?

A: So... I like them for role-playing. For those of us who like to play
white knight characters, but want to get sent to jail for doing the
right thing, I put them in as an option. And yes, they are a bit racist.
If you *really* don't like that idea, I've provided a few "outs".
First, the only guards with these obnoxious dialogues are explicitly
named "Obnoxious Windhelm Guard" or "Belligerent Windhelm Guard". So
talk to other guards instead. Or, if you do find yourself talking to
one, and leave the conversation immediately, there won't be any
consequences. Or, if you are meek with them, there won't be any
consequences. If you are pushy, let it go on for a while, or try a skill
check and it fails, you might get in a fight with the guards, or sent
to jail, or incur a bounty. And it's totally unfair. And that's the
point. But also please note that it isn't *every* guard in Windhelm.
There are just *some* racist guards there, and they are explicitly
called out. As an extreme option, you can choose not to install the
guards module, but I hope you'll give them a chance to be mean and ruin
your character's day (but not yours), and role play around them.

Q: I've found Angi. How can I get rid of the objective marker?

A: Complete her archery tutorial, then thank her. Or you can kill her and tell Legate Skulnar.

Q: How can I get Jarl Korir to summon me?

A: Be the Archmage. Then talk to Tolfidr about whether he thinks you'll be
a good Archmage. That should kickstart the Courier to come find you.
Note that siding with the Imperials won't stop him from summoning you
and he still styles himself Jarl of Winterhold, but you should get some
different dialogue options in that event.