They can be merged in TES5edit. The only problem is the process is tedious unless there's a script that can change the form IDs in both the plugins and the sound files since many dialogues share the same form IDs.
Came across a guy who killed something. He said "get away, this is MY treasure!" I could have slaughtered him, but I let him live. I let the NPC have his treasure. Was immersive AF. the little things make such a big difference.
A little lifehack i found about this mod If you adding any NPC via console command "addtofaction" into Bandit faction and voice which this NPC using is covered by this mod lines NPC will use those lines as well same if he/she was a generic bandit (adding any NPC into bandit faction no cause any trouble except any generic bandits will not attack them, for NPCs in towns or player homes its not even a issue, also any time you can remove them from faction just by "removefromfaction" command)
Its good to add sometimes for NPC who are suppose to use those lines but cannt bcs they are removed from bandit faction for example Bandits after ParadiseHalls script
Also possible to add any NPC (Hulda or Adrianna Avenicchi for example) you want to have additional voice lines - more life and immersiveness in Skyrim with help of this little perfect mod)
Now only thing im waiting to have is Forsworns, Warlocks-Necromancers and Vampires Lines Expansions, keep it up, great work for realism and immersiveness with script-free lite-weight mods)
Thank you man. This was absolutely necessary. I found your mod shortly after complaining about the lack of lines for bandits in the game, despite the fact that they are very talkative both in and out of combat state. This was something Bethesda should have done. It is as if they left it incomplete. Now it's fixed thanks to you. Very much appreciated, keep up the good work :)
Love this mod so much. I recently updated to the newest version, and for some reason am getting various npcs that shouldn't be speaking having "Die filthy beast!' pop up in my subtitles randomly. LOOT found zero conflicts and this and your civil war lines mod were the only new changes I made to my load order, so I'm a bit at a loss for what could be causing it. It's a harmless bug so I'm not terribly miffed, it's entertaining if nothing else. So far I've seen the subtitle/combat line pop up with dwarven spheres, dwarven spiders, various types of Falmer, and, most hilariously, one of the spectral hounds in Labrynthian. Any idea what could be causing this? Love all your mods, I've installed nearly all of them so far.
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I really don't find a notable difference than with vanilla, I'm going to remove it to use the ESP on other one, thanks for sharing it anyway
edit: works fine after merging all lines expansions with zmerge
Actually scratch that, I think I just heard a female bandit say something new.
https://www.nexusmods.com/skyrim/mods/113490
If you adding any NPC via console command "addtofaction" into Bandit faction and voice which this NPC using is covered by this mod lines NPC will use those lines as well same if he/she was a generic bandit
(adding any NPC into bandit faction no cause any trouble except any generic bandits will not attack them, for NPCs in towns or player homes its not even a issue, also any time you can remove them from faction just by "removefromfaction" command)
Its good to add sometimes for NPC who are suppose to use those lines but cannt bcs they are removed from bandit faction for example Bandits after ParadiseHalls script
Also possible to add any NPC (Hulda or Adrianna Avenicchi for example) you want to have additional voice lines - more life and immersiveness in Skyrim with help of this little perfect mod)
Now only thing im waiting to have is Forsworns, Warlocks-Necromancers and Vampires Lines Expansions, keep it up, great work for realism and immersiveness with script-free lite-weight mods)