NPC's will not use taunts or insults when fighting animals. Especially hunters will behave in a more realistic manner, as well as fixing odd behaviors where enemies wish you a good morning and other unfitting dialogues right after they killed you.
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File credits
Bethesda for Skyrim & the Creation Kit
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Changelogs
Version 4.0
Fixes Nerien so that the introduction to the most powerful magic organization in the game setting isn't ruined by Nerien using his Altmer insults if he spawns on top of you before the scene triggers as they are totally different in both tone and delivery. His scene in Saarthal will now always play out in the way it is supposed to.
Fixes certain out of place dialogues where enemies could comment on you being diseased after having killed you.
There is only one version of the mod now. It is designed to work with the Unofficial patches, Relationship Dialogue Overhaul and Guard Dialogue Overhaul whether you have them installed or not.
Version 3.1
(2017-04-08)
3.1 fixes 3.0 to work as intended. The condition in 3.0 was set to "run on combat targets" so it would be more specific. This turned out to be causing issues outside of combat even though it logically should not. Changing this to "run on target" makes it work as one would expect it to.
A big thank you to Sinthia for quickly noticing that certain NPC's like Nimriel and Gloth where not longer using all the lines they had access to as well as providing detailed info which made it easier to figure out what was going on.
Version 3.0
(2017-04-02)
Hunters Not Bandits 3 focuses on fixing the really annoying comments you sometimes get when an enemy kills you or someone else.
With 2.0 I thought I was done with Hunters Not Bandits. It was designed to be the final version.
While working on another mod I stumbled onto something that could be argued should be its own mod, but since that would require more time spent supporting multiple mods, which directly would conflict with each other as they are in the same space as far as Skyrim is concerned, this is the only way this gets released.
They can say the strangest things right after they split you in two.
Things like: "Where did you go", "May I help you" or "Speak, Elf"... it's one of those annoying things with the game that takes you out of the moment.
3.0 requires a few more conflict resolutions than the 2.0 which are all included in the different versions. It forwards the changes where needed: Unofficial Patches for the regular version and Relationship Dialogue Overhaul changes for the RDO version.
This also makes 3.0 less flexible in terms of where you can put it in the load order. The RDO version needs to be placed after RDO if you want everything to work as intended.
Thanks to Scrane, Tick, Janswin, Oliv and Caz for testing and making sure it works on a variety of different systems.
Also special thanks to SyddSpartan for uploading screenshots to a mod which is really hard to capture in images ;)
Version 2.0
(2017-01-07)
Sometimes it's about what a mod doesn't do that is important.
I spent the Christmas break, breaking the mod apart, examining each piece to see if I can figure out how to make it better. I discovered something I had overlooked. I always figured the ActorTypeNPC keyword included animals, it's a huge keyword that covers a lot, including things that have nothing to do with NPC's and since animals are technically NPC's...
Well there is a saying about assuming things and this realization makes for a more efficient mod.
By not touching things which include or have added the ActorTypeNPC, I can make the mod more compatible without removing functionality. In some ways the ActorTypeNPC checks are much more harsh than mine as those will exclude anything which isn't an NPC unlike mine which excludes things which are animals.
Hunters Not Bandits 2 has been rebuilt from scratch and is much leaner than the previous versions due to the above.
The really good news to come out of this is that no extra "Unofficial Patches" (USLEEP/USSEP) versions are required as all the conflicting lines had ActorTypeNPC checks. This should also make it fully compatible with the older USKP versions.
Relationship Dialogue Overhaul (RDO) version. Thanks to CloudedTruth and a bit of good luck, all remaining conflicts but one have ActorTypeNPC checks added to them.
The one which doesn't, has a PreyFaction check. It only covers non hostile animals and will not work on wolfs, bears, saber cats or other hostile animals. But for a fully non conflicting version I'll take that any day of the week. It works by assuming that RDO is in place to handle those 10 lines with its added checks.
The MaleDrunk and MaleBrute voice types have had a bit of flavor added back into them as most of the time you hear those when fighting animals is when you have Cosnach or Farkas along. I also got rid of the line where an Imperial Soldier can say I was trained for this, when I realized it could play against something like a Skeever or worse.
Version 1.1
(2016-12-12) Bandits Not Hunters update! :P
This update covers Bandits, Forsworn and the Thalmor.
While testing I had a bandit scream: "Can't wait to count out your coin" at a Beaver added by Animalica. I started looking for the line and discovered a few more taunts stored in a different location (DCETTaunt).
DCETTaunt also has taunts for Vampires, Ghosts and Necromancers. Which I didn't touch, as their lines felt like something those type of character could be using against anyone. Vamps talk about blood, ghosts about mortals and necros, well they talk about how great they are.
The reasoning for the necromancers keeping their lines is that a crazy evil mage will probably tell you just how great they are, even though they happen to be talking to a person or some random raccoon. If someone runs into a situation where that dialogue gets too strange and out of place, feel free to explain the situation and if I agree I'll fix those lines as well. I tend not to include things I'm on the fence about, it works better that way for compatibility reasons. The more you add, the more things can conflict.
Same is true for the "You are but a dog" line by the Thalmor, which is still there for flavor reasons. Can't have the Thalmor not be a bit suspect in their behavior. All the lines that are totally out of place have been fixed.
Version 1.01 SSE
(2016-11-22) Hunters Not Bandits SSE
Proper Skyrim Special Edition version, done in the Special Edition Creation Kit.
Version 1.0 USLEEP
(2016-10-16) Hunters Not Bandits USLEEP version
Forwards the full USLEEP changes in the few entries that HNB and USLEEP share. This adds the Dragonborn DLC a requirement as a result, but if you are using USLEEP you need all the DLC's anyway.
Version 1.0
(2016-10-08) Hunters Not Bandits. Release version
Remade from scratch to make sure it's as clean as it could be. This version is better thought out in the sense of which files it should affect and which it should ignore. Tried to keep the conflicts with other mods down to a minimum, by not adding anything which had specific conditions that effectively eliminate those lines from being used against animals.
Fixed two conditions which had errors.
Removed the partial USLEEP changes prior to release, as they may be against USLEEP permissions, it's better to have it available as it's own thing with full changes forwarded at a later date.
Version 0.2
(2016-07-31) Second Beta
Added "Never should have come here...", "Agh! Enough! This ends now" and "That's...all you've got?" (PTC001)
Forwarded USLEEP changes for: DialogueGeneric "Generic dialogue" [QUST:00013EB3], You won't leave Skyrim alive!, Skyrim belongs to the Nords! (all changes except the Solstheim check for now, as it would make Dragonborn DLC a requirement). (This was removed in the release version. See reasoning there.)
Added this change log, it's the file with the version name of the mod, that way you can at a glance see what version it is, even if the name of the archive gets changed.
Added Author, description and versioning to the mod.
Fixed a number of conditional errors
Version 0.1
(2016-06-29) Initial version. Beta and proof of concept.
Most of the work was done here.
Hunters Not Bandits aims to fix one of my biggest pet peeves.
That NPC's use the same taunts when hunting & fighting animals as bandits do to you.
Version 3 and later fixes Skyrims “amazing” dialogues, where enemies could say things like:
“Can I help you?”,right after they kill you.
Version 4 and later fixes the intro scene to the Psijic order in Saarthal, so it always plays out correctly.
Hunters and other NPC's will now behave in a way you would expect them to.
They will take out their bow silently without going Huh, what was that? or scream This is your last mistake! followed by Skyrim is for the Nords!
Approaching their prey in a way that doesn't alert the whole world to their presence.
This is what the mod aims to fix, this is the reason for its name.
Dialogue which adds a bit of flavor while still making sense is left alone. I don't want to remove too much and turn them into lifeless robots.
Speaking of which, characters will only tone down their chattiness when it comes to animals. They will be just as verbal when dealing with others as they where before.
4.0 It's been FIVE years since the last update. Reason? Because it really does't need one.
At least that's what I thought.
During the development of Jay Serpa's wonderful College of Winterhold - Quest Expansion I was reminded of an old Skyrim bug which has never been fixed. One which happens to be located among the dialogues that Hunters Not Bandits deals with.
What happens if you stand on top of the spot where the psijic monk Nerien spawns in Saarthal is that he may for a brief moment use his regular High Elf lines before the game cinematically fades the lights and the scene kicks in.
It doesn't help that the regular High Elf lines have a very different pitch and tone from the lines in the scene, warning the player of things to come.
You can get gems like:
Those are College of Winterhold robes, aren't they?
...said mockingly which transitions to a totally different, much more serious voice telling you:
HOLD, MAGE, AND LISTEN WELL...
in the fraction of a second is not the best way to introduce the most powerful mage organization in the setting.
Immersive Citizens and Hunters Not Bandits have a bit of crossover because they both edit some of the same taunts, Immersive Citizens only covers creatures considered prey, like rabbits and deer but not any hostile animals.
Letting HNB handle those dialogues by placing it after Immersive Citizens (if you having it installed), gets you the benefit of both mods.
Upgrading
Simply overwrite your existing version with the new one.
Compatibility
A mod adding new animals to the world only needs to make sure that they are properly keyworded with ActorTypeAnimal (just like the animals in the regular game) and Hunters Not Bandits will take care of the rest.
MxR's lighthearted take on the mod (starts at 5:08)
Credits
AndrealphusVIII, the mod would not exist without him. His suggestion that something like this would be possible with conditions made me sit down and figure it out.
BrotherBobfor teaching me how the dialogue and quest system work, which was a part of the CK I had not touched prior to this project.
To everyone else who tried it out, as well as the Elder Scrolls Twitch community and the Nexus Image Share for being a source of knowledge and creativity.
Hunters Not Bandits is also available for Skyrim Special Edition, here on the Nexus.