More specifically, Hunters Not Bandits does't affect just Hunters it affects every npc in every situation when dealing with animals among other things.
Back to the question, NO!
But you should have a look at Jay Serpa's dialogue expansion mods. https://www.nexusmods.com/skyrim/users/5201727?tab=user+files. They all have the same kind of logic to the dialogues as this mod has, so they will work seamlessly together.
That will get you more dialogues but not really more aggression ;)
Is this compatible with Guard Dialogue Overhaul Redux? I know the SE page says its compatible with Guard Dialogue Overhaul, but I've noticed this seems to change quite a lot of conditions in the LE version of GDO Redux.
I'm trying to remember if GDO and HNB had a lot of dialogues they both edit the conditions on. I want to say that there may be a few places (this is me trying to remember something from 2017), there may be.
Here is the good news, the effect of one or the other overwriting each other in this case is minimal. For you personally there are two easy ways depending on how comfortable you are with using TES5Edit, if you're not then just move GDO after HNB in the load order and you will get the GDO condtions in those dialogues. If you wan't the HNB stuff to be used in those places where they could be sharing dialogues then you place HNB after GDO.
Let's say you put GDO after HNB and you start getting annoyed at npcs starting to do the things that HNB fixes. Just move it after GDO.
If you know your way around Tes5Edit it's easy, just make your own fix, you combine the conditions of the two in to one and that is that.
I made my own patch, though I wasn't sure if I should use it or not. Guess I will now. As for what's conflicting, it seems to be the race-specific greetings. This mod changes many of the values the conditions use, and also adds a new one to the top of the conditions for everything. Something about checking 'target.getdead'.
That one check is the target is alive before it allows the dialogue play. That's the condition which gets rid of the dumb comments enemies can make just after they kill you, like huh... where did they go (while they are standing on your corpse). Nice to see you do it the advanced way. Only way they are at the top is for efficiency so that the game doesn't have to do tons of checks before it gets to that one, but you can have it at the bottom if that makes stuff easier.
So this is going to be a bit odd but the deer in the image are vanilla, the reason they look better is because of the enb which basically replaces Skyrim's entire lighting engine so the game no longer looks like it's made in 2011 but requires a much better graphics card to run smoothly.
If you're not using an enb that's the first step, there should be plenty of guides on what is required for installing enb. After you have it installed you need a preset, the one used in the screenshots is Rudy ENB with 50+ hours of tweaking to make it look like I want it. But Rudy is damn good as it is so you're not going to be disappointing even if you don't go learning how to tweak the ins and outs of enbs.
Link to Rudy ENB: https://www.nexusmods.com/skyrim/mods/41482 (it probably also has the specifics of where you get the enb binaries all enb presets require and how to set it all up and what to replace when installing rudy over the base enb setup)
As for textures, I would actually get something better than the ones in the screenshots. These days I'm using the MM - REAL ELKS textures which you can find here: https://www.nexusmods.com/skyrim/mods/94362
Don't let the name fool you, this affects all npc's, the name is what it is because it's what started me down the path of making the damn thing when back in 2011 I would hear someone screaming bloody murder on the other side of a hill thinking there was an all out battle going on when in fact there was just a hunter chasing a bunny around using all the same taunts and insults they would when fighting the player or another npc.
Your idea is great for a mod which deals with AI and NPC behavior.
Hello, is there also a mod similar to this one that stops NPCs from saying things like "those fools are actually fighting!" or "somebody, helps!" when they detect animals fighting between them (e.g., a spider killing a deer)?
I just had a look at the dialogues in question, both of them look to be responses the npc can say if they are afraid.
The Somebody help line I will not touch, it's too generic, if I did I would be removing it as a response for npcs when they are afraid of animals, which is something I feel makes sense. If an NPC sees a wolf, they cry for help, the downside of this is that a guard or similar crying for help when faced with a wolf is not that immersive but that is a different matter.
The "Those fools are actually fighting" line is a different matter. Looking at the voice types that can say it, it looks like only Condescending ones use it (Grelka, Belethor, Thalmor) and removing it I'm not so sure about.
I've been having a horrible year, recovering from injuries so modding has been very low on my list. I actually have a bunch of projects that are on hold for that reason.
If you know your way around Tes5 edit, the two dialogues have the form id 000a9b50 and 000a7b02 if you want to find them quickly. You could just make a personal mod which prevents those dialogues to ever be played if they bother you too much by adding a condition to them which can't possibly happen.
Just telling you because I don't really know when I'll get around to it and a heads up, testing that it works as intended may take a really long time to make sure they work right, you would basically be running around npcs which have that voicetype hoping they get scared by animals, to see if that dialogue triggers or not.
Tip for the Modding-Savvy: If your load-order includes Cutting Room Floor, Relationship Dialogue Overhaul, and the RDO - Cutting Room Floor Patch, the .esp for 'Hunters Not Bandits' can be safely merged into the 'RDO - Cutting Room Floor Patch' without conflicts (save yourself an .esp slot).
Nice little tip, HNB is a really good mod to merge for people who know their way around the tools required. Most of people I know actually have it merged to save an esp slot :)
240 comments
More specifically, Hunters Not Bandits does't affect just Hunters it affects every npc in every situation when dealing with animals among other things.
Back to the question, NO!
But you should have a look at Jay Serpa's dialogue expansion mods. https://www.nexusmods.com/skyrim/users/5201727?tab=user+files. They all have the same kind of logic to the dialogues as this mod has, so they will work seamlessly together.
That will get you more dialogues but not really more aggression ;)
Here is the good news, the effect of one or the other overwriting each other in this case is minimal.
For you personally there are two easy ways depending on how comfortable you are with using TES5Edit, if you're not then just move GDO after HNB in the load order and you will get the GDO condtions in those dialogues. If you wan't the HNB stuff to be used in those places where they could be sharing dialogues then you place HNB after GDO.
Let's say you put GDO after HNB and you start getting annoyed at npcs starting to do the things that HNB fixes. Just move it after GDO.
If you know your way around Tes5Edit it's easy, just make your own fix, you combine the conditions of the two in to one and that is that.
So this is going to be a bit odd but the deer in the image are vanilla, the reason they look better is because of the enb which basically replaces Skyrim's entire lighting engine so the game no longer looks like it's made in 2011 but requires a much better graphics card to run smoothly.
If you're not using an enb that's the first step, there should be plenty of guides on what is required for installing enb.
After you have it installed you need a preset, the one used in the screenshots is Rudy ENB with 50+ hours of
tweaking to make it look like I want it. But Rudy is damn good as it is so you're not going to be disappointing
even if you don't go learning how to tweak the ins and outs of enbs.
Link to Rudy ENB: https://www.nexusmods.com/skyrim/mods/41482 (it probably also has the specifics of
where you get the enb binaries all enb presets require and how to set it all up and what to replace when
installing rudy over the base enb setup)
As for textures, I would actually get something better than the ones in the screenshots.
These days I'm using the MM - REAL ELKS textures which you can find here:
https://www.nexusmods.com/skyrim/mods/94362
Don't let the name fool you, this affects all npc's, the name is what it is because it's what started me down the path of making the damn thing when back in 2011 I would hear someone screaming bloody murder on the other side of a hill thinking there was an all out battle going on when in fact there was just a hunter chasing a bunny around using all the same taunts and insults they would when fighting the player or another npc.
Your idea is great for a mod which deals with AI and NPC behavior.
Cheers :)
I just had a look at the dialogues in question, both of them look to be responses the npc can say if they are afraid.
The Somebody help line I will not touch, it's too generic, if I did I would be removing it as a response for npcs when they are afraid of animals, which is something I feel makes sense. If an NPC sees a wolf, they cry for help, the downside of this is that a guard or similar crying for help when faced with a wolf is not that immersive but that is a different matter.
The "Those fools are actually fighting" line is a different matter. Looking at the voice types that can say it, it looks like only Condescending ones use it (Grelka, Belethor, Thalmor) and removing it I'm not so sure about.
I've been having a horrible year, recovering from injuries so modding has been very low on my list. I actually have a bunch of projects that are on hold for that reason.
If you know your way around Tes5 edit, the two dialogues have the form id 000a9b50 and 000a7b02 if you want to find them quickly. You could just make a personal mod which prevents those dialogues to ever be played if they bother you too much by adding a condition to them which can't possibly happen.
Just telling you because I don't really know when I'll get around to it and a heads up, testing that it works as intended may take a really long time to make sure they work right, you would basically be running around npcs which have that voicetype hoping they get scared by animals, to see if that dialogue triggers or not.