Skyrim Special Edition

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Created by

Jonx0r

Uploaded by

Jonx0r

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Safe to use

About this mod

Extended Guard Dialogue gives town guards more to say. It does so using speech synthesis (Tortoise TTS + Retrieval-based Voice Conversion) to add new lines of dialogue in a way that should (hopefully) be almost indistinguishable from the original voice acting.

Requirements
Permissions and credits
Translations
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
Mirrors
Changelogs
Donations




Features

Guards will now react to:

Play Style: As you play the game, miscellaneous stats are tracked such as rabbits killed or butterfly wings plucked. Guards will now have something to say as you rack up these numbers.

Cleared Locations: When you clear a noteworthy location, guards may comment about that and may even congratulate you for it.

World State: Guards will now comment about the current day, weather, and so on...

F.A.Q.

Q. What patch level is required?
A. None.

Q. Do I need Dawnguard, Hearthfire or Dragonborn or additional plugins like SKSE?
A. No.

Q. Is this ESL flagged?
A. Yes.

Q. What version of the Creation Kit was this made with?
A. 1.6.438.0. It's compatible with both Special Edition and Anniversary Edition.

Q. Is this safe to add/remove mid-game?
A. Yes.

Q. Why am I not hearing any new lines of dialogue?
A. You may not hear many new lines at the start of a new save, but as you play the game and change the world you should start to hear the new lines. See the Extended Guard Dialogue.csv file for a list of new lines and their associated conditions. Also, double check your load list to make sure you've actually loaded the mod.

Q. I don't want to hear a specific line of dialogue. How do I disable it?
A. You can use the following console command to disable a specific line, if you don't want to hear it:

set EGDChance_### to 0

See the Extended Guard Dialogue.csv for the list of dialogue IDs.

Q. Why am I not hearing dialogue about a location that's still marked as 'cleared' on the map?
A. There's dissonance between how the 'GetLocationCleared' condition function on the dialogue works and how the map flags locations as 'cleared'. If the boss and enemies have respawned, guards will stop talking about that location as having been cleared even if the location is still marked as 'cleared' on your map.

I believe loading a cell that belongs to that location updates the 'cleared' flag on the map. The 'GetLocationCleared' console command also returns whatever the map shows, not the value of the condition function. The default respawn time is 30 days, so generally speaking, guards should comment about a location you've cleared for the next 30 days after clearing it.

Important

See the Extended Guard Dialogue Spreadsheet for a list of all new lines of dialogue plus their associated conditions. There are currently 168 new lines of dialogue for all 3 guard voice types; MaleGuard MaleNordCommander and FemaleNord.

This mod doesn't include any script files so there shouldn't be any issues adding or removing it mid-playthrough. New dialogue is set up in its own quest so it should work well alongside other mods that also affect guard dialogue.