Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Klivia

Uploaded by

Klivia

Virus scan

Safe to use

Tags for this mod

About this mod

Similar to "Realistic Conversations", compatible with Mantella and uses Game Settings Override (SKSE Plugin) instead of a full module (esp). So you can save yourself a precious slot of 255. Also fully customizable. You can tweak the random dialogue behaviour of all your NPCs in one file. See the instructions below on how it works.

Requirements
Permissions and credits
Changelogs
Just in short: Makes the Conversations between NPCs more lively and realistic and increases the chance for conversations to the maximum.


Version 2.0: With the recent update I removed edits that weren't affecting the actual game settings as they originate from older TES games or other Bethesda titles. Also I added new tweaks that should enhance the overall random chatter behaviour. Slowly we get this to be more like Oblivion without the "Hello. Hello. Goooodbyeee. Have a nice day. Have you heard anything about the other provinces of Tamriel? I don't want to talk about that. Goodbye. Goodbye.". Thank DylanJames and give them kudos for the research and deep testing of the parameters I used and removed. More to their proposed changes in the comments there you can read what exactly the engine uses and ignores most likely! Thanks again DylanJames for your amazing informations! :3 Also this site helped a lot for testing out different settings!



How it works:

These are the Parameters/Game Settings that I changed, with a brief description of what they do according to the Creation Kit Wiki and my own tests (You can tweak them yourself however you want and test them for your own immersion needs):

For that, open the file in your explorer by navigating to the GSO folder "ccld_GameSettingsOverride":







fAIForceGreetingTimer = 10.000000
; Timer until NPC can initialise a Force Greeting again

fAIGreetingTimer = 30.000000
; Timer until NPC can initialise a Greeting again

fAIInDialogueModeWithPlayerDistance = 300.000000       
; Not entirely sure atm but I assume it tracks the distance the player has while in Dialogue with an NPC to estimate when to stop the conversation with the player?

fAIMinGreetingDistance = 85.000000  
; Distance from wich a NPC can initialise a Greeting (set to 40 to reduce greetings to bump ins or to 0 to disable greetings.)

fAISocialRadiusToTriggerConversation = 3000
; Distance between NPCs to initialize a random dialogue (Exterior)

fAISocialRadiusToTriggerConversationInterior = 2000
; Distance between NPCs to initialize a random dialogue (Interior)

fAISocialTimerForConversationsMax = 5.000000   
; Timer until NPC can initialise a Conversation again (Max)

fAISocialTimerForConversationsMin = 3.000000
; Timer until NPC can initialise a Conversation again (Min)

fAISocialTimerToWaitForEvent = 1.5  
; Timer until NPC can initialise a Scene Action (like greetings or dialogue) while waiting for another scene event to finish or to get noticed by the native Bethesda Story Manager (BSM) to start an event

fAISocialchanceForConversation = 90 
; % of how likely a NPC will initiate a dialogue with another NPC

fAISocialchanceForConversationInterior = 90 
; % of how likely an inside NPC will initiate a dialogue with another NPC inside

fAItalktoNPCtimer = 2.000000 
; Timer until player (?) can trigger NPC responses again

fAItalktosameNPCTimer = 1.000000 
; Timer until player (?) triggers responses from the same NPC again

fCombatDialogueTauntMinElapsedTime = 7.500000   
; I am not sure but it seems to work?

fCommentOnPlayerKnockingThings = 10.000000  
; Timer until NPC can initialise a Comment on Player hitting movables

fExpressionStrengthAdd = 2.700000
; I think it explains itself

fGameplayVoiceFilePadding = 0.200000 
; Timer until NPC starts to speak the next voiceline in context

fIdleChatterCommentTimer = 3.000000  
; It seems to affect random monologue like that from beggars

fIdleChatterCommentTimerMax = 5.000000   
; It seems to affect random monologue like that from beggars

fDialogSpeechDelaySeconds = 0.400000 
; I think it delays the voiceline that the subtitles announce if you have them enabled. Also I heard it is useful to adjust if you hear NPCs talking over themselves.

fMaxSandboxRescanSeconds = 2.000000  
; Timer (Max) until the Sandbox of Skyrim will rescan if an Event can be triggered or in the NPCs words "Where can I go next or what can I do now?"

fMinSandboxRescanSeconds = 1.000000  
; Timer (Min) until the Sandbox of Skyrim will rescan if an Event can be triggered or in the NPCs words "Where can I go next or what can I do now?"

fAISpectatorCommentTimer = 2.000000      
; Timer until NPC can initialise a Comment during events like brawls

fAIWalkAwayTimerForConversation = 5.000000   
; Timer until NPC can initialise a Dialogue while walking (probably gives the engine time to communicate inbetween script latency from the Story Manager)

fAIMaxAngleRangeMovingToStartSceneDialogue = 200.000000 
; Angle in wich a NPC looks and visually can start a conversation

fAIMinAngleRangeToStartSceneDialogue = 60.000000   
; Min Angle the NPC looks and visually can start a conversation

fAIWaitingforScriptCallback = 10.000000 
; Timer until NPC waits for relevant functions in the event to clear

iAISocialDistanceToTriggerEvent = 200   
; Radius in wich social events happen. 200 is the default/vanilla, play with it :)




A lot of the explainations of those settings are shallow from what I found so I can be completely wrong, PLEASE correct me if I am! Thank you :3
Now have fun and make them talk :)








Please Beware this is a project and it will receive updates in the future:

All game setting edits are made in mind for compatibility or enhancement of the AI Mod Mantella. Go check it out and test it, it is seriously mind blowing!!
If there are bugs, please report them and I will do my best to fix it. Also I am glad if you propose any new ideas for how to make the tweak better and maybe more fitting to other dialogue enhancing mods (if there should be any overlapping, etc).



Compatibility:

None that I am aware of. As I decided for GSO instead of using an esp or esl there are also no load order advices. GSO will set the values I defined in the .toml file "Radiant Dialogue" at runtime, directly via SKSE. Plug and play - but you can most certainly tweak any values yourself, check the section of this description "How it works".



Future Plans:

Tweaking the radius/distance between two NPCs in wich random dialogue scenes will start. Currently I think it sometimes happens a bit too far away where Ysolda shouts over the whole markeplace for a tender rack of ribs from Anoriath.



Credits:

All Credits for the original Tweak and Inspiration (Realistic Conversation) go to Gorgulla please go there and endorse and give kudos!
I did not use any assets of "Realistic Conversations". I edited the same or similar gamesettings with my individual setup.




Unrelated but maybe useful: Load Order Issues in General?
I created a snapshot of my latest modlist as a collection. You can use that to look up where I placed mods you might also use. This modlist contains mostly very functionally or gameplay orientated mods but also experimental combinations that require manual patching. If you need help with mods, feel free to contact me! <3 While I have arranged a lot of mods to work in function, more reliably for you to seek inspiration or start your modding journey are modlists that are made by dedicated teams. Those famous lists could be for example Nolvus. I haven't tested it myself yet but I only heard positive feedback and it is very stable while containing more than 2000 mods for you to test in function :3 Happy modding, cheers ~