Volume cannot be adjusted, it uses the vanilla voices. Use the volume slider in the audio settings. If you have overlapping comments, adjust the probability for it to happen (see description).
Not in SSEDIT but rather you need to decompile the script, change the function's flag to bPlayerHead = false and recompile it! Or I do it and release a new file specifically for people who use unpaused menus.
Really cool concept. Hope someone can figure out how to implement the audio in a more natural way, so that it is usable. Even the demo video in the description shows the huge difference in volume. The comments need to be made from the location of the NPC according to the engine, just like any/all other comments they make.
Is this mod safe to turn into an ESL/ESPFE through xEdit? It says that it adds new cells and I went through it to see what it was but I don't know if it's a cell you can load it or not since it's related the the merchant menu. ESP slots are really precious so I would like to avoid using them as much as possible
Thanks for this mod. I know the mod has been around a long time, but I'm on Anniversary Edition and I'm trying to adjust the comment probability, as the description indicates. The console keeps saying script not found.
The vendors are speaking properly in the menu, but I can't get the console to adjust the probability. I have SKSE. Does anyone know what I'm doing wrong? Thank you.
Depends on what you entered. I'm 98% sure you did typo. Console command is set that expects you to add the name of a value you're trying to set (_SAG_VendorCommentProbability) and after that a value (e.g. 70 for 70% chance). Make sure you have spaces between these three components.
Really nice immersion but as others have said the volume needs a slider or be controlled by the ingame voice setting as its significantly louder than anything else ingame for me which is a little overpowering at first. Agree with the delay between comments idea also selling things too fast results in some crazy loud overlapping comments haha.
I hope you will continue tweaking this mod it has amazing potential, its very impressive just how many different comments the different voiced merchants can make already!
That said, I really do like the mod. It seems like most of the comments are negative and all addressing the volume issue, and while it is a really annoying issue, it's still a cool idea for a mod. I'm disabling for now but will check back here periodically to see if anyone's got a fix.
an interesting mod, fully functional with skyrim souls. needs more polish before it's usable though
a) no MCM menu, so can't adjust frequency of comments. should be at like 5-10% b) critical issue, dialog plays at full volume (at least it did for belethor). if it cant match in-game dialog level setting, an MCM slider would work
I'm having the same problem. I see the sticky post above saying it can't be adjusted and uses the usual volume slider in the audio settings, but this is still WAY louder than any other voice. Maybe you need to have volume at max when you install this mod, and THEN it will adjust together? I might test it, but if anyone else figures out a workaround, holler.
I think the reason this isn't a thing in Skyrim is that veteran players would spam through it buying, then exit quickly. I think you should make another version of this, but make them comment after you're done buying aka exit menu rather than a percentage chance every time you buy one item.
What do you mean by 'it uses the vanilla voices' and so volume cannot be adjusted? My vanilla voices aren't half as loud as the vendor's comments. Are they loose voice lines? If so the volume can be hard-adjusted easily with an audio program to be around 50% softer.
It uses the vanilla lines that are found in the ESM's forms. The script plays the voice line as if it was spoken in the player's head which makes it louder because it won't care about the distance, environment, etc.
55 comments
Volume cannot be adjusted, it uses the vanilla voices. Use the volume slider in the audio settings.
If you have overlapping comments, adjust the probability for it to happen (see description).
Or I do it and release a new file specifically for people who use unpaused menus.
Hope someone can figure out how to implement the audio in a more natural way, so that it is usable. Even the demo video in the description shows the huge difference in volume.
The comments need to be made from the location of the NPC according to the engine, just like any/all other comments they make.
The vendors are speaking properly in the menu, but I can't get the console to adjust the probability. I have SKSE. Does anyone know what I'm doing wrong? Thank you.
Agree with the delay between comments idea also selling things too fast results in some crazy loud overlapping comments haha.
I hope you will continue tweaking this mod it has amazing potential, its very impressive just how many different comments the different voiced merchants can make already!
That said, I really do like the mod. It seems like most of the comments are negative and all addressing the volume issue, and while it is a really annoying issue, it's still a cool idea for a mod. I'm disabling for now but will check back here periodically to see if anyone's got a fix.
a) no MCM menu, so can't adjust frequency of comments. should be at like 5-10%
b) critical issue, dialog plays at full volume (at least it did for belethor). if it cant match in-game dialog level setting, an MCM slider would work
keep up the great work! ill check back