The scripts themselves are not a problem. But collecting modlist you can literally accumulate thousands and thousands of them. They slow down the loading speed of the game as a whole. Your mod is essential, it brings back the Oblivion vibe, it is hard to do without it.
It's just curiosity, can it be made simpler in terms of scripts
None of my scripts are active all the time. They are script fragments that run for a fraction of a second every few hours in game to trigger scenes. They will not affect your game loading time.
They are required for the mod to work, no I cannot reduce the amount of scripts, nor do I see any need to.
I love this mod, it reminds me a LOT of Oblivion dialogue where they somewhat randomly say things to each other. 95% of the time it makes enough sense, and sometimes its hilarious in that bethesda jank sort of way. For instance in Riverwood, Dorthe was talking to her Father Alvor and it went something like this
Dorthe: "Good to see you" *sweet child voice* Alvor (her loving father): "Pfuh" *annoyed*
As a parent, I laughed out loud. 10/10 came back to endorse.
I love immersion, and I would download a more curated, less randomized version if it became available, but I think most of you would love this mod as is.
I used two of them together, but then the NPC wouldn't even speak; they stood there idling, but when I removed the radiant dialogue, your mod worked like a charm.
found a new part need tweaking, if you adopt a child then fast travel back home but if when you zone in your home or before you teleport chatty npc makes the child or another talk to the child they will be stuck in waiting to be talked to at your house. if this happens on say the first go in house for new child it breaks the adoption quest as if you dont get the greet on first adoption they can bug and game consider them not adopted sometimes.
Awesome mod. One of my fav add on voices for followers is young fragile voice. I used xedit to make the entries for this voice and guess what it worked. Quote; imperial soldier "I want to show you sth" quote answer my follower using new voice youngfragile; Nah I don’t think so! I was laughing. Reall cool. Thanks for this mod. I think I will adopt other custom voices too. It’s a lot of entries to add but totally worth it.
Any intention to incorporate Serana or Frea or any of the uniquely voiced followers?
Also will followers talk to eachother, or would it be difficult to get them to address eachother, sort of like banter? Would they do it in a relaxed state from NFF or do you have it so they completely ignore eachother?
Nope. I've only used vanilla lines for this mod and I can only work with what's there and there weren't really any suitable lines for Serana or Frea.
Followers don't talk to each other as I feel it would be repeated too often and probably not make much sense for them to greet each other if they're together all the time.
Fair enough, do you know if it would be a simple edit in xedit type deal if i wanted followers to talk but only with the health related comments? I feel like those would be perfect, the greetings wouldn't make sense but checking on eachother with how often we're in combat, I think would. Not asking you to make this change, just wondering if it would be simple for me to do, or if it would be a massive ordeal, I think the vanilla companions not bantering together is the main reason why i'd never use a vanilla companion again, so I'd love to fix that lol.
So I tried out Ride Odahviing and while I was generally satisfied with the mod, what struck me was the nonchalant demeanor of NPCs as I disembarked from Odahviing in the middle of Darkwater Crossing, and the NPCs going about their business while an unaggressive dragon hovers just around roof level. I wonder at the very least we could have a comment system or something for NPCs to remark on friendly/unaggressive dragons that NPCs can see (Run For Your Lives cover the reaction for attacking dragons so I don't expect cowardly-confidence-set NPCs to stay around to say their lines).
I just had an interesting experience in the Sleeping Giant Inn i want to share, altho im not a 100% sure if its from this mod, but i do think so.
I got Saadia's quest done (+the AA part) and with NFF, decided to take her as a follower and see how she does in Ustengrav.
I enter the Inn to talk to delphine about the Horn she took from the tomb and while that happens, make both my current followers wait.
So i enter the left room (the not-attic-room) and sneak a quick lie down in the bed to get some rest (both Saadia and Lyssia are seated). As i wake, Delphine walks in to chat me up about the horn, while in the background, (both Saadia and Lyssia are seated) OGNAR says "Saadia, wake up!" .. with his voice, just like Hulda does when in the Bannered Mare when you sit or lie down and she calles the server/Saadia to check on the customer :DD
Thanks, I wish I could take credit for that but that's a vanilla thing that's maybe added in by AA. In fact a lot voice types have that line for some reason. I think it's maybe if someone else takes over The Bannered Mare if Hulda dies or something.
Right! I kinda suspected that after thinking about this, i think it's probably one of the redundancies in vanilla when someone dies, so they got multiple voices covering the same lines..
Anyway i have played longer with this mod now and appreciate it very much, thank you! :)
280 comments
Endorsed with love!
But 160 scripts - wow. Maybe you have any solution to make it less?
But no, it won't work without the scripts. Why do you think the amount of scripts is a problem though?
But collecting modlist you can literally accumulate thousands and thousands of them.
They slow down the loading speed of the game as a whole.
Your mod is essential, it brings back the Oblivion vibe, it is hard to do without it.
It's just curiosity, can it be made simpler in terms of scripts
None of my scripts are active all the time. They are script fragments that run for a fraction of a second every few hours in game to trigger scenes. They will not affect your game loading time.
They are required for the mod to work, no I cannot reduce the amount of scripts, nor do I see any need to.
Big thanks!
Dorthe: "Good to see you" *sweet child voice*
Alvor (her loving father): "Pfuh" *annoyed*
As a parent, I laughed out loud.
10/10 came back to endorse.
I love immersion, and I would download a more curated, less randomized version if it became available, but I think most of you would love this mod as is.
I was laughing. Reall cool. Thanks for this mod. I think I will adopt other custom voices too. It’s a lot of entries to add but totally worth it.
Feel free to release your add-ons as a patch.
Also will followers talk to eachother, or would it be difficult to get them to address eachother, sort of like banter? Would they do it in a relaxed state from NFF or do you have it so they completely ignore eachother?
Followers don't talk to each other as I feel it would be repeated too often and probably not make much sense for them to greet each other if they're together all the time.
I just had an interesting experience in the Sleeping Giant Inn i want to share, altho im not a 100% sure if its from this mod, but i do think so.
I got Saadia's quest done (+the AA part) and with NFF, decided to take her as a follower and see how she does in Ustengrav.
I enter the Inn to talk to delphine about the Horn she took from the tomb and while that happens, make both my current followers wait.
So i enter the left room (the not-attic-room) and sneak a quick lie down in the bed to get some rest (both Saadia and Lyssia are seated). As i wake, Delphine walks in to chat me up about the horn, while in the background, (both Saadia and Lyssia are seated) OGNAR says "Saadia, wake up!" .. with his voice, just like Hulda does when in the Bannered Mare when you sit or lie down and she calles the server/Saadia to check on the customer :DD
NGL, my jaw hit the floor lol
Anyway i have played longer with this mod now and appreciate it very much, thank you! :)