Thank you for the mod, but is it compatible with the Predictable Persuasion mod? I have some issues when I use both mods together and have reported them in the Posts section for that mod. Maybe they are related to your mod instead. Could you peek into them as well?
Sorry to hear that. I have not enough knowledge yet on how to interact with SKSE plugins; this is just an implementation of Dynamic String Distributor. Maybe its author can help you better.
The author of the Predictable Persuasion mod said that they will try to find a workaround for the issues, but thank you for the reply anyway! And for the mod, of course!
Liking this so far, thanks. I think I found an error & wanted to let you know. When I spoke to Lucan to trigger The Golden Claw, where the line "I could help get the claw back" should have been it instead read "Wait, you mean this golden claw?" as it would if I'd already had the claw in my inventory. If it's nothing to do with this then apologies for the notification!
Great idea! Will test after holidays. Anyone know is there a mod, which lets me close discussion from the dialogue choices? Been looking for this for ages.
Do you mind if I ask something? I'm curious about how this may work with the dialogue limitations of the game. A now hidden mod known as EZ2C Dialogue Menu explained it better than I ever could, but there is a cap on how much dialogue can be shown in-game.
So if, for example, there are any dialogue-focused mods that add responses which exceed the default letter limit put in place by Bethesda for both the Player and NPC responses (meaning that the responses tend to be longer and more detailed) certain dialogue lines may only show up sporadically.
My concern is that modded responses that just barely toe the line of the limit may be pushed over it by the addition of tags. What are your thoughts on this? 🤔
Hey! That's an interesting topic i don't have a response for. I've done testing throughout the game, but it's limited indeed. Probably SkyHorizon3, DSD author can enlighten us. Thank you!
That's okay. I'll track this in case an answer is found. I do tend to write dialogue that pushes beyond the default limit, so I just want to be prepared in case my users turn up with inquiries.
It reminds me of Various Dialogue Tags. That was a good mod, but it seemed like it needed to be updated whenever a covered mod was updated.
Edit: The mod I linked is not playable in it's current v.2.1.2 state. It is still pretty good for discovering some dialogue mods that are "under the radar". Edit2 (2025-04-02): Whoops, forgot I had made this post. That mod HAS now had an update and currently works well again.
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So if, for example, there are any dialogue-focused mods that add responses which exceed the default letter limit put in place by Bethesda for both the Player and NPC responses (meaning that the responses tend to be longer and more detailed) certain dialogue lines may only show up sporadically.
My concern is that modded responses that just barely toe the line of the limit may be pushed over it by the addition of tags. What are your thoughts on this? 🤔
Probably SkyHorizon3, DSD author can enlighten us. Thank you!
Another mod which I wish was in Skyrim on day 1.
Congrats and I hope you will expand it to cover more DLC-like mods.
Thumbs up!
It reminds me of Various Dialogue Tags. That was a good mod, but it seemed like it needed to be updated whenever a covered mod was updated.
Edit: The mod I linked is not playable in it's current v.2.1.2 state. It is still pretty good for discovering some dialogue mods that are "under the radar".
Edit2 (2025-04-02): Whoops, forgot I had made this post. That mod HAS now had an update and currently works well again.