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JobiWanUK

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JobiWanUK

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194 comments

  1. bootlegbaby
    bootlegbaby
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    -NVM simply place it low enough solved it.
  2. LatinGames
    LatinGames
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    When could we visit Cyrodiil in a Mod for Skyrim, like this one?  
    1. Sinistran22
      Sinistran22
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      Here you go, your wish is granted since 2017:

      https://www.nexusmods.com/skyrimspecialedition/mods/10917
    2. LatinGames
      LatinGames
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      For your information, Bruma does NOT allow you to visit and tour Cyrodiil, only to see it from a distance, although a little closer.
    3. Spacefrisian
      Spacefrisian
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      Bruma is in Cyrodill.

      There is also Rigmor of Cyrodill, Beyond the border, and Vigilant which all go to a part of Cyrodill.
    4. LatinGames
      LatinGames
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      I don't have installed any of Mods you mentioned,  but What I meant was: Just be able to explore this city directly, without leaving Skyrim or visiting it in the worlds of other Mods.  Is it possible with any of those Mods? that will make me very happy

    5. Jenasto
      Jenasto
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      Yes, Rigmor of Cyrodiil (presumably requires Rigmor of Bruma) allows you to go there.

      Beyond Skyrim will eventually allow you to go to the Imperial City but only once it's finished. Bruma is the impressive preview to that.

      Those are I think the only two.

      EDIT: Vigilant lets you go to a hellish version of the Imperial City, though I don't think it lets you go to the real place (I haven't played it)
    6. a1racer
      a1racer
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      the new oblivion remaster game is pretty awesome just incase you have not tried it yet.
    7. LatinGames
      LatinGames
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      Yes, I know Tks, but modding & Playing Skyrim is more than enough to occupy 100% of my free time 
    8. ModdingTime051920
      ModdingTime051920
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      What is beyond the border I cannot find that one?
  3. a1racer
    a1racer
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    I don't like AI voices. That's fine, just don't use the mod, no need to tell me about it.

    thank you i get some peoples concerns but just don't use stuff you don't like.  

    on a side note guessing this should work fine with your other mods for dialog and stuff? i see a patch for the inn tagrated one i love these kids of mods.
    1. JobiWanUK
      JobiWanUK
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      Thanks.

      From the description; "It's compatible with all my other mods."
    2. a1racer
      a1racer
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      its pretty obvious i cant read, thanks for the heads up been using it today blends in pretty seamlessly with the other mods. Mods that add npc interactions and more improved dialog really are some of my favorite mods. "Death Farts" will never leave my load order though  
  4. urbon
    urbon
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    Having vanilla followers in your party and hearing them talk to each other is such a pleasure :) even better with that po3 new mod. 
    Thank you!
  5. Thijmen2017
    Thijmen2017
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    I clicked very quickly through Yuki's dialogue and it locked me in her dialogue window with no dialogue prompts. I couldn't press tab to exit either, so I was forced to close my game. It effectively softlocked me. Idk, maybe this isn't related to this mod, but I thought it worth reporting anyway.
    1. JobiWanUK
      JobiWanUK
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      Probably not, as there's no NPC called Yuki in this mod.
    2. Thijmen2017
      Thijmen2017
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      I meant Viku
  6. youzamark12604
    youzamark12604
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    do the high elves speak to each other? ive noticed the nords, argonians, femaleeventoned. ill probably figure it out because i just installed it yesterday. but i love the haughty voicetype. just figured id ask.
    1. JobiWanUK
      JobiWanUK
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      No, the elf haughty voice types are not included. Neither are Khajiit and a couple of others.
    2. youzamark12604
      youzamark12604
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      fair. is it due to early release, and planned features?
    3. JobiWanUK
      JobiWanUK
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      Not really. I did 23 vanilla voices and several unique ones. Each vanilla voice has at least 179 lines so that's already way in excess of 4000 voice lines. Eleven Labs costs money and I don't have unlimited funds to keep generating 1000s of lines, plus each voice takes hours of work.

      Not only that, I don't feel the high elves are really the type to engage in idle chatter which is why they didn't make the list. For Khajiit I'd have to rewrite all the lines to fit the way they speak.

      While there's a possibility I'll add voices in the future, it's unlikely, at least in the near future.
    4. youzamark12604
      youzamark12604
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      you do have a point, i didnt think about it, and after seeing 4000 lines, i realized it was a dumb question. anyway thanks for creating the mod bro, its great. cant wait to find runs in circles.
  7. Exoanut
    Exoanut
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    Hey Jobi! Would it be possible to get a location reference check for NPC's specifically in Sovngarde! Because there's so many different VTYPE's they end up having conversations in Sovngarde that they have no mortal reason to know about hahaha. Otherwise beyond peak mod, tysm!
  8. RichardBenzon
    RichardBenzon
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    I disabled the guards comments but I can still hear them, great mod otherwise
    1. JobiWanUK
      JobiWanUK
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      Odd. Which comments do you mean exactly? The MCM option only disables the comments about your attributes, not combat or notice corpse lines.
    2. RichardBenzon
      RichardBenzon
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      yes those about attributes do not get disabled, I don't know yet if it's a problem only with the guards or the entire mcm
    3. JobiWanUK
      JobiWanUK
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      Please type help EOOGuardComments in the console and let me know what it says. If comments are enabled it should show a value of 1, if disabled it should be 0.

      MCM was thoroughly tested but I'll double check the script.

      Thanks.
    4. RichardBenzon
      RichardBenzon
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      it gives me 1 whether it's toggled or not
    5. JobiWanUK
      JobiWanUK
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      Thanks for checking.

      I've double checked the MCM script and it's fine. I'll see if I or any of my testers can reproduce it.

      In the meantime you can use set EOOGuardComments to 0 in console.
    6. RichardBenzon
      RichardBenzon
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      thanks maybe it's a strange conflict on my end
    7. JobiWanUK
      JobiWanUK
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      Working fine for me. Not sure what to say.
    8. JobiWanUK
      JobiWanUK
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      Actually I gave you the wrong name it's eooguards, not eooguardcomments. Oops.
  9. ShadowXG38
    ShadowXG38
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    Does the Companions Porter serve a purpose or can he be safely disabled? Just siting around saying "I have no greeting" is just wasted resources in my book.
    1. JobiWanUK
      JobiWanUK
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      His 'purpose' is entertainment or parody. Not sure why it's wasted resources, but to answer your question, yes, you can disable him, shouldn't be a problem.
  10. GreatSephiroth
    GreatSephiroth
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    • 10 kudos
    so funny how oblivion re release has people trying to emulate it on skyrim. no one believed it was that good.
    1. xXAngelKittyxX
      xXAngelKittyxX
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      DIe cur