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Eckss

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Argonil

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About this mod

More Dialogue, More Realism, More Respect. This Mod alters the Guard Dialogue, changing it from something that breaks your immersion in the world of Skyrim to something that actually increases it. All in the original voices and Fully compliant with Skyrim Lore.

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Translations
  • Turkish
  • Spanish
  • Portuguese
Changelogs
I believe that if you are making the only port of someone else's popular mod, you gotta stay true to its design philosophy. If you wanna change its direction, you make that as an alternate version together with a normal one. So here's a faithful, community-driven version. It has system improvements, bug and compatibility fixes, and a few new optional features that were requested by the community. Also please remember that GDO has the injected SPIKE compatibility system for a reason, it's used by WACCF and my own mod AA, so you're only supposed to load GDO before WACCF to get compatibility. It's opted-in to receive Donation Points, 100% of which goes to the original author, Eckss. Please enjoy!

*So if you want to compare it to the Oldrim version, this version has fixes for USSEP, CRF and Survival Mode, and optimized conditions so that it doesn't have to check as many conditions before encountering the condition that is most likely to be false and moving on to the next dialogue topic. It also better detects what you have equipped and has some other small improvements by Qwinn. I've only found a few revisions to his optimizations, he's done a great job. The mod's global values have been included in the SPIKE system so other mods can reference them freely. The "Curved swords" line is restricted so that people stop talking about them once the relevant quest is completed, by popular request, but you can keep it enabled with a command. Fellow GDO fan, you are as entitled to decide what happens to this mod as I am.



More Dialogue, More Realism, More Respect. This mod alters the Guard Dialogue, changing it from something that breaks your immersion in the world of Skyrim to something that actually increases it. All in the original voices and fully compliant with Skyrim Lore.

GDO fixes All the Skyrim Guards dialogue bugs and does much, much more.

GDO alters the effect that Skyrim Guard dialogue has on the mood of your game. Rather than annoying you, guards will enhance your experience of the game and increase your immersion in the world of Skyrim by properly recognising your actions and not making disrespectful comments to a character that they are supposed to respect.

GDO does not remove any comments from the guards’ vocabulary; they will still be just as rude and mocking to you at the start of the game as they always have. However, once your character has completed quests that earn the guards’ respect, their attitudes will begin to change, getting better and better to the point that, once your character is a legend in Skyrim, they will be respectful, grateful and sometimes even nervous in your presence.

GDO unlocks much guard dialogue that was never or only very rarely used due to overly restrictive conditions in the game. This is not a bug, but rather a design choice made by the Bethesda developers that I disagree with. This means that there will be much more variety in what the guards will say than you will be used to from before GDO. Many people will never have heard some of the comments before, and others will only have heard them very rarely in limited circumstances.

GDO adds dialogue options for your character to use, once you are respected, if guards berate you for shouting or dropping weapons.

GDO prevents guards from getting stuck in a loop where they say nothing but “What is it?”.

GDO now makes some, but NOT ALL, of the guard comments available to some other NPCs who share the same voices. This is only done with those comments that could reasonably be considered to not be guard specific and is done without interfering with normal NPC dialogue at all so there’s NO possibility of conflict from this addition.
If you wish to disable this feature, so that ALL of the Guard Dialogue is ONLY spoken by Guards, use the Console command:
Set GDOExtraNPCs To 0
Once disabled, this feature will remain disabled for that character. Any new game will begin with the feature enabled.

GDO sets the Skill level required before a guard will comment on your skill to 50. This is considered Adept within the game and seems appropriate. If desired, this value can be customised by use of the in-game console.
GDO holds the skill level threshold value in 3 variables, each corresponding to a particular skill category. They are:

GDOSkillCombat
GDOSkillMagic
GDOSkillStealth

The default value is 50 for each of them. If you wish to change the skill level required before guards will comment, simply change the value of the corresponding variables; they DO NOT need to be set to the same values. When using the following Console commands, ignore the inverted commas, they are present only to indicate generic field names within the syntax.

To check the current value, use the GetGlobalValue command:
Syntax:GetGlobalValue ‘variable’
With the ‘variable’ being one of the 3 above. E.g. GetGlobalValue GDOSkillCombat


To set a new value, use the Set command:
Syntax:Set ‘variable’ To ‘value’
With the ‘variable’ being one of the 3 above and the ‘value’ being the skill level you want to set. E.g. Set GDOSkillStealth To 63

Once set, the value will be preserved in your savegame and will not change for that character unless you choose to change it again. Any new game will begin with the default value of 50.

As of version 2.5, you have the option to make guards stop warning you about shouting by setting GDODisableWarning to 1. Note that the mod adds extra dialogue options and is already configured to stop warning you after you've defeated Alduin. Setting GDOKeepWarning to 1 will make them keep warning you forever.

Version 2.6 introduced a global value called GDOCurvedSwords. If you set it to 1, it will allow people to continue talking about curved swords after the quest has been completed, even outside the Tamriel worldspace.

Version 2.8 introduced GDODisableMemes. Setting it to 1 disables the comments about "arrow in the knee", "no lollygagging", "someone stole your sweetroll" and "curved swords". Note that GDO already makes most of them stop being said once certain quests are completed or if you're the thane of the hold.


SPIKE - Virtual Edition.

From GDO v1.3 onwards, support will now be included for SPIKE – VE.
This Compatibility System requires no separate Masterfile to be included and completely replaces SPIKE.


IMPORTANT : You Must Not clean GDO with xEdit. Everything in GDO needs to be there for it to function properly.

Installation:

GDO does NOT require a new game to be started in order to function properly.
It's designed to slot into your game seamlessly and is thoroughly tested.

Use Mod Organizer 2 to install, or another mod manager. There's no real need but you should be using one.

Compatibility:

GDO is fully compatible with Faster Akaviri 2H Weapons and Swords Enhanced - SPIKE by Gajumaru and Mahlzeit88
GDO is fully compatible with Faster Skyforge 2H Weapons - SPIKE by Mahlzeit88

GDO is fully compatible with Immersive Armors by hothtrooper44.
GDO is fully compatible with Immersive Weapons by hothtrooper44 and Ironman5000 and me.

GDO is fully compatible with aMidianBorn Book of Silence by CaBaL120.

GDO is fully compatible with Weapons, Armor, Clothing and Clutter Fixes and Complete Crafting Overhaul Remade by kryptopyr.

GDO is fully compatible with Awesome Artifacts by Argonil.

GDO is fully compatible with Skyrim Immersive Creatures by lifestorock.

GDO is fully compatible with Relationship Dialogue Overhaul (RDO) by cloudedtruth.

GDO is compatible with all DLC.


Load Order:

Guard Dialogue Overhaul.esp. Should be placed after any mod that alters Guard Dialogue, after Immersive Armors (if IA is installed) and before RDO and any Mod that edits Skyrim vanilla Weapons or Armor (such as aMidianborn_Skyforge_Weapons.esp from the Book of Silence or Weapons and Armor Fixes - Remade), otherwise anywhere on the .esp list. Typically, people load GDO shortly after CRF.

Known Issues:

GDO is COMPLETELY SAFE. You can be sure this Mod won't ever leave your game in a broken state.

Subtitle Translation.

If using a Subtitle translation version of GDO, make sure the language is correctly set in your Skyrim.ini file as directed by Bethesda Support Center.

SSEEdit Cleaning of GDO.

As of Version 1.3, GDO Must Not be cleaned with xEdit. Everything in GDO needs to be there for it to function properly.


Final Comments:

I would like to thank all my translators, whose excellent work allows my mod to be appreciated by a wider audience. Thank you all; your efforts on this and other mods are what makes Nexus a truly global community and I’m sure everyone using your translations appreciates your hard work a great deal.

Thankyou to mwpeck for the SkyRe Compatibility Patch. (Only use if you don't use the Reproccer)

Thankyou very much to all those who have Endorsed this mod and a special thankyou to all those who have given me Kudos, I really appreciate it! An Extra Special Thankyou to the wonderfully generous users who Donated to me - I'm Overwhelmed.

Thankyou also everyone who has left an appreciative comment about my work. I have in the past tried to answer each one individually where I could, but with so many of you I don’t want to fill the thread with my replys rather than your comments. Rest assured that I do take the time to read every single one and appreciate ALL of them. Thankyou!

I will take note of any suggestions you make, even if I don’t reply.


Enjoy.
Eckss.
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