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.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Same permissions apply here as in the Oldrim version: https://www.nexusmods.com/skyrim/mods/23390
Improved item detection for Imperial/Stormcloak armor.
Resolved conflicts with USMP.
Version 2.17
Changed comment on Imperial Sword from "Pigsticker" to "Steel Sword".
"Heard they're reforming the Dawnguard" is now said randomly instead of taking priority when it's off cooldown every 24 hours. It stops being said after completing the quest "Awakening".
Added version number for LOOT.
Version 2.16
The comment in Raven Rock referring you to the alchemist now has a 1 hour cooldown like the other service-oriented comments, down from 2 hours.
Fixed a handful of minor bugs.
Version 2.15
Added changes for the guards in Raven Rock in the Dragonborn DLC.
Removed unnecessary conflict resolutions.
Version 2.14
Fixed a reported mistake in the subtitles.
Guards who've had their dreams harvested by the Skull of Corruption can now comment on their nightmares, until they start having normal dreams again. This also extends to other NPCs with matching voice types if the Extra NPCs system is enabled.
Illia in Darklight Tower is no longer affected by the Extra NPCs system as it didn't make sense for her.
Version 2.13
"You're that one from the college. Heard about you." will now only be said after Under Saarthal has been completed.
Optimized a few conditions, and the swordsmen among the guards no longer need to have their swords equipped to know that they're swordsmen. Not sure if they ever unequip them though.
Reverted some cooldowns to original GDO, as the improved item detection didn't warrant an increase in frequency.
Updated .modgroups load order to reflect what Arthmoor said in the CRF comments: RDO doesn't need to load late, and it needs to load before CRF. I've checked compatibility with a dozen suspect mods, and there were no significant overrides. So I currently recommend loading RDO early: RDO CRF GDO ---armor changes--- WACCF AA MLU ---late loaders--- ASLAL
Version 2.12
Hopefully fixed the bug where guards wouldn't stop approaching the player.
Merged GDOCurvedSwords and GDODisableMemes into GDOMemes.
Merged GDOKeepWarning and GDODisableWarning into GDOShoutWarning.
New global value: GDOCaptiveDragon. Setting it to 0 will stop guards from permanently complaining about releasing the dragon. The two comments about it have long durations which often cause guards to follow you into buildings if you enter before they're finished talking.
Redguards can now hear the line about "Now we've got warriors from Hammerfell struttin' about..." if they wear a Hammerfell Garb.
Hard-coded General Tulius' Armor and Blackguard's Armor into the dialogue so that mods don't accidentally override it.
Removed WACCF's record for Morag Tong armor, as comments concerning the Dark Brotherhood aren't relevant despite the Morag Tong being Assassins. WACCF should remove the keyword.
Increased the distance that guards have to be away from Darkwater Crossing to talk about Candlehearth Hall to 8192 units for good measure.
Added RDO and MLU to the .modgroups file which shows load order.
Version 2.10
Eastmarch Guards will no longer refer you to Candlehearth Hall while within 4000 units range of Darkwater Crossing.
Added an extra check on a Harbinger comment to address a reported bug.
Removed 3 weapon records which already inherited SPIKE keywords from the template records.
Removed a quest record which contained fixes already present in USSEP. Kept the fix in the PS4 version as they seem to be more reluctant to use the patch.
Made minor optimizations.
Version 2.9
Added expanded coverage of weapon and armor comments from WACCF, and covered some more DLC weapons. Guards will now comment on: Aetherial Shield, Champion's Cudgel, General Tulius' and Carius' Armor, Miraak's Sword, Stormfang and more.
Version 2.8
New global value: 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.
Released a No Extra NPCs version for PS4 and XB1.
Version 2.7
New global value: GDOKeepWarning. Setting it to 1 will make guards keep warning you about shouting after you've defeated Alduin.
Version 2.6
Added 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 2.5
"Heard they're reforming the Dawnguard" is no longer "say once" because it already stops being said after you've found Serana and the quest Awakening has been completed. I overlooked that condition as I reviewed Kel's changes not once but thrice since I could've sworn that they never stop saying it, but they do.
The line about "curved swords" can now be said by other guards than the Whiterun guard faction and also by Extra NPCs, until the quest has been completed. Kel's condition disabled the Extra NPCs system for that line.
Added a global value called "GDODisableWarning", which stops guards from warning you about shouting if you set it from 0 to 1 in the console. Note that the mod is already configured to stop warning you after you've defeated Alduin.
Created mod group for USSEP, CRF, WACCF, AA, and ASLAL.
Version 2.4
Improved conditions and cooldowns, caught remaining oversights. Pigsticker line has a normal cooldown again. I've gone through everything, took a while, didn't write a log.
Version 2.3
Changed some comment cooldowns. Most notably, the comment about Azura's Star has been reverted to the default 4 hours, instead of Kel's 1 hour.
Version 2.2
Expanded the SPIKE system to include the mod's global values, allowing other mods to reference them without adding GDO as a master file. There's no reason to upgrade from 2.1 to 2.2 until one of your mods use it. Note that old patches that have GDO as a master file and tries to reference these global values will be incompatible with 2.2.
Version 2.1
Fixed a condition
I believe that if you are making the only official 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 fixes for USSEP, CRF and Survival Mode, expanded coverage, optimized conditions and item detection by Qwinn, and optional features that you can read about below. The "guards keep following me" bug is fixed, and 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. The mod's global values have been included in the SPIKE system so other mods can reference them freely. 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 went to the original author, Eckss, but due to prolonged inactivity I'm now donating them to charity. Fellow GDO fan, you are as entitled to decide what happens to this classic as the rest of us. Please enjoy!
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 unless you Set GDOExtraNPCs To 1 again. 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.
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.
But wait, there's more!
You can use the GDOShoutWarning variable to control whether guards warn you about your shouting.
Set GDOShoutWarning To 0 = Guards never berate you for shouting. Set GDOShoutWarning To 1 = Guards berate you for shouting until you defeat Alduin. (Default) Set GDOShoutWarning To 2 = Guards berate you for shouting forever.
GDOCaptiveDragon controls whether guards question you for releasing the dragon. Default value is 1, and setting it to 0 disables it. The two comments have long durations which often cause guards to follow you into buildings if you enter before they're finished talking.
GDOMemes controls certain fan favorites. Default value is 1. Setting it to 0 disables the comments about "curved swords", "no lollygagging", "someone stole your sweetroll" and "arrow in the knee". Note that the first three of them already stop being said once certain quests are completed or if you're the thane of the hold. Setting it to 2 will let the guards continue talking about curved swords after the relevant quest has been completed, even outside the Tamriel worldspace.
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 here but you should be using one.
GDO is fully compatible with Immersive Armors by hothtrooper44. GDO is fully compatible with Immersive Weapons by hothtrooper44 and Ironman5000 and me.
Guard Dialogue Overhaul.esp should be placed after any mod that alters Guard Dialogue, after Immersive Armors (if IA is installed) and before any mod that edits Skyrim vanilla Weapons or Armor (such as aMidianborn_Skyforge_Weapons.esp from the Book of Silence, or Weapons Armor Clothing & Clutter Fixes.) There's a .modgroups file included with the mod which shows load order dependent mods. The load order can also be found in the changelog.
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.