This mod adds dialogue options in a simple and immersive way to improve various conversations in the vanilla game. The responses are all voiced by using the original voice files of the game. The new options are meant to feel like they should have been in the game all along.
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 must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
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 not allowed to earn Donation Points for your mods if they use my assets
Author notes
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[female Cicero patch] released patch that changes subtitles (and only subtitles) of this mod to make Loreius and the player refer to Cicero as "she"
[How Hard Is This Persuasion Check patch] released patch that addresses conflicts with How Hard Is This Persuasion Check
[female Cicero patch] updated patch to change audio as well as subtitles. Intended for Cicera - Female Cicero Dialogue Edit, the patch only changes dialogue added by More Dialogue Options. Credit and thanks to OregonPete, author of Cicera, for providing some of the sound files in the patch.
[female Cicero patch] updated to revert the name of the ESP to the one of the first version of the patch
[female Cicero patch] deleted one fuz file which will only be needed for the next update of More Dialogue Options
added compatibility patch for Immersive World Encounters, made by Kulharin
added patch for Thieves Guild Reformation, optional file of Thieves Guild Requirements SE
Version 1.3
improved dialogue prompt of the option added to Aela at the end of the conversation after the giant's attack
added option to ask "Can I join you?" to Aela mmediately instead of asking "What is a Shield-Brother?" first
improved Brunwulf's response to the added dialogue option "Do I look like one?"
(merged "Delayed Burial" addon into main file) changed the vanilla persuasion option for Loreius so that you can actually fail the persuasion check, difficulty of the check set to average, because Loreius has a change of heart based on your words
(merged "Delayed Burial" addon into main file) added two more persuasion options for Loreius, a very easy one and an easy one, that consider different ways of looking at the situation
(merged "Delayed Burial" addon into main file) added dialogue option for the first question to Loreius, to provide the possibility to use logic instead of talking about payment (it's also a hint to what persuasion option is the easiest)
(merged "Delayed Burial" addon into main file) added dialogue option to allow you to refuse to help Cicero and avoid starting the quest
added alternate dialogue option to start Neloth's quest "Old Friends" (Dragonborn DLC), to provide a way to agree to help him without showing enthusiasm towards bounty hunting or killing in general
added option to refuse Brynjolf's first job offer as soon as he asks if you'd "like a taste" (you exit the conversation and the Thieves Guild introductory quest doesn't start, but you can change your mind and talk to him about it again)
added three missing lip files
added two more dialogue options if you tell Brynjolf "I don't know why I bothered. This place is a mess." when first arriving at the Ragged Flagon, to make that conversation flow better
[TCBM patch] merged dialogue options added to Brynjolf to refuse his offer as soon as he asks if you'd "like a taste" (with my option you say no but you can change your mind, with the other option you refuse once and for all, so it's best to have both available)
Version 1.2
added two dialogue options to Viarmo during the quest "Tending the Flames", to provide the player the possibility to avoid being the one to suggest making up Olaf's verse
moved negative response to Captain Wayfinder after the question "What happened to the salts?", to improve the way the quest is accepted
added affirmative response to Captain Wayfinder after the question "What happened to the salts?", to improve the way the quest is accepted
moved script that adds Captain Wayfinder's quest from the question "What happened to the salts?" to the newly added affirmative response, to improve the way the quest is accepted
fixed typo in the flirty option with Tonilia, "Really? Interesting..."
changed dialogue option with Tonilia from "Got it." to "Understood.", like the vanilla option one dialogue prompt later: same functionality, but two less records for me
changed Bersi's dialogue options during the quest "Taking Care of Business" to add intimidation and persuasion checks
changed Haelga and Keerava's dialogue options during the quest "Taking Care of Business" to add intimidation checks
added dialogue options with persuasion check to Haelga and Keerava's conversations during the quest "Taking Care of Business"
added a patch to address conflicts between this mod and Thieves Guild Alternate Routes - Taking Care of Business Mod or with Thieves Guild For Good Guys - Taking Care of Business Redux
[BETA file "Delayed Burial addon"] added dialogue option to Loreius Farm's Cicero to be able to refuse to help him
[BETA file "Delayed Burial addon"] added a dialogue option to Loreius to provide a different way of approaching him during the quest
[BETA file "Delayed Burial addon"] changed persuasion check so that it can fail, added dialogue line to Loreius for the failed persuasion check
[BETA file "Delayed Burial addon"] added two persuasion checks to Loreius, one very easy and one hard, to provide more than one way to convince him to help Cicero during the quest
Version 1.1
changed two added dialogue lines to use Response Data instead of copies of the vanilla voice files
added a dialogue option to end the conversation with the Boethiah cultist, who greets you when you first arrive at the Sacellum of Boethiah (same effect as TAB, but it's provided as a more explicit and fluid way to end the conversation)
added dialogue option to skip the explanation about how marriage works in Skyrim
added dialogue option to respond to Brynjolf in a neutral way when you first arrive at the Ragged Flagon
added dialogue option to ask Brynjolf for a more discrete job than the deadbeats
added dialogue option to tell Brynjolf that you refuse the deadbeats job (the quest wasn't changed, you still can't avoid doing that if you want to join the Thieves Guild; the dialogue option will just allow you to stop the conversation before starting the quest, effectively preventing you from joining the guild until you talk to Brynjolf again and accept the deadbeats job)
added dialogue option to skip asking Brynjolf about the dire conditions of the organization after dealing with the deadbeats
added a flirty dialogue option after Tonilia's dialogue "We're going to become very well acquainted." (it fit too well, I couldn't resist... don't worry, her response fits her character)
Description This mod adds dialogue options to various coversations that could use some improvements. These options are meant to feel as if they could have been in the game all along. The responses are all voiced and were made by editing the game's voice files. You can check this playlist for a showcase (two videos for now, I'll add more whenever I have time). Here's a summary of the features, organized by points.
Revelers
Remember the Drinking Companions random encounter? Three cheerful Revelers who stop you to offer you a bottle of Honningbrew Mead? Well, there's a problem: you can only accept enthusiastically, offer them a bottle yourself or upset them by offering Black-Briar Mead instead. I see a lack of a middle ground. What if you simply don't like alcohol, but you still want to be somewhat polite? Or you just want to refuse and move on? To satisfy these roleplay needs, I added two options: you can respond "Fine..." and get a bottle (that you'll probably sell at the nearest inn), or you can refuse politely (they'll be a bit disappointed, but understanding).
Aela
When talking to Aela right after the Giant's attack at Pelagia Farm, you have no choice but to either insult her work or show interest in joining the Companions. This mod adds a new option to end the conversation with a more neutral line of dialogue, she'll answer politely without suggesting you to join.
Brunwulf
His first conversation with you seems slightly disappointing: he asks "You one of those "Skyrim for the Nords" types?" and the answers available don't offer you much of a choice, really. There is some variation if the player character is not a Nord, but it doesn't differ much, the dialogue options remain almost the same. That's why I added a new dialogue option for player characters that are not Nords: "Do I look like one?". He'll apologize and then continue with the vanilla conversation by stating his position on the matter. To improve this conversation further, I invite you to use my other mod as well, Misc Dialogue Edits, that makes Brunwulf skip the questions altogether if the player character is a Dark Elf.
Maul
The first conversation with Maul always felt a bit strange to me: he starts by intimidating you to stay out of the Black-Briars' business, but then, without prompt, he changes the subject into asking for work. It's easy to assume that this was done to add an easy way for the player to know that the Thieves Guild exists in Riften. The core of the problem is his response to your question, "Who are the Black-Briars?": he answers, but then he seems to suddenly answer another question, that you didn't ask, "Who are you?". To fix this, I separated the two parts of his answer: now, after you ask about the Black-Briars, you have two options: the first one asks who he is and shows interest in his business, the second one agrees to stay out of the Black-Briars' business and ends the conversation.
Thieves Guild
Tonilia When first talking to Tonilia to receive your Thieves Guild armor, you get only one path in the conversation, which leads you to ask if she does anything for free. She's quite bothered by that question, obviously, being her the fence of the guild. So, I added a dialogue option to simply agree with her when she explains what she does, allowing you to skip that question and avoid behaving like a smirky bastard, if you want. Additionally, if you don't want to avoid that instead, you have one more dialogue option in that same conversation: a flirty one, at a point where if fits perfectly. I think you know where. Taking Care of Business What's the point of having dialogue options to try to convince someone, if you already know that you will certainly succeed or certainly fail because there's no persuasion or intimidation check? That's what I thought when talking to Bersi, Haelga or Keerava during that quest. So I turned those options into real checks: now you have a chance to convince them to give you the coins through dialogue, if you are skilled enough. Brynjolf The character at the core of the Thieves Guild questline, notoriously lacking in dialogue options. The real issue is that many of them are quite characterized (smirky comments, foolish questions, ... options that don't fit many kinds of player characters). That's why, after improving Maul and Tonilia, I decided to take a look at the rest of the questline and continue with Brynjolf, by adding more neutral responses and alternate paths to his conversations. The improvements only reach the end of the deadbeats quest ("Taking Care of Business") for now, but I intend to do more, eventually. As always, I aim to achieve the best result possible with the least changes, so I'll do my best to keep compatibility as high a priority as possible.
Viarmo
During the quest "Tending the Flames" for the Bards College you get to help fill in the gaps in Olaf's verse. Despite the amount of options during the process of actually writing the missing parts, there's a distinct lack thereof right before that moment: you have to be the one who suggests to make up the missing sections, no way around it. Well, until now: I added the option to have no idea how to proceed once you discover that parts of the verse are missing. If you choose that option, Viarmo will be the one to, reluctantly, suggest to do so.
Captain Wayfinder
Yes, Captain Wayfinder, the young captain of the Sea Squall, the ship docked in Dawnstar. He can give you the task to retrieve some Fine-Cut Void Salts that sailors lost in a cave. There's not much dialogue here, but what little is there I found a bit annoying: the option to accept his quest is "What happened to the salts?". It doesn't really sound like a yes, more like a way to have more details before deciding whether to take the job or not. So, I improved that conversation by moving the yes or no options after that question, so that you can safely ask and then decide.
Boethiah
Daedric quests are often quite fascinating and inspire modders to develop all sorts of ideas. When I talked to Boethiah's cultist with my benevolent but very curious warrior character, all I could think about was the lack of a "NOPE!" option, so that's what I added (well, not exactly: the actual dialogue is a bit more elaborate than that). Sure, you can use TAB to exit the conversation and the cultist will react in the same way, but a dialogue option seems more... natural. Plus, it doesn't really hurt: no worries regarding compatibility.
Maramal
Are your parents Nords? Have they narrated a thousand times the way they met and how they married? Have you ever wished to skip Maramal's explanation about marriage, then? Now when you talk to the priest after his scene at the Bee and Barb, you'll be able to tell him that you know how marriage works in Skyrim, to skip his explanation and reach the part about buying the amulet more quickly.
Delayed Burial
If you don't rush to get to Windhelm and meet Aventus Aretino, you have a high chance to first meet Cicero at Loreius Farm, northeast of Whiterun, alongside a cart with a broken wheel. He asks you to help him convince Loreius to fix it and you can use your Speech skill to do so. The problem is that the persuasion check with Loreius can't be failed. What's worse is that your argument is quite different from his perspective on the matter, so it really shouldn't be that easy to convince him that way. So, I made a few improvements: I changed the vanilla persuasion check so that it can be failed and it's difficult to succeed; added two more persuasion checks with different levels of difficulty and affinity with his view of the situation; added a dialogue option before the checks to provide a different way to approach him; and I added an option to refuse Cicero's request for help (no conflicts with The Choice Is Yours).
Compatibility and load order All current files are ESL-flagged. If you use my other mod, Misc Dialogue Edits, make sure to download the dedicated version of this mod. Due to the changes to the business owners' dialogue during the quest "Taking Care of Business", this mod conflicts with others that make similar changes (not to the quest itself, only to the dialogues), such as Thieves Guild Alternate Routes - Taking Care of Business Mod, Thieves Guild For Good Guys - Taking Care of Business Redux and Thieves Guild Reformation, optional file of Thieves Guild Requirements SE. Patches for these mods and more are available here. A patch that changes the player's dialogue to something a Khajiit would say (like Khajiit Speak does for the vanilla game) is available at Even More Khajiit Speak Patches.
Credits and thanks This mod started as a BETA file in the LE version of my other mod, Misc Dialogue Edits, so I'd like to thank very much those who used that file before it became this mod. Thank you for your support! Credit and thanks to lilebonymace for porting the mod to Skyrim Special Edition. Credit and thanks to OregonPete for Cicera - Female Cicero Dialogue Edit and for providing some sound files for the female Cicero patch. Credit and thanks to Kulharin for making the patch for Immersive World Encounters.