Added plugins for The Choice Is Yours, Ask The Way, The Notice Board and Immersive Citizens (still waiting for permission with that, will remove if asked).
Added two extra files for people playing as Dagi-Raht or Ohmes-Raht.
Fixed a bunch of typos in the main file, improved a couple of lines as well.
Have permission to do a plugin for Elvenwood, but I'm not sure the mod needs one. Need to test it first.
Also, asked for permission to do a plugin for Beyond Reach, still not heard back. Not gonna adapt that unless I do hear back, though...
Basically, this mod will work best if it loads as late as possible. Unfortunately, LOOT places the files all over the place ATM, so my current advice is this:
- Install all mods except Khajiit Speak - Sort with LOOT - Install Khajiit Speak
That way, your mods will be organised appropriately, and Khajiit Speak will load last. I haven't (yet) found any issues doing it this way.
Unfortunately, that also means you'd be best off uninstalling KS whenever you install new mods, then reinstalling it afterwards, but the installer should make that fairly painless...
I'll address this in a sticky rather than replying to everyone
The key point is that I'm not making a patch for anything which hasn't been ported to SSE.
- Interesting NPCs - The most requested. Unfortunately, its unlikely I'll make a patch, because it's so huge. Bigger than the entire special edition, IIRC. - Inigo - The second most likely. This one is fairly high on the list, because while it's a big mod, it does fit with the flavour of this mod, and I already have permission. - Sophia (and other followers) - Unlikely. The problem with followers is that everyone has a preference. Patching Sophia would take as much work as, say, Falskaar, but Falskaar can be played regardless of which follower you have. I'm more likely to patch new lands than followers. - Helgen Reborn - Maybe, if it's ported over. - Moonpath - Absolutely, now it's been ported. Will be checking this over the next couple of days- This is much the same as anything I made a patch for in Oldrim - when it's ported, I'll try to sort it out.
In general, my preference is to patch immersion mods, rather than 'content' mods. I mean, a Falskaar patch is all well and good, but once you've played it, you're done. Whereas, say, Immersive Citizens is something that you're going to run up against constantly.
For some reason I thought this mod could somehow disable itself if you weren't currently a Khajiit. That is... probably impossible, but would be very cool. This is a very good mod regardless!
For those mentioning about the form 43, you can fix that easily by opening the Creation Kit. Go to File > Data. Find the plugin and double click on it so it has an X, and then click on the make active file button and then open it. Wait for everything to load, you can ignore the errors and clear them. Then just go back to File > Save, then close the Creation Kit. This will update the plugin to form 44. Do this for each one on each plugin reports the form 43. Can work for any mod plugin that's still 43, but I don't know if it's a good idea to do it on any .esm files. Fortunately, there isn't any in this mod.
First time I've heard about this form 43 issue, what impact does it have on the game? I've been playing a while with this mod on but just noticed that warning not too long ago, as I usually ignore notifications tabs because it used to be only the overwrite folder there
I've tried installing this mod several time and for some reason it isn't working for me? I have several other mods installed, but I use Vortex which sorts the mods into the correct load order for me but it doesn't work. I've also tried manually adding it into the Skyrim mods folder directly and that still doesn't work. Does anyone know what I'm doing wrong?
I'm just curious, what version of Skyrim are you modding? I am here looking to see if this works with AE or not (I am considering downgrading myself but I don't know how you do that so I'm still considering)
Legend has it, this one hears, that the mighty Shiholude has rebuilt it from the ground up. Give it a try, maybe. BA Khajiit Speak Reduxhttps://www.nexusmods.com/skyrimspecialedition/mods/37197
This mod was the cause of two different issues in two different load orders, but I managed to fix it both times. Hopefully my experience might help.
My first issue came during a Skyrim Together playthrough. Skyrim Together highly recommends disabling the Creation Club content, but USEEP unfortunately requires it. USEEP would launch on its own even without the CC enabled, but Khajiit Speak, which has USEEP as a master, would cause an instant CTD. The solution was to either remove the CC masters from USEEP using SSEEdit (this is what I did) or download an older version of USEEP that didn't require this.
My second issue came very recently. With around 250 mods active, launching the game didn't cause a CTD, but it did cause an infinite loading screen on the main menu. After disabling each mod one after another to see what was causing problems, I was eventually surprised to find myself having problems with Khajiit Speak once again. Specifically, this time it was mjhKhajiitSpeakMod - The Choice Is Yours.esp that was causing the issues. Disabling this and nothing else fixed all problems I was having.
I love this mod, but if I have any more problems with it, I might just have to continue without it.
I've notice that myself. All other mods I have on work, but the moment I enable this one, the game crashes upon launching. But I just noticed something. It seems that if I disable Dragonborn Speaks Naturally, this mod will work with Skyrim VR.
It would seem that Dragonborn Speaks Naturally and Khajiit Speak are not compatible. The same thing happens when I try to make Sky Voice work with Khajiit Speak. But now, when I disable both Dragonborn Speaks Naturally AND Sky Voice, Khajiit Speaks still does not work.
This is very odd. Anybody else have had similar issues?
271 comments
Fingers crossed they work!
Added plugins for The Choice Is Yours, Ask The Way, The Notice Board and Immersive Citizens (still waiting for permission with that, will remove if asked).
Added two extra files for people playing as Dagi-Raht or Ohmes-Raht.
Fixed a bunch of typos in the main file, improved a couple of lines as well.
Have permission to do a plugin for Elvenwood, but I'm not sure the mod needs one. Need to test it first.
Also, asked for permission to do a plugin for Beyond Reach, still not heard back. Not gonna adapt that unless I do hear back, though...
Basically, this mod will work best if it loads as late as possible. Unfortunately, LOOT places the files all over the place ATM, so my current advice is this:
- Install all mods except Khajiit Speak
- Sort with LOOT
- Install Khajiit Speak
That way, your mods will be organised appropriately, and Khajiit Speak will load last. I haven't (yet) found any issues doing it this way.
Unfortunately, that also means you'd be best off uninstalling KS whenever you install new mods, then reinstalling it afterwards, but the installer should make that fairly painless...
I'll address this in a sticky rather than replying to everyone
The key point is that I'm not making a patch for anything which hasn't been ported to SSE.
- Interesting NPCs - The most requested. Unfortunately, its unlikely I'll make a patch, because it's so huge. Bigger than the entire special edition, IIRC.
- Inigo - The second most likely. This one is fairly high on the list, because while it's a big mod, it does fit with the flavour of this mod, and I already have permission.
- Sophia (and other followers) - Unlikely. The problem with followers is that everyone has a preference. Patching Sophia would take as much work as, say, Falskaar, but Falskaar can be played regardless of which follower you have. I'm more likely to patch new lands than followers.
- Helgen Reborn - Maybe, if it's ported over.
- Moonpath - Absolutely, now it's been ported. Will be checking this over the next couple of days- This is much the same as anything I made a patch for in Oldrim - when it's ported, I'll try to sort it out.
In general, my preference is to patch immersion mods, rather than 'content' mods. I mean, a Falskaar patch is all well and good, but once you've played it, you're done. Whereas, say, Immersive Citizens is something that you're going to run up against constantly.
This is a very good mod regardless!
khajiit wants to know if there is a spanish translation for this mod?
BA Khajiit Speak Reduxhttps://www.nexusmods.com/skyrimspecialedition/mods/37197
My first issue came during a Skyrim Together playthrough. Skyrim Together highly recommends disabling the Creation Club content, but USEEP unfortunately requires it. USEEP would launch on its own even without the CC enabled, but Khajiit Speak, which has USEEP as a master, would cause an instant CTD. The solution was to either remove the CC masters from USEEP using SSEEdit (this is what I did) or download an older version of USEEP that didn't require this.
My second issue came very recently. With around 250 mods active, launching the game didn't cause a CTD, but it did cause an infinite loading screen on the main menu. After disabling each mod one after another to see what was causing problems, I was eventually surprised to find myself having problems with Khajiit Speak once again. Specifically, this time it was mjhKhajiitSpeakMod - The Choice Is Yours.esp that was causing the issues. Disabling this and nothing else fixed all problems I was having.
I love this mod, but if I have any more problems with it, I might just have to continue without it.
It would seem that Dragonborn Speaks Naturally and Khajiit Speak are not compatible. The same thing happens when I try to make Sky Voice work with Khajiit Speak. But now, when I disable both Dragonborn Speaks Naturally AND Sky Voice, Khajiit Speaks still does not work.
This is very odd. Anybody else have had similar issues?