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.
what will probably happen is that your dialogue option and what you say won't match. Since this is editing the text of the dialogue options, and not adding new options, that's the likely result. You would need a voice over made for this mod, but it would probably not be actually dependent on this mod, because again, it doesn't actually change the dialogues, just the text in them.
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?
>But now, when I disable both Dragonborn Speaks Naturally AND Sky Voice, Khajiit Speaks still does not work.
Yes, I am having this exact issue now (albeit with different conflicting mods since I don't have DSN or SV--not sure what mods are the problem yet). I know it's been a long time, but do you happen to remember if you solved it?
The message for trying to load a corrupt save talks about how the adventure's become infested with slaughterfish. It's not the most common message so I just wanted to share that with everyone.
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
using form 43 plugins for SE bring many problems. Even though the mod may seem to function properly, in the late game it can corrupt your saves. Plus it will be incompatible with other mods. It will basically ruin your game on the long run
Mine didn't until I did a check and found for some bizarre reason NMM CE didn't install the main .esp file, just the optional .esp. Once I extracted the main .esp out of the archive into /Data and activated it, it worked. O.o Not sure what is up with that, I came here to post about that to see if anyone else had this bug and if anyone knew what is up with it. >.<
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!
279 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.
What i mean that for instance, were i to choose a nord.
Would said nord also speak khajiit?
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?
Yes, I am having this exact issue now (albeit with different conflicting mods since I don't have DSN or SV--not sure what mods are the problem yet). I know it's been a long time, but do you happen to remember if you solved it?
khajiit wants to know if there is a spanish translation for this mod?
This is a very good mod regardless!