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  1. Rurikplease
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    BUVARP is getting an update??!!  That’s great news.
    however I thought WARP was the updated BUVARP
    1. AndrealphusVIII
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      however I thought WARP was the updated BUVARP

      That's a common misconception. Please read this article for more information about it.

      Edit: I hope you don't mind stickying this post. I'm getting this question a lot, so I thought I would do so, to make it more clear for others with the same question.
  2. Zira1251
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    Would you happen to have a list of which voices are required to have expanded support in order to work with BUVARP?
    1. AndrealphusVIII
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      Currently I have no such list.
    2. Zira1251
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      Thanks for the reply I will just have to look through NPCs made into followers by BUVARP and check their voice types, I guess. It's the only mod important to me related to MFDE that I'd consider giving up RDO for (or dragging it into xEdit with a big pair of scissors).

      For any other users wondering about exactly what the differences are between MFDE and RDO, MFDE (as of v2.3) definitely supersedes RDO in follower dialogue support, with 20 additional unique voice types and 3 additional generic voice types (listed in the spoiler below), unless RDO supports voices it never added to its documentation. This is, of course, only relevant if you plan to use a mod to recruit NPCs using these voice types (whether it's a vanilla NPC or mod-added follower).
      Spoiler:  
      Show
      Vanilla:
      MaleBandit (generic)
      AmaundMotierre/Ancano
      Astrid
      Delphine
      Elenwen
      Esbern
      Galmar
      Hadvar
      Kodlak
      Maven
      Mirabelle Ervine
      Nazir
      Tullius
      Ulfric
      Dawnguard:
      Dexion Evicus
      Florentius
      Fura Blood-Mouth
      Garan
      Gunmar
      Dragonborn:
      Female/MaleDarkElfCommoner (generic: RDO only partially covered these)

      But other than voice type support, the other big part of RDO is many hundreds of dialogue fixes, immersive tweaks, and restored cut content that aren't replaceable with many other mods. I can think of a handful that replace or expand upon some things, including AndrealphusVIII's very own wonderful tidbits. Here is a small list of mods that can replace some parts of RDO, even if it's not near total coverage:

      The regular updated RDO SE (cloudedtruth + mnikjom) and RDO Lite are the only versions of RDO out there, and they are actually not functionally different from each other if you simply don't turn on the optional followers and Terek in RDO SE's MCM menu. It would be more ideal if RDO Lite was actually stripped of follower support, down to just the dialogue fixes. Then it would actually be different from the main mod and something that could possibly be used in conjunction with MFDE. But alas, I don't want or have time to do that, lol. I just want to have the cake and eat it too, damnit!
    3. AndrealphusVIII
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      Thanks for explaining. There are several versions of RDO and I was a bit confused to what each version does. For BUVARP and several related mods of me, I needed follower voice line support. As such, I made MFDE. After realising how many unique voices weren't covered, I embarked on a quest to eventually cover all of them. From time to time, when I feel like it, I'm adding some more unique voice types. Currently those are only used as a resource, but I want to add the options to turn them into followers, in BUVARP or related mods.
    4. Zira1251
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      Here is a somewhat condensed version of everything both RDO and RDO Lite do (at least everything that is documented by cloudedtruth) that is not strictly related to adding basic follower support to more voice types, and does not include the aforementioned parts removed from RDO Lite. As I mentioned before, it's a lot of dialogue and bug fixes, restored content, and tweaks of things that made little sense, even if they aren't strictly bugs. It's NOT a short list, even after being shortened.
      RDO makes MANY dialogue and scene condition tweaks/fixes:
      Spoiler:  
      Show


      • Across the board, Unofficial Patch fixes have been carried over or recreated where appropriate.
      • Across the board, race checks have been added where necessary to account for player/NPC vampire races.
      • Across the board, corrections were made where NPC dialogue lines made reference to certain (non-essential) NPCs as being alive, but without the standard conditions to make sure the mentioned NPC is still alive, or where lines checked the status of the wrong NPC. (Examples: Sven's hello topics about Camilla Valerius checked that Alvor was still alive instead of Camilla, and Rorik had two hello topics that shouldn't be used if Jouane is dead).
      • Across the board, potential follower NPCs had hello/goodbye lines that didn't make much sense if they weren't currently following the player. These were fixed with appropriate conditions. (Examples: Mjoll will no longer use the goodbye topic, "I see I still have much to learn. Lead on," unless she is currently your follower or being recruited.)
      • Across the board, follower NPCs married to the player will stop using formal dialogue to address the player (e.g., "Thane").
      • Followers that have been recruited to the Blades will no longer use certain dialogue lines that don't reflect their change of home and lifestyle.
      • Wherever possible, certain generic dialogue lines for followers have been opened up for all followers of the same voice type to use. Just as well, all vanilla hireling idle dialogue is now handled by RDO; the topics are all still located in the DialogueFollower quest but rather than use the HirelingCommentScript to control the comment timer, each voice type will point to the RDO quest that corresponds to that voice type. This of course excludes lines that are clearly specific to the traits, backgrounds, etc., of only certain NPCs. 
      • Across the board, NPCs have had their emotion/expression values tuned to realistic values or the emotion tweaked to better reflect the spoken dialogue. For example, much of the dialogue in Dragon Bridge had emotion values set to 100, which caused extreme facial expressions to the point of mouth meshes clipping through the face when speaking; these were lowered to the more standard value of (50). For another example, Narri had a hello topic that, if the player is male, uses the emotion value of Neutral (50) despite the line being delivered in a very flirtatious and positive manner, so it was changed to Happy (50).
      • Across the board, citizens of Skyrim will stop saying things that make little sense outside of a specific context. For some examples, Lucia will not say, "I'm so hungry..." if she just used one of the eating idle animations or is currently carrying food; NPC lines that refer to the player being "new in town," a "new face," etc., now have conditions so they will not be used throughout the entire game; Gwilin will now only talk about it being such a "fine day" if the weather outside is actually pleasant; Skaal villagers will no longer use hello topics that show reverence for the Imperial pantheon; Arcadia will not tell the player that he/she looks "pale" if the player is not currently infected with a disease; Nazeem will no longer ask you about the Cloud District if you're currently in Dragonsreach or have become Thane of Whiterun; and so on...
      • Across the board, NPCs will stop using quest-specific dialogue outside of that quest or will react more appropriately to a quest's completion. For some examples, Harkon will no longer say "Auriel's Bow will be mine!" if the player has already given it to him; Skald, Jod, and Bulfrek will not remark as if suffering from Dawnstar's nightmares while exiled in Windhelm during the Civil War if the quest is not yet completed; Erandur will no longer use combat lines such as "Azura curse you!" and "Nerevar guide me!" as a sworn priest of Mara after he becomes your follower; Svana will no longer use the goodbye "Sure, leave. Not like you care anyway," if the player has completed the quest "Caught Red Handed" in her favor, and so on...
      • Many conditions have been added to dialogue lines to account for things that aren't an issue in vanilla Skyrim, but could be when using RDO's extended dialogue features through other mods. For example, Gelebor's (the snow elf) voice type will not use lines that don't make sense outside of the Forgotten Vale if you make him (or a follower with his voice) follow you outside of this location, and taunts used by the MaleOrc voice type referring to themselves as an Orc will only be used if the speaker is indeed an Orc.
      • Across the board, NPCs will react more appropriately to the player based on your current disposition/relationship with them. For some examples, Solaf no longer threatens you against stealing from his shop if he is your friend; Khajiit caravaners will not refer to you as a "friend" and welcome you to the camp if they dislike you; innkeepers won't cordially invite you to use their beds if they dislike you; and vendors will no longer use their idles (e.g., "let me know if I can get you anything") if they dislike you.
      • Across the board, NPCs will no longer use taunt or attack lines that don't make sense due to bugs or condition oversights. For some examples, lines related to fighting vampires will now fire when the speaker is fighting any vampire, not just the player; Nord voice types won't say "Sovngarde awaits you!" unless the target is another Nord; lines like "You dare fight a Dunmer?" will only fire if the speaker is a Dunmer instead of just having the voice type; bandits will stop using dialogue that refers to the enemy as a humanoid when fighting animals, creatures, draugr; and so on...
      • Several lines have been altered to prevent friends and followers of the player from being indirectly racist when the player is the same race as the target of such lines, like "You should've stayed in your precious forests, elf!", "Skyrim belongs to the Nords!", "Die, you Orc filth!", "I'm gonna wear that tail as a belt!", "You'll make a fine rug, cat!", "You remind me of my cousin's cat. Killed that, too!" and so on...
      • Gender restricted greetings and goodbyes that aren't actually gender specific have been opened to both genders, and some condition checks for gender have been replaced with a check for the speaker's voice type instead for more accurate and open utilization of lines.
      • A huge amount of incorrect values on condition checks, reset timers, or lack of any such restraints that would cause many dialogue lines to never be spoken, repeat endlessly, or revert to generic lines have been fixed. For some examples, standard follower hellos were inadvertently blocked for hirelings, causing them to use generic dialogue while following; faulty conditions on Gorm's lines would leave him only able to use a generic greeting as long as the Imperials controlled Morthal; and so on...
      • Some scenes between NPCs in the vanilla game never play because their schedules don't allow them to meet at the scene's location. Where possible and where it makes sense, these scenes have been tweaked to play out in other places or circumstances where the necessary NPCs cross paths.
      • Numerous other bug fixes. When recruiting a riekling from Thirsk Mead Hall, the game would erroneously check your human follower count instead of animal/pet follower count. Female NPCs will no longer use male combat grunts and vice-versa. More than a dozen scenes in Riften, and other scenes in different locations, would never play due the scene not having the correct flags set in order to be called by the Event---and so on, and so forth...
      • Many dialogue lines failed to incorporate conditions based on changes created by the Civil War, such as NPCs referring to deposed leaders as if they are still the current jarl, or referring to other state of affairs that no longer made sense after a settlement has changed hands. For some examples, Runil had lines referring to Siddgeir as the jarl even if Dengeir has replaced him; Vulwulf Snow-Shod will no longer use the goodbye, "Support Ulfric or die trying. There's nothing in between," if Ulfric is dead; and so on...
      • Many dialogue lines were removed that were set up to fire in the vanilla game but didn't actually have any audio recorded for those lines, either at all or at least in the voice type of the NPC speaking, resulting in subtitles appearing onscreen accompanied by silence. For a couple examples, the MaleBrute voice type does not have any voiced audio for the (Hit) line, "It's... nothing...", and the MaleGuard voice type does not have any voiced audio for the line: "By Shor, you're hauling around a lot of junk. Best stop in at the Arnleif and Sons Trading Company, sell it off."
      • NPCs will now almost always correctly comment if the player knocks over or picks up items instead of just 10% of the time. The vanilla 10% chance caused NPCs to use hello dialogue beyond the greeting distance if the 10% chance failed on all three responses. NPCs will also no longer comment on the player knocking things over, picking them up, or standing on furniture while inside a player home. It's your house, after all, so you can do what you want.
      • In reacting to a corpse, NPCs will not make remarks like "Oh... what happened" if the deceased was killed mere moments ago. A condition has been added so a body must be dead for more than 2 hours before any such clueless remarks are made. This isn't the "best" method for this but there is no way to determine if a NPC actually witnessed the death. Also, NPCs will no longer make such comments regarding the body of a person they just openly killed themselves.
      • All dialogue topics related to trespassing (e.g., "It's time for you to go") now only check if the player is the one trespassing, preventing NPCs from infinitely telling other NPCs (e.g., player followers) to leave the location even when the player is not trespassing and is the one who brought them inside.
      • Several NPCs would make comments about their work or services that didn't make much sense outside of that context, but the lines could still be used at any time. These have been tweaked to only happen at the appropriate time/place. For example, Solaf would offer to "get you something" even outside of his store; and Voada would say she'd had a hard day of cleaning even at the start of her day (like 7am).
      • Both of Alva's hello topics with flirtatious dialogue are no longer race restricted. This will allow her to use them if the player is a Khajiit, Argonian, or even a custom race.
      • Nearly all of Sigrid's dialogue required the player to be male, even though most of her dialogue does not make reference to the player's gender in any way. Thus, wherever it's wasn't needed, the condition was removed.
      • Condition checks relevant to an NPC's relationship to the player have also been added to dialogue where appropriate. For example, there were several instances where Hod, Faendal, Sven, and Hilde would talk about Camilla in a way that would certainly not be appropriate knowing that Camilla is the player's spouse.
      • Some dialogue about dragons and their return have been conditioned so that early stages of the main quest must have already been completed before they are spoken (most helpful for "Alternate Start" or "Non-Dragonborn" mods).
      • NPCS that act cocky and say things like "I could take you," no longer will if the player is of a higher level.
      • Followers/Teammates, College of Winterhold members, and court wizards will no longer remark about you casting "dangerous magic." MaleOrc and FemaleShrill voice types will also not make insulting comments about wizards/magic if the speaker is a member of the College of Winterhold.
      • Care has been taken to assure that the player is actually at fault when the target of malicious or unfriendly dialogue. For example, Talen-Jei uses a condescending greeting when speaking to the player if either the debt has been gathered from Keerava during "Taking Care of Business" or Keerava is dead---even if Keerava is killed by someone other than the player. An additional condition set has been added to make sure the player was the one that killed her in the latter case.
      • Several NPCs, whether due to bad design, bugs, poor condition checks, or whatever else, would introduce themselves through dialogue multiple times in succession through greetings or in a single conversation. These awkward instances have been corrected.
      • Several scenes between NPCs had the dialogue set to head-track themselves instead of the other person. This would cause them to aimlessly stare off in a direction other than at each other. These have been corrected.

      RDO edits some NPC behavior packages:
      Spoiler:  
      Show


      • One package was edited to remove a "react to player actions" flag that allowed NPCs cowering due to discovering a corpse to suddenly chastise the player for things like knocking over or picking up objects.
      • Fixes Ulfberth's merchant package so he properly greets the player upon their entry to the shop and use his intended idle lines.
      • Extends the radius of some sandbox packages to keep NPCs from awkwardly standing in place.
      • Some Bards College NPCs were supposed to stand outside the College and play the flute. Due to conflicts with linked references, this never occurs, and each bard just silently stands in place for several hours until another package takes over. Correcting this problem by restoring its original function would sadly result in further behavior conflicts. So it has simply been changed to sandbox, allowing the bards to at least walk around the area.
      • The Gourmet's (Balagog gro-Nolob) packages have all had the "Hellos to Player" flag removed to prevent him from greeting you. His travel package to the pond has also had its preferred speed set to Fast Walk instead of Run, which looked very odd and would clearly draw attention to himself. (For those who haven't played the game, he is in hiding, and so prefers not to interact with people to the point that most around him don't even know his name.)
      • Shadr will now visit the marketplace for 4 hours starting a 9am while Hofgrir is still alive (only if you've agreed to help pay off his debt to Sapphire). In vanilla, he would only visit the city if Hofgrir was dead, even though some of his conversations with other NPCs imply that Hofgrir is alive.

      RDO makes some audio file changes/fixes: 
      Spoiler:  
      Show


      • Several FemaleEvenToned housecarl follower responses added by Hearthfire had moments of silence left in the audio file after the spoken line ended. In-game, this resulted in 0.5 to 1.0 or more seconds of silence before the NPC would act according to their dialogue. These silent endings have been cut out so NPCs will react more responsively.
      • Fixed a line or two for which the audio was significantly louder than the same response for other voice types.
      • The trade items response for followers, "What do you want me to carry?" is delivered slightly differently by the MaleEvenTonedAccented voice type: "So, what do you want me to carry?" which doesn't match the subtitles and is inconsistent with all the other voices, so the "So" has been removed.

      RDO adds/restores some NPC dialogue:
      Spoiler:  
      Show


      • Dialogue for a wounded bandit in Irkngthand during the Thieves Guild quest "Blindsighted" has been restored from unused audio.
      • Saffir has new hello topics while out shopping.
      • Some new hello and idle topics have been added to a few NPCs in order to make them acknowledge if a spouse or inheritor has died.
      • Pantea Ateia has two additional hello topics for her initial greeting, properly acknowledging whether it's morning or afternoon.
      • Existing unused audio files have been reincorporated for the murder reaction line, "Someone do something!" for several voice types.
      • The ability for the player to exit conversation with Nurelion has been added when given the option to help him. The line is an unused one for "The White Phial" that was never implemented.
      • In the "The Litany of Larceny," quest, when giving Delvin an Eye of the Falmer, he no longer gives the same initial response as he does with other generic items, and instead sounds impressed by starting with "By the Eight..." and when he reaches the end of the first sentence, he'll use a line that was originally intended to be used as the second sentence for this dialogue topic but was cut from the game. The quest stage will still advance like normal, as only the response and the starting topic have been edited.
      • In "Kindred Judgement," Harkon has over a dozen combat lines to use during your fight with him, but they are all under the attack category. This results in many of them never being heard. To help him use these lines more, his attack lines will be reintegrated as taunts.
      • Serana has no dialogue option to ask her to do favors like all other humanoid followers. One has been added to her RDO quest. Her willingness to do favors depends on her willingness to trade items.
      • For CWCombatDialogue, Stormcloaks will now use the lines "Skyrim belongs to the Nords!" and "Your kind has no place here!"
      • A greeting for Clavicus Vile that was intentionally conditioned to not be used for some reason is restored and will be used if you speak to him after you've been told to get the Rueful Axe.
      • Responses have been added for both Serana and Frea when casting healing spells on them, like other followers.
      • Argis, Calder, Iona, and Jordis will now greet the player upon first meeting them just like Lydia and the Hearthfire housecarls do.
      • Added two NPCs to the leveled actors list for WEAdventurerSpellswordSubChar. These are the mercenaries who inform you that there's "been word of some trouble nearby." The two NPCs added use the FemaleCommander and FemaleSultry voices. Both of these voices have fully voiced responses for being a mercenary that were never used.

      RDO adds 1 new Misc Quest to fix a vanilla bug:
      Spoiler:  
      Show
      Called "Silent Retrieval," this is a tiny quest you can do for Grelka, the street vendor in Riften. This was done because Grelka is a potential spouse in vanilla Skyrim, but it offers NO means for the player to increase her disposition, making it impossible to actually marry her. This new quest will also count towards thaneship progression.

      Note: Earlier versions of the Unofficial Patch addressed this issue by making it possible to invest in Grelka's business with the Investor Perk, thereby increasing her disposition, but this has since been reverted due to Grelka's business not fitting perceived vanilla "requirements" for investment, which seem to dictate that the NPC be either the main blacksmith of a settlement, its court mage, or the owner of a store with its own establishment (i.e., a shop housed in its own building).
    5. AndrealphusVIII
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      I see. That's quite the list indeed. Thanks for letting me know. Which version of RDO would you consider the best to be used at this moment of time?
    6. Zira1251
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      The differences seem minor, but I can't say I've used RDO Lite. I've only read its changelogs, description, comments, and glanced through it in xEdit. So if it removed something that wasn't clearly written down or obvious in the records, I don't know about it.

      What I understand based on its given information (and what mnikjom also seemed to get from it), is that it mostly cut out things that are optional in RDO SE (+Update)'s MCM menu. They also removed Grelka's quest that was meant to fix the marriage bug, and the NPCs with unused vanilla voice types added to vanilla NPC leveled lists (such as the WEAdventurerSpellsword mentioned in the list above). But it says it keeps RDO's core features intact, and also seems to include a few minor bug fixes that aren't in RDO SE + Update.

      As long as someone doesn't want the removed content, and I haven't misunderstood anything due to lack of insight into what was changed, I'd probably recommend RDO Lite. But it doesn't seem like a big enough difference to feel strongly one way or another. It's worth noting that using RDO Lite requires the user to know how to use xEdit to check for conflicts, resolve them, and clean masters. This is because most community patches are for RDO SE + Update and have it set as a master even if the patch should work for both mods. Some patches move things like spawn references for the optional followers, and are no longer necessary with RDO Lite, so users should also know how to distinguish between those things.
    7. AndrealphusVIII
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      I see. I remember an older version of RDO adding random follower NPCs (Nubaree and Razita). I'm not sure what was up with those, to be fair, why they were added or whether they're still in the current versions of RDO.
    8. Zira1251
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      Yeah, they are optional in RDO SE + Update. I believe they are off by default (?) and you have to spawn them in through the MCM menu. I've never turned on that option, so I've never seen them in the years I've used it, lol. But they are what was cleaned out of RDO Lite, along with the option to spawn Terek and the few other bits I mentioned.
    9. AndrealphusVIII
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      I see. Well, if I'm going to attempt a patch with RDO, I would prefer making only one. Managing with several patches for different versions of RDO is too cumbersome.
    10. Zira1251
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      Oh, I didn't realize you were considering patching for it! That's perfectly understandable. I may not have said it very clearly before, but even if there's not a big difference and I've yet to try it myself, I'd probably suggest RDO Lite.
    11. AndrealphusVIII
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      I'm not 100% sure on making a patch yet, but I wanted to hear people's opinions.
    12. Tikospony
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      I believe that the basis should be a basic RDO + mod that adds MCM.

      That is, this https://www.nexusmods.com/skyrimspecialedition/mods/1187
      And this https://www.nexusmods.com/skyrimspecialedition/mods/44601

      Why? When it comes to a mod patch, the basic version is most often used. At least in my experience, for mods that had conflicts with RDO, they almost always made a patch based on the basic version. Not Lite.
    13. scorcher9009
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      RDO Lite is a placebo. It's legit the same mod but with specific features disabled, that's it. RDO proper should be your priority if you do make a patch.
    14. GennyWoo
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      fax
    15. Zira1251
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      Good to see others offering their input. As I said, I don't have a strong opinion myself, and most of what RDO Lite offers is already optional in RDO Updated, so there is very little difference between the two. I thought more people were migrating to RDO Lite, attracted by the idea of having fewer patches (especially this mod's users, given previous comments). But if that's not the case, I'd be just as happy with an RDO Updated patch for this or BUVARP if the mood ever strikes AndrealphusVIII. It's what I use, after all.
    16. AndrealphusVIII
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      I made an experimental patch for MFDE + RDO + RDO Updated. It needs a lot of testing though, so if anyone is willing, let me know!
      I'll PM you the file, if you're interested.
    17. Zira1251
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      Happy to give it a go.
    18. a5027650276
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      Oh my goshThanks AndrealphusVIII!!!
      Can I also get a PATCH
      Really appreciate it
      I'm willing to be a tester to try it out, thanks!
    19. MissingChainedLink
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      I'd love to test that patch out if you're still offering it.
  3. OgreEye
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    Came here because the wiki mentioned that FemaleSultry didn't properly have follower lines, but your excel sheet says they should be present in vanilla; is the wiki outdated, are the lines already present in game files and just bugged so the mod is necessary for them to work, or is that an oversight on the sheet?
    1. AndrealphusVIII
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      Could you link the page of the wiki that mentions this? As far I know, FemaleSultry does have follower dialogue in Vanilla, since Eola uses it.
    2. OgreEye
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      as per Eola's page actually, https://en.uesp.net/wiki/Skyrim:Eola "Eola lacks all generic follower responses, such as to being asked to do something or trade, due to her voice type not actualy being supported by the DialogueFollower quest"
    3. AndrealphusVIII
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      Ah, I found out that USSEP adds missing dialogue for Eola.

      Edit: I've updated the spreadsheet.
    4. ledzepiv
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      Would you consider fixing the FemaleSultry voice type in your mod? I'm planning to add varios followers in a mod and one of them will use that voice type, it'd be good if this was the only requirement without forcing USSEP on the users.
    5. AndrealphusVIII
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      I'll see what I can do.
    6. AndrealphusVIII
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      Should be adressed in 2.3.1, which I just uploaded.
    7. ledzepiv
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      Appreciated.
    8. OgreEye
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      hey I didn't catch this till now but that's pretty neato of you, thanks
  4. GfyfVXew
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    Oh, I'm sorry for publishing the translation without your authorization. I don't know if this infringes your rights. If so, please tell me and I will delete it.ヾ(•ω•`)o
    1. AndrealphusVIII
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      It's okay. Just credit me and it's fine.
    2. GfyfVXew
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      By the way, I have downloaded some of your modules now, and I will continue to download what I need. I may translate it later. I wonder if you can give me personal permission?(o-ωq)).oO 困
    3. AndrealphusVIII
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      You are free to :

      - Redistribute this work in unmodified form.
      - Include this resource within another work
      - Modify and redistribute this work

      So long as you:

      - Give the author(s) credit.
      - link back to this page.
      - distribute your mod under the same license.

      Translations are allowed under the same terms.
    4. GfyfVXew
      GfyfVXew
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      Forget it, I'll ask again in detail. This Google Translate is giving me a headache. It just needs to put your name in the author column, right?✪ ω ✪
    5. AndrealphusVIII
      AndrealphusVIII
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      Yes.
  5. lbwgo1899
    lbwgo1899
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    Valerica still can't be recruited when she returns to the castle even using console command with this mod installed.
    1. AndrealphusVIII
      AndrealphusVIII
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      I assume you used the bat file? Did you properly target Valerica in the console first?
    2. lbwgo1899
      lbwgo1899
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      Thank you for replying. Yes, I use your bat file, Maven and Vex can be recruited, but it dosen't work for Valerica. Valerica has follower dialogues, but she won't follow. What a pity.
    3. AndrealphusVIII
      AndrealphusVIII
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      That's unfortunate. Do you use any follower frameworks like EFF, NFF or the like? It may be a conflict.
  6. This is a must have ty for the update.
    1. AndrealphusVIII
      AndrealphusVIII
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      Cheers.
  7. CourierSixOG
    CourierSixOG
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    Haven't used this yet but this seems so useful, another gem!
    1. AndrealphusVIII
      AndrealphusVIII
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      I hope you like it.
  8. steel1876
    steel1876
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    Any chance you can do a USSEP patch without all the Anniversary Edition files? Not everyone is capable of having those plug-in extensions (Saints and Seducers, Fishing). Those that play using VR are not able to use those plug-ins because they are not compatible and Bethesda said to hell with the VR community before making Anniversary edition.
    1. AndrealphusVIII
      AndrealphusVIII
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      Fair point. These masters get added if I save the the patch in the CK. I'll remove them.
    2. AndrealphusVIII
      AndrealphusVIII
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      Should be fixed in 2.3.1a, which I just uploaded. Thanks for pointing this out.
  9. AndrealphusVIII
    AndrealphusVIII
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    Apologies for the broken link to Excel sheet. When cleaning my google drive folder, I accidently deleted it. I'll be making a new sheet ASAP.
    1. AndrealphusVIII
      AndrealphusVIII
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      Update: I recreated the Excel sheet from scratch. Hopefully it's still accurate.
  10. WalletLooter
    WalletLooter
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    • 2 kudos
    the USSEP Patch is still needed on 2.3?
    1. AndrealphusVIII
      AndrealphusVIII
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      Yes.
  11. yellowrat123
    yellowrat123
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    if you download a follower with "female sultry" voice type and recruit her she gets a different voice type. RDO does not have this problem.
    1. AndrealphusVIII
      AndrealphusVIII
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      Could you give some more details on this issue?
    2. yellowrat123
      yellowrat123
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      I just downloaded this follower mod but her voice type changes when using with your mod
    3. AndrealphusVIII
      AndrealphusVIII
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      Might be a conflict.