To quote danexuslurker, a guy from the posts on the other mod: "The most noticeable difference is that this mod incorporates Guards That Say The Thing into it. This mod also has the extra NPC dialogue set to OFF by default, instead of ON.
This mod also adds compatibility for the Unoffical Skyrim Special Edition Patch, Weapons Armor Clothing and Clutter Fixes, and Survival Mode. As far as I can tell, Guard Dialogue Overhaul PT BR does not do this.
Another minor difference is that this mod's assets are packed into an archive (.bsa), whereas the other mod uses loose files. People debate whether .bsa or loose files are better, but it ultimately comes down to your preferences and choice of mod manager.
TL;DR - This mod is more up-to-date, with added compatibility for USSEP, WACCF, and Survival Mode . It's packed into a .BSA instead of loose files, and incorporates the Guards That Say The Thing mod into it."
"set GDOextraNPCs to 0" is (was?) a setting to prevent npcs that have the same voice actors as guards to use some of the same lines as guards... pretty annoying because it can ruin an introduction etc
Thanks for the English version, the salty boi who originally uploaded the mod removed it apparently so thanks for making this available to the community
Great news, we have an awesome member taking onto himself the challenge of making GDO patches for USSEP and Cutting Room Floor, his name is Qwinn and he is doing a great job on patches on many mods until now, good luck Qwinn! Here is his mods pagehttps://www.nexusmods.com/users/1511152?tab=user+files
Thanks for porting over the English translation as well. The latest Official updates need to be forwarded into the mod though. I believe the only changes are the new Survival Mode keywords on armor. I know not everyone uses the Survival Mode, but the new keywords would be nice for those that do.
I went into this mod to make some edits. Now I'm confused. :(
I have (for example) a mod installed called "Diverse Guards," that adds Redguard and Orc guards. So I thought I would edit some of the guard's phrases appropriately. After all, it doesn't really make sense for a Redguard to say "What is it, Redguard?". I thought I had a handle on it, then I got deeper into the file, and found some really odd stuff.
There is at least one section of the mod (xx00C497) that contains many dialogue topics that look like they are repeats of others, but incomplete. Some check if the player's race is an elf but don't take vampirism into considering, while the other "identical" records in other sections do check for vampires as well. The mod uses global variables for skill level comparisons, but the records in this section have them hard-coded. Some dialogue topics in this section only check that the speaker is a guard, while their equivalent records have many other conditions attached.
Maybe this section is used to redirect to the proper dialogue topics depending on the hold your in, but I couldn't find any evidence of that. And trying to research this online is proving to be an exercise in frustration.
Where I went in confident and sure, I'm not confused, and scared any little thing I do may break the mod.
If anyone can help me get a grip on this, I would very much appreciate it!
32 comments
Desde já, obrigado.
"The most noticeable difference is that this mod incorporates Guards That Say The Thing into it. This mod also has the extra NPC dialogue set to OFF by default, instead of ON.
This mod also adds compatibility for the Unoffical Skyrim Special Edition Patch, Weapons Armor Clothing and Clutter Fixes, and Survival Mode. As far as I can tell, Guard Dialogue Overhaul PT BR does not do this.
Another minor difference is that this mod's assets are packed into an archive (.bsa), whereas the other mod uses loose files. People debate whether .bsa or loose files are better, but it ultimately comes down to your preferences and choice of mod manager.
TL;DR - This mod is more up-to-date, with added compatibility for USSEP, WACCF, and Survival Mode . It's packed into a .BSA instead of loose files, and incorporates the Guards That Say The Thing mod into it."
https://forums.nexusmods.com/index.php?/topic/771785-guard-dialogue-overhaul/page-177#entry63659936
Note. Make sure to uncheck\disable any modgroup filter in XEdit (if you have one) before loading up files in XEdit or the conflict won't show up correctly.
Can anyone confirm this?
I have (for example) a mod installed called "Diverse Guards," that adds Redguard and Orc guards. So I thought I would edit some of the guard's phrases appropriately. After all, it doesn't really make sense for a Redguard to say "What is it, Redguard?". I thought I had a handle on it, then I got deeper into the file, and found some really odd stuff.
There is at least one section of the mod (xx00C497) that contains many dialogue topics that look like they are repeats of others, but incomplete. Some check if the player's race is an elf but don't take vampirism into considering, while the other "identical" records in other sections do check for vampires as well. The mod uses global variables for skill level comparisons, but the records in this section have them hard-coded. Some dialogue topics in this section only check that the speaker is a guard, while their equivalent records have many other conditions attached.
Maybe this section is used to redirect to the proper dialogue topics depending on the hold your in, but I couldn't find any evidence of that. And trying to research this online is proving to be an exercise in frustration.
Where I went in confident and sure, I'm not confused, and scared any little thing I do may break the mod.
If anyone can help me get a grip on this, I would very much appreciate it!