Skyrim Special Edition
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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod fixes some inconsistencies in gameplay and dialogue by NPCs.

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Description

Certain dialogue by NPCs in Vanilla wasn't consistent with actual gameplay.

The following cases were adressed:

  • Ingun Black-Briar: She mentions that Nirnroot does not grow back, while in fact, it does. I removed her mentioning it: "Nirnroot is the easiest. It grows only by the water and makes a unique chiming noise. The only drawback is it won't regrow after harvesting."
  • Wuunferth the Unliving:
  • He mentions being part of the College of Winterhold and that they do not allow necromancy, while several NPCs in the College contradict this: Necromancy? I am a member of the College of Winterhold, in good standing!  Come now. They  We haven't allowed necromancy for hundreds of years!"
  • He also says that the necromancers amulet once depicted a skull, while in fact, it still does: I know it well. Or at least, I've heard of it. I would wager that carving once depicted a skull. That is the Necromancer's Amulet, of legend. It appears you were at least half-right. There is necromancy at the heart of this."

  • Hadvar and Ralof both mention: "It's probably best if we split up." Looking at what they say later, this line didn't make much sense, so I disabled the line.
  • During the intro scene in Helgen, the Imperial Captain will shout out: "Sentries, what do you see?" right after Alduin has landed front and center on the main tower. This didn't make sense, so I disabled the line.
  • During the Thieves' Guild questline, you will have an option to bribe, intimidate and persuade Gulum-Ei. If you chose the bribe option, you'll be asked to steal Firebrand Wine. However, after the quest, Gulum-Ei will ask for more Firebrand Wine after the quest, even if the player never took the bribe option. As such, I added a condition so these lines will only appear if you took the bribe route.
  • Brynjolf: During the Pursuit, when the Thieves Guild members investigate the Vault, he will use a religious saying, despite later on when becoming a Nightingale, Brynjolf says: "I'm no priest and I'm certainly not religious." As such, I changed his line at the vault to: "By the Eight! Damn it! It's gone, everything's gone! Get in here, all of you!" 
  • Vex: During the Pursuit, when the Thieves Guild members investigate the Vault, will say: "That door has the best puzzle locks money can buy. There's no way it can be picked open." Given puzzle locks are a joke in Skyrim, I disabled that line.
  • Karliah: During Trinity Restored, when talking to her outside Nighingale Hall, the player will at some point has only one option for a dialogue line, namely: "I have my skill, not powers or magic." Given the player can be a mage or does use powers at this point, I changed the line to "I have my own ways of working. Why would I need Nocturnal?" In addition, I removed several of Karliah's lines that claim that Nocturnal isn't being actively worshipped. As mentioned in Nystrom's Journal in the Twilight Sepulcher, there are in fact priests of Nocturnal. Karliah should know this, as a Nightingale. Which she does in fact, when she later says: "Even though Nocturnal doesn't desire worship in the traditional sense, the Twilight Sepulcher propagated a small group of priests. Of course, they'd never come into direct contact with Nocturnal but they insisted they had her favor. As part of their "duties," the priests created all sorts of baseless rituals and ceremonies all on Nocturnal's behalf."
  • Sibbi Black-Briar: When confronting him in Riften jail and asking him if he got arrested for murder, he'll mention that he has to be in jail for 8 months. Since a playthrough can last longer than 8 ingame months, with Sibbi still be in jail, I changed the line to: "Exactly! And now I have to stare at these bars for eight months. Can you believe it?"
  • Nurelion: He refers to himself as "an old man" on several occasions, while he is in fact an Altmer. I've edited out several of these: 1: "You would do that? It's good to know there are some people out there who are willing to help an old man. me.", 2: "Of course, leave an old man with a ruined dream. Just like everyone else. Fool." and 3: "Just a man's life work, is all. I've finally derived the location of the White Phial, but this doting busybody won't let me get it."
  • Quintus Navale: He also refers to the player as one of the human races, while they can be mer or beastraces as well: "Good to hear. You can be a difficult man/woman to find. Thankfully those couriers are tenacious."
  • The Old Orc: When he got close to death, he would say "I submit." and "I yield, I yield." I conditioned those out for him.
  • Kematu: When first meeting him, you can ask "Why are you after Saadia?" and he'll explain like normal. But when you choose the other prompt afterward he says "What is it she's calling herself? Shazra? Saadia?" even though you just said her name was Saadia. As such I changed the line: "Why are you after Saadia this Redguard woman?"
  • When the player is a vampire, several NPCs will comment: "Your skin's a pale as the snow. Are you afraid of the sunlight or something?" This makes no sense, especially if the player is a Redguard, or beast race, but also in general vampires in Skyrim aren't really that pale. As such I conditioned out this line.
  • Optional: "Kodlak Does Lead The Companions". Early during the Companions questline, it's often mentioned that the Harbinger does not lead the Companions, despite Kodlak actively making decissions and having the biggest bedroom. Later on, it is actually implied that Harbinger is a leader role, not merely an advisor. For this reason, I attempted to remove any mentions of the Harbinger not being a leader. As this is highly subjective, I decided to make it a standalone file.
  • Optional: Heimskr: During his speech he refers to Nirn as "earth", while this is done nowhere else in the TES universe. As such, I changed the following line: "The very idea is inconceivable to our Elven overlords! Sharing the heavens with us? With man? Ha! They can barely tolerate our presence on earth! I don't think so." (As of v1.9.5 this is now a seperate file, as there are different interpretations of "earth".)

Distance checks

These involve dialogue lines that another NPC shouldn't be hearing, as it's involving them.

  • Svana and Haelga: If you start the quest Caught Red Handed, Svana will talk bad about Haelga, but in Vanilla there are no checks to see Haelga is near. It felt very jarring to me, that Svana talks bad about her while standing next to her. As such, I added a condition for Haelga to be outside the bunkhouse, for the dialogue to trigger on Svana.
  • Sven and Faendal in Riverwood: They'll need to standing a certain distance from each other for the dialogue to trigger.
  • Mulush, Hathrasil and Omluag in Markarth: Mulush will need to be a certain distance away for the scenes to trigger where Hathrasil and Omluag talk bad about Mulush. Also, to start the quest to tell Mulush to stop harassing them, Mulush will need to not be near Omluag, when talking to Omluag. This is the A Few Words With You quest. I also included a patch for Favor Quests Separated.
  • Nirya and Faralda: When Nirya is talking to you about Faralda, Faralda needs to be a certain distance away.
  • Romlyn Dreth and Indaryn: Romlyn has a quest which involves selling stolen mead "under the table". He even mentions to stay clear of Indaryn. Yet, for some reason, this dialogue was available when both of them are sitting next to each other in the Bee and Barb. As such, I've added a distance check.
  • Mallus and Sabjorn: During Dampened Spirits, Mallus says: "I can't wait to see Sabjorn squirm." He now needs to be a certain distance away from Sabjorn to say this line.
  • Nirya, Savos Aren and Mirabelle: Before the player has finished the College questline, Nirya says "I think the College is due for a change in leadership." She now needs to be a certain distance away from Savos and Mirabelle to say this line.
  • Dremora often times call their enemy mortal, even if they were fighting Dwarven Automations, Daedra, Undead or Dragons, despite those not being "mortal" in TES lore. I corrected this, by merging my other mod, Dremora Combat Dialogue Tweak.
  • Guards will comment if you're wielding an Iron Sword, advising you to use a better weapon, even if they themselves use one. I'ev adressed that.
  • Imperial soldiers will complain that "This Imperial armor is damn heavy." even if they aren't wearing heavy armor. As such I added conditions for it.
  • Brynjolf, Brand-Shei and Madesi: Brynjolf will no longer forcegreet the player during A Chance Arrangement, to prevent him from explaining his scheme when too close to either Madesi or Brand-Shei.
  • The children at Honorhall Orphanage: If Grelod is killed, they will yell: "It's Grelod." I've added a distance check to this.

You can customize the distance checks using the following console commands:

  • set ANDR_DialogueDistanceCheck_SvenFaendal to X (default value: 1024)
  • set ANDR_DialogueDistanceCheck_MulushSmelterWorkers to X (default value: 2048)
  • set ANDR_DialogueDistanceCheck_FaraldaNirya to X (default value: 2048)
  • set ANDR_DialogueDistanceCheck_RomlynIndaryn to X (default value: 2048)
  • set ANDR_DialogueDistanceCheck_NiryaSavosMirabelle to X (default value: 1024)
  • set ANDR_DialogueDistanceCheck_SabjornMallus to X (default value: 1024)
  • set ANDR_DialogueDistanceCheck_ChildGrelod to X (default value: 512)

X is the minimum distance check that needs to be between the two NPCs, in Skyrim units.

FAQ

Q: What's the point of this?
A: "Fer uhmershun!" In all seriousness, I made this mod as a request. If it's not your cup of tea, that's okay. This mod isn't for everyone. Just move along silently.

Q: "Isn't this part of the unreliable narrator?"
A: "There's part for that in certain parts of the game, however, in my opinion, the cases adressed in this mod do not feel under this, since the NPCs should know these things."

Q: "Isn't Nirnroot supposed the not grow back? It was like that in Oblivion."
A: "I found it easier to fix it the other way around. If you feel inclined to actually make it not grow back, feel free to do so."

Q: "There's already a mod that's adressing that dialogue from Wuunferth, namely this mod. What's the difference between that one and yours? Will you make a patch?"
A: Yes, I am aware of that mod and I consider it a great alternative to mine. The difference is that that one uses synthed dialogue and mine uses spliced dialogue. I have no plans to make a patch."

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.