Its not only the voice files. I looked into xEdit and they conflict with each other. I guess it either needs a patch or you have to choose which one you like more. However, I dont know if this will result in problems with quests and gives you inconsistencies.
Records conflict doesn't mean it won't work. The game will use the dialogue records from the esp that load last. Unless SFO added more dialogue records to the quest (which I believe is not the case), there shouldn't be any problem.
To those who use downgraded SSE version: does the mod's latest update work for you guys? I've been wondering if I should provide old format ESP should many people having problem with new ESP format.
Nope, not working. Im on 1.6.640. After updating to 2.0 game says esp is missing. Had to roll back to older version. Would be great if you could upload esp compatibile with older versions. Thanks.
I see the 2.0 update is quite recent and I know that the new creation kit versions use updated plugins. I do have BEES but I would like to be safe. Did you create this update with the new creation kit or the version prior to the most recent update? If it's the new one, I can just use the 1.6 version.
Edit: To give context, I am on a downgraded 1.5.97 version of SSE
Was wondering the same and works fine with the old Fishing version, supposedly with the new one as well. Also using BEES and had no warning in LOOT or error in SSEEdit nor any crash. So definitely working with the old version. :3
2.0 is built upon 1.6, not from scratch. I did save the plugin using the latest version Creation Kit and tested it with the latest version of Skyrim so I can't guarantee anything if you are using versions that are no longer officially supported. However I suppose if you don't encounter any crash, everything should be fine, Voiced Narrative series are all lightweight and script-free.
For anyone who still tracking: I wonder if I should merge all my voiced CC into one collection or keep things modular? There are pros and cons for both and I can't simply supporting both methods. Leaning more to remaining modular as of now due to how it's easier for me to managing/updating these mods, also more accessible for people who don't own all the CC.
Personally I'd recommend staying at single mods for each CC. Like you said, it's definitely easier to update a single mod and many people will not touch the CC stuff, which will also mean you would have to do 2 separate packages; 1 for the free content and the other for those who acquired the paid content, which means even more work. Then there is the question of compatibility since other mods may do a similar thing and would only cause unnecessary conflicts - S&S and Fishing both have an alternative each for example. Of course, a merged file will make managing things easier, but personally I don't think there would be that much desire for it, since people may not want to reward bugthesda's greed (Current mod of the month says it all) or simply find the content offered severely lacking, which I personally see the CC stuff to be.
Just my opinion on the matter though. :3 While I'm here; With Fishing receiving a questionable update, will this mod work with the old version of Fishing and/or the new ESL? Sorry if it's a bit of a stupid question. ^^
I agree, I've decided to keep this series modular. I sense future Creation Club contents will receive its own voiced contents as the latest ones have it, though keeping things modular would still save a lot of headaches down the road.
As to your question: It's safe to update, as well as uninstall. The update is just simply new audio files and rewritten lines, there are no new extra lines nor out of scope mechanics. I've always maintaining these mods with compatibility and lightweight in mind.
I have played through the entire questline. This mod tries to improve something that is already too flawed in my opinion. It does a good job at that but the fishing NPCs themselves, just like the rest of the CC content, feel like they were written as a joke. There is no serious narrative behind it, they have a weird obsession with fishing that was written like a self-depreciating joke. I'd much better not have included CC content in my playthrough in the first place.
This mod does what it sets out to do, and for that it's good. Thanks to the developer(s). However, it doesn't change this CC content from being fundamentally boring. I've had a lot more fun fishing to feed my character when using Survival mods than any quest related to fishing. If you like doing the most miscellaneous fetch quests in Skyrim, go for it.
Don't see anything wrong with few joke characters among many thick-accented super serious heroic nord characters. Fishing NPCs felt to me like some Zelda characters and I'm all for it. They have clear passion and easy to remember.
This mod only amplifies their characteristics which makes it a great mod
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1.1 vs 2.0
Edit: It's due to this mod being packed in a .bsa and SFO being packed as loose files.
should many people having problem with new ESP format.
Edit: To give context, I am on a downgraded 1.5.97 version of SSE
Of course, a merged file will make managing things easier, but personally I don't think there would be that much desire for it, since people may not want to reward bugthesda's greed (Current mod of the month says it all) or simply find the content offered severely lacking, which I personally see the CC stuff to be.
Just my opinion on the matter though. :3
While I'm here; With Fishing receiving a questionable update, will this mod work with the old version of Fishing and/or the new ESL? Sorry if it's a bit of a stupid question. ^^
As to your question: It's safe to update, as well as uninstall. The update is just simply new audio files and rewritten lines, there are no new extra lines nor out of scope mechanics. I've always maintaining these mods with compatibility and lightweight in mind.
Fishing NPCs felt to me like some Zelda characters and I'm all for it. They have clear passion and easy to remember.
This mod only amplifies their characteristics which makes it a great mod