Required if using the optional DBVO pack for this mod under the optional files section
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Credits and distribution permission
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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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Changelogs
Version 1.6.1
Fixed a broken file format that was causing the mod to not install. Thank you @beelzeb0ss1a for flagging this.
Version 1.6
Rewrote PC dialogue for Thieves Guild Quests: A Chance Arrangement and Taking Care of Business
Rewrote some dialogues from previous updates
Reduced file size
Fixed FOMOD structure and version
Added patches for Cutting Room floor and Harder DB DLC Quests
Fixed incorrect master records for More Dialogue Options Patch
Version 1.5.1
Tried a fix on the Immersive Persuasion DBVO lines that makes it crash for some people. If it doesn't work just follow the instructions in the file description.
Fixed (hopefully) all grammar errors.
Revamped and rewrote a number of lines in the College of Winterhold questline.
Uploaded dialogue lines for DBVO users to generate.
Added patches for WACCF, More Dialogue Options, and BUVARP.
Version 1.4.2d
Updated patch for "Misc Dialogue Edits" to match version 1.8. Patches the vendor dialogue.
Version 1.4.2c
Redid the patch for "Favor Quests Separated", realized it takes more than just changing some values in xEdit, had to go through the dialogue in the CK.
Some small grammar and spelling mistakes patched here and there.
Version 1.4.2b
Fixed broken FOMOD structure. Again. Sorry :(
Version 1.4.2.1
Fixed broken FOMOD structure. Sorry about that.
Version 1.4.2
Added support for Favor Quests Separated
Version 1.4.1
Added support for Thieves Guild for Good Guys
Version 1.4
Rewrote some dialogue for a number of side quests:
Lights Out! - Added a bit of flavor to a single prompt.
In My Time of Need - Changed up the grammar a bit for one line of dialogue.
Missing in Action - Made the dialogue with Tulius reference Thorald's name (Need CRF for this route).
Rise in the East - Changed a bit of dialogue referencing the Blood Horker's hideout.
Rise in the East - Rewrote the bribe option for Stig Salt Plank to be more clever.
Rise in the East - Rewrote the dialogue referencing the player's assault on Japhet's Folly
Blood on the Ice - Rewrote the player offering to help with the crime scene guard.
Blood on the Ice - Rewrote the player offering to help with the steward.
Blood on the Ice - Made the inquiry about the body with Helgird more logical and fitting with an investigator's questioning.
Blood on the Ice - Added a bit of flavor to the dialogue with Helgird.
Blood on the Ice - Rewrote the "pulling rank" dialogue with Tova.
Blood on the Ice - Rewrote the final report to the steward about Calcelmo being the killer.
Laid to Rest - Rewrote the dialogue with the Jarl about spotting Helgi's ghost.
Laid to Rest - Rewrote the dialogue with Hroggar about his family dying.
Laid to Rest - Rewrote the dialogue with Thonnir about entering the cave with the player.
Laid to Rest - Rewrote the dialogue that concludes the quest with the Jarl.
The White Phial - Added some flavor to the dialogue when the phial is retrieved.
The White Phial - Added some flavor to the dialogue with Quintus about Nurelion's reward.
The White Phial - Rewrote the dialogue about aligning the phial:
The White Phial - I'd like it to have the power of healing. --> I'd like it to heal more serious wounds.
The White Phial - I want to deal more damage in battle. --> I want it to make my swing more powerful.
The White Phial - I want to strengthen my magical skills. --> I want it to extend my magicka reserves.
The White Phial - I want to be better hidden in the shadows. --> I need it to help me blend in with my surroundings.
The Heart of Dibella - Added some flavor to the dialogue with Enmon about rescuing his daughter.
The Heart of Dibella - Rewrote the rescue dialogue with Fjotra.
The Book of Love - Added a bit of flavor to Fastred identifying you as the one sent by Mara.
The Book of Love - Rewrote the dialogue with Calcelmo about Faleen.
The Book of Love - Added a bit of flavor to the dialogue about the poem to Faleen.
The Book of Love - Rewrote the advice given to Klimmek about pulling Fastred.
The Blessings of Nature - Rewrote the "non-violent" dialogue options with Maurice.
The Blessings of Nature - Rewrote the quest concluding dialogue if you followed the non-violent option to be a little snarky >:D.
Version 1.3
A small number of dialogue edits throughout the main questline. Most of them are written well but some were edited to give more flavor and reaction from the PC.
Small number of dialogue edits for Riften NPCs.
General grammar fixes, again, yeah...
Shortened dialogue that seemed unnecessarily long.
Added support for "Misc Dialogue Edits" for a line with Jon Battle-Born and magic vendors.
Added support for "Immersive Citizens - AI Overhaul" for a line with Skulvar when you ask about his horses.
Version 1.2.1
Added support for "A Lovely Letter Alternate Routes"
Improved FOMOD structure so that patches are automatically selected and unable to select if missing.
Version 1.2
Additions:
Added a new FOMOD installer with patches for known incompatibilities.
Added a patch for "Bring Meeko to Lod", credits to elxdark for bringing it up.
Another thanks to elxdark for notifying me of loose quest edits.
Rewrote/Improved dialogue for Hadvar and Ralof after the end of "Unbound" (Alternate Start patch included).
Rewrote some dialogue for Hod, Gerdur, Alvor, Sigrid during Before the Storm
Rewrote generic dialogue for NPCs in Whiterun and Dragonsreach, the intent was to make dialogue seem less repetitive.
Fixes:
Fixed wrong masters for all files.
Version 1.1
Additions:
Added some forgotten USSEP subtitle fixes.
Rewrote the "Do you have anything for sale?" for vendors. You will now ask for eqiupment from blacksmiths, hunting gear from fletchers, spells from mages, clothes from tailors. (RDO Patch included)
Added unique follower recruitment dialogue for Frea. (RDO Patch included)
Added unique follower recruitment dialogue for housecarls. (RDO Patch included)
Rewrote vanilla prompt for the initial companions giant fight dialogue for people who didn't even get a chance to hurt the damn giant!
Rewrote curing vampirism dialogue with Falion.
Added more realistic responses to Maul's opening dialogue.
Added more verbose dialogue to Season Unending's hold choices.
Grammar Fixes:
Mralki: Fixed grammar in persuasion fail and success dialogues.
Borkul the Beast: Fixed grammar in intimidation.
Riften Gate Guard dialogue: More lore friendly persuade. Grammar fixed.
Calcelmo add item dialogue: Fixed grammar.
Adventurer on the way to dungeon: Fixed grammar.
Argonian drinking buddy encounter: Fixed grammar.
Captain Aldis: Fixed grammar in persuasion dialogue and rewrote intimidation.
Atar leave: Add proper punctuation to persuade and tweaked intimidation dialogue.
Ghorbash the Iron Hand: Added proper punctuation to bribe dialogue.
Thief road stop: Fixed grammar in failed persuasion dialogue.
Vald persuade dialogue: Fixed punctuation.
Garvey dialogue: Fixed punctuation in persuade and intimidate dialogue.
Dirge Esbern inquiry: Fixed punctuation in persuade dialogue.
The Caller: Fixed punctuation in persuade dialogue.
Rewrites:
Ainethatch sell: Rewrote intimidation.
Gulum Ei: More lore friendly intimidation.
Sabjorn sabotage: Rewrote intimidation dialogue.
Vittoria Vici Spiced Wine: Rewrote bribe.
Rhiada: Rewrote bribe.
I recommend reading the description before downloading!!
Skyrim has a dialogue problem. When attempting to make a persuasion check (persuade, bribe, intimidate), your character will say only a handful of words or the same repeated cookie-cutter dialogue that somehow makes an NPC drop everything and subvert their thinking. Not only is it nonsensical, but it shows a lack of motivation or laziness on Bethesda's part and sticks out like a sore thumb for a game that has otherwise very excellent roleplaying.
That's why I set out to make this mod: To make Skyrims dialogue more convincing to both the player and the setting that it takes place in. Now EVERY persuasion check, with the exception of a few that are scripted to fail, will have different dialogue for success or failure. As an added bonus, for extra immersion, I went and removed every single dialogue tag, that means there will be no (Persuade), (Intimidate), or (Brawl) tags. This makes it so the player has to carefully choose the right prompt given the information learned from the NPC. It's possible that I may have missed one or two, please let me know in the bugs section if I did!
Be careful what you select, some intimidation fails are obvious because they are intended to start brawls, like: "I'm going to beat you black and blue". Some are not so obvious. A failed check might result in a brawl with the wrong NPC, so get your Gloves of the Pugilist on!
I would also love more suggestions about dialogue that can be changed. I was thinking of going through every quest and rewriting the players dialogue if people want that, but I'll have to see, it'd probably take a while.
**As of recently - This mod has evolved to do more than just change persuasion dialougue. The eventual goal is to touch up dialogue from every single quest or NPC interaction. There is compatibility with popular mods, and should be compatible with EVERYTHING as long as it doesn't change the vanilla dialogue.**
Soft Requirement!!!
I highly suggest downloading Dialogue Interface Reshaped or any other mod that makes the dialogue box have a wider margin to fit text. This is because a lot of the dialogue surpasses the 80 character limit that Bethesda previously had in place, and without a mod that extends the dialogue box you will have to scroll to see the text and it will be bundled together, looking not so nice. I personally like using DIR because it's minimalistic and very easy on the eyes. The repositioning of the dialogue box makes for a natural left-to-right reading experience. I use it alongside Nordic UI without any issue. It's not a hard requirement, but I highly recommend getting this mod or a mod that does the same. All screenshots are taken with this mod!
What you're getting out of this mod
Examples
Persuade Jorgen to hand over the hilt of Mehrunes Razor
"I don't need this. My family wasted 8 generations keeping that Razor safe from a dead cult. As far as I care, it can stay locked in my house."
Fail (Vanilla) Dialogue: You won't miss it then.
No way this would convince someone whose family has fought to rid Skyrim of Daedra worship, regardless of whether the hilt works or not.
Rewritten Success Dialogue: That thing is more trouble than it's worth, the next person that comes looking for it probably won't ask as nicely as me.
That's much better. He feels the hilt is mundane, but recognizes its importance enough to keep it locked away. If you don't get to walk away with the hilt, the next Daedra worshipper that comes by probably won't even ask. It's not worth losing his farm, his life, or his family over.
Intimidating Borkul the Beast to let you see Madanach
"You want to talk to the King in Rags? Fine. But first you got to pay the toll. How about you get me a shiv? Not that I need one, but it's nice to have in case I need to do some "shaving." Ha ha."
Fail Dialogue: How about I just fight you for it? I could probably take you.
Your character isn't able to intimidate someone like Borkul, but they sure as hell can kick their ass, at least they feel like it. This dialogue option leads to a brawl.
Rewritten Success Dialogue: I have a better idea. I'm going to snap both your tusks off and gouge your eyes out with them.
In a place like Cidhna Mine, where only the strong survive, and violence is currency, this response is more fitting. This is also in line with a PC who is comfortable with violence, that it's almost second-nature. The fear from Borkul shows in his reaction.
Bribing Torbjorn to give the Argonian dock workers a better pay
"Those boots aren't worth the septims I do pay them. I'm not giving them coin I could give to good, Nord workers."
Fail (Vanilla) Dialogue: What if I invest in their future?
Half baked argument. There's no reasoning behind the investment, and it's not enough to convince a racist Nord to pay what he sees as "lesser beings" a living wage.
Rewritten Success Dialogue: What if I invest in their future? This way you can focus more important financials like your overheads.
A more fitting response for a PC that understands business dealings. By paying the Argonian's wages, not only does Torbjorn get more motivated workers, but he can have an easier time paying other costs like tax, shipping fees, etc.
These are just a few examples, every single vanilla speech check is rewritten to be more immersive. Go out and find them!
Compatibility
This mod has USSEP edits baked into it except for one script involving delivering dwarven artifacts to Calcelmo. I believe it's just a simple exploit fix, I've added an optional patch file but your game will be just fine without it.