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Interesting Generic NPCs - Custom Voiced


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Interesting Generic NPCs - Custom Voiced

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Please consider supporting us on Patreon!
https://www.patreon.com/anbeegod

 

 

Add over 100 custom-voiced NPCs with randomized personality and voice to the world of Skyrim. Each of them has their own opinions about Skyrim's events and people.

 

 

Who are these NPCs?

Simple civilians residing in Skyrim's cities and villages

Wander from town to town, villages to villages, as their daily routine

Populating Skyrim greatly without severely affecting the game's performance.

 

 

As a teaser to Death Consumes All, the upcoming DLC quest mod,
these NPCs' dialogues will give hints to Death Consumes All's story and lore,
particularly those related to the Empire and the Thalmor.

 

 

They have randomized profession, personality, political views. To name a few:

 

Professions:

Alchemists

Hunters

Bards

Mages

Vigilants of Stendarr

Laborers

Healers

Missionaries

Travelers

 

Personalities:

Happy

Unhappy

Greedy

Funny

Good

Brave

Faithful/religious

Unreasonable/violent

Lazy

 

Political views:

Empire

Stormcloak

Thalmor

Neutral

Apolitical

 

 

Professions, personalities, political views, positioning in the world altogether may create some combo dialogues, unique to one NPC!
A laborer in Solitude who dislikes the Empire may complain about the East Empire Company, and even reward you for killing Vittoria Vici - his greedy boss.
A lazy traveler who likes the Thalmor may want Skyrim to install some portals to spare him all that walking.

 

 

Q&A:

 

1. Some lines are repetitive, why?
Those lines are available to all NPCs of all professions and personalities.

 

2. Why are the Thalmor socialists who want world revolution in this mod? Weren't they supposed to be racists?
The Thalmor's position has been altered for a better narrative, since there's no depth to the original cartoon-villain Nazi Thalmor.

 

3. What do these NPCs have to do with Death Consumes All?
They will be involved in the quests.

 

4. Why do some NPCs refer to "a plague", "a riot in Dawnstar"? They didn't happen in this mod.
They are teasers to Death Consumes All.

 

5. Is this mod a reference to the recent political events and COVID-19?
Believe it or not, this mod's story was already conceptualized back before COVID-19 became a thing. The casting call was posted in December 2019. https://www.castingcall.club/projects/skyrim-dlc-quest-mod-death-consumes-all

 

 

This mod is a part of the Shezarrine Mod Universe, using its lore, characters, and factions.

 

 

About Death Consumes All:

 

Death Consumes All is a DLC-sized quest mod for Skyrim to be released in Summer 2020.

 

Death Consumes All revolves around a mysterious plague that kills everyone in Skyrim and bring them back as undead.

 

Livia Salvian, the daughter of the High Chancellor, is determined to solve this plague and bring honor to her family. Recognizing your fame, she has decided to enlist your help to stop the plague.

 

This mod introduces a semi-non-linear questline, where you can decide which quests you want to do and which you don't. Different quests you complete offer you different rewards, and will directly affect the final battle. The order of which you complete the quests, the decision of whether or not you would complete a quest, might change the whole story. Every quest builds up to the final event of the story, and out of over 10 main quests, you can choose not to do a single one to begin the final quest - if you're smart enough to find out how to stop the plague already!

 

The plague is bound to kill every living being of Tamriel, and if you don't stop it in time, you will be left with nothing but a world of the dead... and undead.


Death Consumes All is developed at the same time as Shezarrine - The Fate of Tamriel. This mod is considered to be the prequel and a simpler version of the completed Shezarrine. Meanwhile, we are continuing to recruit level designers, scripters, and 3D artists for Shezarrine.

 

Join our Discord for the most updated information: https://discord.gg/k9W3N3q

 

 

Please consider supporting us on Patreon!
https://www.patreon.com/anbeegod

 

 

Credits:
Miroslav - Creation of the mod
Capt Jojo - Voice Actor
OldRockgod - Voice Actor
Gian - Voice Actor
Audiospawn's Sudzy Bubbles - Voice Actor
JINJER - Voice Actor
Apex - Voice Actor
Jackson Kesecker - Voice Actor
Beans - Voice Actor
Ancalagon_Aidoni - Voice Actor
aTurrabtye - Voice Actor
calculus - Voice Actor


  • Submitter
  • Submitted
    07/17/2020
  • Category
  • Requires
  • Special Edition Compatible

 

Posted

Sounds like interesting mod, but I have an issue with Eldergleam Sanctuary. When I go in cave everything is black and there was some big red dots. Compass and quest marker were visible and I could walk around, but everything was black. I quit the game disabled this mod, loaded save and Eldergleam Sanctuary was normal and I finished quest.

Tried changing load order, but it was the same.

If I go to the entrance it just has "To", not "To Eldergleam Sanctuary" with this mod enabled, disabled it shows as it should.

Posted
3 hours ago, thesteve812 said:

Sounds like interesting mod, but I have an issue with Eldergleam Sanctuary. When I go in cave everything is black and there was some big red dots. Compass and quest marker were visible and I could walk around, but everything was black. I quit the game disabled this mod, loaded save and Eldergleam Sanctuary was normal and I finished quest.

Tried changing load order, but it was the same.

If I go to the entrance it just has "To", not "To Eldergleam Sanctuary" with this mod enabled, disabled it shows as it should.

Please try the new update!

Posted
1 hour ago, Anbeegod said:

Please try the new update!

Outside still says "To", now I just get black loading screen and have to ctrl alt del to quit. (tried 2 times and same)

To test I teleported to inside of cave and then walked out to Skyrim.

So I went Darkwater Crossing and visited Annekke. :)

 

Posted
2 hours ago, donttouchmethere said:

Form Nexus:

"You may want to give it a good Tes5Edit wash. A lot of random stuff, errors in the esp."
"Also a USLEEP patch is desirable.

 

"Those errors are natural. "

"A patch won't be necessary. "

 

?‍♂️

Was a mistake. The new version is compatible with USLEEP.

Posted
31 minutes ago, Anbeegod said:

Was a mistake. The new version is compatible with USLEEP.

I was rather quick with my comment. ?

Working on my LO atm for a new game and just thought: "oh shit, merged too early" ?

 

Posted
2 hours ago, donttouchmethere said:

I was rather quick with my comment. ?

Working on my LO atm for a new game and just thought: "oh shit, merged too early" ?

 

No worries. The fixes it overwrote weren't game changing (position of an object, acoustic spaces etc) so if you don't want to merge again, it is safe to leave it there.

Posted

On my end, no face data seems to have been generated(Grey Heads)

 

Cant conversate with any of them cause of different voice type, and I wasnt around long enough to hear any of them speak to other npcs.

 

And the errors in xedit. Which include 2 deleted nav mesh which can not be undeleted.

 

I went to 2 Inns and seen I think 5 toons at each location. Just in case you wanted to hear from a user that they were at locations.

 

 

are there plans to have the toons set up with player/char conversation? Or is it just occasionally you might hear them say generic dialogue that is based outside of a conversation with player? 

 

 

 

 

 

 

Posted
1 hour ago, Heroine of the Night said:

On my end, no face data seems to have been generated(Grey Heads)

 

Cant conversate with any of them cause of different voice type, and I wasnt around long enough to hear any of them speak to other npcs.

 

And the errors in xedit. Which include 2 deleted nav mesh which can not be undeleted.

 

I went to 2 Inns and seen I think 5 toons at each location. Just in case you wanted to hear from a user that they were at locations.

 

 

are there plans to have the toons set up with player/char conversation? Or is it just occasionally you might hear them say generic dialogue that is based outside of a conversation with player? 

 

 

 

 

 

 

 

That's a bug caused by wrong packaging. Will upload the new version in a few minutes.

 

The player will interact with the NPCs in a few quests in Death Consumes All, as for this mod, there aren't plans to make the player talk to them yet. But they may talk to each other in a future version!

Posted

Hi, can you please put a version number on the zip file? helps to make sure we have the right version. Ie: Random_NPCs_1-02 for example

  • 1 year later...
Posted (edited)
On 4/2/2022 at 8:32 PM, GamerLat said:

There is any LE Version for this?

I'm on LE. It's working fin.

 

Be aware though: This mod brings other stiff than just the NPCs... there's several location with "trap poison" placed on the roads. You'll die almost instantly when you pass it. One place is the road near Valtheim Towers on east side. Could understand why I kepot dying there until I saw poison "smoke" on  the ground. It it is from this mod.

 

Other things: Some dirty edits... Cell edits / additions /furniture . Navmesh overwrites.

Edited by Thor2000

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