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Posted (edited)
3 hours ago, Balgin said:

Very common in England. So much so that I was getting more of an English vibe from Jib than an Aussie one. Although the times posts were made did not match up with that (I did consider international travel due to work etc).

 

As a very great actor once said "Australian is like Cockney but with your mouth shut to keep the flies out."

 

Now that's interesting. The Elder Scrolls (and many other modern games) are written in what I tend to call "Mod Speak". It feels fake, alien, un-English. It's informational and very static, formal, but lacks the kind of every day conversationalist nature you'd experience in written speak. It's kind of like the uncanny valley of written communication. If I were to write something for a mod I'd be tempted to emulate more usual speech patterns and, as such, what I would write would stand out as feeling out of place among the "mod speak" text.

 

Glad you're making the effort.

 

Appreciated. I do a lot of writing in my spare time, primarily for my own fictional setting I've been working on for over a decade. Personal project, usually use it for text roleplay with friends. Consequently, learning to write dialogue is a high priority. You begin to comb over everything. A character's body language, mannerisms carried from their upbringing, things they may have picked up from time spent away from home, how exactly they laugh, how open or subtle they are with their thoughts, what they're aware of and what they're not, their general knowledge of the world vs their lived experience, whether or not they might be faking an accent or speech pattern for some reason, how well they know others; and a big one, how well they know themselves. Your self perception doesn't always align with why you actually do or say things, and that effects what you say VS how you act, and how you rationalize it.

All of these things go into just one single aspect of a character. The way they speak, and how they speak to others; are massively informed by all these variables. Once you notice it in one character, you begin noticing it everywhere. Or at least, your brain will. Every line of dialogue you write should serve to tell you something about the character speaking. I'm no expert, never went to school for this or anything, it's just something I'm passionate about and take notice of as a result. There's some differences in how Jib writes Morella VS how I do, for example, but I try to stick as close to the original vision as possible, while adding a little more to flesh it out and add that "human" aspect that makes a character feel more layered, interesting.

Skyrim has deceptively thoughtful character writing in places if you read between the lines. Example; Arvel the Swift, the Dunmer Bandit in Bleak Falls Barrow during the Golden Claw questline. You'd think there's nothing to him, but read into his character a little deeper; and there's something there. His name is distinctly Nordic, and he's familiar with the tales behind the Nordic burial crypts that even years-long locals to Skyrim aren't fully educated on. Easiest takeaway from this, this guy is a Dark Elf who was raised Nordic. Either adopted by Nordic parents, or directly under Nordic culture and name in hopes he'd fit in better. On its own, that seems like a stretch, maybe even a fluke. But it's throughout the entire game if you look for it - the game just kinda trains you to space out with its simplistic quest and gameplay structure.

 

Anyway tldr noticing some dialogue was written a certain way, likely without deliberate intention, can do a lot to tell you about the writer themselves. I'm an American, I grew up on the east coast, I moved away years ago, but you can still largely pick up on where I'm from by some of my speech patterns. I've got a friend living with me, and you can tell where he came from because; of all things, the word he uses to describe certain kinds of food. They've got completely different names from regional dialect, so while it's not obvious at first from accent, the words he uses sells out where he's from.

Edited by AphroditesEye
Posted
6 hours ago, AphroditesEye said:


Stereotypical as it is? Mostly the usage of the word "mate". I know its common throughout other western countries, but it's not a word you see very commonly in The Elder Scrolls. When I write dialogue for something, I'm careful not to use language that wouldn't fit the setting, but if a word is common enough in my own dialect, I can sometimes overlook it without thinking. Figured it was probably that type of thing. That's the type of word you probably wouldn't write into someone's dialogue in TES unless you were trying to sell a specific type of character, location they were from, or you overlooked it because it didn't come off as out of place to you; due to its commonality. My guess was the final, since I wasn't seeing signs of a specific type of writing anywhere else in the dialogue for the characters I had seen it on.

Long winded explanation, but when you're constantly trying to write every character a specific way, you start to pick up on things like that.

So putting two-and-two together between the writing and the times you typically come online and reply, I figured you had to be Australian. I've had buddies from all over the world over the years, the time zone matched up best there.

 

I was curious so I ran a search on the mod's text to see where I did that, and I'm pretty sure the only NPC who says 'mate' is the treasure hunter from Erina's quest. But for him I was targeting a very specific sort of condescending larrikin type character (he even drops a 'bloke' or two), with the intent that he would read as some sort of roving adventurer who's definitely not from Skyrim.

 

I guess I'll take it as a complement that I made him so Australian that it projected back onto me?

After all, I'm no writer- this mod started as a purely coding/scripting project, then had some fetish dialogue added in, and then it got to writing dialogue that wasn't just "giggle, cock" and I'm really stretching my talents.

 

6 hours ago, Balgin said:

Very common in England. So much so that I was getting more of an English vibe from Jib than an Aussie one. Although the times posts were made did not match up with that (I did consider international travel due to work etc).

 

As a very great actor once said "Australian is like Cockney but with your mouth shut to keep the flies out."

 

Now that's interesting. The Elder Scrolls (and many other modern games) are written in what I tend to call "Mod Speak". It feels fake, alien, un-English. It's informational and very static, formal, but lacks the kind of every day conversationalist nature you'd experience in written speak. It's kind of like the uncanny valley of written communication. If I were to write something for a mod I'd be tempted to emulate more usual speech patterns and, as such, what I would write would stand out as feeling out of place among the "mod speak" text.

 

Glad you're making the effort.

 

I get the English guess a lot in real life too, so interesting to see that it transfers over to online.

 

With the 'mod speak' thing, yeah it's kind of strange. I have to go out of my way to, effectively, write wrong on purpose, because I want my dialogue to fit in with the vanilla dialogue as best as it can. Makes writing sex dialogue real awkward, I'll tell you.

Posted
1 minute ago, jib_buttkiss said:

 

I was curious so I ran a search on the mod's text to see where I did that, and I'm pretty sure the only NPC who says 'mate' is the treasure hunter from Erina's quest. But for him I was targeting a very specific sort of condescending larrikin type character (he even drops a 'bloke' or two), with the intent that he would read as some sort of roving adventurer who's definitely not from Skyrim.

 

I guess I'll take it as a complement that I made him so Australian that it projected back onto me?

After all, I'm no writer- this mod started as a purely coding/scripting project, then had some fetish dialogue added in, and then it got to writing dialogue that wasn't just "giggle, cock" and I'm really stretching my talents.

 

 

Iirc the dealer in Riften also says it, and I *think* Holdan but I could be wrong there.

 

And hey, stretching your talents is a good thing. The more you practice a skill, the better you get at it. This mod has come insanely far, and you should be proud of that.

Posted (edited)
18 hours ago, jib_buttkiss said:

 

I was curious so I ran a search on the mod's text to see where I did that, and I'm pretty sure the only NPC who says 'mate' is the treasure hunter from Erina's quest. But for him I was targeting a very specific sort of condescending larrikin type character (he even drops a 'bloke' or two), with the intent that he would read as some sort of roving adventurer who's definitely not from Skyrim.

 

I guess I'll take it as a complement that I made him so Australian that it projected back onto me?

After all, I'm no writer- this mod started as a purely coding/scripting project, then had some fetish dialogue added in, and then it got to writing dialogue that wasn't just "giggle, cock" and I'm really stretching my talents.

 

 

I get the English guess a lot in real life too, so interesting to see that it transfers over to online.

 

With the 'mod speak' thing, yeah it's kind of strange. I have to go out of my way to, effectively, write wrong on purpose, because I want my dialogue to fit in with the vanilla dialogue as best as it can. Makes writing sex dialogue real awkward, I'll tell you.

 

I also caught the use of "mate" and clocked you as either British or other Commonwealth. I also thought either Australia or New Zealand just because of when you're on this site.

 

And I just finished telling Hex Bolt they're not a bad writer, so I guess I have to kick you for it too. Are you Stephen King? No, but you don't have to be to write entertaining dialogue that doesn't clash with the greater environment. You're a better writer than you think. It's okay to give yourself a little credit.

Edited by SkyAddiction
Posted
8 hours ago, jib_buttkiss said:

I get the English guess a lot in real life too, so interesting to see that it transfers over to online.

I used to be active in a kinda posh audio related British forum up until 10 years ago. As I watch quite a lot of BBC programs and I did my best to write similar to other people, my English seemed to converge into a Bath accent. People assumed I was from that region, without ever asking.  

When I made a 'mistake' by using an American-English word, some guy went totally nuts because how dared I.
I had never even heard of the British-English equivalent because both words were kinda niche. 

 

TL;DR, People are weird.

 

Posted
7 hours ago, SkyAddiction said:

And I just finished telling Hex Bolt their not a bad writer, so I guess I have to kick you for it too. Are you Stephen King? No, but you don't have to be to write entertaining dialogue that doesn't clash with the greater environment. You're a better writer than you think. It's okay to give yourself a little credit.

I agree. BoS has a lot of funny textual interactions and a bad writer wouldn't be able to achieve that,.

Posted

is there a way to make the mod detect futa characters for the "Hiii" option after becoming a bimbo?
Every time i ask a futa to fuck my mouth they call me a mad whore Q,Q

Posted
23 hours ago, AphroditesEye said:

Skyrim has deceptively thoughtful character writing in places if you read between the lines. Example; Arvel the Swift, the Dunmer Bandit in Bleak Falls Barrow during the Golden Claw questline. You'd think there's nothing to him, but read into his character a little deeper; and there's something there. His name is distinctly Nordic, and he's familiar with the tales behind the Nordic burial crypts that even years-long locals to Skyrim aren't fully educated on. Easiest takeaway from this, this guy is a Dark Elf who was raised Nordic. Either adopted by Nordic parents, or directly under Nordic culture and name in hopes he'd fit in better. On its own, that seems like a stretch, maybe even a fluke. But it's throughout the entire game if you look for it - the game just kinda trains you to space out with its simplistic quest and gameplay structure.

 

That's just head canon and you're off on the ethnicity of the name*. 

 

What you actually have is the quickest, dirtiest method of getting as much info to the player as possible, in this case how to solve the door puzzles without trying all of the 27 combinations. 

 

The only actual depth is the stereotypical dunmer actions of stealing from his friends for his personal gain.  

 

* https://en.uesp.net/wiki/Lore:Dunmer_Names Arvel is just a slight variation in the name generator.

Posted (edited)

I feel like it's a missed oppurtunity for there not to be a nudist quest for Elisif called "Empress' New Clothes" or something. Her quest already ends in solitude hearing about her private habits, why not double down and show the whole hold her bimbo side?

Edited by SashkaLaganov
Posted (edited)
2 hours ago, DrunkenCow said:

 

That's just head canon and you're off on the ethnicity of the name*. 

 

What you actually have is the quickest, dirtiest method of getting as much info to the player as possible, in this case how to solve the door puzzles without trying all of the 27 combinations. 

 

The only actual depth is the stereotypical dunmer actions of stealing from his friends for his personal gain.  

 

* https://en.uesp.net/wiki/Lore:Dunmer_Names Arvel is just a slight variation in the name generator.

 

Oh? If that's the end of the depth in Skyrim's narrative design, lets look to another example in Bleak Falls Barrow. The trials themselves. Each animal totem in Nordic Crypts points to one of the Old Gods, and thus each God can be pointed to as a representation of said message. For example; the one that kills the bandit at the start. The answer is Snake-Snake-Whale. That's Orkey and Stuhn - the gods of Death and Justice (or ransom) respectively. Two warnings of death, one of justice - an allusion to the trap itself, as well as the Dragon Cult. At the end of the dungeon, the Golden Claw itself gives the answer to the puzzle - Bear, Moth, Owl. Tsun, Dibella, Jhunal. Tsun represents trial, Dibella the beauty of creation, Jhunal knowledge and wisdom. Overcome a trial - the Barrow itself, the granted wisdom necessary to preserve Creation. The Hall of Stories also correlate - iirc, Bleak Falls Barrow's Hall of Stories displays Kyne, Jhunal, Stuhn; and surprisingly, Alduin via the Dragon Cult wall. The entirety of Bleak Falls Barrow is a warning. It's a burial ground to Dragon Cultists, yes, but it also holds the key to defeating or resurrecting them - tracking where they we the Dragons were buried. The text on the Word Wall itself can also be translated directly to english. These last two elements holds zero gameplay purpose, they're entirely there for narrative. You can actually apply this mindset to decipher what nearly every single Nordic Crypt in the game's purpose was - Ustengrav was a temple of Kyne, for example; though this one is probably the most overt. Bleak Falls Barrow alone has several cases of intentional narrative design, it's not that hard to picture that this was intentional.

Hell, there's even a consequence to this - unfinished plot threads being left in the game. If you translate Calcelmo's stone, it reveals key info what it was the Dwarves were actually *doing* to the Falmer - trying to attune them to tonal magic.

Deep lore like the Towers have been relevant to Skyrim's game since the first trailer. You fight Miraak on a Tower that, when turned on its side, appears as a wheel. The Ogmha Infinium's text is the instructions to achieving CHIM, as we've seen in prior TES games.

Skyrim has plenty of deliberate storytelling left to the player to pick up on. While much of its design is over-simplistic to a harmful degree, and in truth a lot of its writing is *severely* lacking; it has far more depth and intent than people credit it for. You can weave narrative into gameplay if you're smart about it, and in many cases, Bethesda was. There's a reason the Greybeards reveal to you that they can Clear Skies, and then you're sent to Winterhold; a city that was swallowed up by a storm. This is right after its revealed the Greybeards obscured the key to defeat Alduin to you and you find out Paarthurnax is a Dragon; it's a third plot beat in a row meant to show that the Greybeards are in fact not as honest or altruistic as they claim.

Sure, some things may come down to pure headcanon. I could be misreading on the Arvel situation. But in a game that shows itself to have more thought in its design than expected, headcanon can become a wonderful thing in filling out a world. And that's why character writing adds so much flavor, why its worth looking into. Because collectively with its surroundings, how you write a character can do a lot to flesh out a setting.

Edited by AphroditesEye
Posted

sadly the cum slut heels arent playable i tryed console code to add them to inventory but they remove themselfs from inventory

 

you could use cumslut heels as a quest item for example a npc asks the player to try the heels out the heels lock on like how devious heels do where player cant remove them

 

the shoes slowly raise corruption level

Posted
9 hours ago, RanmaZ said:

is there a way to make the mod detect futa characters for the "Hiii" option after becoming a bimbo?
Every time i ask a futa to fuck my mouth they call me a mad whore Q,Q

 

I think the code just does a "getSex = male" check in the dialogue condition. If you have XEdit you could pretty easily go into the dialogue and delete the condition. But, no, there's no way in-game to do it.

 

2 hours ago, SashkaLaganov said:

I feel like it's a missed oppurtunity for there not to be a nudist quest for Elisif called "Empress' New Clothes" or something. Her quest already ends in solitude hearing about her private habits, why not double down and show the whole hold her bimbo side?

 

It's certainly a fun idea, and might be a fairly safe extension that doesn't impact her AI packages too much as well...

 

1 hour ago, Greary said:

How am i supposed to give ELivar a blowjob? is it via the OStim controls?

 

 

Well first you install Sexlab, the framework this mod actually works with. Then it will automatically trigger after the conversation.

 

19 minutes ago, badbat111 said:

sadly the cum slut heels arent playable i tryed console code to add them to inventory but they remove themselfs from inventory

 

you could use cumslut heels as a quest item for example a npc asks the player to try the heels out the heels lock on like how devious heels do where player cant remove them

 

the shoes slowly raise corruption level

 

Yeah, those are a technical item, not intended to be playable. They're just the normal black heels, with Sexlab's Cum Covered MGEF applied to them so that the wearer will show up splattered with cum. They're used for one of the NPCs in a quest (can't quite remember who)

Posted
3 hours ago, DrunkenCow said:

 

That's just head canon and you're off on the ethnicity of the name*. 

 

What you actually have is the quickest, dirtiest method of getting as much info to the player as possible, in this case how to solve the door puzzles without trying all of the 27 combinations. 

 

The only actual depth is the stereotypical dunmer actions of stealing from his friends for his personal gain.  

 

* https://en.uesp.net/wiki/Lore:Dunmer_Names Arvel is just a slight variation in the name generator.

Here's a somewhat innocent question. Was the name generator created before or after Skyrim was released? I suspect after and the creator of the generator looked at all the Elder Scrolls names (preliminarily Skyrim but maybe some of the older games too), saw Arvel as a Dunmer name and thought "that'll do, maybe change it a bit" without realising it sounded more like a Nord name.

 

These things can happen.

Posted
1 hour ago, Balgin said:

Here's a somewhat innocent question. Was the name generator created before or after Skyrim was released? I suspect after and the creator of the generator looked at all the Elder Scrolls names (preliminarily Skyrim but maybe some of the older games too), saw Arvel as a Dunmer name and thought "that'll do, maybe change it a bit" without realising it sounded more like a Nord name.

 

These things can happen.

 

The name generator is great, I use it myself, but its also a bit awkward at times. Basically every female Imperial name will end with "Daughter". It also can't fully account for how the names are written, because we don't have full access to Bethesda's systems for naming characters. Iirc, Redguards are a bit of a mystery to us - we only *mostly* know how they're named.

Either way, this is a good point I didn't even think of.

Posted

Please please, no lore wars. 

 

Any book beyong the length of a shoppinglist is inconsistent and I'm pretty sure there aren't any Bimbos in ES lore.

Bethesda isn't even sure whether or not mages can fly or if spears exist.

Posted
On 6/4/2026 at 7:28 AM, Wut1969 said:

Changing NPC genders would give them huge neck gap issues and I wouldn't be surprised it could give lots of other issues as well, depending on modlists. 

 

There is a console command to change the gender of NPCs, so you can see for yourself. 

As someone who as dabbled a bit in this regard, I will just add a random comment-

 

I do think it's theoretically possible by either loading presets after using 'sexchange' through racemenu/ the skee command combined with a maintainer-script (might be unstable though)

OR by creating a mod that has genderbent replacer to all NPCs (even though uninstalling the mod may become a lot more complex and it might be problematic if some quest involves them).

 

Both ways have heavy drawbacks. It's kind of annoying how the engine handles this stuff, but i think in the end it's for optimization reasons.

Posted
3 minutes ago, Coding_Onion said:

 

Both ways have heavy drawbacks. It's kind of annoying how the engine handles this stuff, but i think in the end it's for optimization reasons.

I think it's just because Bethhesda never considered gender bending.

 

 

Posted
9 minutes ago, Wut1969 said:

I think it's just because Bethhesda never considered gender bending.

 

 

I do think they generally didn't expect any character to be edited on runtime with maybe the player as an exception (e.g. the facesculptor) since changing races in vanila racemenu also breaks skills.

Posted
2 hours ago, badbat111 said:

havent tryed it but theres a console command for sex change

 

To change an NPC's gender, open the console with ~ (tilde), click the NPC, and type sexchange

 

copyed and pasted from here

 

 

https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)

jup, and if i am not mistaken it just changes the body, so you need to change the head in some way yourself (either by loading the corresponding female headparts of the race through script or loading a preset)

Posted
4 hours ago, Coding_Onion said:

I do think they generally didn't expect any character to be edited on runtime with maybe the player as an exception (e.g. the facesculptor) since changing races in vanila racemenu also breaks skills.

It also breaks health, stamina, and magicka by redistributing them. it adds them all up into one pool then works out roughly how they related to each other proportionally, then estimates those proportions and divides the pool up among the three stats. You end up with some very odd numbers that aren't exactly what you had before (but if you add them all up it'll come to the same total as before).

Posted

wouldnt it be a case of create a female counterpart in creation kit and have it so they use the same functions ie quests keywords and so on that default npc has then use a spell to replace them by disabling the default version and replacing with the genderbent counterpart ?

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