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Deviously Gagged NPC Dialogue (public beta!)


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Deviously Gagged NPC Dialogue (public beta!)

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This mod attempts to stop NPCs, including followers, who wear a devious gag from speaking common and random dialogue.

 

It should work for all followers and hirelings from the base game, and also mod-added or DLC-added followers who use the vanilla voice types.

 

The mod overrides several vanilla dialogue quests and topics, including greetings and good-byes, common follower dialogue and commands, random chatter, and world interactions. All of these have had keyword checks added to their conditions which should stop gagged NPCs and followers from saying those lines. Important dialogues, such as commanding your follower, have had new topics added with new subtitles ("hmm!") and a gagged sound effect from DD.

 

This mod does not alter quest-related dialogue! It should be fully useable in a normal playthrough. USSEP fixes are included in this mod.

 

Compatibility with other mods which alter the same vanilla records is probably poor. This quite likely affects follower framework mods or perhaps also Relationship Dialogue Overhaul (or similar). Please inspect and compare the mods carefully in xEdit. When in doubt or if you don't know how to use xEdit, please load my mod before any potential conflicts to ensure they work as intended.

 

Please note that this is a beta version! I did test it in my game, but with so many different followers and dialogue lines affected, it is likely impossible to find and test all possible permutations of NPCs and dialogue lines. I'd very much appreciate if some brave souls could give this mod a try and report back any issues they might encounter.

 

Being a beta version, I strongly advise against using this mod for a serious playthrough.

 


  • Submitter
  • Submitted
    09/13/2025
  • Category
  • Requirements
    Base game + all DLC
    Devious Devices (any version 5.0 or later)
  • Regular Edition Compatible
  • Install Instructions

    Install like any other mod with the mod manager of your choice.

     

    I recommend placing this mod above any follower framework mods or other mods which alter vanilla dialogue.

     

    Compatibility with LE is untested.

 

Posted
1 hour ago, serph90 said:

will the gagged npc produce silent dialogue or the gagged DD sound effect will play?

The DD gagged moan sound will play (i.e., the function Moan(actor) from zadLibs).

Posted

Same i have been too. Im supprised this wasn't implimented age ago. Specialy with whichever mod i have (probably DCL) that had bound woman in the city so it kind of feel like imersion breaking when they speak while gag.

Posted

Thanks! To be fair, my method of addressing this is pretty heavy-handed. This kind of "invasive surgery" in the base came is always risky and fraught with compatibility nightmares. Good old GagSFX (for LE) did a bit of the same but, as far as I can remember, "only" covered the follower commands without touching the idle dialogue, etc. There are also several other NPC dialogues (especially all those random quest dialogue scenes / world interactions) that my mod doesn't cover.

Posted
3 hours ago, Ddowney14 said:

Would this be applicable to NPCs bound in Non-Devious Devices?

Yes, as long as at least one of the NPCs' worn items has the zad_DeviousGag keyword on it. Also note that this only works with specific dialogues; it's not a global override for all NPC dialogue when gagged.

  • 3 months later...
Posted

Does anyone know how i can stop dialogue From Neither Framework Follower and RDO or if someone already made a patch for it please .

Posted
5 hours ago, crosse556 said:

Does anyone know how i can stop dialogue From Neither Framework Follower and RDO or if someone already made a patch for it please .

Hi, you could try your luck with the mod linked in the post above yours, though I haven't tried it that way myself yet.

 

Otherwise, the "traditional" method is this below, which works for any dialogue in the game and for vanilla and mod content:

  1. Load the mod into the CK or xEdit (with CK it is probably easier to navigate the dialogue topics)
  2. Find the topics you want to add a gagged version to.
  3. Duplicate the topic info that you want to add a gagged version for
  4. Add a condition to the original topic info: SUBJECT WornHasKeyword != zad_DeviousGag
  5. Replace the text in the duplicate of the topic info to gag-talk like "Mmmh!"
  6. Enter this into the Begin Fragment: "libs.Moan(akSpeaker)" ("libs" being the property for the ZadLibs quest from Devious Devices.)
  7. Done! (For that one topic, that is... now rinse and repeat...)

If the above is total gibberish to you, this is the best place to get started: https://ck.uesp.net/wiki/Category:Tutorials ;) 

  • 3 months later...
Posted

Hey i downloaded the mod the other day and while I haven't had the chance to open my game with it yet, I saw in xEdit that many of your changed topics are also changed by other mods. I had to wonder if you did consider making this a Synthesis patcher, so that it dynamically gags the whole load order? Anyway, love the idea.

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